Magic
Ritual tagove isto postavljajte
sve što je u zagradama isto postavljajte ako je iza škole magije
source navedite odmah iza naslova
- Healing
- Cure Wounds
- Illusion
- Divination
- Transmutation
- Feathered Reach
- Instant Replay
- Stone Bones
- Pillar of Salt
- Snakestaff
- Card trick
- Moment to think
- Quickstep
- Springheel
- Evocation
- Gust Barrier
- Boomering
- Halo of Flame
- Arc blade
- Burning blade
- Caustic blade
- Finger guns
- Force dart
- Force weapon
- Frigid blade
- Lightning surge
- Phantom grapnel
- Sonic pulse
- Thunderous distortion
- Conjuration
- Enchantment
- Necromancy
- Abjuration
- Curses
- Sangromancy
- Lunar Magic
- Delirium (drakenheim)
Healing
Cure Wounds
Level | 1st |
CASTING TIME | 1 Action |
RANGE/AREA | Touch |
COMPONENTS | V, S |
DURATION | Instantaneous |
SCHOOL | Evocation |
ATTACK/SAVE | None |
DAMAGE/EFFECT | Healing |
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Illusion
Ambush prey
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: S, M (a broken twig)
Duration: 1 hour
You channel primal predatory energies to perfectly conceal your presence in order to surprise your target. You become invisible for the spell’s duration, granting advantage on all Dexterity (Stealth) checks to remain hidden. The invisibility will last for the duration of the spell, however, moving 5 feet or more from your position when you cast the spell will end the effect. As long as you remain invisible, the first attack you make against any target who is unaware of your presence deals an additional 1d6 points of damage. This attack ends the spell.
At Higher Levels. When you cast this spell using a spell slot above 2nd level, the damage of your first attack increases by 1d6 for every slot level above 2nd.
Spell list: Ranger
Silent image
Source: Player's Handbook
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Spell Lists. Bard, Sorcerer, Wizard
Invisibility
Source: Player's Handbook
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Spell Lists. Artificer, Bard, Sorcerer, Warlock, Wizard
Divination
Elevated sight
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You cast your eyes skyward, granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying, granting a full 360 degree view from its location. The sensor moves with you, retaining its height in relation to you. You can use a bonus action to adjust the sensor’s height, but only to a maximum of 120 feet above you.
While looking through this sensor you are blind, though you can switch between seeing through the sensor or through your own eyes at any time during your turn.
Spell list: Cleric, Druid, Ranger, Warlock, Wizard
Cheat
Divination cantrip
Casting Time: 1 bonus action
Range: Self
Components: S, M (a weighted die)
Duration: 1 round
You subtly twist your fingers and fate seems to follow
suit. For the duration, you can reroll any ability
check you make to play nonmagical games of skill.
Therefore, this spell could influence a game of poker,
but not the result of a deck of many things.
Sense lifeblood
2nd-level divination (sangromancy)
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, you can sense the lifeblood flowing within creatures you can see. For the duration of the spell, you can sense whether and how two or more creatures you can see are related biologically.
In addition, you know whether the creature’s current hit points are equal to or below half their maximum hit points and, when you deal damage to such a creature, you roll two additional dice to deal bonus damage. The dice rolled to determine this bonus damage are the same as the two you expended to cast this spell.
At Higher Levels. When you cast this spell with a 4th or 5th level spell slot, you can maintain concentration on this spell for up to 1 hour. When you cast this spell with a 6th level or higher spell slot, you can maintain concentration on this spell for up to 8 hours.
Transmutation
Feathered Reach
3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: S, M (a small feather)
Duration: 1 minute
You transform your arms into powerful wings, and your fingers into long, graceful feathers. The effects of this spell last 1 minute, at which point the feathers gradually fall out, causing you to float gently to the ground as your arms return to their original form. This spell confers a number of benefits upon the caster:
ll As a bonus action, you can fly up to double your movement speed. You must land once you finish your movement, although you do not take fall damage while this spell is active, as your feathered arms bear you gently to the ground.
ll You can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can do this once during your turn and may use it in conjunction with a regular jump.
ll When falling, you can use your reaction to stiffen your arms, and glide on the wind. You may fly up to your movement speed, in any direction, choosing where you land.
ll You gain advantage on all athletics checks used to make a long or high jump. You do not need to move 10 feet before you jump to gain distance, and you triple the distance you would jump normally.
In order to benefit from this spell your hands must be free of shields and heavy weapons, and you cannot be encumbered.
Instant Replay
1st-level transmutation (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target.
Stone Bones
2nd-level transmutation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: 1 round
You magically reinforce a creature you can see within range, granting it resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of its next turn.
Pillar of Salt
3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of lantern oil and a pinch of sulfur)
Duration: Instantaneous
You deliver a mote of divine wrath to a point you can see within range. Each creature you choose in a 10-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 7d6 necrotic damage, or half as much on a successful save. If this damage reduces a target which failed its saving throw to 0 hit points, it is transformed into a pillar of salt.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Snakestaff
3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a quarterstaff)
Duration: Concentration, up to 1 hour
You cast a staff to the ground, which writhes and grows into a giant constrictor snake under your control, which acts on its own initiative count. The snake is friendly to you and your companions. The snake will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. If the snake is reduced to 0 hit points, it dies and reverts to a broken staff. The GM has the creature’s statistics.
Card trick
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a deck of playing cards)
Duration: Instantaneous
With a flash of your hands, you fling a playing or
tarot card charged with energy at your opponents.
Choose whether you make a spell attack roll or for
the target to make a Dexterity saving throw. On a hit
or a failed saving throw, the target takes 1d6 force
damage.
This spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).
Moment to think
Transmutation cantrip (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
When you cast this spell, you briefly stop time for
everyone but yourself. You can take one additional
action and move around in your space while no time
passes for other creatures. That action can be used
only to take the Search or Use an Object action, or to
make an Intelligence check to remember information
about something.
Furthermore, you can’t affect or damage any
creature or object, other than objects you are wearing
or carrying. If an object leaves your hand, it also
becomes frozen in time.
Quickstep
Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
You call upon your inner reserves to give you a
brief flash of speed. When you cast this spell, your
base movement speed increases by 10 feet until the
beginning of your next turn.
Springheel
Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
You flood magic into your legs, allowing you to
bound high into the air from a standstill. When you
cast this spell, your jump distance increases 10 feet
until the beginning of your next turn, and you can
make a running high jump or a running long jump
without a running start.
Evocation
Gust Barrier
Evocation cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 round
You spread your arms wide, allowing yourself to become enveloped by the air around you. Until the end of your next turn, any ranged attack against you is made with disadvantage. Melee attackers who successfully hit you must make a Constitution saving throw against your spell save DC. On a failure, the attacker is flung away from you up to 10 feet and is knocked prone.
Spell list: Bard, Druid, Sorcerer, Wizard
Boomering
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to the third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell’s targets.
Halo of Flame
2nd-level evocation
Casting Time: 1 action
Range: Self (10-foot radius, 5-foot wide ring)
Components: V, S
Duration: Instantaneous
A ring of flame ignites above your head, and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Arc blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, M (a melee weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one
creature within the spell’s range, otherwise the spell
fails. On a hit, the target suffers the weapon attack’s
normal effects, except that any damage dealt by the
attack is lightning damage instead of its normal type.
Additionally, an arc of lightning jumps to a creature
you choose within 5 feet of the target, dealing 1d6
lightning damage.
This spell’s damage increases when you reach
certain levels. At 5th level, the melee attack deals
an additional 1d8 lightning damage and secondary
damage deals an additional 1d6 lightning damage to
their targets. Both damage rolls increase by one die
at 11th level (2d8 and 3d6), and 17th level (3d8 and
4d6).
Burning blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, M (a melee weapon)
Duration: 1 round
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one
creature within the spell’s range, otherwise the spell
fails. On a hit, the target suffers the weapon attack’s
normal effects, except that any damage dealt by
the attack is fire damage instead of its normal type.
Additionally, embers whirl in the target’s space. Until
the start of your next turn, when a creature enters
the space for the first time or ends its turn there, you
can use your reaction to deal 1d6 fire damage to the
creature, ending the spell.
This spell’s damage increases when you reach
certain levels. At 5th level, the melee attack deals an
additional 1d6 fire damage to the target on a hit and
the secondary damage deals an additional 1d6 fire
damage to its target. Both damage rolls increase by
one die at 11th level (2d6 and 3d6) and 17th level
(3d6 and 4d6).
Caustic blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, M (a melee weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one
creature within the spell’s range, otherwise the spell
fails. On a hit, the target suffers the weapon attack’s
normal effects, except that any damage dealt by the
attack is acid damage instead of its normal type. If
you miss by 3 or less, acid splashes on the target, and
you instead deal 1d8 acid damage.
This spell’s damage increases when you reach
certain levels. At 5th level, the melee attack deals an
additional 1d8 acid damage to the target on a hit,
and the acid damage dealt on a miss increases to 2d8.
Both damage rolls increase by one die at 11th level
(2d8 and 3d8) and 17th level (3d8 and 4d8).
Finger guns
Evocation cantrip (renaissance)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
You extend your forefinger and thumb, a dangerous
gesture mimicking a gun. For the duration, you can
use your action to make a ranged spell attack against
one creature you can see within 60 feet, dealing 1d8
force damage on a hit.
Your finger gun does not require ammunition,
but is considered to be a firearm for spells and effects
which influence firearms.
The spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
Force dart
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a specially-prepared gauntlet
worth at least 5 gp)
Duration: Instantaneous
You fling a dart of magical force at a creature or
object within range. Make a ranged spell attack
against the target. On a hit, the target takes 1d10
force damage.
This spell’s damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10).
Force weapon
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a specially-prepared gauntlet
worth at least 5 gp)
Duration: 1 round
You conjure a blade of magical force in the air, which
lashes out at your foes. Make a melee spell attack. On
a hit, you deal 1d10 force damage. The blade remains
in existence for a short time; until the beginning of
your next turn, you can make a single strike with
your mystical blade as an opportunity attack.
You can make 1 additional attack on your turn
at 5th level (2 attacks), at 11th level (3 attacks), and at
17th level (4 attacks).
Frigid blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, M (melee weapon)
Duration: 1 round
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one
creature within the spell’s range, otherwise the spell
fails. On a hit, the attack does damage as normal,
except that the entire attack deals cold damage
instead of its normal type. Additionally, the target is
covered in a brittle frost until the start of your next
turn. If the target willingly moves before then, you
can use your reaction to deal 1d8 cold damage to the
target, ending the spell.
At 5th level, the melee attack and secondary
damage each deal an additional 1d8 cold damage.
Both damage rolls increase by 1d8 at 11th level
(2d8/3d8), and 17th level (3d8/4d8).
Lightning surge
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, S, M (two bits of copper wire)
Duration: Instantaneous
You emit a dazzling array of short lightning bolts in
all directions. All other creatures within 5 feet of you
must succeed on a Dexterity saving throw or take
1d6 lightning damage.
This spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).
Phantom grapnel
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You conjure a chain and hook made of magical force,
which you propel at a creature or unoccupied space
you can see within range. When you target a space
or a creature of Huge size or larger, your grapnel
pulls you to that target in a straight line. You provoke
opportunity attacks for this movement as normal.
When you target a creature of Large size or smaller,
you pull the target up to 10 feet towards you. A
creature can make a Strength saving throw to resist
this movement.
Sonic pulse
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You compress a thunderous boom into an invisible
ball and project it at a creature you can see within
range. The target must succeed on a Constitution
saving throw, or it takes 1d8 thunder damage and is
deafened until the start of your next turn.
If the spell’s target is within 10 feet of you, this
spell’s damage becomes d10s, instead of d8s.
This spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
Thunderous distortion
Evocation cantrip
Casting Time: 1 action
Range: Self (10-foot cone)
Components: V, S
Duration: Instantaneous
You produce a distorted wave of noise in a 10-foot
cone, which can be heard up to 100 feet away. Each
creature in that area must succeed a Constitution
saving throw, or take 1d6 thunder damage.
An echo of this noise persists until the end of
your next turn. If you cast this spell again before
the end of your next turn, its damage becomes d8s,
instead of d6s.
This spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).
Conjuration
Find familiar
Source: Player's Handbook
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Spell Lists. Wizard
Globe of Twilight
3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot radius, 15 feet high)
Components: V, S, M (a dab of pitch and a bag of glittering sand)
Duration: Concentration, up to 10 minutes
You shroud the area surrounding you in a sphere of night sky, dotted with miniature stars. The twilight conceals your allies, but clearly illuminates your enemies. The area affected by this spell is lightly obscured by magical shadow, within which small constellations softly twinkle. Aside from these stars, only light produced by a spell of 3rd level or higher can properly illuminate any area inside the sphere. Nonmagical light does not function inside the sphere, and all other forms of magical radiance can only produce dim light in a 5-foot space. When you cast this spell you may designate any number of creatures you can see to be concealed by the supernatural shadows while in the sphere. A concealed creature has advantage on Dexterity (Stealth) checks when inside the sphere and may attempt to hide at any time. Because the area of the spell is lightly obscured, creatures within the spell’s area have disadvantage on Wisdom (Perception) checks made to see those outside of it. All other creatures in the area are dazzled by the light of the miniature stars, causing them to have disadvantage on all perception checks inside the sphere. When such a creature enters the spell’s area for the first time, or starts its turn there, it must make a Wisdom saving throw or be blinded until the end of its turn.
Spell list: Druid, Ranger, Warlock, Night domain
Polybrachia
3rd-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of armbands)
Duration: Concentration, up to 10 minutes
Two muscular arms consisting of brilliant arcane energy appear on a willing creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make an additional melee weapon attack using the arms.
Cryptogram
Conjuration cantrip
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a small written message)
Duration: Instantaneous
You send a small scroll with a short message to a
creature of your choice. The recipient must be a
creature known to you and also be on the same plane
of existence as you. This scroll will hover in front of
the recipient, drop into their pocket, or appear sitting
on something nearby. The scroll’s message can be up
to 8 characters long (spaces count as characters). You
can send only one scroll to a single target each day.
Magic daggers
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
With a flourish, you conjure a throwing dagger of
magical force out of thin air and flick it from your
wrist at a target you can see. Make a ranged spell
attack roll against a creature within range. On a hit,
the target takes 1d6 magical piercing damage. The
dagger vanishes after the attack.
At higher levels, you conjure more daggers out
of force and make additional attacks: two daggers
at 5th level, three daggers at 11th level, and four
daggers at 17th level. You can use the daggers to
attack the same target or different ones. Make a
separate attack roll for each dagger.
Enchantment
Charm person
Source: Player's Handbook
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard
Enthrall
Source: Player's Handbook
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Necromancy
Blindness/Deafness
Source: Player's Handbook
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Spell Lists. Bard, Cleric, Sorcerer, Wizard
Blood print
1st-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ounce or more of blood)
Duration: Instantaneous
At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.
Indemnify
1st-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 hour
You fling a drop of blood at a target you can see within range, marking them for reckoning. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant or necrotic damage (your choice) whenever you lose hit points for the duration. This spell ends early if the target begins its turn further than 60 feet from you.
Abjuration
Burnt Offering
1st-level abjuration (ritual)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a pyre and slain animal)
Duration: 24 hours
By constructing a pyre and burning an animal’s corpse, you court the favor of the gods. For the duration, you can add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can also reroll one saving throw you make during the duration. You can choose to reroll the saving throw after you roll the die, but must decide before the outcome is determined and must use the new roll.
Transient Bulwark
1st-level abjuration (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pearl worth 10 gp, which the spell consumes)
Duration: 8 hours
The next attack made against you within the duration has a -10 penalty to hit.
Curse Ward
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You reach out your hand and touch a willing creature within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its maximum hit points can’t
be lowered. If the target is already affected by one of these effects, the effect is suspended until the spell ends.
Protection From Ballistics
2nd-level abjuration (renaissance)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A shimmering shield of energy surrounds one willing creature you touch. For the duration, ranged attacks made by firearms have disadvantage against the target, and the target has resistance to any damage dealt by firearms.
Force buckler
Abjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a specially-prepared gauntlet
worth at least 5 gp)
Duration: 1 round
You summon a translucent, yet visible, field of force
which springs forth from the prepared gauntlet.
Until the beginning of your next turn, this shield
grants you a +2 bonus to your Armor Class, as if you
were wielding a shield. This spell ends early if you are
hit by an attack.
Curses
From punishing afflictions to poetic justice, curses are synonymous with dark fantasy. Curses are powerful spells reserved by dark casters for those they feel have truly wronged them. Curses channel dark emotions and vengeance, and grow in power when cast with spiteful intent. Woe befalls the fool who takes hag pacts lightly.
Curses are dark magic fueled by malice and other hostile emotions. While they are not restricted to characters by alignment, casting a curse is an evil deed. The following classes add all curses to their spell lists:
• Bard
• Cleric
• Druid
• Sorcerer
• Warlock
• Wizard
Components
Casting a curse requires spell components that bear a specific connection to the target of the curse. When casting a curse, the spellcaster must have all required components in their possession, regardless of any spellcasting focus or components pouch they possess.
Shadowsteel
Shadowsteel is a dark combination of metallurgy and insidious sorcery. Due to its ability to hold dark magic, Shadowsteel is a required component for dark mages looking to cast curses. As each curse requires a component made of Shadowsteel, the availability of the resource can be tailored to your campaign, depending on how available your GM wishes curses to be.
Curse Strength Table
Curses are spells of dark emotions and twisted fate, gaining power depending on the circumstances of their use. A curse cast with the dying breath of a betrayed lover will bear considerably more power than a run-of-themill curse. When determining the spell DC of a curse, use the spellcaster’s DC and consult the table below for
modifiers:
Knowledge of
the Target
Save Modifier
Secondhand -10
Firsthand -5
Familiar 0
Target’s
Transgression
Save Modifier (only the highest applies)
Broke a deal +2
Sworn enemy +7
Egregious betrayal +10
Desecrated your home +8
Spiteful envy +5
These are examples of modifiers for curses, based on the relationship between the caster and the target. A GM can modify or expand these to suit the needs of their game.
Triggering Event
Curses often have no immediate effect upon casting. Curses lie dormant within a target until they complete a task or action that satisfies their triggering event. For example, a target cursed with the curse of ravenous hunger will suffer no effects until they consume their next meal.
Upon completing the Triggering Event, the target will automatically start the effects of the curse at stage 1.
Stage Progression
While curses are dangerous magic, they take time to reach full power. Curses develop in 3 stages. As a curse progresses through the stages, it becomes more harmful to the afflicted. Whenever a cursed creature fails an escalation check, they advance to the next stage of the curse. The effects of a new stage are in addition to those of previous stages.
If an effect contradicts another, use the effect from the greater stage.
Escalation
Escalation represents the curse gaining power as time goes on. At dawn once a day, a cursed creature must make an escalation check to see if their curse escalates. To pass, a creature needs to roll an unmodified d20, and obtain a score greater than the number of checks they have made on this stage. On a failed save, the cursed creature applies the effects of the next stage of the curse, in addition to any previous stages.
For example, a creature who has just been cursed makes an escalation check the following dawn. They must roll greater than a 1. The next day the DC will increase to 2, and so on. If, on the 5th dawn, they roll a 5 or less, the curse escalates to the second stage. They apply any new effects and reset the DC to 1.
Culmination
All curses have a culmination. This is the final intent of the curse, and often involves transforming the victim into a twisted creature, barely resembling who they once were. Culminations are truly evil effects and are almost always permanent. When a creature fails an escalation check at stage 3 of a curse, they apply the effects of the curse’s culmination. They continue to apply the effects of the previous stages, but cease making escalation checks. Once a curse’s culmination has been reached, it can only be cured with the use of a wish spell.
Curing
Once they have begun, curses are notoriously difficult to cure. Many adventurers have fallen to a curse before they were able to gather the components to cure it. As a result, it is not unheard of for travelling mystics to carry multiple curing ingredients with them, to sell for exorbitant prices. To cure a curse, a cursed creature must be
targeted with the remove curse spell. In addition, a number of cure components are required equal to the number of stages their curse has escalated to. For example, a curse that has escalated to stage 3 requires 3 cure components as well as a remove curse spell.
The following items outline a number of cure components that can be found within the world. A GM can include additional components based on their setting, campaign story or game mechanic they wish to include.
Hag’s promise. A potion brewed by hags, purposely named confusingly.
A strand of hair from the lost but not found. From a pillow or other possession of a lost person.
A twice-murdered raven. A raven that has been killed, resurrected, then killed again.
The highest pinecone of a forest. Found with a lot of climbing.
A clock which runs backwards. Casting slow and haste on a timepiece will cause it to tick backwards.
A black pearl, harvested but a week ago. Found with a lot of swimming.
A book that has never been read. From a publisher or printing press.
A rose that grows in darkness but not sunlight. A rare flower known as a Black Rose.
A life willingly given. Someone willing to sacrifice themself to cure the cursed.
Wish. A wish granted by a spell or entity
Curse descriptions
Curse of Conceited Obsession
6th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a thread from the bed of
your target, a handful of teeth, and a Shadowsteel
gilded mirror worth at least 1,000 gp, all of which
the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane
of existence as you with an obsessive selfinfatuation. The target must make a Charisma
saving throw against the spell’s DC, which
is modified by the Curse Strength Table. On
a successful save, the target becomes aware
that somebody attempted to curse them. On a
failed save, the target becomes cursed and is
unaware of this. Upon the completion of this
curse’s triggering event, the target automatically
advances to stage 1 of this curse.
Triggering event. The next time the cursed
creature looks into a mirror or reflective surface,
it spontaneously cracks.
Stage 1. The cursed creature is compelled to stop
and admire themselves whenever they see their
own reflection.
Stage 2. The cursed creature becomes obsessed
with looking for and finding its own reflection
wherever it goes. Additionally, the cursed creature
has disadvantage on attack rolls.
Stage 3. The cursed creature is driven to find or,
if necessary, build a location where it can see its
own reflection from many angles. The cursed
creature is compelled to remain in this location
and admire itself. Additionally, attack rolls
against the creature gain advantage.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Weeping Willow. If the
creature is a player character, they become an
NPC under the GM’s control.
Curse of Damned Aging
4th-level Necromancy (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a childhood possession
of the target, a pint of blood, and a Shadowsteel
stopwatch worth at least 1,000 gp, all of which
the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane
of existence as you with withering and horrific
aging. The target must make a Strength saving
throw against the spell’s DC, which is modified
by the Curse Strength Table. On a successful
save, the target becomes aware that somebody
attempted to curse them. On a failed save, the
target becomes cursed and is unaware of this.
Upon the completion of this curse’s triggering
event, the target automatically advances to stage 1
of this curse.
Triggering event. The next time the target
changes clothing, they find multiple wrinkles,
grey hairs and liver spots they did not
previously have.
Stage 1. The cursed creature is compelled to
rest when the occasion permits it, becoming
lethargic and lazy.
Stage 2. The cursed creature becomes feeble as
their muscle mass begins to deteriorate. The
cursed creature has disadvantage on Strength
saving throws.
Stage 3. The cursed creature starts to age rapidly,
becoming decrepit. The cursed creature’s Strength
score becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Body Snatcher. If the
creature is a player character, they become an
NPC under the GM’s control.
Curse of Foul Blight
4th-level Necromancy (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a shred of the target’s
clothing, a chunk of rotten flesh, and a
Shadowsteel jewellery box worth at least 1,000 gp,
all of which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane of
existence as you with a putrefying and stinking
pox. The target must make a Charisma saving
throw against the spell’s DC, which is modified
by the Curse Strength Table. On a successful
save, the target becomes aware that somebody
attempted to curse them. On a failed save, the
target becomes cursed and is unaware of this.
Upon the completion of this curse’s triggering
event, the target automatically advances to stage 1
of this curse.
Triggering event. The target searches their
backpack, clothes drawer, or wherever else they
store their garments, they find an infestation
of insects.
Stage 1. The cursed creature is afflicted with a
minor cough. Whenever they speak more than
a few words at a time, they break into a fit
of coughing.
Stage 2. The smell of putrescence lingers in the
air around the cursed creature. Food and drink
quickly spoil, jewellery tarnishes, and wood rots
within 10 feet of the cursed creature. Additionally,
the cursed creature has disadvantage on Charisma
saving throws.
Stage 3. The cursed creature’s skin becomes
riddled with pock marks, pustules, and lesions.
Insects flock to the cursed creature, infesting
their clothes. The cursed creature’s Charisma
score becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Plague Carrion. If the
creature is a player character, they become an
NPC under the GM’s control.
Curse of Ill-Fated Fortune
5th-level Divination (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a shred of the target’s
clothing, a splinter of bone, and a collection of
Shadowsteel dice worth at least 1,000 gp, all of
which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane of
existence as you with lethal bad luck. The target
must make a Dexterity saving throw against
the spell’s DC, which is modified by the Curse
Strength Table. On a successful save, the target
becomes aware that somebody attempted to curse
them. On a failed save, the target becomes cursed
and is unaware of this. Upon the completion
of this curse’s triggering event, the target
automatically advances to stage 1 of this curse.
Triggering event. The next time the target walks
through a doorway or up a flight of stairs, the
target stubs their toe, bruising it badly.
Stage 1. The cursed creature falls victim to minor
inconveniences and bad luck. Shops they wish to
visit close just as they arrive, equipment breaks
at inconvenient moments, and other unfortunate
events befall them.
Stage 2. The cursed creature becomes a beacon
of bad luck as otherwise harmless setbacks
become increasingly dangerous. For example,
objects constantly seem to be placed in their way.
Additionally, the cursed creature has disadvantage
on Dexterity saving throws.
Stage 3. The cursed creature becomes dangerously
accident-prone, as even the simplest tasks have
unforeseen life-threatening consequences. The
cursed creature’s Dexterity score becomes 6,
unless it was lower already.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Herald of Calamity. If the
creature is a player character, they become an
NPC under the GM’s control.
Curse of Insatiable Greed
5th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a coin that the target has
previously possessed, the tail of a rat, and a
Shadowsteel crown of thorns worth at least 1,000
gp, all of which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane of
existence as you with a bitter and self-destructive
greed. The target must make a Wisdom saving
throw against the spell’s DC, which is modified
by the Curse Strength Table. On a successful
save, the target becomes aware that somebody
attempted to curse them. On a failed save, the
target becomes cursed and is unaware of this.
Upon the completion of this curse’s triggering
event, the target automatically advances to stage 1
of this curse.
Triggering event. The next time the target
completes a long rest, they notice they have lost a
valued item.
Stage 1. The cursed creature becomes compelled to
steal trinkets they do not own.
Stage 2. The cursed creature finds a secret place
to start stashing their hoard, and becomes
anxious about leaving the location of their hoard
for extended periods of time. Additionally, the
cursed creature has disadvantage on Wisdom
saving throws.
Stage 3. The cursed creature is driven to
transform their hoard into a labyrinth of
possessions and treasure they have stolen. The
cursed creature cannot leave this labyrinth.
Additionally, the cursed creature’s Wisdom score
becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Verminous Abomination. If
the creature is a player character, they become an
NPC under the GM’s control.
Curse of Lost Sentiment
4th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a lock of hair from
someone the target loves, an animal’s heart, and
a Shadowsteel idol worth at least 1,000 gp, all of
which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane
of existence as you with the loss of memories
and horrific madness. The target must make
an Intelligence saving throw against the spell’s
DC, which is modified by the Curse Strength
Table. On a successful save, the target becomes
aware that somebody attempted to curse them.
On a failed save, the target becomes cursed and
is unaware of this. Upon the completion of this
curse’s triggering event, the target automatically
advances to stage 1 of this curse.
Triggering event. The next time the target sleeps,
they suffer nightmares of a person they treasure
abandoning them.
Stage 1. The cursed creature begins forgetting
events that have occurred within the past few
days, as well as the names of acquaintances.
Stage 2. The cursed creature forgets all but their
closest companions. The curse begins creating
twisting the creatures mind, creating delusions of
hidden threats and scheming rivals. Additionally,
the cursed creature has disadvantage on
Intelligence saving throws.
Stage 3. The cursed creature completely forgets
their closest companions, who they are, and any
goals they once possessed (including curing the
curse). The curse twists their mind into madness
and fabricates delusions of a great conspiracy
only the cursed creature can prevent. The cursed
creature is compelled to take any action they
believe necessary to uncover this conspiracy.
Additionally, the cursed creature’s Intelligence
score becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Dream Whisperer. If the
creature is a player character, they become an
NPC under the GM’s control.
Curse of Ravenous Hunger
5th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a morsel of food that
belonged to the target, a sun-dried slug, and a
Shadowsteel dining plate worth at least 1,000 gp,
all of which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane
of existence as you with painful and unending
starvation. The target must make a Constitution
saving throw against the spell’s DC, which
is modified by the Curse Strength Table. On
a successful save, the target becomes aware
that somebody attempted to curse them. On a
failed save, the target becomes cursed and is
unaware of this. Upon the completion of this
curse’s triggering event, the target automatically
advances to stage 1 of this curse.
Triggering event. While eating their next meal,
the target bites their tongue and their mouth fills
with blood.
Stage 1. The cursed creature is gripped with an
insatiable appetite.
Stage 2. The cursed creature becomes compelled
to eat inappropriate items such as coins, flowers,
glass, dirt. Additionally, the cursed creature has
disadvantage on Constitution saving throws.
Stage 3. The cursed creature becomes ravenous
and is compelled to consume the flesh of
humanoids. No other food will satiate its
starvation. The cursed creature’s Constitution
score becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Bloated Gastromorph. If
the creature is a player character, they become an
NPC under the GM’s control.
Curse of Uncontrollable Wrath
6th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a weapon that belonged
to the target, a severed hand, and a Shadowsteel
knife worth at least 1,000 gp, all of which the
spell consumes)
Duration: Until cured
This spell curses a creature on the same plane of
existence as you with an uncontrollable temper
and lust for violence. The target must make a
Wisdom saving throw against the spell’s DC,
which is modified by the Curse Strength Table.
On a successful save, the target becomes aware
that somebody attempted to curse them. On a
failed save, the target becomes cursed and is
unaware of this. Upon the completion of this
curse’s triggering event, the target automatically
advances to stage 1 of this curse.
Triggering event. The next time the cursed
creature wields a weapon or spellcasting focus, an
old wound of theirs reopens.
Stage 1. The cursed creature becomes easily
agitated and aggressive.
28
The Realms of Etharis
28
Player Tools
Stage 2. The cursed creature becomes obsessed
with violence. The thrill of solo battle intoxicates
them, and their demeanour toward their allies
sours as the curse grows. The cursed creature
cannot benefit from the spells or abilities of allies.
Stage 3. The cursed creature is driven to insatiable
bloodlust, unable to rest while there are enemies
to slaughter. The cursed creature cannot complete
a long rest.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes an Avatar of Slaughter. If the
creature is a player character, they become an
NPC under the GM’s control.
Sangromancy
Sangromancy spells
Blood Bond
3rd-level enchantment (sangromancy)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a rag soaked in your own blood)
Duration: 1 hour
As part of casting this spell, you must expend three hit dice or the spell automatically fails. If you do, roll the expended hit dice, and the creature gains an equal number of temporary hit points. For the duration of the spell, you know the direction and distance to the creature at all times, you and the creature can speak to one another telepathically (provided the creature has an intelligence score of 3 or higher), and you can target the creature with spells you cast that have a range of Self or Touch. These benefits are suppressed while you and the creature are not on the same plane. At any point, a creature affected by this spell can choose to end the spell early. If it does, the creature loses all remaining temporary hit points granted by this spell and takes necrotic damage equal to the temporary hit points lost.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, its duration is 8 hours. When you cast this spell using a spell slot of 7th or 8th level, its duration is 24 hours. When you cast this spell using a spell slot of 9th level, its duration is 7 days.
Blood Rush
1st-level transmutation (sangromancy)
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Instantaneous
As part of casting this spell, you must expend a hit die orthe spell automatically fails. If you do, roll the hit die and regain a number of hit points equal to the result + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend and roll an additional hit die for each slot level above 1st.
Circle of Scarlet
4th-level evocation (sangromancy)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of parchment with a circle drawn in humanoid blood)
Duration: Instantaneous
As part of casting this spell, you must expend four hit dice or the spell automatically fails. If you do, choose a point on the ground within range and roll the expended hit dice. A crimson pillar erupts from the ground in a 15-foot radius and 100-foot high cylinder centered on the point you chose. Each creature within the cylinder must make a Constitution saving throw. On a success, the creature takes necrotic damage equal to the total of the expended hit dice. On a failure, the creature takes necrotic damage equal to the total of the expended hit dice and must expend and roll four hit dice of its own, taking additional necrotic damage equal to the result. For each creature who fails the saving throw against this spell, you gain 5 temporary hit points.
Consumption
1st-level evocation (sangromancy)
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a malnourished leech)
Duration: Concentration, up to 1 minute
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, choose a creature within range and roll the hit die. The creature loses a number of hit points equal to the result. For the duration of the spell, the creature must make a Constitution saving throw at the end of each of its turns. On a failure, roll the hit die expended to cast this spell again, and the creature loses hit points equal to the result. On a success, this effect ends for the creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose an additional target for the spell for each slot level above 1st.
Creeping Death
8th-level necromancy (sangromancy)
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
As part of casting this spell, you must expend eight hit dice or the spell automatically fails. When you do, roll the eight hit dice expended to cast this spell and total them to determine the creature’s creeping death threshold. While the spell remains active, if the creature’s current hit points ever equal or are less than the creeping death threshold, the creature immediately dies.
As a bonus action on each of your turns while this spell is active, you can force the target to make a Constitution saving throw. On a failure, roll 2d6 and add the result to the creature’s creeping death threshold. On a success, add half the result instead. If the creature succeeds on three saving throws, which do not have to be consecutive, this spell ends early.
Crimson Lash
1st-level conjuration (sangromancy)
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 10 minutes
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand. This magic weapon lasts until the spell ends. It counts as a simple weapon with which you are proficient, and it has the light, finesse, and reach properties. You can choose to add your spellcasting modifier, instead of your Strength or Dexterity modifier, to attack and damage rolls with this weapon. Its damage die is equivalent to the hit die expended casting this spell, and the damage dealt is necrotic. Each time a creature takes damage from this magic weapon, its maximum hit points are reduced by an amount equal to the damage it took.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, when you take the Attack action, you can make two weapon attacks, provided both are with this magic weapon. When you use a spell slot of 5th level or higher, when you take the Attack action you make three weapon attacks, provided all are with this magic weapon.
Dark Sacrament
4th-level evocation (sangromancy)
Casting Time: 1 action
Range: Self
Components: V, S, M (a dagger encrusted in jewels worth at least 100 gp)
Duration: Instantaneous
As part of casting this spell you must expend four hit dice or the spell automatically fails. If you do, make a melee spell attack against a creature within 5 feet using the material component of this spell. On a hit, roll the hit dice expended casting this spell plus an additional 4d8 and deal necrotic damage equal to the result. If this damage causes the creature to be reduced to 0 hit points, it immediately dies and you gain one of the following dark blessings of your choice.
Unassailable. You have advantage on all saving throws.
Unbreakable. Your size increases by one category (from Medium to Large, for example), you gain a number of temporary hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns, and your weapon attacks deal an additional 1d4 damage.
Unerring. Your proficiency bonus increases by 2. Your dark blessing ends after 10 minutes or when you are reduced to 0 hit points, whichever happens first. When you take radiant damage while you have a dark blessing, you take an additional 1d4 damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the melee spell attack damage increases by 1d8 for each slot level above 4th.
Heartseeker
6th-level evocation (sangromancy)
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a ruby worth at least 100 gp)
Duration: Concentration, up to 1 minute
As part of casting this spell you must expend six hit dice or the spell automatically fails. When you do, blood flows from your body then crystallizes into a barbed arrow, which launches at a creature of your choice within range. Make a ranged spell attack against the chosen creature. On a hit, roll the hit dice expended to cast this spell, and the creature takes piercing damage equal to the result. Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it vulnerable to further attacks. At the start of the creature’s next turn, it must make a Constitution saving throw. On a failure, attacks against the creature score critical hits on a 19 or 20 on the attack roll.
At the start of each of the creature’s turns after that, it must repeat the Constitution saving throw or the critical hit range on attacks against the creature increases by 1 again. If the creature succeeds on three of these saving throws (these successes do not need to be consecutive) this spell ends. The increased critical hit range ends when the spell does.
Mortality
5th-level transmutation (sangromancy)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (the skull of a humanoid encrusted in gems worth at least 200 gp)
Duration: Concentration, up to 1 minute
As part of casting this spell you must expend five hit dice or the spell automatically fails. When you do, choose an aberration, celestial, elemental, fey, or fiend within range and condemn it to a taste of mortality. The creature must succeed on a Charisma saving throw or have its current and maximum hit points reduced. Roll the hit dice expended to cast this spell to determine the amount the creature’s current and maximum hit points are reduced by.
Additionally, for the duration of the spell, a creature that fails the saving throw loses all damage immunities and resistances, its creature type changes to humanoid, and takes an additional 1d4 necrotic damage each time it takes damage. If a creature affected by this spell is reduced to 0 hit points, these changes become permanent and the creature dies. This final effect of the spell can only be reversed if the creature is restored to life and targeted by a remove curse spell or similar magic.
Reanimate
3rd-level evocation (sangromancy)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a melange of wilted daisies and other herbal powders worth at least 300 gp, which this spell consumes)
Duration: Instantaneous
As part of casting this spell you must expend three hit dice or the spell automatically fails. If you do, you can touch a creature who has died within the last 10 minutes and return it to life with 1 hit point. In addition, roll the hit dice you expended casting this spell, and the creature gains temporary hit points equal to the result.
At the start of each of the target creature’s turns, it loses 1 temporary hit point granted by this spell. While the creature has any temporary hit points granted by this spell it moves with unnatural vigor, gaining a +2 bonus to all ability checks, attack rolls, and saving throws. Once it loses all remaining temporary hit points granted by this spell, the creature gains a level of exhaustion.
This spell can’t return to life a creature who has died of old age, nor can it restore missing body parts.
Red Rain
8th-level conjuration (sangromancy)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a sponge soaked in blood)
Duration: Concentration, up to 8 hours
As part of casting this spell you must expend eight hit dice or the spell automatically fails. If you do, over the course of the next 1d6 x 5 minutes the sky darkens and thick droplets of blood begin to rain down everywhere within 5 miles of you.
Creatures within 5 miles of you gain a level of exhaustion every 10 minutes they are directly exposed to the red rain. Each time a creature gains a level of exhaustion from this effect, it takes 2d10 necrotic damage and has its maximum hit points reduced by an equivalent amount until it is no longer exhausted.
While a creature has any levels of exhaustion caused by this spell, it automatically fails all saving throws against being poisoned or diseased. Beasts and plant creatures within the area of effect of this spell must succeed on a Wisdom saving throw or be frightened until they have spent 1 minute or longer outside the area of effect of this spell. Mundane plants within the area of effect of this spell wither and die after being exposed to the red rain for at least 10 minutes.
For each hour you maintain concentration on this spell, roll one of the hit dice expended in the casting of this spell then total the results at the conclusion of the spell. The total equals the number of days before beasts will willingly return to, and plants can begin to regrow in, the area that was affected by this spell.
Sanguine Poppet
3rd-level transmutation (sangromancy)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (an object shaped like a creature worth 1 cp or more)
Duration: Concentration, up to 1 hour
As part of casting this spell, you must expend three hit dice or the spell automatically fails. When you do, you smear the material component used to cast this spell with your blood. The object shudders and becomes a sanguine poppet under your control.
Your sanguine poppet has an AC equal to 10 + your proficiency bonus + your spellcasting ability modifier and 30 hp. If your sanguine poppet is ever reduced to 0 hp or more than a mile away, the spell ends immediately. As a bonus action on your turn, your sanguine poppet can walk or climb up to 30 feet, and you can see and hear through them until the start of your next turn.
As an action, you can cause the poppet to selfdestruct in an explosion of blood, ending this spell. Roll the hit dice expended casting this spell, and each creature within 30 feet of the poppet must succeed on a Constitution saving throw or take necrotic damage equal to the result. Creatures who succeed on the saving throw take half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can expend an additional hit die for each spell slot level above 3rd.
Additionally, the duration of this spell increases by one hour for each spell slot level above 3rd.
Sanguine Shield
2nd-level abjuration (sangromancy)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
As part of casting this spell, you must expend two hit dice or the spell automatically fails. You draw lifeforce from those injured around you to create a swirling shield of blood. You gain 5 temporary hit points for each creature within a 30 feet radius that is below its hit point maximum (including you) to a maximum of 15.
While you have these hit points, you are considered to be behind half cover for any ranged attack made against you. When this spell ends, all remaining temporary hit points provided by it are lost.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum number of temporary hit points you can gain from casting it increases by 5 for each two slot levels above 2nd.
Sense Lifeblood
2nd-level divination (sangromancy)
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, you can sense the lifeblood flowing within creatures you can see. For the duration of the spell, you can sense whether and how two or more creatures you can see are related biologically.
In addition, you know whether the creature’s current hit points are equal to or below half their maximum hit points and, when you deal damage to such a creature, you roll two additional dice to deal bonus damage. The dice rolled to determine this bonus damage are the same as the two you expended to cast this spell.
At Higher Levels. When you cast this spell with a 4th or 5th level spell slot, you can maintain concentration on this spell for up to 1 hour. When you cast this spell with a 6th level or higher spell slot, you can maintain concentration on this spell for up to 8 hours.
Steal Immortality
9th-level transmutation (sangromancy)
Casting Time: 1 reaction, which you take when a celestial, elemental, fey, fiend, or undead within range that you can see is reduced to 0 hit points
Range: 300 feet
Components: V, S, M (the skull of a humanoid encrusted in gems worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
As part of casting this spell, you must expend nine hit dice or the spell automatically fails. If you do, roll the expended hit dice and note the total as your “mortal hit points,” then the creature who triggered this spell by being reduced to 0 hp immediately dies. If it would normally return to its native plane at 0 hp, it is destroyed instead. Change your creature type to that of the dead creature.
Whilst changed, you are immune to poison and disease; no longer need to eat, drink, or breathe; resistant to nonmagical damage; and gain a benefit dependent on your new creature type:
Celestial. You have resistance to radiant and necrotic damage and gain a fly speed of 60 feet.
Elemental. You have resistance to acid, cold, fire, lightning, and thunder damage.
Fey. You can use a bonus action on each of your turns to turn invisible until the start of your next turn or teleport up to 60 feet in any direction.
Fiend. You have resistance to cold and fire damage and gain a fly speed of 60 feet.
Undead. You are immune to necrotic damage and being charmed or frightened.
Your creature type is retained until you cast the spell again, immediately ending its effects, or you take damage that reduces you to 0 hp, wherein your creature type returns to normal and your hp to the number noted as your mortal hit points.
Theft of Vitae
2nd-level transmutation (sangromancy)
Casting Time: 1 reaction, which you take when a creature you can see within 30 feet takes damage
Range: Self
Components: V, S
Duration: Instantaneous
As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, roll the hit dice and the creature takes necrotic damage equal to the result, then you gain a number of temporary hit points equal to the triggering damage plus this necrotic damage you dealt, to a maximum of 25.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of temporary hit points you can gain from casting it increases by 10 for each slot level above 2nd.
Wilting Smite
2nd-level transmutation (sangromancy)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, the next time you hit a creature with a melee weapon attack during this spell’s duration, blood flows over your weapon then desiccates into black spores falling onto the attack’s target, and the attack deals an extra necrotic damage to the target. Roll the hit dice expended to cast this spell, and the total equals the amount of this extra necrotic damage.
Additionally, the creature loses all damage resistances it has until the start of your next turn.
Lunar Magic
Lunar spell list
BARD
Cantrips (0 level spells)
Freezing Snare
Glyph of Mirithlen
Instill Moonlight
Moonlit Captivation
Trifold Goddess’s Amulet
Trifold Goddess’s Gaze
1st level spells
Gleam
Horror
Lunar Glamour
Lunar Runes
Mirithlen’s Kiss
Moonrain
Moonstairs
2nd level spells
Blade of the Four Moons
Fare for Memories
Mooncloak
Moonluck
Moonsong of Renewal
Shroud of the New Moon
3rd level spells
Lunar Well
Mirithlen’s Glow
Selenite Litany
Silver Graze
4th level spells
Lunar Fascination
Lunar Mirage
Silver Cloak
5th level spells
Lunar Fortitude
Lunar Pact
Moondream
6th level spells
Lunar Aegis
Silvery Truth Droplet
7th level spells
Selenite Sight
8th level spells
Exile to the Frozen Waste
Obfuscated Mind
Selenite Domination
Selenite Perfection
9th level spells
Judgement from Yore
Lunar Marvel
Lunar Nightmare
CLERIC
Cantrips (0 level spells)
Globe of Eclipse
Instill Moonlight
Trifold Goddess’s Amulet
Trifold Goddess’s Gaze
1st level spells
Gleam
Horror
Lunar Beacon
Lunar Blessing
Mirithlen’s Kiss
Moonrain
2nd level spells
Mooncloak
Moonluck
Moonsong of Renewal
Nova Luna
Plena Luna
Spells and Rituals
3rd level spells
Lunar Well
Mirithlen’s Glow
Selenite Litany
Silver Graze
4th level spells
5th level spells
Lunar Fortitude
Lunar Pact
6th level spells
Lunar Aegis
Lunar Assault
Lunar Defiance
Silvery Truth Droplet
7th level spells
Mirithlen’s Touch of Life
Temple of the Moon
Weeping of the Goddess
8th level spells
Exile to the Frozen Waste
Lunar Blast
Moon Whispers
9th level spells
Lunar Retribution
Selenite Projection
DRUID
Cantrips (0 level spells)
Globe of Eclipse
Instill Moonlight
Silver Droplet
Trifold Goddess’s Amulet
Trifold Goddess’s Gaze
1st level spells
Horror
Lunar Beacon
Lunar Glamour
Mirithlen’s Kiss
Moonrain
Moonstairs
2nd level spells
Blade of the Four Moons
Mooncloak
Nova Luna
Plena Luna
3rd level spells
Lunar Well
Mirithlen’s Glow
Moonamorphosis
Silver Graze
4th level spells
Banner of the Moon Goddess
Moon’s Eye
Silver Thunderbolt
5th level spells
Command Lunar Phase
Lunar Rancour
6th level spells
Lunar Aegis
Lunar Assault
Lunar Defiance
Lunar Wayfaring
7th level spells
Lunar Regression
Selenite Regeneration
Weeping of the Goddess
8th level spells
Dreadful Eclipse
Lunar Blast
Moon Whispers
9th level spells
Lunar Meteor
Selenite Projection
PALADIN
1st level spells
Gleam
Horror
Lunar Blessing
Mirithlen’s Kiss
2nd level spells
Mooncloak
Moonsong of Renewal
Plena Luna
3rd level spells
Shield of Eclipse
Silver Graze
4th level spells
Banner of the Moon Goddess
Silver Cloak
5th level spells
Lunar Fortitude
Lunar Pact
Selenite Weapon
RANGER
1st level spells
Lunar Beacon
Lunar Glamour
Mirithlen’s Kiss
Moonstairs
2nd level spells
Mooncloak
Moonsong of Renewal
Nova Luna
3rd level spells
Mirithlen’s Glow
Moonamorphosis
4th level spells
Silver Cloak
5th level spells
Command Lunar Phase
Lunar Rancour
Selenite Weapon
SORCERER
Cantrips (0 level spells)
Freezing Snare
Globe of Eclipse
Glyph of Mirithlen
Moonlit Captivation
Silver Droplet
1st level spells
Gleam
Horror
Lunar Beacon
Lunar Glamour
Moonrain
2nd level spells
Blade of the Four Moons
Fare for Memories
Shroud of the New Moon
3rd level spells
Shield of Eclipse
Silver Graze
4th level spells
Lunar Mirage
Silver Cloak
Silver Thunderbolt
5th level spells
Lunar Rancour
Selenite Weapon
6th level spells
Assault of the Black Moon
Lunar Aegis
Lunar Cage
Selenite Transfiguration
7th level spells
Lunar Regression
Mark of the Unknowable
Spells and Rituals
8th level spells
Exile to the Frozen Waste
Lunar Collapse
Selenite Domination
9th level spells
Lunar Marvel
Lunar Meteor
Lunar Nightmare
Selenite Projection
WARLOCK
Cantrips (0 level spells)
Freezing Snare
Globe of Eclipse
Glyph of Mirithlen
Moonlit Captivation
Silver Droplet
1st level spells
Gleam
Horror
Lunar Beacon
Lunar Glamour
Lunar Runes
Moonrain
2nd level spells
Blade of the Four Moons
Fare for Memories
Shroud of the New Moon
3rd level spells
Shield of Eclipse
4th level spells
Lunar Fascination
Lunar Mirage
Silver Cloak
5th level spells
Lunar Pact
Moondream
6th level spells
Assault of the Black Moon
Lunar Aegis
NIGHTFELL
7th level spells
Mark of the Unknowable
8th level spells
Lunar Collapse
Moon Whispers
Obfuscated Mind
9th level spells
Curse of the Last Moon
Lunar Nightmare
WIZARD
Cantrips (0 level spells)
Freezing Snare
Globe of Eclipse
Glyph of Mirithlen
Instill Moonlight
Moonlit Captivation
Silver Droplet
1st level spells
Gleam
Lunar Beacon
Lunar Glamour
Lunar Runes
Moonrain
Moonstairs
2nd level spells
Blade of the Four Moons
Fare for Memories
Mooncloak
Moonluck
Nova Luna
Plena Luna
3rd level spells
Lunar Well
Shield of Eclipse
Silver Graze
4th level spells
Lunar Handcraft
Lunar Mirage
Moon’s Eye
Silver Cloak
Silver Thunderbolt
5th level spells
Command Lunar Phase
Lunar Meteor
Lunar Pact
Moondream
Selenite Weapon
6th level spells
Assault of the Black Moon
Lunar Aegis
Lunar Cage
Lunar Wayfaring
Selenite Transfiguration
Silvery Truth Droplet
7th level spells
Brand of the Unknowable
Lunar Regression
Selenite Sight
8th level spells
Exile to the Frozen Waste
Lunar Collapse
Obfuscated Mind
Selenite Domination
Selenite Perfection
9th level spells
Curse of the Last Moon
Lunar Marvel
Lunar Nightmare
Selenite Projection
Silver Chronosphere
Lunar spells
CANTRIPS
Freezing Snare
Illusion Cantrip
Level: 0
Casting time: 1 action
Range: 30 feet
Components: S, M (a silver coin)
Duration: Concentration, up to 1 minute
The caster drops a silver coin wherever they can see within
30 feet; the coin starts to swirl at incredible speed and shines,
eventually floating in mid-air, 5 feet from the ground. The
coin radiates a dim light in a 5 feet radius and emits a faint,
continuous hiss. A creature ending its turn within the light
radius or stepping into it for the first time in a turn must
roll a Wisdom Saving Throw as any creature adjacent to the
coin when the spell is cast. In case of failure, the creatures
have Disadvantage on Attack and Initiative Rolls until the
beginning of their next turn.
Grabbing the coin immediately ends the spell, but only
the caster can touch it without taking 1d4 cold damage.
When the spell ends, the coin disappears and reappears in the
hand of the caster.
Cold damage increases by 1d4 at 5th level (2d4), 11th lev-
el (3d4), 17th level (4d4).
Globe of Eclipse
Necromancy Cantrip
Level: 0
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
The caster materialises an eldritch globe, designed as an
eclipsing icy moon, in the space of a target creature within
range. The caster can make a ranged spell attack with rays
of necrotic energy spout from the globe. On a hit, the target
1d6 necrotic damage and has Disadvantage on its next Saving
Throw until the beginning of the caster’s next turn.
If the target is Undead, the spell automatically bypasses
any resistance to necrotic damage.
Damage increases by 1d6 at 5th level (2d6), 11th level
(3d6) and 17th level (4d6).
Glyph of Mirithlen
Abjuration Cantrip
Level: 0
Casting time: 1 action
Range: self
Components: V, S
Duration: 1 round
The caster moves their arms around, tracing the symbol of the
Moon Goddess in mid-air. The caster gains resistance to damage
dealt by spells or magic weapons until the end of their next turn.
Instill Moonlight
Evocation Cantrip
Level: 0
Casting time: 1 action
Range: touch
Components: V, S (salt, or Portulaca root)
Duration: 1 hour
The caster touches a small item (for example, a rock, a knife,
a book). Whether the spell is cast indoors or outdoors, the
item is infused with moonlight and casts bright light for 10
feet and dim light for another 10 feet. Covering the item with
something non-translucent obstructs its radiance.
If the spell is cast during a Lunar Phase corresponding to
the caster’s Birthmoon, its range increases by 30 feet for the
bright light and by other 30 feet for the dim one. Also, the
duration increases to 4 hours.
The spell ends if cast again or if ended by the caster with
a free action (blowing it out as a candle). If aimed at an item
wielded or worn by a hostile creature, said creature gets a
Dexterity Saving Throw to avoid the spell.
Moonlit Captivation
Enchantment Cantrip
Level: 0
Casting time: 1 action
Range: self
Components: S, M (an olive tree branch or a moonstone to
hold in hand while casting the spell)
Duration: Concentration, up to 1 minute
The caster can cast this spell only when the moon can be seen
in the sky or through windows and such, because they assim-
ilate lunar magic to become more eloquent.
Throughout the spell’s duration, the caster has Advantage
on any Charisma check towards a non-hostile humanoid.
When the spell ends, the target will not realize it was under
a spell; actually, it might develop a potentially (at the GM’s
discretion) unhealthy affection towards the caster.
Silver Droplet
Conjuration Cantrip
Level: 0
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: instantaneous
The caster makes their hand gleam with white light and flings
a tiny sphere of light at a creature they can see to transmit
their brightness.
The target must make a successful Dexterity Saving Throw
or take 1d8 radiant damage and be surrounded by silvery light
until the end of its next turn; as long as it is illuminated as
such, the target cannot hide nor become invisible, and it is
revealed if already invisible.
The caster can radiate an additional sphere of light, either
against the same target or another, at 5th level (2 spheres),
another one at 11th level (3 spheres), and another one at 17th
level (4 spheres).
Trifold Goddess’s Amulet
Transmutation Cantrip
Level: 0
Casting time: 10 minutes
Range: touch
Components: S, M (a necklace or some twine)
Duration: 8 hours
The caster draws strength from lunar energies to transmute
the material component in a replica of Mirithlen’s own
necklace. The item displays a flaunting amethyst and can
be worn or held to have Advantage on the next Intelligence
(Investigation), Wisdom (Insight) or Wisdom (Perception)
checks, if based on sight. When all three checks are made, the
effect ends even within duration.
When the spell ends, the item turns back to its original look.
Only one item at a time can be enchanted by the same caster.
Trifold Goddess’s Gaze
Divination Cantrip
Level: 0
Casting time: 1 action
Range: self
Components: S
Duration: 1 round
A pale halo crowns the caster, while their eyes shine with
white light. Their bond with lunar energy grants them accura-
cy and courage. The caster has Advantage on the next Attack
Roll they make before the end of their turn.
1ST LEVEL SPELLS
Gleam
Divination
Level: 1
Casting time: 1 minute
Range: self
Components: V, S
Duration: 8 hours
The caster radiates a dim mystic luminescence for the duration
of the spell. They have Advantage on Charisma (Persuasion)
checks but have Disadvantage on Dexterity (Stealth) checks.
The caster can end the spell as a free action at any moment.
Horror
Necromancy
Level: 1
Casting time: 1 action
Range: self
Components: V, S
Duration: 10 minutes
Moonlight unveils the inner horror of the caster to whomever
can see them. Creatures that are immune to the Frightened
condition cannot be affected by this spell.
The caster has Advantage on Charisma (Intimidation)
checks for the duration of the spell. The caster can end the
spell at any moment to choose a target they established eye
contact with and have it roll a Wisdom Saving Throw. If it
fails, the target becomes Frightened for one minute. At the
end of its turn, the target rerolls its Saving Throw to end the
effect immediately.
Lunar Beacon
Evocation
Level: 1
Casting time: 1 action
Range: 60 feet
Components: V
Duration: instantaneous
Moonlight shines over a 20 feet area, revealing invisible items
and creatures and inflicting them 2d4 radiant damage. Target
creatures can make a Dexterity Saving Throw to avoid being
revealed and to halve damage. Undead, Fiends and Aberrations
automatically fail the Saving Throw.
At higher levels: when the spell is cast using a 2nd lev-
el slot or higher, damage increases by 1d4 for each slot level
above 1st.
Lunar Blessing (ritual)
Abjuration
Level: 1
Casting time: 1 hour
Range: touch
Components: V, S, M (25 gp of incense that gets depleted
during the ritual)
Duration: until the end of the current Lunar Phase
The caster performs a ritual permeated by Moon’s power.
Once the ritual is finished, one target that the caster can see
within 10 feet benefits from the Moon’s blessing and adds
1d4 to the result of every Saving Throw until the end of the
current Lunar Phase.
At higher levels: when the spell is cast using a 2nd level
slot or higher, it affects an additional target.
Lunar Glamour
Enchantment
Level: 1
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a small white stone)
Duration: Concentration, up to 1 minute
One creature that the caster can see within 30 feet is com-
pelled to stare at the moon, even if it is clouded or stared
at from indoors or underground. The target must make a
successful Wisdom Saving Throw, or it freezes in awe, its
eyes set to the moon or where it thinks it should be and it is
Incapacitated throughout the spell’s duration. The target can
reroll its Saving Throw at the end of each of its turns or if
taking damage (in which case, it has Advantage on the Saving
Throw): a successful roll immediately ends the effect of the
spell.
Lunar Runes
Illusion
Level: 1
Casting time: 1 minute
Range: touch
Components: S, M (10 gp of ink that gets depleted by the
spell)
Duration: 100 days
The caster inscribes up to 100 words on a scroll or a compara-
ble surface to imbue it with Lunar Phase magic. The inscrip-
tion disappears once finished and can only be revealed by the
spell True Sight or by the moonlight of the same Lunar Phase
during which it was inscribed.
Mirithlen’s Kiss
Evocation
Level: 1
Casting time: 1 action
Range: touch
Components: V, S
Duration: instantaneous
This spell can only be cast directly under the moonlight.
The caster touches a creature, and it regains an amount of
hit points depending on the current Lunar Phase.
•New Moon: 1d6 + Caster’s Primary Ability modifier
•Ascending or Descending Moon: 1d8 + Caster’s
Primary Ability modifier
•Full Moon: 1d10 + Caster’s Primary Ability modifier
Constructs and Undead are not affected by this spell.
At higher levels: when the spell is cast using a 2nd level
slot or higher, The amount of hit points healed increase by
one die (1d6/1d8/1d10, depending on the Lunar Phase) for
each slot level above 2nd.
Moonrain
Conjuration
Level: 1
Casting time: 1 action
Range: 10 feet
Components: V
Duration: instantaneous
The caster conjures a 10 feet radius ray of light descending
from above upon themselves. Any target within range takes
1d6 radiant and 1d6 piercing damage (Saving Throw on
Dexterity halves). Those failing the Saving Throw are also
blinded and deafened until the end of the caster’s turn.
At higher levels: when the spell is cast using a 2nd level
slot or greater, radiant damage increases by 1d6 for each slot
level above 1st.
Moonstairs
Transmutation
Level: 1
Casting time: 1 bonus action
Range: self
Components: V, S
Duration: Concentration, up to 1 minute
The caster can climb or walk on moonlight, though it must be
considered as Difficult Terrain.
At higher levels: when the spell is cast using a 3rd lev-
el slot or higher, duration increases to 1 hour. If the spell is
cast with a 5th level slot or higher, the spell does not require
Concentration.
2ND LEVEL SPELLS
Blade of the Four Moons
Transmutation
Level: 2
Casting time: 1 bonus action
Range: self
Components: V, S
Duration: Concentration, up to 1 minute
The caster seizes a moon ray and solidifies it in a sharp blade.
The blade lasts throughout the duration of the spell: it is a sim-
ple weapon the caster is Proficient with. It deals 2d6 radiant
damage and has the Light, Finesse and Ranged (20/60 feet
range). If the weapon is thrown or dropped it disappears and
reappears in the hand of the caster at the beginning of their next
turn, if they have at least one free hand, otherwise the spell ends.
The weapon gains special properties based on the current
Lunar Phase:
•New Moon: the weapon deals 4d6 necrotic damage in
place of the 2d6 radiant damage.
•Ascending Moon: any successful attack dealt with the
weapon deals damage to an additional target in a 5 feet
radius; said damage equals half the damage dealt to the
primary target.
•Full Moon: any successful attack gives the caster 2d6
Temporary Hit Points and the target is Blinded until
the end of the current turn.
•Descending Moon: the weapon deals 2d6 cold damage
in place of the 2d6 radiant damage; the weapon can
be thrown and hits every target in a 60 feet long and 2
inches wide line: targets must make a successful Dexterity
Saving Throw, or they take the weapon’s damage. If they
succeed, they take half the damage instead.
At higher levels: when the spell is cast using a 3rd level slot or
higher, damage increases by 1d6 for each slot level above 2nd.
Fare for Memories
Enchantment
Level: 2
Casting time: 1 action
Range: 100 feet
Components: V, S, M (a silver coin the caster gifts to the
target)
Duration: instantaneous
The caster gifts a silver coin, imbued with the Moon’s be-
nign influence, to an unaware target. The target must make
a Wisdom Saving Throw. In case of failure, the caster can
choose an effect among the following:
•The target forgets one of its prepared or known spells of
3rd level or lower until it takes a Long Rest
•The target forgets the events of the last 2d6 minutes.
It keeps only vague sensations and feelings (anger,
fear, sadness) related to its lost memories. It would be
receptive to any explanation about the blank, though.
•The caster has access to a specific memory of the
target in the form of a mental image which lasts about
6 seconds. The image is flawed in minor details and
filtered through the target’s perspective, but it is reliable
enough in its major features. The target does not forget
said memory in the process.
The target whose Saving Throw failed has no clue as to the
spell it was under or its effects, but lack of plausible expla-
nation regarding its momentary confusion would arouse
suspicion.
At higher levels: when the spell is cast using a 3rd level
slot or higher, it affects one additional target every 2 slot levels
above 2nd (the caster still has to give a silver coin to each of
the new targets).
Mooncloak
Abjuration
Level: 2
Casting time: 1 action
Range: touch
Components: V, S, M (a silver pendant worth at least 50 gp)
Duration: 1 hour
The target is protected by the reflection of moonlight for the
duration of the spell. Thus, they get a +1 bonus to AC and
Saving Throws. If the spell is cast during the Lunar Phase
corresponding to the Birthmoon of the caster, any bludgeon-
ing, piercing, and slashing damage that the target takes is
reduced by 1.
At higher levels: when the spell is cast using a 3rd level
slot or higher, the slashing, bludgeoning and piercing damage
that the target takes is reduced by 1 for each slot level above
2nd (up to 5th or 6th level).
Moonluck
Divination
Level: 2
Casting time: 1 minute
Range: 10 feet
Components: V, S, M (a silver cup worth at least 100 gp)
Duration: 1 hour
The caster pleads the Moon to bestow her fortune upon a
consenting creature that the caster can see. When a crea-
ture under the effects of this spell makes an Attack Roll, a
Saving Throw or an Ability check, they may choose to reroll
and keep either result. Once this is done, the spell effect ends
immediately.
At higher levels: when the spell is cast using a 4th level slot
or higher, it affects one additional target every 2 slot levels above
2nd (two targets at 4th, three targets at 6th, four targets at 8th).
Moonsong of Renewal (ritual)
Evocation
Level: 2
Casting time: 1 action
Range: 20 feet
Components: V
Duration: instantaneous
This spell must be cast under direct moonlight.
Creatures within the range of effect can spend up to 1 Hit
Dice to recover as many Hit Points as the result of the roll,
plus the caster’s primary ability modifier.
At higher levels: when the spell is cast using a 3rd level
slot or higher, the maximum amount of expendable Hit Dice
increases by 1 for every two slot levels above the 2nd.
Nova Luna
Evocation
Level: 2
Casting time: 1 action
Range: self
Components: V, M (a pearl and a black velvet sack)
Duration: Concentration, up to 10 minutes
The caster creates a sphere of semi-darkness in a 30 feet radi-
us around them, lasting throughout the duration of the spell.
The magical semi-darkness spreads around corners. Any nat-
ural source of light within the spell radius will radiate only a
dim light. Magical lights created by 2nd level spells or lower
do the same. Also, any effect depending on Lunar Phases will
count as in the New Moon Phase within the spell radius.
On the other hand, if the spell is cast during the New
Moon Lunar Phase, the semi-darkness becomes magical
darkness which obfuscates any kind of normal sight (even
Darkvision) except the caster’s. Sources of light, whether nat-
ural or deriving from a 2nd level spell or lower cannot pene-
trate this darkness.
This spell does not work during the Full Moon Phase.
NIGHTFELL
194
Plena Luna
Evocation
Level: 2
Casting time: 1 action
Range: self
Components: V, M (a pearl and a white silk sack)
Duration: Concentration, up to 10 minutes
The caster creates a sphere of silvery light in a 30 feet radius
around her, lasting throughout the duration of the spell. The
magical light spread around corners. The sphere itself is made
of blinding light and radiates a dim light in a 30 feet radius.
Magical sources of darkness created by 2nd level spells cannot
obfuscate or remove this light. Also, any effect depending on
Lunar Phases will count as in the Full Moon Phase within
the spell radius.
If the spell is cast during the Full Moon Lunar Phase, the
casting of the spell instantly extinguishes any other source of
light, whether natural or magical (2nd level spell or lower), in
a 300 feet radius.
This spell does not work during the New Moon Lunar Phase.
3RD LEVEL SPELLS
Lunar Well (ritual)
Divination
Level: 3
Casting time: 10 minutes
Range: unlimited
Components: V, S, M (a body of water large enough to re-
flect the moon, candles, and incense worth 100 gp consumed
by the spell)
Duration: Concentration, up to 10 minutes
The caster channels the magic of the Moon toward a body of
water, turning it into a window overlooking one of the places
where they performed the same ritual previously, and through
this window it is possible to see and communicate; people, objects
and spells cannot pass through the Lunar well in either direction.
At the first attempt to celebrate this ritual, the body of
water will reflect nothing more than the absolute blackness of
the dark face of the Moon; the same result will happen if the
previously used body of water has been broken or dried up.
Shroud of the New Moon
Necromancy
Level: 2
Casting time: 1 minute
Range: touch
Components: V, S, M (a tooth from an Undead and ritualistic
ointments worth at least 100 gp that get depleted by the spell)
Duration: 1 day
A consenting target creature assumes the looks of an Undead
for the duration of the spell. The target becomes immune to
disease, poison and ignores the effects of the first five levels of
Exhaustion (the sixth still causes death) and cannot be turned
into an Undead by any spell or comparable feature. It does not
age and does not need to feed or breathe.
The target will be identified as Undead by any spell or
comparable capability and will be seen as such by other crea-
tures. Creatures with an Intelligence score of 3 or higher can
roll a Wisdom (Insight) check against your spell saved DC to
realize it is not really Undead.
Lunamorphosis
Transmutation
Level: 3
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a glass marble)
Duration: Concentration, up to 1 hour
The caster makes a creature, and everything it wears and car-
ries, translucent and ethereal, visible only if directly touched
by the moonlight, from which it takes effect.
As long as it ends the turn illuminated by the moonlight,
the target gets 2d6 Temporary Hit Points and ignores any
penalty deriving from Difficult terrain, provided that this too
is illuminated by the Moon.
When not illuminated by the moonlight, the target gets
a +5 bonus to Dexterity (Stealth) checks and ignores the
Disadvantage on Wisdom (Perception) checks based on sight
in areas of darkness or dim light.
At higher levels: if the spell is cast using a 4th level spell
slot or higher, the Temporary Hit Points increase by 1d6 for
each slot level above 3rd.
195
Spells and Rituals
Mirithlen’s Glow
Evocation
Level: 3
Casting time: 1 action
Range: 60 feet
Components: V, S
Running time: 1 hour
Tenuous but constant moonlight radiates within a radius of
60 feet from either the caster or an object touched by them:
the light is to be considered dim light. Invisible objects and
creatures illuminated by the dim light of this spell are revealed
and cannot become invisible while inside the area.
Selenite Litany
Illusion
Level: 3
Casting time: 1 action
Range: 120 feet
Components: S, M (a pebble painted white)
Duration: Concentration, up to 1 minute
The caster summons a hypnotic lunar disk into the sky, ca-
pable of imprisoning in its glow any target within a 20ft
cube, provided they can see the disk. Each target creature
must make a successful Wisdom Saving Throw or become
Charmed and have movement equal to 0 feet while Charmed.
For the duration of the spell, the caster cannot move vol-
untarily from their position and must continue to sustain the
magic of the spell with their own voice.
Shield of Eclipse
Conjuration
Level: 3
Casting time: 1 action
Range: self
Components: V, S, M (a small mirror)
Duration: Concentration, up to 1 minute
The icy darkness of the eclipsing Moon envelops the body of
the caster in a protective aura. When the caster is attacked in
melee, the attacker must make a successful Wisdom Saving
throw or take 1d6 radiant damage and 1d6 cold damage (a
successful save halves the damage).
At higher levels: if the spell is cast using a 4th level spell
slot or higher, the cold damage increases by 1d6 for each slot
level above 3rd.
Silver Touch
Necromancy
Level: 3
Casting time: 1 action
Range: self
Components: V, S
Duration: Concentration, up to 1 minute
The caster's hands glow with moonlight and radiate a faint
warmth. During their turn, as an action, the caster can touch a
consenting creature (other than themselves) and transfer vital
energies from their own body to the target’s. The caster takes
necrotic damage equal to 1d6 plus their spellcasting ability
modifier, while the target recovers an amount of Hit Points
equal to twice the damage taken by the caster; any Hit Points
in excess are acquired by the target as Temporary Hit Points
At higher levels: if the spell is cast using a 4th level spell
slot or higher, necrotic damage increases by 1d6 for each slot
level above 3rd.
4TH LEVEL
Banner of the Moon Goddess
Conjuration
Level: 4
Casting time: 1 action
Range: self
Components: V, S
Duration: Concentration, up to 10 minutes
Above the caster's head is a miniature Moon, 1 foot in diam-
eter, similar to a halo, radiating dim light into a 60 feet wide
sphere. When a creature enters the illuminated area for the first
time on its turn, or begins its turn within it, it must make a
successful Charisma Saving Throw or suffer an effect based on
the caster’s Birthmoon. If the current Lunar Phase matches
the Birthmoon of the caster, every Aberration, Fiend or Undead
have Disadvantage on the Saving Throw against this spell:
NIGHTFELL
196
•
•
•
•
New Moon: the target takes 4d10 necrotic damage and
one level of Exhaustion; at the end of the spell each
level of exhaustion caused by this spell is removed
Ascending Moon: the target takes 4d6 fire damage
and is blinded; Blinded condition is removed when the
target exits the area of effect
Full Moon: the target takes 4d10 radiant damage and is
revealed if invisible; the target cannot teleport, become
invisible or incorporeal, move to another plane, or
change shape until it leaves the area of effect
Descending Moon: the target takes 4d8 cold damage
and its speed is halved; the effect lasts until the target
leaves the area of effect
Lunar Fascination
Enchantment
Level: 4
Casting time: 1 action
Range: 15 feet
Components: V, S, M (a white pebble and a pearl)
Duration: Concentration, up to 1 minute
The caster uses the magic of the Moon to charm their ene-
mies. Each creature standing in 15 feet radius sphere around
the caster Must make a successful Wisdom Saving Throw or
be Charmed and have Disadvantage on Saving Throws to re-
sist the spells of the caster, including this one. If the target
takes damage or ends its turn more than 20 feet away from
the caster, it can repeat the Saving Throw against the spell,
ending the effect.
At higher levels: if the spell is cast using a 5th level spell
slot or higher, range increases by 5 feet for each slot level
above 4th.
Lunar Handcraft
Transmutation
Level: 4
Casting time: 10 minutes (1 minute during Full Moon)
Range: 120 feet
Components: V, S, M (a circular mirror with a diameter of at
least 3 feet, or an equally large pool of fresh water with 50 gp
worth of silver powder poured in it and consumed by the spell).
Duration: instantaneous
This spell cannot be cast during a New Moon Phase, but a
Full Moon Phase decreases the casting time to 1 minute.
The caster manipulates the reflected moonlight in the
mirror and materializes a physical object. The caster can cre-
ate a large or smaller object that can fit in a 10 feet cube. The
created object is raw and barely detailed and appears com-
posed of translucent glass that radiates a faint brightness of
obvious magical nature.
This spell cannot craft creatures or magical objects.
Items requiring a higher degree of craftsmanship such as
jewelry, weapons, glass, or armor can only be created if the cast-
er has Proficiency in the tools used to make that kind of object.
The object vanishes when the Moon sets.
Lunar Mirage
Illusion
Level: 4
Casting time: 10 minutes
Range: 300 feet
Components: V, S, M (a pearl, a stone, and a glass marble)
Duration: 24 hours
The caster projects the illusion of an open-air landscape, such
as a meadow, clearing or beach, in the shape of a 150 feet
cube. No creatures are visible in the mirage you create, but
you can hear sounds that suggest their presence. The Moon is
high in the sky in the Lunar Phase chosen by the caster.
To reveal its illusory nature, any creature that begins its turn
within the mirage must make an Intelligence (Investigation)
check with difficulty equal to the caster’s spell save DC. To
anyone who fails the Saving Throw, the Lunar Phase represent-
ed in the mirage is to be considered as the current Lunar Phase.
197
Spells and Rituals
Moon’s Eye
Divination
Level: 4
Casting time: 1 action
Range: self
Components: V, S, M (a pearl worth 50 gp, which is consumed)
Duration: Concentration, up to 1 hour
The caster invokes the help of the Moon to acquire the view
that they would see from the top of it: by spending an action,
the caster can see any spot under the open sky that is within
60 miles of their position. If the Lunar Phase is New Moon,
the caster can see as though they had Darkvision, and True
Sight if it is Full Moon. In any other Phase, they can see
invisible objects or creatures.
As long as they look through the Moon, the caster is con-
sidered blind and deaf concerning their usual senses.
Silver Cloak
Abjuration
Level: 4
Casting time: 1 action
Range: touch
Components: V, S, M (pearl powder worth at least 100 gp,
consumed by the spell)
Duration: Concentration, up to 1 hour
The caster's touch turns the skin of a consenting target into a
silvery, reflective substance: for the duration of the spell, the
target has Advantage on Saving Throws against spells.
Silver Thunderbolt
Conjuration
Level: 4
Casting time: 1 action
Range: 120 feet
Components: V, S, M (a silver and sapphire pendant worth
150 gp)
Duration: instantaneous
A beam of pure lunar energy descends from above and hits
the target and any creature in a 15 feet long cone behind it.
Anyone affected must make a Dexterity Saving Throw or take
1d8 lightning damage and 2d8 radiant damage; a successful
save halves the damage. In addition, depending on the current
Lunar Phase, the spell has an additional effect:
•
New Moon: the spell deals 5d8 additional necrotic
damage (also halved on a successful Saving Throw)
•
Ascending Moon: the spell deals 3d8 additional fire
damage (also halved on a successful Saving Throw);
flames can spread to flammable objects that are not held
or worn
•
Full Moon: the spell deals 5d8 additional radiant
damage (also halved on a successful Saving Throw)
•
Descending Moon: the spell deals 3d8 additional cold
damage (also halved on a successful Saving Throw);
targets that fail the Saving Throw cannot take Reactions
until the beginning of their next turn.
At higher levels: if the spell is cast using a 5th level spell slot
or higher, lightning damage increases by 1d8 for each slot
level above 4th.
NIGHTFELL
198
5TH LEVEL
Command Moon Phase
Transmutation
Level: 5
Casting time: 1 action
Range: 600 feet
Components: V, S
Duration: Concentration, up to 1 hour
The caster can modify the current Lunar Phase in a 1-mile-
wide area centered on themselves. The caster chooses which
Lunar Phase appears in the sky and, for the duration of the
spell, that Lunar Phase will affect any creature or object in the
area. If the Moon sets while the spell is active, the spell ends.
At higher levels: if the spell is cast using a 6th level slot, the
duration increases to 8 hours; if it is cast using a 7th level slot,
the duration increases to 24 hours and the moonset does not
end the spell; if it is cast using an 8th level slot, the duration
increases to 7 days, the moonset does not end the spell, and
the caster does not have to keep Concentration; if it is cast
using a 9th level slot, the duration becomes permanent (until
dispelled) and the caster does not have to keep Concentration.
199
Spells and Rituals
Lunar Fortitude
Abjuration
Level: 5
Casting time: 1 action
Range: self
Components: V, S
Duration: Concentration, up to 10 minutes
The spell wraps the caster in a cloak of light that radiates a
faint glow. For the duration of the spell, the caster is immune
to psychic damage and has Advantage on all Saving Throws.
When another creature that the caster can see within 30 feet
fails a Saving Throw, the caster can use a Reaction to allow the
creature to repeat the Saving Throw.
Lunar Pact
Enchantment
Level: 5
Casting time: 1 minute
Range: touch
Components: V
Duration: 30 days
Illuminated by the moonlight, the caster touches two con-
senting creatures and establishes a pact between them. The
terms of the pact must be clear and understood by both tar-
gets, and the task to be accomplished, although not necessar-
ily simple, must be feasible, otherwise the spell ceases to have
effect. For the duration of the spell, if one of the two targets
breaks the pact, they take 5d10 psychic damage per day until
they obtain forgiveness from the other creature. Spells such
as remove curse, greater restoration, or wish can end the spell.
At higher levels: if the spell is cast using a 7th or 8th level
spell slot, the duration increases to one year; if the slot used is
9th level, the spell becomes permanent.
Lunar Rancour
Necromancy
Level: 5
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
A gloomy and oppressive light radiates from the Moon and
envelops a target creature in the field of view of the caster
within 30 feet The target must make a successful Dexterity
saving throw or take 4d8 radiant damage. Each turn, the cast-
er can use their bonus action to automatically deal another
2d8 radiant damage to the target. The spell ends when the
caster uses their own bonus action to do anything other than
inflict automatic damage, if the target exits the spell range, or
if the caster casts another spell of 1st level or higher. If the
target succeeds in its initial Saving Throw, it takes 2d8 radiant
damage all the same, but the spell ends.
At higher levels: if the spell is cast using a spell slot of 6th
level or higher, the target takes, added to the initial damage,
1d8 additional radiant damage (both succeeding or failing in
its Saving Throw) for each slot level above 5th.
Moondream
Illusion
Level: 5
Casting time: 1 minute
Range: self
Components: V, S, M (a handful of sand, mercury-based ink)
Duration: 8 hours
The caster chooses a creature known to them and that is on
the same plane of existence and turns the target’s dreams
into nightmares (creatures that do not sleep, such as elves,
are not affected by this spell). The caster enters a state of
trance in which they are aware of what happens around
them but without being able to perform actions or move. If
the target lies asleep at the time of the casting the spell, the
caster appears in the target's dream, modifying it at will and
conversing with it until the spell is over or until the target
wakes up. The caster can end the spell at any time by exit-
ing the trance. The target must make a successful Wisdom
Saving Throw or the nightmare will not allow it to gain the
NIGHTFELL
200
benefits of a rest, long or short, and it takes 3d6 psychic
damage as it wakes up. If the current Lunar Phase matches
the Birthmoon of the caster, the target has Disadvantage on
the Saving Throw.
Selenite Weapon
Conjuration
Level: 5
Casting time: 1 bonus action
Range: touch
Components: V, S, M (a pearl worth at least 200 gp)
Duration: 1 minute
The caster infuses the power of the Moon into a weapon.
Until the spell is over, the weapon radiates a tenuous glow
(counts as dim light) in a 30 feet radius and deals 3d8 addi-
tional radiant damage. If the weapon was not magical before,
it becomes so for the duration of the spell. The weapon scores
a Critical Hit with a natural roll of 19 or 20.
At higher levels: When the spell is cast using a 6th level
spell slot or higher, the additional damage increases by 1d8
for each slot level above 5th.
6TH LEVEL
Assault of the Black Moon
Enchantment
Level: 6
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
The caster vexes a target creature with the evil gaze of the nova
luna. The target must make a successful Intelligence Saving
Throw or take 8d6 psychic damage and be Incapacitated for 1
round (success halves damage and avoids incapacitated status).
At higher levels: if the spell is cast using a 7th level spell
slot or higher, psychic damage increases by 2d6 for each slot
level above 6th.
Lunar Aegis
Abjuration
Level: 6
Casting time: reaction
Range: self
Components: V
Duration: instantaneous
When the caster takes damage, they can use their reaction to
erect a lunar shield in front of them, in the form of a silver
energy disk, and they gain immunity to that type of damage
until the beginning of their next turn.
Lunar Assault
Evocation
Level: 6
Casting time: 1 action
Range: self
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
A beam of moonlight bursts from the caster's eyes and mouth,
60 feet long and 5 feet wide. Any creature hit by the beam
must make a successful Intelligence Saving Throw or take 3d8
radiant damage and be Stunned until the end of their next
turn (success halves damage and avoids the Stunned condi-
tion). If the current Lunar Phase matches the Birthmoon of
the caster, the target has Disadvantage on the Saving Throw.
The caster can use their action on their turn, if it falls within
the duration of the spell, to produce an additional beam: such
action can be repeated 3 times, after which the spell ends.
At higher levels: if the spell is cast using a 7th level spell
slot or higher, targets take 1d8 additional radiant damage and
the caster can produce an additional beam of light for each
slot level above 6th.
201
Spells and Rituals
Lunar Cage
Illusion
Level: 6
Casting time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
The caster uses an illusion of the Moon to imprison the mind
of a target in a nightmarish landscape, an empty and dark
space, with no Moon, no stars, and no reference points. One
target that the caster can see within 60 feet must make a suc-
cessful Intelligence Saving Throw or take 5d10 psychic damage
and become trapped in their own mental prison (success avoids
the trapped condition). Creatures immune to illusions or that
cannot be charmed automatically succeed in the Saving Throw.
The target cannot hear or see anything with its own senses,
but it can act and move as if it was on difficult terrain. If the
target is shaken or attacked in melee it takes 10d10 psychic
damage, but the spell ends.
Lunar Defiance
Necromancy
Level: 6
Casting time: 1 action
Range: self
Components: V, S, M (powder of a white pearl worth at least
500 gp)
Duration: instantaneous
A 60 feet. diameter sphere of moonlight emits from the body
of the caster. Any creature in the area must make a success-
ful Constitution Saving Throw or take 8d6 radiant damage
(success halves damage). During the Full Moon Phase, crea-
tures that fail the Saving Throw are also Blinded for 1 round.
During the New Moon Phase the damage is half (4d6) ne-
crotic and half (4d6) radiant, and the creatures that fail the
Saving Throw are frightened for 1 round.
At higher levels: if the spell is cast using a 7th level spell slot
or higher, targets take 2d6 additional damage for each slot
level above 6th.
NIGHTFELL
202
Lunar Wayfaring
Conjuration
Level: 6
Casting time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 round
This spell creates a connection between two surfaces reflecting
the Moon, one of which, defined as starting, must be with-
in a radius of 10 feet from the caster, and the other, defined
as destination, anywhere on the same plane of existence on
which the caster is located, and which must have been seen or
touched by them at least once. For the duration of the spell,
any creature entering one reflective surface will be able to exit
the other with a 5 feet movement.
Selenite Transfiguration
Transmutation
Level: 6
Casting time: 1 action
Range: self
Components: V, S, M (a vial of mercury)
Duration: Concentration, up to 1 minute
The caster infuses their body with lunar energy, turning into
a supernatural being. Until the spell is over, the caster cannot
cast spells but gains the following benefits:
•
30 Temporary Hit Points and 10 Temporary Soul
Points that are lost at the end of the spell
•
Advantage on Attack Rolls with simple and martial
weapons
•
They can teleport, as a bonus action, within a range
equal to their movement
•
Dodge or Disengage as bonus actions
•
Any melee attack deals 2d8 additional radiant damage
•
Gains Proficiency in Saving Throws based on Dexterity
and Constitution
•
Can attack up to two times when they take an Attack
action in their turn; if they already can make multiple
attacks with the Attack action, they do not gain
additional benefits
Once the spell has ended, the caster must make a success-
ful Constitution Saving Throw (DC 15) or take one level of
Exhaustion.
Silvery Truth Droplet
Divination
Level: 6
Casting time: 1 action
Range: self
Components: V, S, M (collyrium prepared with 50 gp worth
ingredients, consumed by the spell)
Duration: 1 hour
This spell allows the caster to discern the Moon's influence
on creatures and objects. For the duration of the spell, the
caster will see secret doors, traps, magical effects, and invisible
creatures shine within a 120 feet radius. In addition, they can
discern whether a creature or object is bound to a specific
Lunar Phase, such as a parchment with the lunar rune spell
on it (see above).
203
Spells and Rituals
7TH LEVEL
Brand of the Unknowable
Abjuration
Level: 7
Casting time: 1 minute
Range: touch
Components: V, S, M (1,000 gp worth of mercury and pearls,
consumed by the spell)
Duration: until dissolved or activated
The caster inscribes a mark inside a closeable object (e.g.
a book or a trunk), visible only if moonlit during the same
Lunar Phase in which it was inscribed or succeeding in an
Intelligence check (Investigation) (DC 15) during other
Lunar Phases.
The brand is activated if a creature other than the caster
tries to open the object. When that happens, any creature that
can see the object and is within 10 feet must make a successful
Constitution Saving Throw or take 10d8 radiant damage (suc-
cess halves the damage); in addition, all targets must make a
successful Intelligence Saving Throw or descend into madness
for 1 minute: a creature fallen into madness cannot perform
actions, emits only guttural sounds and is considered to have an
Intelligence score of 2, and the NM will decide its movements.
Lunar Regression
Enchantment
Level: 7
Casting time: 1 action
Range: 60 feet
Components: V
Duration: instantaneous
The caster, by uttering a single word, invokes the lunar in-
fluence to cause pain and dizziness to a creature they can
see within 60 feet. If the target has 100 Hit Points or less,
it falls into madness: a creature fallen into madness cannot
perform actions, emits only guttural sounds, and is considered
to have an Intelligence score of 2, and the NM will decide its
movements.
NIGHTFELL
204
Any target who has fallen into madness can make an
Intelligence saving throw at the end of its turn to try and end
the spell’s effects.
Mirithlen’s Touch of Life
Necromancy
Level: 7
Casting time: 1 hour
Range: touch
Components: V, S, M (a 1, 000 gp pearl, consumed by the
spell)
Duration: instantaneous
The caster touches a creature that has been dead (and not
Undead) for no more than a century and that has not died
of old age. If its soul is free and consenting, the target comes
back to life with all of its Hit Points. The spell heals any mor-
tal wounds and regenerates missing body parts. The target
and the caster gain 2 Exhaustion Levels.
Selenite Sight
Divination
Level: 7
Casting time: 1 action
Range: self
Components: V, S
Duration: 8 hours
The eyes of the caster light up with moonlight, giving them a
renewed sensitivity to magic.
The caster immediately identifies any spell cast by a crea-
ture they can see within 60 feet, immediately guessing the
level of the spell slot used for the casting.
By focusing on an item or creature for a round, the caster
can understand if it is affected by a spell and what spell it is.
By focusing for ten minutes on a magical effect or object,
they can identify it.
Selenite Regeneration
Transmutation
Level: 7
Casting time: 1 minute
Range: touch
Components: V, S, M (a Moon Amulet)
Duration: 1 hour
At the touch of the caster, the body of a consenting creature
begins to shine with the faint gleam of the Moon, regaining
1d8+7 Hit Points immediately and 2 Hit Points at the begin-
ning of each turn (20 Hit Points per minute). Severed limbs
and appendages (tails, fingers, arms, etc.) grow back in 1 min-
ute, and if the severed limb is placed on the freshly wounded
stump, it instantly reattaches, and the target immediately re-
covers 1d8 Hit Points.
Weeping of the Goddess
Evocation
Level: 7
Casting time: 1 action
Range: 150 feet
Components: V, S
Duration: instantaneous
The caster chooses any point within range, and on that point
and in the 30 feet surrounding area, iridescent drops, as icy
as deep space, will begin to fall. Any creature within the area
must make a successful Constitution Saving Throw or take
4d8 radiant damage and 4d8 cold damage.
Any 3rd level spell or lower that is active within the area is
automatically dispelled.
205
Spells and Rituals
8TH LEVEL
Temple of the Moon
Conjuration
Level: 7
Casting time: 1 hour
Range: 120 feet
Components: V, S, M (a pearl worth at least 50 gp)
Duration: 24 hours
The caster shapes the moonlight to erect a temple, which will
rise from a point they can see within 120 feet, provided that
the surrounding space is free in a 120 feet sided cubic area.
The temple will exist for 24 hours. Adorned with symbols re-
calling the Lunar Phases, other architectural or aesthetic de-
tails of the temple (gates, staircases, sculptures) can be decid-
ed by the caster. The interior of the temple is illuminated by
dim light and any stronger light source is reduced. The scent
of incense fills the air, and the temperature is cold. The caster
can preclude access to the temple to certain creatures, using
alignment or creature type as requirements. The moonlight
also illuminates the ethereal plane, with all the consequent
effects. A creature that does not meet the imposed require-
ments must make a successful Charisma Saving Throw or be
rejected from the temple for the duration of the spell. If the
Saving Throw is successful, and the creature manages to enter,
the holiness of the place will hinder it at all times, causing it a
penalty of 1d4 to all Attack Rolls, Saving Throws and Ability
checks as long as it is inside the temple.
Within the temple it is not possible to be the target of
divination spells that originate outside the temple. The tem-
ple is impervious to any kind of damage or effect, and yet is
immediately destroyed by a disintegrate spell.
Each short rest inside the temple grants a bonus of 1d6
to the Hit Points and Soul Points recovered by spending at
least one Hit Dice. A long rest in the temple eliminates any
poison, disease, curse, reduction of Maximum Hit Points, and
Exhaustion Levels that affect the characters.
Dreadful Eclipse
Illusion
Level: 8
Casting time: 1 action
Range: self
Components: V, S, M (a moonstone)
Duration: Concentration, up to 10 minutes
The caster creates an illusory eclipse to obscure the Moon,
terrorizing creatures in the area. Any creature of the caster's
choice that begins its turn, or enters for the first time in its
turn, in a 100 feet area around the caster takes 2d8 cold dam-
age and must make a successful Wisdom Saving Throw or fall
prone and be Frightened for as long as they stay in the area.
Aberrations, Fiends and Undead, on the other hand, are
caught in a blind rage if they fail their Saving Throw and are
forced to use their action to attack the nearest creature in me-
lee. Also, whenever they deal damage while in this state, they
take radiant damage equal to half the damage dealt.
Exile in the Frozen Waste
Conjuration
Level: 8
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
The caster imprisons a target creature they can see within
60 feet in a dark demiplane, illuminated by distant stars,
characterized by an expanse of gray dust dotted with large
craters. The target remains imprisoned either until the
spell is over or if it uses its own action to make a success-
ful Intelligence Saving Throw (DC 15) to escape. In case of
failure, the creature takes 1d6 cold damage, which increases
by 1d6 with each attempt. If the creature is reduced to 0
Hit Points in doing so, the spell ends, and it returns to its
plane of origin with the defunct appearance of a withered
and frozen mummy, but it is actually only its metabolism
that is extremely slowed down. Therefore, the creature can
make Saving Throw against death every hour, instead of ev-
ery round. If the target stabilizes, they quickly resume their
normal appearance.
NIGHTFELL
206
When the spell ends, the target reappears in the space they
left behind or, if it was occupied, in the nearest unoccupied
location.
Lunar Blast
Evocation
Level: 8
Casting time: 1 action
Range: 150 feet
Components: V, S, M (a flame and a moonstone)
Duration: instantaneous
An intense beam of moonlight is concentrated in a 60 feet
diameter area, centered on a point in the caster's field of view
and within a 150 feet radius. Any creature within the area
must make a successful Constitution Saving Throw or take
8d8 radiant damage and be Incapacitated and Blinded for 1
minute (success halves damage, avoids Incapacitated status,
and decreases blinding to the end of target’s next turn). An
incapacitated creature can repeat the Saving Throw at the end
of its turn to end the effect. Any magical light or darkness
within the area is dispersed.
At higher levels: if the spell is cast using a 9th spell level
slot, radiant damage increases to 12d8.
Lunar Collapse
Necromancy
Level: 8
Casting time: 1 action
Range: 150 feet
Components: V, S, M (a drop of mercury)
Duration: instantaneous
The caster chooses a point within range, and any creature
caught within a 30 feet cube centered on that point, must
make a successful Constitution Saving Throw or take 10d8
radiant (during Full Moon) or necrotic damage (during New
Moon) or cold damage (during other Phases) (success halves
damage). Aberrations, Fiends and Undead have Disadvantage
on any Saving Throw against radiant damage. Humanoids,
Beasts and Giants have Disadvantage on Saving Throws
against necrotic damage.
Moon Whispers
Divination
Level: 8
Casting time: 10 minutes
Range: unlimited
Components: V, S
Duration: instantaneous
The caster communes with the Moon and listens to her
whispers to discover the location of a place or creature. Only
effects or spells of 8th level or higher can prevent this divina-
tion, whereas normal means of protecting against detection
spells are not effective and cannot confuse the caster. If the
creature or object is on a different plane of existence, the cast-
er will know what plane the creature is on but not the exact
location on that plane.
To find the creature, the caster must have seen it earlier at
least once, and to find an object they must have touched it.
Obfuscated Mind
Abjuration
Level: 8
Casting time: 10 minutes
Range: touch
Components: V, S, M (a 500 gp diamond)
Duration: 24 hours
The caster's touch makes a consenting creature immune to
psychic damage, and it will automatically succeed in any
Saving Throw against illusion or enchantment.
In addition, no divination can locate the creature.
207
Spells and Rituals
9TH LEVEL
Selenite Domination
Enchantment
Level: 8
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
The caster uses the charm of the Moon to take possession
of the will of a creature they can see within 60 feet. The
target must make a successful Wisdom Saving Throw or be
Charmed for the duration of the spell. A clearly hostile target
has Advantage on the Saving Throw. The caster can use their
action to take control of the target's body, and, at the end of
the target's next turn, the caster can choose which actions
(and reactions) the target will perform on their turn. Using
the reaction of the dominated creature requires the use of the
character's reaction. Each time the target takes damage they
can repeat the Saving Throw: if successful, a flash of light
blinds the creature until the end of its next turn, but the spell
ends.
At higher levels: if the spell is cast using a 9th level spell
slot, the duration extends to 8 hours.
Selenite Perfection
Transmutation
Level: 8
Casting time: 1 action
Range: self
Components: V
Running time: 1 hour
For the duration of the spell, whenever the caster performs an
Ability check, they can choose to take a 10 instead of rolling
the dice. If it has Advantage on the check, they can take a 15
instead.
This benefit is temporarily suppressed (but not dissolved)
if the caster is not under the presence of the Moon.
Curse of the Last Moon
Conjuration
Level: 9
Casting time: 1 action
Range: field of view
Components: V, S
Duration: Concentration, up to 7 rounds
The caster induces the Moon to show its most destructive
aspect.
Within 0.6 miles from a point that the caster chooses
within their own field of view, any creature (with the excep-
tion of the caster and allies within 5 feet of them) suffers
the effect of the spell that is gradually strengthening. On any
round after the spell is cast, the caster can use its action to
support its effect, otherwise the spell is over.
Round 1: invisible objects and creatures are revealed, and can-
not become invisible for the next 24 hours
Round 2: objects and creatures take 1d6 radiant damage;
plants wither, fruits wither
Round 3: creatures cannot recover Hit Points for the next 24
hours
Round 4: objects and creatures take 3d6 radiant damage; food
rots away, water reserves become fetid
Round 5: no form of teleportation can work within the area
of effect for the next 24 hours
Round 6: all creature’s maximum Hit Points are permanently
reduced by 1 point per Hit Dice; the duration of this effect is
permanent, but a wish spell can be used to restore the maxi-
mum Hit Points; wooden structures rot and become unstable,
or collapse under their own weight
Round 7: creatures in the area become sterile and will be per-
manently unable to reproduce; the duration of this effect is
permanent, but a wish spell can be used to dispel it; stone
structures lose solidity, become dangerous or collapse under
their own weight, lime crumbles, and marble cracks
NIGHTFELL
208
This spell can devastate entire cities without respite for the
inhabitants who have a few seconds to realize what is hap-
pening, under what will probably be the last Moon they will
see rise. For this reason, the required magical energies are im-
mense, and the caster ages by 10% of their life expectancy (if
a human, for example, has a life expectancy of 80 years, they
will age by 8 years) every time they terminate the casting of
the spell. An immortal creature has a 10% chance to see its
immortality shattered and incur death by old age in the round
immediately following the end of the spell.
Judgment from Yore
Enchantment
Level: 9
Casting time: 1 action
Range: 60 feet
Components: V
Duration: instantaneous
The caster passes the Moon’s sentence and chooses a target
they can see within 60 ft: if the target has 100 Hit points or
less, its mind will be erased completely, losing every memory,
every fragment of its personality, every Proficiency in skills
and tools, and it forgets every language except one (usually, its
racial language). If the creature has more than 100 Hit Points,
the spell has no effect.
Lunar Marvel
Divination
Level: 9
Casting time: 1 minute
Range: touch
Components: V, S, M (a pearl and a vial of mercury)
Duration: 8 hours
The caster's touch gives a consenting target the ability to ma-
nipulate the lunar reflex, through which it has Advantage on
Saving Throws and Ability checks, and reduces Soul Point
loss from any single source to 1. In addition, any attack against
the target has Disadvantage.
This spell ends if the caster casts it again on a different
target.
Lunar Meteor
Evocation
Level: 9
Casting time: 1 action
Range: 3 miles
Components: V, S
Duration: instantaneous
The caster chooses a point they can see within range, where,
after 1d10 rounds, a meteor of silver energy rains from the
sky, knocking down with tremendous force each creature
within a 100 feet radius from the point of impact.
Any creature in the area must make a successful Dexterity
Saving Throw or take 20d6 fire damage and 20d6 radiant
damage (success halves damage). Items that are neither held
nor worn in the area take 60 fire damage and 60 radiant
damage.
Lunar Nightmare
Illusion
Level: 9
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
The caster invades the minds of their enemies with dark and
terrifying visions, trapping them in their own minds, where
they experience dark and terrifying visions.
The caster chooses up to 5 creatures they can see within
range. Each target must make a successful Wisdom Saving
Throw, or be Stunned for the duration of the spell.
At the end of each turn, a target can repeat the Saving Throw
to end the spell, suffering 4d10 psychic damage in the event
of failure.
209
Spells and Rituals
Lunar Retribution
Abjuration
Level: 9
Casting time: 1 action
Range: self
Components: V, S
Duration: 10 minutes
The caster's skin is imbued with the protection of the Moon:
depending on the Lunar Phase during which it was cast, this
spell has a different effect. Whenever a creature hits the caster
with a melee attack or is hit by a melee attack made by the
caster, it suffers the effect of the spell.
•
New moon: the target takes 3d8 necrotic damage, and is
frightened until the end of its next turn
•
Waxing Crescent: the target takes 3d8 thunder damage,
and is knocked to the ground prone
•
First Quarter: the target takes 3d8 lightning damage,
and cannot take Reactions until the end of its next turn
•
Waxing Gibbous: the target suffers 3d8 acid damage,
and is restrained until the end of its next turn
•
Full Moon: the target takes 3d8 radiant damage, and is
blinded until the end of its next turn
•
Waning Gibbous: the target takes 3d8 poison damage,
and is poisoned until the end of its next turn
•
Last Quarter: the target takes 3d8 cold damage, and its
speed is reduced to 10 feet until the end of its next turn
•
Waning Crescent: the target takes 3d8 psychic damage,
and is incapacitated until the end of its next turn
Selenite Projection
Necromancy
Level: 9
Casting time: 1 hour
Range: 10 feet
Components: V, S, M (a silver bar worth 1,000 gp consumed
by the spell)
Duration: special
The caster abandons their body, which remains unconscious
and in a state of suspended animation, therefore not requiring
food or air, and does not age. The spirit the caster manifests
has the appearance of their mortal remains but with silvery
and glowing skin. The spirit of the caster cannot go through
places that are not illuminated by the Moon, but as long as
it is under its direct influence it can use its action to teleport
itself and any creature within 5 feet to any point on moonlit
surface within 0.6 miles.
In the form of a lunar projection, the caster maintains all
its Abilities, Skills, and powers, but cannot perform long rests.
When the lunar projection is reduced to 0 Hit Points, the
spell ends.
As the Moon sets, the caster does not necessarily have to
end the spell, but their spirit simply returns to their body,
where they remain until the following night. During the day,
the projection regains any spent Hit Die.
If the caster's body takes damage, the projection will know
the amount and type, but not the source.
The caster can decide to end the spell at any time they
deem appropriate as a bonus action.
When the spell ends for any reason and the caster awakens,
they get 4 Exhaustion Levels. Any condition (except curses)
that affected the lunar projection no longer afflicts the caster.
A wish spell can be used to end this spell; moreover, if
the caster fails a Saving Throw based on Charisma, it will be
forcibly teleported to where its lunar projection was.
NIGHTFELL
210
Silver Chronosphere
Transmutation
Level: 9
Casting time: 1 action
Range: 10 feet
Components: V
Duration: Concentration, up to 1 minute
The caster relies on the influence of the Moon to create a sil-
very energy bubble where everything is in dim light, regardless
of light sources, and appears in black and white. The bubble
cannot move and appears opaque from the outside, showing a
static and perfect image of what was inside the bubble at the
time of casting, while translucent from the inside.
When the caster sees a creature take damage or fail a
Saving Throw, they can end the spell as a Reaction.
When the spell is over, the bubble dissolves and, if they
wish, the caster can return everything to the state it was in
when the spell was cast.
This effect restores: location of creatures, statuses, Hit
Points, spell slots (see below). This spell does not restore the
use of privileges, magic item charges, consumables, ammo, or
anything other than what indicated above.
Creatures that were inside the bubble when the spell was
cast and are instead outside the bubble when the spell is over,
get 1 Exhaustion Level.
The magic of the chronosphere is powerful, but it is unable
to restore used spell slots of 4th level or higher.
Delirium (drakenheim)
Delerium is a magical mineral left behind by the meteor that
struck Drakkenheim. It appears in geode clusters of translucent,
sharp-edged crystals that reflect octarine light. The
eldritch stones softly hum in dissonant tones, and glow brightly at
night or when exposed to magic. Deposits are found throughout
Drakkenheim, often fused into stone streets and buildings like
crystalline moss.
A typical delerium fragment is about the size of a finger.
Crystals may be fist-sized or slightly larger, and geodes may
be as big as a pumpkin. Massive clusters might grow taller
than an average human.
Crystal
Size
Market
Value
Weight AC HP Extraction
Time
Chip 10 gold 1/4 lbs 15 5 1 action
Fragment 100 gold 1/2 lbs 17 10 1 minute
Shard 500 gold 1 lbs 19 15 5 minutes
Crystal 1,000 gold 2 lbs 21 20 30 minutes
Geode 5,000 gold 20 lbs + 23 25 1 hour
Massive
Cluster
Priceless 8000 lbs + 25 50 See text
Delerium Properties
All delerium samples have the following traits regardless of size:
h Immune to necrotic, poison, and psychic damage; as well
as bludgeoning, piercing, and slashing damage from nonmagical
weapons.
h Resistant to acid, cold, fire, and lightning damage; as well
as slashing and piercing damage from magical weapons.
h Vulnerable to bludgeoning damage from magical weapons.
h Unless contained within an antimagic field, delerium
shatters and crumbles into worthless ash when reduced
to zero hit points. However, delerium geodes release a
random Arcane Anomaly when destroyed (see below).
Delerium Hazards
When a creature touches delerium without protective
gear for the first time on their turn, or ends their turn in
bodily contact with delerium, they must make a DC 10
Constitution saving throw or take 1d6 necrotic damage and
gain 1 Contamination Level (see Appendix C).
Delerium Harvesting
Delerium found in Drakkenheim is usually fused into the
ground or stone buildings, and may be carefully extracted
using handheld mining equipment such as shovels, picks,
hammers, and chisels. Consult the table to determine how
long it takes characters to harvest delerium deposits of various
sizes. Lacking proper equipment, extraction takes ten times as
long. Massive clusters are impossible to extract without heavy
equipment or powerful magic.
Uses for Delerium
Delerium has vast arcane potential. Beyond trade, delerium
crystals are used for several purposes:
Spell Component. Delerium may be used as an arcane
focus or material component for any spell on the apothecary,
sorcerer, warlock, or wizard spell list. When casting a spell which
requires a costly material component, a spellcaster may instead
use delerium of equivalent value to the required cost.
Magic Items. Delerium is an exceptional material for creating
magical items of all kinds. Any magic item described in the Core
Rules could be made with delerium. Fragments, shards, crystals,
and geodes may be used to make uncommon, rare, very rare, and
legendary items respectively. At the GM’s discretion, characters
who can cast 5th-level spells or higher may learn techniques to
craft magic items of their own during their downtime.
Stable Delerium. The process for crafting magic items
with delerium renders the crystals stable. Unless otherwise
specified, characters do not take damage nor risk contamination
when they touch or handle stable delerium. Stable delerium is
damaged and destroyed in the same manner as a normal magic
item of its kind.
Delerium Dust. Delerium dust is made by grinding the
crystals against one another to create a fine powder. This milling
process is extraordinarily hazardous unless performed within an
antimagic field. Delerium dust can be used in alchemy, as a spell
component, a reagent for brewing potions, or mixed into inks for
spell scrolls.
Improvised Weapons and Ammunition. Delerium
fragments may be used as ammunition for a sling or fashioned
into a makeshift club. Such weapons and ammunition deal an
extra 1d6 necrotic damage, and humanoid creatures struck
must make a DC 10 Constitution saving throw or gain one
Contamination Level. Delerium used as ammunition in this
way is destroyed.
Arcane Anomalies
1 Gravity breaks within a 100-foot-radius area for 1 hour. Creatures
levitate in midair, and must move by pushing or pulling against a
fixed object or surface within reach (such as a wall or a ceiling),
which allows them to move as if they were climbing. Unattended
objects float around randomly.
2 The nearest creature is affected by hideous laughter (spell save DC
15) but instead of laughing, the creature repeats unfathomable
combinations of syllables and words. Occasionally, a somewhat
comprehensible but totally illogical phrase emerges, such as “...
oh time thy pyramids!”
3 Time skips a beat. Creatures within 60 feet experience a palpable
feeling of vertigo followed by a powerful sensation of deja vu
and are stunned for 1 round (no saving throw).
4 The nearest creature becomes unstuck in time. It is affected by
the blink spell for 1 minute. Instead of vanishing into the Ethereal
Plane, the creature vanishes into a sliver of time in its past or
possible future.
5 A prismatic burst of energy erupts in a 20-foot radius. Creatures
in the area must make a DC 15 Constitution saving throw or take
8d6 radiant damage and become blinded for 1 round. The smell
of ozone fills the area, and nearby wood and inanimate plants
are transformed into solid glass.
6 Echoes of possible realities are briefly visible for 1 minute. When
a creature within 60 feet is hit by an attack, a faint vision of the
creature being killed by that attack appears.
7 Discordant music fills the mind of all creatures within 30 feet,
who are affected as if by irresistible dance (spell save DC 15)
8 A section of stone, water, air, or energy becomes an appropriate
delerium elemental.
9 An extraplanar creature is summoned. The Game Master either
chooses the creature or determines it randomly. It is friendly to
the creature who triggered the anomaly.
10 All humanoid corpses within 120 feet animate as hostile zombies.
The shrieking undead beg frantically for forgiveness as they rip
apart the living.
11 The shadows of 1d6 random creatures in the area animate and
try to kill them while softly whispering “Guilty, guilty, guilty...”
Once destroyed, the creatures don’t cast a shadow for 24 hours.
12 All creatures within 60 feet become invisible for 1 minute or until
they attack or cast a spell.
13 Tendrils of life flow from the nearest creature to others. The
targets must make a DC 15 Constitution saving throw or take
8d8 necrotic damage, or half as much on a success. The three
nearest creatures within 60 feet each regain hit points equal to
the damage taken.
14 A hypnotic pattern (spell save DC 15) appears. It creates scintillating
impossible colors in shapes which are simply wrong. Creatures
incapacitated by the spell weep uncontrollably for the duration.
15 A black tentacles spell appears in the area for 1 hour (escape DC 15).
16 Objects within 60 feet come to life for the next hour, as if
affected by the animate objects spell. They mumble awful truths,
but are not otherwise hostile.
17 The nearest creature is polymorphed into an awakened shrub for 1
hour or until reduced to 0 hp.
18 Time slows down for up to six randomly determined creatures
within 120 feet of the anomaly. They are affected by the slow spell
for 1 minute. (spell save DC 15).
19 Time speeds up for one randomly determined creature within 60
feet of the anomaly. They are affected by the haste spell for 1 minute.
20 A bowl of flowers and a very surprised aquatic mammal appear
100 feet in the air. “Oh no, not again...” thinks the flowers.
The Haze
The Haze is magical radiation emitted by vast concentrations of
delerium. It covers the ruins of Drakkenheim, but smaller areas
are beginning to manifest in other regions.
Effects on Characters
Creatures do not gain any benefits from finishing a long rest
within the Haze.
In addition, a humanoid creature may only spend up
to 24 hours within the Haze, after which it must finish a
long rest to adequately recover from exposure. Humanoid
creatures who remain in the Haze beyond 24 hours before
recuperating risk contamination. For each additional hour
spent within the Haze beyond 24 hours, a humanoid creature
must make a DC 15 Constitution saving throw or gain one
Contamination Level.
Environmental Effects
The Haze magically manifests mist throughout the area. Characters
can see normally through the mist up to 150 feet. Vision beyond
is lightly obscured, but vision past 300 feet is totally obscured.
Any mists dispersed during the day re-form 10 minutes later.
The mists dampen sunlight. Creatures with sunlight
vulnerability or similar traits do not suffer these penalties
during the day while within the Haze.
The corpses of beasts and humanoid creatures do not rot
within the Haze.
Effects on Spells
Any divination or teleportation spell cast outside the Haze
targeting a creature or location within the Haze automatically
fails. Telepathic communications or effects such as the sending
spell transmitted from outside the Haze fail to contact a
character within it, and vice-versa. Finally, other divination
spells fail to reveal useful information about delerium, the
Haze, the origins of the meteor, or any events which occurred
within the Haze.
When a character attempts any of the above using a spell
or other effect, they must make a DC 15 Intelligence saving
throw. On a failure, they take 6d6 psychic damage and
become incapacitated with madness until they finish a long
rest. During this time, they speak only in gibberish. A greater
restoration spell ends this effect.
Tiny hut and similar spells or abilities do not provide shelter
from the Haze. However, characters may rest within a
magnificent mansion spell cast within the Haze.
Deep Haze
Certain areas are so suffused by the Haze that mere exposure is
extremely dangerous and potentially fatal. Known as the Deep
Haze, these areas have the following additional traits:
h Deep Haze is instantly recognized by a thick prismatic fog.
Characters can see normally through this fog up to 60 feet.
Vision beyond is lightly obscured, but vision past 120 feet is
totally obscured. If dispersed during the day, the fog reforms
1 minute later.
h Characters entering the Deep Haze must make a DC 15
Constitution saving throw, and again for each full hour spent
within. On a failed saving throw, they suffer 10 (3d6) necrotic
damage and gain one Contamination Level.
Delerium Sludge
Gargantuan delerium geodes perspire an opalescent sludge.
Characters submerged in delerium sludge must make a DC 18
Constitution saving throw at the start of their turn. They take
42 (12d6) necrotic damage on a failed saving throw, and half as
much on a successful one. In addition, characters who fail the
saving throw gain one Contamination Level.