# Magic

# Healing

# Cure Wounds

<table border="1" id="bkmrk-level-1st-casting-ti" style="border-collapse: collapse; width: 57.621%; height: 232px;"><tbody><tr style="height: 29px;"><td class="align-left" style="width: 25%; height: 29px;">Level</td><td style="width: 29.4155%; height: 29px;">1st</td></tr><tr style="height: 29px;"><td style="width: 25%; height: 29px;">CASTING TIME</td><td style="width: 29.4155%; height: 29px;">1 Action</td></tr><tr style="height: 29px;"><td style="width: 25%; height: 29px;">RANGE/AREA</td><td style="width: 29.4155%; height: 29px;">Touch</td></tr><tr style="height: 29px;"><td style="width: 25%; height: 29px;">COMPONENTS</td><td style="width: 29.4155%; height: 29px;">V, S</td></tr><tr style="height: 29px;"><td style="width: 25%; height: 29px;">DURATION</td><td style="width: 29.4155%; height: 29px;">Instantaneous</td></tr><tr style="height: 29px;"><td style="width: 25%; height: 29px;">SCHOOL</td><td style="width: 29.4155%; height: 29px;">Evocation</td></tr><tr style="height: 29px;"><td style="width: 25%; height: 29px;">ATTACK/SAVE</td><td style="width: 29.4155%; height: 29px;">None</td></tr><tr style="height: 29px;"><td style="width: 25%; height: 29px;">DAMAGE/EFFECT</td><td style="width: 29.4155%; height: 29px;">Healing</td></tr></tbody></table>

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](https://dnd.andrej-katic.from.hr/books/classes/page/ranger-spell-list)

# 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](http://dnd5e.wikidot.com/spells:bard), [Sorcerer](http://dnd5e.wikidot.com/spells:sorcerer), [Wizard](http://dnd5e.wikidot.com/spells: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](http://dnd5e.wikidot.com/spells:artificer), [Bard](http://dnd5e.wikidot.com/spells:bard), [Sorcerer](http://dnd5e.wikidot.com/spells:sorcerer), [Warlock](http://dnd5e.wikidot.com/spells:warlock), [Wizard](http://dnd5e.wikidot.com/spells: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](https://dnd.andrej-katic.from.hr/books/classes/page/cleric-spell-list), [Druid](https://dnd.andrej-katic.from.hr/books/classes/page/druid-spell-list), [Ranger](https://dnd.andrej-katic.from.hr/books/classes/page/ranger-spell-list), [Warlock](https://dnd.andrej-katic.from.hr/books/classes/page/warlock-spell-list), [Wizard](https://dnd.andrej-katic.from.hr/books/classes/page/wizard-spell-list)

# 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.

Spell list: [Druid](https://dnd.andrej-katic.from.hr/books/classes/page/druid-spell-list), [Ranger](https://dnd.andrej-katic.from.hr/books/classes/page/ranger-spell-list)

# 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](https://dnd.andrej-katic.from.hr/books/classes/page/bard-spell-list), [Druid](https://dnd.andrej-katic.from.hr/books/classes/page/druid-spell-list), [Sorcerer](https://dnd.andrej-katic.from.hr/books/classes/page/sorcerer-spell-list), [Wizard](https://dnd.andrej-katic.from.hr/books/classes/page/wizard-spell-list)

# 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](https://dnd.andrej-katic.from.hr/books/classes/page/wizard-spell-list)

# 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](https://dnd.andrej-katic.from.hr/books/classes/page/druid-spell-list), [Ranger](https://dnd.andrej-katic.from.hr/books/classes/page/ranger-spell-list), [Warlock](https://dnd.andrej-katic.from.hr/books/classes/page/warlock-spell-list), [Night domain](https://dnd.andrej-katic.from.hr/link/82#bkmrk-night-domain-spellsc)

# 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](http://dnd5e.wikidot.com/spells:bard), [Druid](http://dnd5e.wikidot.com/spells:druid), [Sorcerer](http://dnd5e.wikidot.com/spells:sorcerer), [Warlock](http://dnd5e.wikidot.com/spells:warlock), [Wizard](http://dnd5e.wikidot.com/spells: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.

***Spell Lists.*** [Bard](http://dnd5e.wikidot.com/spells:bard), [Warlock](http://dnd5e.wikidot.com/spells:warlock)

# 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](http://dnd5e.wikidot.com/spells:bard), [Cleric](http://dnd5e.wikidot.com/spells:cleric), [Sorcerer](http://dnd5e.wikidot.com/spells:sorcerer), [Wizard](http://dnd5e.wikidot.com/spells: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

Banner of the Moon Goddess  
Moon’s Eye

##### 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.

# Bible spells



# Spells

BARD SPELLS  
1st Level  
Every Knee Shall Bend  
Magnificat  
5th Level  
Cenacle  
Covenant  
Paraclete  
Unum in Christo  
6th Level  
A Glass Darkly  
Annunciation  
Visitation  
Mark of Cain  
9th Level  
Ascension  
Pentecost  
CLERIC SPELLS  
1st Level  
Do Unto Others  
Every Knee Shall Bend  
Magnificat  
Manna and Quail  
2nd Level  
Lesser Atonement  
Turn the Other Cheek  
3rd Level  
Scapegoat  
4th Level  
Pillar of Fire  
5th Level  
Cenacle  
Covenant  
Create Golem  
Greater Atonement  
Paraclete  
Unum in Christo  
6th Level  
A Glass Darkly  
Annunciation  
Pillar of Cloud  
Expanded Spell Lists  
Summon Angel  
7th Level  
Transubstantiation  
9th Level  
Ascension  
Pentecost  
Summon Cherub  
DRUID SPELLS  
1st Level  
Manna and Quail  
3rd Level  
Deluge  
Torrent of Water  
4th Level  
Bind with Water  
Pillar of Fire  
5th Level  
Paraclete  
Tehom  
Walk in Shadow  
6th Level  
Pillar of Cloud  
7th Level  
Hail and Fire  
PALADIN SPELLS  
1st Level  
Do Unto Others  
Every Knee Shall Bend  
Magnificat  
5th Level  
Covenant  
Paraclete  
RANGER SPELLS  
1st Level  
Magnificat  
Manna and Quail  
3rd Level  
Scapegoat  
Torrent of Water  
4th Level  
Bind With Water  
5th Level  
Walk in Shadow  
Paraclete  
SORCERER SPELLS  
3rd Level  
Deluge  
Induce Envy  
Induce Gluttony  
Induce Greed  
Induce Lust  
Induce Pride  
Induce Sloth  
Induce Wrath  
4th Level  
Bind with Water  
Pillar of Fire  
5th Level  
Tehom  
Walk in Shadow  
6th Level  
Visitation  
7th Level  
Hail and Fire  
Transubstantiation  
8th Level  
Weave Sin  
9th Level  
Ascension  
Aura of Temptation  
WARLOCK SPELLS  
3rd Level  
Induce Envy  
Induce Gluttony  
Induce Greed  
Induce Lust  
Induce Pride  
Induce Sloth  
Induce Wrath  
5th Level  
Tehom  
Walk in Shadow  
WIZARD SPELLS  
3rd Level  
Induce Envy  
Induce gluttony  
Induce Greed  
Induce Lust  
Induce Pride  
Induce Sloth  
Induce Wrath  
4th Level  
Pillar of Fire  
5th Level  
Create Golem  
Unum in Christo  
Walk in Shadow  
6th Level  
A Glass Darkly  
Mark of Cain  
Pillar of Cloud  
Summon Angel  
Visitation  
7th Level  
Transubstantiation  
8th Level  
Weave Sin

# Spell desription

##### **A Glass Darkly**

*6th-level Divination*  
*“For now we see as through a glass darkly,*  
*but then we shall see face to face.*  
*Now I know partially, then shall I know fully.”*  
*-1 Corint hians 13:12*  
Casting Time: 1 action  
Range: Touch  
Components: V, S  
Duration: 1 hour  
You touch a willing creature and speak words in an angelic  
tongue, granting the creature the ability to see the influences  
from beyond the veil. For the duration, the creature can see into  
the spiritual realm, noticing angels, demons, and other spiritual  
creatures that would normally be invisible to the mortal eye  
out to a range of 120 feet. The creature is also aware of the  
presence of angels or demons who are disguised by magic, or  
who have a physical form or simulacrum that would otherwise be  
undetectable out to a range of 120 feet.  
Additionally, you can see a faint glow around creatures who  
are actively telling a lie or withholding important information,  
and a faint glow around creatures who have a deeply buried  
secret. The stronger the feeing of guilt (or the more the secret is  
eating away at them), the stronger the glow becomes.

##### **Annunciation**

6th-level Conjuration  
“The angel of the Lord appeared to them and the  
glory of the Lord shone around them.”  
-Luke 2:9  
Casting Time: 1 action  
Range: Self  
Components: V, S, M (Some dirt taken from Holy Ground,  
and 500 gp worth of incense, which the spell consumes)  
Duration: Instantaneous  
You open a momentary rift in the veil between the  
spiritual and mortal realms, allowing celestial beings of the  
heavenly host a few moments to speak to you. The angels  
proclaim good news of great joy for all people. It takes 10  
minutes for the angels to proclaim their message, and at the  
end of the 10 minutes the angels disappear and the rift closes.  
Any creatures who were present to hear this announcement  
immediately forget the exact words that the angels spoke, but  
the feeling of the words remain with them for the next 24 hours,  
granting the following benefits.  
• The creature becomes immune to being charmed or  
frightened  
• The creature gains advantage on all ability checks  
• The creature’s speed increases by 10 feet.

##### **Ascension**

9th-level conjuration  
“A chariot of fire came between them,  
and Elijah was taken up to heaven.”  
-2 Kings 2:11  
Casting Time: 1 action  
Range: Self  
Components: V, S  
Duration: Instantaneous  
You attempt to enter - body and soul - into the heavenly  
realm. You can specify a target destination in general terms,  
such as “on the bank of the Glassy Sea” or “in the presence of  
Cherubim,” and you may arrive near that destination, at the GM’s  
discretion. Your body is physically transported with you as you  
enter heaven.  
If you cast this spell with selfish or evil intent, as determined  
by the GM, the spell fails and you take 12d12 radiant damage and  
are knocked prone in the space where you cast the spell.

##### **Aura of Temptation**

9th-level Enchantment  
“They are falling into temptation which will plunge  
them into ruin and destruction.”  
-1 Timothy 6:9  
Casting Time: 24 hours  
Range: Self  
Components: V, S, M (a ripe piece of fruit and the skin of  
a snake, which the spell consumes)  
Duration: Until Dispelled  
You call upon the innate stain of original sin in the human  
heart, causing all humanoids in the area to feel an inclination to  
commit sins of a specified type with greater frequency. When you  
cast this spell, you specify a type of sin (lust, greed, sloth, etc.),  
creating an aura of temptation toward that sin which radiates out  
in a 1-mile-radius sphere. Creatures who enter this area for the  
first time on a turn or begin their turn there must make a Wisdom  
saving throw against your spell save DC or have their mind filled  
with thoughts that tempt them to commit sins of the specified  
type. In addition, you cause any of the following effects to take  
hold within 1 mile:  
• A harmless sensory effect associated with the chosen sin  
(example: the smell of baked goods in an aura of Gluttony).  
• A recurring minor illusory effect associated with the chosen  
sin (such as posters that advertise a local gambling hall in  
an aura of Greed).  
• Harmless recurring events that mimic the effects of a spell  
of first level or lower (such as fog cloud, prestidigitation, or  
similar).

##### **Bind with Water**

4th-level Conjuration  
“Moses stretched out his hand and the water covered  
Pharaoh’s army, and not even one escaped.”  
-Exod us 14:28  
Casting Time: 1 action  
Range: 120 feet  
Components: S  
Duration: Concentration, up to 1 minute  
You stretch out your hand, causing tendrils of water to erupt  
from the earth at a point within range. Any creatures within a 20-  
foot wide, 50-foot tall cylinder centered on that point must make  
a Strength saving throw. A creature who succeeds on the save is  
ejected to the nearest empty space outside of the cylinder. On a  
failed save, a creature is restrained and held aloft by the tendrils  
of water. The cylinder can restrain up to 8 “points” worth of  
creatures. The number of “points” it takes to restrain a creature is  
determined by its size, shown in the chart below.  
Size Cost  
Tiny or Small 1 point  
Medium 2 points  
Large 4 points  
Huge 8 points  
Gargantuan 16 points  
At the end of each of its turns, a restrained target can repeat  
the saving throw, ending the effect on itself on a success.  
At Higher Levels: When you cast this spell using a spell slot  
of 5th level or higher, the cylinder can restrain two additional  
“points” worth of creatures for each slot level above 4th.

##### **Cenacle**

5th-level Conjuration  
They locked the doors of the upper room, for they  
were afraid of those who persecuted them.  
-John 20:19  
Casting Time: 10 minutes  
Range: 60 feet  
Components: V, S, M (a jar of water)  
Duration: 12 hours  
You conjure a doorway to an extradimensional space within  
range. The door is 5 feet wide and 8 feet tall, and you designate  
its location when you cast the spell. You and any creature you  
designate when you cast the spell can open and close the door  
to the extradimensional space, but when the door is closed, it  
becomes magically locked as though through the Arcane Lock  
spell. The door is immune to all damage, and spells and other  
magical effects cannot pass through the door.  
Inside the doorway is a simple stone staircase that leads into  
an upper room. The upper room is 20 feet wide and 40 feet long,  
with windows that give the illusion of looking out over any city  
or landscape you choose when you cast the spell. If no landscape  
is chosen when the spell is cast, the illusion takes the form of a location of a fond memory of the caster. The room smells of fresh  
herbs and spices, and is kept warm by a large stone fireplace set  
into the far wall. A long wooden table dominates the center of the  
space, with place settings and enough space to accommodate 15  
people. The table is already prepared with bread, wine, and any  
other foods you specify when you cast the spell.  
Cushions and blankets are neatly folded and placed along  
the outside of the room, and the walls are adorned with any  
pictures, trinkets, or decorations you choose when you cast the  
spell. Any food or objects created by this spell are nourishing  
and functional, but may not be removed from the upper room.  
A creature that takes a Long Rest in this room is immune to any  
effects that would interfere with its sleep, such as a Night Hag’s  
“Nightmare Haunting,” the Dream spell, or a demon lair’s “Aura  
of Temptation.”  
When the spell ends, any creatures inside the upper room or  
staircase are expelled into the open spaces nearest to the entrance.  
All objects and uneaten food created by this spell vanish when  
the spell ends.

##### **Covenant**

5th-level Divination  
“We have not forgotten you,  
nor been disloyal to your covenant.”  
-Psalm 44:18  
Casting Time: 1 action  
Range: Self  
Components: V, S  
Duration: 30 days  
You make a promise or contract, binding any number of  
creatures you choose within range with magic of covenant  
language. The contract must be spoken out loud as the verbal  
component of the spell, but may take the form of a song, an  
impassioned speech, or a stern exhortation. If a creature can see,  
hear, and understand you, the spell marks that creature.  
As part of this contract you specify a triggering behavior,  
action, or course of activity. Examples of triggers include “if  
you break your promise,” “if you speak my name out loud,” or  
“if any harm comes to this child.” If a creature marked by this  
spell performs the triggering action before the spell ends, you are  
immediately alerted to this fact. If you are sleeping, this mental  
alert wakes you up.  
At Higher Levels: When you cast this spell using a spell slot  
of 6th level, you are also alerted to the identity of the creature that  
performed the triggering action. When you cast this spell using a  
spell slot of 7th level or higher, you are alerted to the creature’s  
distance and direction at the time of the triggering event, as well  
as its identity.

##### **Create Golem**

5th-level Transmutation  
“You saw that I was unformed, as a golem”  
-Psalm 139:16  
Casting Time: 1 hour  
Range: Touch  
Components: V, S, M (350 pounds of clay, earth, or other substance)  
Duration: 24 hours  
You shape the clay used in the material component into the  
form of a golem. During the casting of this spell, you etch the  
Hebrew letter aleph “ א” into the forehead of the golem, imbuing  
it with a semblance of life force. The type of golem is chosen  
by you during the casting of the spell and must have a challenge  
rating of 4 or lower. Any golem created with this spell obeys your  
commands without question for the duration of its existence.  
As a bonus action on each of your turns you can issue a  
command to the golem if it is within 120 feet and can hear you.  
Once given a command, the golem will continue to obey it until  
the task is complete.  
The golem exists for 24 hours, after which it collapses back  
into a pile of shapeless earth. To maintain the golem’s existence  
for another 24 hours, you must cast this spell on the golem again  
before the current 24-hour period ends. This use of the spell  
restores the golem’s hit points to full and maintains the golem’s  
existence, rather than creating a new golem.  
Deluge  
3rd-level Conjuration  
“You cannot see!  
A deluge of water covers you.”  
-Job 14:2  
Casting Time: 1 action  
Range: 120 feet  
Components: V, S, M (A vial of rainwater)  
Duration: Instantaneous  
You conjure a deluge of water that crashes down in a 10-footradius,  
40-foot-high cylinder centered on a point you can see  
within range. Each creature in this area must make a Dexterity  
saving throw. On a failed save, a creature takes 5d8 bludgeoning  
damage and is knocked prone. On a successful save, a creature  
takes half as much damage and is not knocked prone. The water  
then spreads across the ground in all directions, extinguishing  
unprotected flames within 30 feet of it, and then vanishes.  
At Higher Levels: When you cast this spell using a spell slot  
of 4th level or higher, the damage increases by 1d8 for each slot  
level above 3rd.  
Do Unto Others  
1st-level enchantment  
“Give to anyone who begs from you.  
Do unto others as you would have them do to you.”  
-Luke 6:30  
Casting Time: 1 reaction  
Range: Special  
Components: V, S, M (a selfless action, done out of  
concern for another’s wellbeing)  
Duration: Instantaneous  
You weave magic into a simple action, sending ripples into  
the metaphysical world. After you offer aid to a creature in need  
of help (offering money to a beggar, healing a wounded animal,  
performing a favor for a town priest), you can use your reaction  
to consecrate the act as a truly selfless offering to God.  
If the act was done out of concern for the wellbeing of the  
creature rather than out of selfish gain (at the discretion of the  
GM), then the fabric of universe shifts in your favor. At some  
time in the next 3 days, aid will be given to you in kind taking a  
form chosen by the GM. Typically, the aid you receive will reflect  
your original selfless action (if you make an offering of money,  
you may stumble upon some hidden fortune; if you cast a 3rdlevel  
spell to heal a creature’s affliction, you may receive a boon  
equal to the effects of another 3rd-level spell); however, the aid  
you receive is determined by the GM and is not restricted by the  
original action you performed.  
You may also cast this spell as a reaction to your own  
inaction. For example, if a pickpocket steals your party’s Bag of  
Holding and you cast this spell as a reaction rather than giving  
chase or seeking revenge, then the spell functions as normal,  
treating the contents of the theft as it would an offering to a  
beggar. Similarly, casting this spell as you choose not to engage  
in a bar fight or other warranted act of aggression may result  
in bandits choosing not to attack your party the road during the  
following evening.  
Every Knee Shall Bend  
1st-level enchantment  
“Every knee should bend, of those in heaven and on  
earth and under the earth.”  
-Philippians 2:10  
Casting Time: 1 action  
Range: 30 feet  
Components: V  
Duration: Concentration, up to 1 hour  
You speak one of the names of God to a creature who can hear  
you within 30 feet. The target must succeed on a Wisdom saving  
throw or drop to one knee out of respect for the name. On a failed  
saving throw, the target’s speed becomes 0, and it is unable to  
stand up for the duration.  
At the end of each of its turns, and each time it takes damage,  
the target can make another Wisdom saving throw. The target  
has advantage on this saving throw if it is triggered by taking  
damage. On a success, the spell ends.  
Greater Atonement  
5th-level abjuration (ritual)  
“Abraham looked up and saw a ram, which he made  
as a burnt offering in place of Isaac.”  
-Gene sis 22:13  
Casting Time: 10 minutes  
Range: 1 mile  
Components: V, S, M (incense worth 150 gp and a  
sacrificial ram which appears during the casting, both of  
which are consumed)  
Duration: Instantaneous  
During the casting of this spell, a spectral ram appears in  
an unoccupied space within 30 feet. The ram then becomes the material component of the spell. At the conclusion of the casting,  
all sin within range is dispelled, regardless of type.  
This spell dispels the magic of sins that have already been  
committed, but does not prevent future sinful action. All creatures  
within range are forgiven for their sins; however, creatures are  
still responsible for the consequences of such sins. For example,  
a creature that commits theft can be forgiven for the sin of greed,  
but the theft has still occurred and the creature may still receive  
punishment.  
Any magic within range that requires sin as a material  
component is instantly dispelled, and any simulacra created  
by the spell Weave Sin are instantly reduced to 0 hit points and  
destroyed.  
Hail and Fire  
7th-level evocation  
“Such heavy hail as had never been seen before  
rained down destruction, with flashes of fire and light  
in the midst of it.”  
-Exodus 9:24  
Casting Time: 1 action  
Range: 1000 feet  
Components: V, S  
Duration: Instantaneous  
Fist-sized chunks of ice begin raining down to the ground at  
four points you can see within range. Each creature in a 30-foot  
radius, 40-foot-high cylinder centered on each point you choose  
must make a Dexterity saving throw. Each cylinder spreads  
around corners. A creature in the cylinder takes 2d6 bludgeoning  
damage and 2d6 radiant damage on a failed save, or half as much  
damage on a successful one. The spell also deals double damage  
objects and structures in the area.  
A creature in the area of more than one cylinder is affected by  
each one. For example, a creature simultaneously in the area of  
all four cylinders takes 8d6 bludgeoning damage and 8d6 radiant  
damage on a failed save, or half as much on a successful one.  
Induce Envy  
3rd-level enchantment  
“Then I saw that all toil and all skill in work  
come from one person’s envy of another.”  
-Ecclesiastes 4:4  
Casting Time: 1 action  
Range: 60 feet  
Components: V, S  
Duration: Concentration, up to 8 hours  
You reach into the subconscious of a creature you can see  
within range, filling its mind with the magic of temptation.  
The target must succeed on an Intelligence saving throw or be  
Charmed by you for the duration. While Charmed in this way, the  
target becomes envious of another creature you specify when you  
cast the spell.  
The target will actively work against the creature of whom  
it is envious in subtle ways. The target will not attack the  
creature or use violence, but will eavesdrop, spy, gossip, and  
blackmail in order to undermine the creature’s status and plans.  
Any check made to persuade or deceive the target may be made  
with advantage if the target perceives the course of action to be  
detrimental to the creature of whom it is envious.  
The spell lasts for the duration, or until the target takes  
damage. When the spell ends, the target is aware that it has  
been acting strangely, but is unable to identify the reason for its  
behavior.  
Induce Gluttony  
3rd-level Enchantment  
“Gluttony brings only sickness.”  
-Sirach 37:30  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S, M (something edible within 30 feet)  
Duration: Concentration, up to 1 minute  
You point to a morsel of food, a flagon of ale, a platter of  
dessert, or other edible substance within range, imbuing it with  
the magic of temptation. Each creature within a 20-foot-radius  
sphere, centered on the object must make a Wisdom saving  
throw. On a failed save, a creature is Charmed by you. A creature  
Charmed in this way is overcome with hunger and will use its  
movement and action to move as close to the food or drink as  
possible and attempt to consume it. If there is not enough food or  
drink to be shared by all creatures Charmed, they may argue over  
who gets the last bite or sip, but will not become violent.  
At the end of each of its turns, an affected creature may  
repeat the saving throw. The effect ends early for a creature that  
succeeds on its saving throw, or that takes any damage before the  
spell ends.  
Induce Greed  
3rd-level Enchantment  
“This is the way of everyone greedy for loot:  
It takes away their lives.”  
-Proverbs 1:19  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S, M (any object within 30 feet worth at  
least 10 gp)  
Duration: Concentration, up to 1 minute  
You point to an object within range, imbuing it with the magic  
of temptation. Each creature within a 20-foot-radius sphere,  
centered on the object must make a Wisdom saving throw. On  
a failed save, a creature is charmed by you. A creature charmed  
in this way is overcome with a desire to possess the object and  
will use its movement and action to move as close to the object  
as possible and attempt to pick it up. If multiple creatures are  
charmed at the same time, they may squabble over possession of  
the object, but will not cause damage to each other.  
At the end of each of its turns, an affected creature may repeat the saving throw. The effect ends early for a creature that  
succeeds on its saving throw, or that takes any damage before the  
spell ends.  
Induce Lust  
3rd-level Enchantment  
If you look at a woman with lust, you have already  
committed adultery with her in your heart.  
-Matthew 5:28  
Casting Time: 1 action  
Range: Touch  
Components: V, S, M (a bottle of perfume)  
Duration: Concentration, up to 1 minute  
You touch a creature, imbuing it with the magic of temptation.  
When you cast the spell, you designate any number of creatures  
you can see to be unaffected by it. When a creature sees the target  
for the first time or starts its turn with the ability to see the target,  
it must make a Wisdom saving throw or become Charmed. A  
creature Charmed in this way is incapacitated, has a speed of  
0, and cannot speak as it stares dumbfounded at the beauty of  
the target. Creatures of a different creature type than the target  
automatically succeed on their saving throw. Creatures that would  
not normally be attracted to the sex of the target may make their  
saving throw with advantage.  
At the end of each of its turns, an affected creature may  
repeat the saving throw. The effect ends early for a creature that  
succeeds on its saving throw, loses sight of the target, or that  
takes any damage before the spell ends.  
Induce Pride  
3rd-level Enchantment  
“Pride goes before disaster,  
and a haughty spirit before a fall.”  
-Proverbs 16:18  
Casting Time: 1 action  
Range: 60 feet  
Components: V, S, M (A peacock feather)  
Duration: Concentration, up to 1 minute  
You cause creatures in a certain area to become  
embarrassingly prideful. Each creature within a 30-foot-radius  
sphere, centered on a point you choose within range, must  
make a Charisma saving throw. On a failed save, a creature is  
Charmed by you for the duration. A creature Charmed in this  
way is overcome with pride in its appearance, strength, and  
accomplishments. During its turn, an affected creature must  
perform a random prideful action determined by rolling a d4.  
1\. Boast. The creature spends its breath proclaiming how  
great it is. It cannot use actions that require a mouth  
(including bite attacks, breath weapons, and spells with a  
verbal component) this turn. Creatures that are unable to  
speak simply roar a prideful roar.  
2\. Strut. The creature spends its entire movement to show off  
its figure, moving at half speed in a random direction.  
3\. Flex. The creature spends its action to make an Athletics  
or Acrobatics check to show off its physical power.  
4\. Pose. The creature’s movement becomes 0 for this turn as  
it strikes a pose. It can still take actions this turn.  
While a creature is affected in this way, it has disadvantage on  
Wisdom (Perception and Insight) checks. At the end of each of its  
turns, an affected creature may repeat the saving throw. The effect  
ends early for a creature that succeeds on its saving throw, or that  
takes any damage before the spell ends.  
Induce Sloth  
3rd-level Enchantment  
“This is the way of everyone greedy for loot:  
it takes away their lives.”  
-Proverbs 1:19  
Casting Time: 1 action  
Range: 60 feet  
Components: V, S, M (a sprig of lavender)  
Duration: Concentration, up to 1 minute  
You force a creature you can see within 30 feet to be  
overwhelmingly lazy. The creature must succeed on a  
Constitution saving throw or gain one level of exhaustion. A  
creature that has one or more levels of exhaustion automatically  
succeeds on its saving throw against this spell.  
Induce Wrath  
3rd-level Enchantment  
“A harsh word stirs up wrath.”  
-Proverbs 15:1  
Casting Time: 1 action  
Range: 30 feet  
Components: V  
Duration: Concentration, up to 1 minute  
You cause wrath and violence to break out unexpectedly  
among allies. Each creature within a 20-foot-radius sphere,  
centered on a point you choose within range, must make a  
Wisdom saving throw. On a failed save, a creature is Charmed  
by you and draws a weapon. A creature affected in this way  
perceives all creatures it can see as enemies, and will use its  
action on its turn to attack the nearest creature to it. If a creature  
it perceives as an enemy provokes an opportunity attack, it must  
use its reaction to make an opportunity attack.  
At the end of each of its turns, an affected creature may repeat  
the saving throw. If the creature has taken damage, it makes the  
saving throw with advantage. The effect ends early for a creature  
that succeeds on its saving throw.  
Lesser Atonement  
2nd-level abjuration  
“Those who ministered to the Lord  
offered the daily burnt offering.”  
-Judith 4:14  
Casting Time: 1 action  
Range: Self  
Components: V, S, M (a burnt offering, specific to the type  
of sin to be forgiven, which is consumed)  
Duration: Concentration, up to 1 hour  
Cleansing energy radiates out from you in a 30-foot radius.   
Until the spell ends, the aura moves with you, centered on you.  
The magic of sin is dispelled inside of this radius, and any  
creature that enters this area for the first time on its turn or begins  
its turn there is instantly forgiven for sins associated with the  
chosen type.  
When you cast this spell, you name a specific type of sin  
to be dispelled. The type can be pride, wrath, envy, gluttony,  
greed, sloth, or lust. The type named also determines the material  
component (shown in the table below), which must be burnt and  
consumed during the casting of the spell.  
Any magic within this aura that requires sin as a material  
component is instantly dispelled, and any simulacra created by  
the spell Weave Sin (using sin of the chosen type) take 27 (6d8)  
force damage when it enters this space for the first time on a turn  
or ends its turn there.  
Sin Burnt Offering  
Envy A rare, or rarer magic item  
Greed A gem worth 500 gp or more  
Gluttony The fangs of a dragon  
Lust The heart of a creature killed in self-defense  
Pride The spellcasting focus of the caster  
Sloth A stone taken from the peak of a mountain  
Wrath The tears of a unicorn, freely given  
Magnificat  
1st-level abjuration  
“My soul magnifies the Lord, and my  
spirit rejoices in God my savior.”  
-Luke 1:46  
Casting Time: 1 action  
Range: Self  
Components: V  
Duration: 1 hour  
A protective aura surrounds you as you sing a song of praise  
to God. For the next hour, if a creature targets you with a spell  
or ability that requires you to make a saving throw, the creature  
instantly takes 2d10 radiant damage and this spell ends.  
At Higher Levels: When you cast this spell using a spell slot  
of 2nd level or higher, the damage increases by 1d10 for each slot  
level above 1st.  
Manna and Quail  
1st-level conjuration  
“I will rain down bread from heaven.”  
-Exodus 16:4  
Casting Time: 1 action  
Range: 30 feet  
Components: V  
Duration: Instantaneous  
You offer a prayer to the heavens, and suddenly the ground  
is covered with a flaky white substance called “manna” at a  
point you choose within range. The manna has a familiar texture  
that you cannot quite place, and tastes of wafers made with  
wild honey. A creature that eats the manna gains 1d6 temporary  
hit points and enough nourishment for 1 day, regardless of the  
amount eaten. This spell provides enough manna to nourish 6  
creatures.  
Manna cannot be stored overnight, and spoils the following  
day at dawn, becoming filled with worms and giving off a foulsmelling  
odor.  
If this spell is cast in the moonlight, the manna instead takes  
the form of spectral quail that cover the ground. The effects of  
eating the quail are the same as eating the manna.  
Mark of Cain  
6th-level necromancy  
“If anyone harms Cain,  
Cain shall be avenged 7 times.”  
-Genesis 4:15  
Casting Time: 1 action  
Range: 30 feet  
Components: S  
Duration: Concentration, up to 1 minute  
The Hebrew letter “Vav” appears on your forehead as you  
point at a creature you can see within range. An identical mark  
burns itself into the forehead of the target, magically tethering  
itself to the mark on your own. Whenever you take damage, the  
target must make a Constitution saving throw. On a failed save,  
you take half of the damage (rounded down), and the target takes  
the remaining damage.  
Paraclete  
5th-level conjuration  
“The Father will send you a paraclete,  
he will teach you and remind you.”  
-John 14:26  
Casting Time: 10 minutes  
Range: Self  
Components: V, S, M (an olive branch)  
Duration: 24 hours  
A pure white dove descends from above to perch on your  
shoulder. The dove remains with you for the next 24 hours, or  
until you dismiss it as a bonus action. The dove has a fly speed  
of 40, and follows your movements unless you request that it  
go elsewhere. The dove is immune to all damage, cannot be  
targeted by spells, cannot have its speed reduced, and is immune  
to being paralyzed or restrained. The dove understands all spoken  
languages but cannot speak.  
The dove may perform simple actions for you (such as  
delivering a letter or retrieving an item), but the dove is entirely  
devoted to the will of God. If you or any of your companions  
attempt to trick or coerce the dove into performing an evil action,  
it vanishes and the spell ends. As long as the dove remains with  
you, you gain the following benefits:  
• You, and up to 8 other creatures you designate when you  
cast the spell, may add 1d4 to all ability checks, as though  
by the guidance cantrip  
• The dove sheds bright light out to a radius of 30 feet. As a  
bonus action, you can request the dove to dim or extinguish  
the light.  
• Once before the spell ends, when you cast a spell with a  
range of Touch, the dove can deliver the spell for you as if  
it had cast the spell. If the spell requires an attack roll, you  
use your attack modifier for the roll. Once you have cast a  
spell through the dove in this way, the dove immediately  
vanishes and the spell ends.  
Pentecost  
9th-level divination  
“There came a noise like a strong driving wind,  
and tongues of fire came to rest on each of them.”  
-Acts 2:2  
Casting Time: 1 action  
Range: 1 mile  
Components: V, S, M (a dove’s feather)  
Duration: Concentration, up to 10 minutes  
Dark clouds form in the sky, and a violent wind shakes  
structures within 1 mile. Motes of fire appear in the sky and come  
to hover over 12 creatures within range that you designate when  
you cast the spell (one of which can be you). Creatures affected in  
this way gain the following benefits:  
• You are immune to the Frightened condition.  
• Any creature that can understand a language can understand  
you, regardless of the language you speak.  
• You can understand all spoken languages.  
• You have advantage on Charisma checks and Charisma  
saving throws.  
If you maintain concentration on this spell for the duration,  
the effects become permanent.  
Pillar of Cloud  
6th-level divination  
“By day the Lord went ahead of them in a Pillar of  
Cloud to guide them on their way.”  
-Exodus 13:21  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S  
Duration: Concentration, up to 1 day  
Your prayers for guidance are answered as a swirling pillar of  
pure white cloud reaches down from the heavens and hovers in a  
space you can see within range. You speak the name of a creature,  
location, or item with which you are familiar, or which you can  
describe with sufficient detail. The pillar of cloud instantly moves  
in the direction of the most efficient path toward the target, but  
stops to wait if it moves further than 30 feet ahead of you. The  
pillar leads you in the most direct and efficient physical path to  
the target, but this path will not necessarily be the safest. As a  
rule, the pillar will automatically lead you around any terrain that  
would require an ability check to pass, leading you to a bridge  
to cross difficult waters or to a hidden goat path to avoid a rocky  
mountain climb. However, the pillar is not aware of threats  
unrelated to the landscape, and you may still run into a group of  
bandits waiting to ambush you, violent weather, or unfriendly  
beasts in the wilderness.  
Pillar of Fire  
4th-level evocation  
“Then the Pillar of Fire moved between Israel and  
the army of Egypt, so that Pharaoh could not attack  
during the night.”  
-Exodus 14:19  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S  
Duration: Concentration, up to 8 hours  
You call down a pillar of swirling flame from heaven. The  
pillar hovers in a space you can see within range. The pillar of  
fire sheds bright light in a 20-foot radius and dim light for an  
additional 20 feet. Any creature hostile to you that comes within  
5 feet of the pillar, or ends its turn there, must succeed on a  
Dexterity saving throw. The creature takes 10 fire damage on a  
failed save, and half as much on a successful one. Each time the  
pillar deals damage to an enemy its form becomes smaller, and  
its light, dimmer. When the pillar has dealt a total of 80 damage,  
it fades away entirely and the spell ends. As a bonus action, you  
can command the pillar to move up to 25 feet in a turn. The pillar  
deals damage to enemies as it moves, but has no effect on objects  
or structures.  
Scapegoat  
3rd-level abjuration  
You shall bring forward a goat,  
And lay upon its head the iniquities of the people.  
-Leviti cus 16:20  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S  
Duration: Concentration, up to 1 hour  
You call forth a celestial spirit that takes the shape of a  
spectral goat in a space you can see within range. The scapegoat  
is a small celestial with an AC of 10 and 4d8 hit points. When  
a creature you can see within 30 feet of the goat would take  
damage, you may use your reaction to transfer half of the  
damage, rounded up, to the goat. You may transfer this damage  
even if the total damage the goat would receive is greater than  
its remaining hit points. When the goat drops to 0 hit points or  
fewer, it vanishes and the spell ends.  
The goat has a hovering speed of 30, and follows your  
movements for the duration. As a bonus action, you may  
command the goat to use its movement to follow an ally, stay in  
a specific location, or follow you. The scapegoat is unaffected  
by difficult terrain, cannot have its speed reduced, is immune to  
being paralyzed or restrained, and does not need to make climb  
checks. Since the scapegoat is technically hovering above the  
ground, it also does not trigger traps or other effects that respond  
to a creature’s weight. The scapegoat is incorporeal, and cannot interact with items or its environment in any way.  
Casting at Higher Levels. When you cast this spell using a  
spell slot of 4th level or higher, the scapegoat’s hit points increase  
by 1d8 for each spell slot above 3rd.  
Summon Angel  
6th-level conjuration  
“The Lord commands his angels  
to guard you wherever you go.”  
-Psalm 91:11  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S, M (a piece of parchment or other  
material onto which is inscribed the true name of an angel)  
Duration: Instantaneous  
You call out the name of an angel of the Lord. You choose the  
angel’s type, which must be of challenge rating 5 or lower, such  
as a Messenger Angel, Guardian Angel, or Challenger Angel.  
The angel appears in an unoccupied space you can see within  
range. The angel disappears when it drops to 0 hit points or when  
it decides to return to the heavenly realm.  
The angel is obedient to the will of God alone, and is under  
no compulsion to behave in any particular way. You may  
respectfully request the angel’s aid, but it is not obliged to help  
you.  
Examples of tasks that an angel may willingly perform  
include: delivering a message, providing advice, rescuing an  
innocent person from danger, or engaging in combat with a  
demon. An angel will not commit an act of violence against a  
mortal creature unless in defense of another mortal creature’s life,  
and even then will use nonlethal damage. An angel can provide  
excellent and insightful advice, but it is not omniscient and its  
advice is limited to its own experience of the universe.  
If the angel decides that it is the will of God that it should  
assist you, it will remain on earth until your request is complete.  
If you are rude to the angel, or if it deems your request to be  
against the will of God, the angel will disappear at once.  
Summon Cherubim  
9th-level conjuration  
Blessed are you who look upon the Cherubim.  
-Daniel 3:55  
Casting Time: 1 action  
Range: 30 feet  
Components: V, S, M (a piece of parchment or other  
material onto which is inscribed the true name of a  
Cherubim)  
Duration: instantaneous  
You call out the true name of one of the guardians of the  
heavenly throne. All creatures (including you) within 120 feet  
take 2d6 thunder damage as the fabric of reality is torn asunder  
with a thunderous noise. A cherubim steps through this portal,  
appearing in a space you can see within range. The cherubim  
disappears when it drops to 0 hit points or when it decides to  
return to the heavenly realm.  
The cherubim is obedient to the will of God alone, and is  
under no compulsion to behave in any particular way. You may  
respectfully request the cherubim’s aid, but it is not obliged to  
help you.  
Cherubim may agree to answer a question or questions,  
deliver a message, or enter combat against a demon. The  
cherubim have existed since before the creation of the world, and  
thus possess near infinite knowledge. However, a Cherubim will  
not share knowledge that could be used for selfish gain or evil  
intent. A cherubim will also not commit any act that it perceives  
to be contrary to the will of God. If you are rude to the cherubim,  
or if it deems your request to be against the will of God, there is  
an equal chance that it will either disappear or attempt to strike  
you down.  
Tehom  
5th-level conjuration  
“Now you are swallowed up by the seas,  
in the depths of the waters.”  
-Ezekiel 27:34  
Casting Time: 1 action  
Range: 60 feet  
Components: V, S, M (a vial of water taken from any body  
of water)  
Duration: Concentration, up to 1 minute  
A swirling whirlpool of 5-foot-deep water appears in a 30-foot  
radius centered on a point you can see within range. The point  
must be on the ground or in a body of water. Until the spell ends,  
that area is difficult terrain, and any creature that enters it for the  
first time on its turn or starts its turn there must make a Strength  
saving throw. A creature takes 4d8 bludgeoning damage and  
is pulled 15 feet toward the center on a failure. A creature that  
succeeds its saving throw takes half as much damage and is not  
pulled.  
If a creature begins its turn at the center of the whirlpool and  
fails its saving throw, it immediately disappears and is magically  
teleported into a distant body of water, in the exact spot from  
which you drew the vial of water used as the material component  
of the spell. The target remains there until the spell ends, at which  
point the target reappears in the nearest unoccupied space to the  
one it left.  
If you maintain concentration on this spell for the full  
duration, vanished creatures do not return.  
Torrent of Water  
3rd-level conjuration  
“A river has swept away their foundations.”  
-Job 22:16  
Casting Time: 1 action  
Range: 120 feet  
Components: V, S, M (A smooth stone taken from a  
riverbed)  
Duration: Concentration, up to 1 minute  
A river flows up from the ground at a point you choose within range. You can make the river up to 60 feet long and 10  
feet wide, and the river can be shaped in any way you choose as  
long as it makes a continuous path along the ground. The river is  
considered difficult terrain. You choose the direction the water is  
flowing when you cast the spell. The river lasts for the duration.  
When the river appears, each creature within its area must  
make a Strength saving throw. On failure a creature takes 2d10  
bludgeoning damage and is pushed 10 feet in the direction of the  
water’s flow. On a successful saving throw, the creature takes half  
as much damage and is not pushed. A creature must make this  
saving throw when it enters the area of the river for the first time  
on its turn, or when it begins its turn there.  
Transubstantiation  
7th-level transmutation  
“Aaron raised his staff and struck the waters  
of the Nile, and it was changed to blood.”  
-Jo b 14:2  
Casting Time: 1 action  
Range: 120 feet  
Components: S  
Duration: Instantaneous  
You choose a volume of any nonmagical liquid that you can  
see that fits within a 40-foot cube within range, permanently  
changing it into an equal volume of a different nonmagical liquid.  
Examples include turning water into wine or turning a river into  
blood.  
You must be intimately familiar with the type of liquid it is to  
become. For example, you cannot produce a vintage of wine that  
you have never tasted yourself, and if you transmute a liquid into  
blood, the blood is identical to your own.  
Turn the Other Cheek  
2nd-level abjuration  
“When someone strikes you on your right cheek,  
turn the other one to him as well.”  
-Matth ew 5:39  
Casting Time: 1 reaction  
Range: Self  
Components: S  
Duration: 1 minute  
Whenever you take damage from a creature’s attack, you  
can use your reaction to turn the other cheek to your attacker. The  
attacking creature must succeed on a Wisdom saving throw or it  
is turned for the duration.  
A turned creature must spend its turns trying to move as far  
away from you as it can, and it cannot willingly move to a space  
within 30 feet of you. It also cannot take Reactions. For its action,  
it can use only the Dash action or try to Escape from an Effect  
that prevents it from moving. If there’s nowhere to move, the  
creature can use the Dodge action.  
If the creature takes damage before the spell ends, it may  
repeat the saving throw, ending the effect on itself with a success.  
Unum in Christo  
5th-level transmutation  
“We are now one body, one spirit.”  
-Ephe sians 4:4  
Casting Time: 10 minutes  
Range: Touch  
Components: V, S, M (a trinket gifted to you by the target)  
Duration: 24 hours  
You touch a willing creature with whom you are familiar,  
recognizing the spiritual bond you share with it and designating it  
as the target.  
Until the spell ends, you ignore the range and sight restrictions  
on any spells with a range greater than Touch when this creature  
is the target of the spell. This allows you to target the designated  
creature over any distance, as long as it is on the same plane of  
existence.  
Visitation  
6th-level conjuration  
Casting Time: 1 minute  
Range: Special  
Components: V, S, M (an object or trinket, previously  
taken form the target)  
Duration: 10 minutes  
Choose a creature or location with which you are familiar as  
the target of the spell. The target must be on the same plane of  
existence as you. You enter a trance-like state as a copy of your  
physical form coalesces in an unoccupied space within 30 feet of  
the target. Creating this copy of yourself takes 1 minute, during  
which time you are incapacitated and cannot move. This copy  
is identical to you in every way, and for the duration of the spell  
you may move and act as normal in the form of this copy.  
The copy has your same game statistics and abilities, but  
it does not possess any weapons, armor, or items from your  
inventory, appearing clothed in a simple white tunic. Your copy  
can cast spells of 3rd level or lower as normal, using your spell  
slots. Your copy has 4d8 hit points.  
For the duration of the spell you may move and take actions  
as normal, and can physically interact with your environment and  
other creatures. If your copy is reduced to 0 hit points, it vanishes  
in a cloud of mist, and the spell ends early.  
When the spell ends, your consciousness returns to your body  
and your trance ends. Any items worn or carried by your copy  
remain where they are, dropping to the ground in the space where  
your copy vanishes.  
Walk in Shadow  
5th-level transmutation  
“Swift is the shadow that does not abide.”  
-Jo b 14:2  
Casting Time: 1 action  
Range: Self  
Components: V, S  
Duration: Concentration, up to 1 hour  
Your body melts into two-dimensional darkness, appearing  
as a mere shadow on the wall. Anything you are wearing or  
carrying is absorbed into your shadow form. The shadow looks  
like your normal shadow, but with no apparent source. While  
in this form, you move across surfaces and up and down along  
walls as a shadow does. Your shadow form is visible to creatures  
who are looking for it, but you may make all Stealth checks  
with advantage while in this form. You have darkvision out to  
a range of 120 feet. Also, regardless of the light available in the  
space, you are not able to see color and instead regard the world  
in shades of gray. Similarly, sound becomes more obscured and  
nearby voices sound muffled. You make all Perception checks  
that rely on sound with disadvantage.  
While moving as a shadow, you can move up, down, and  
across vertical surfaces as well as along floors and ceilings at  
your normal walking speed. You are also unaffected by difficult  
terrain, cannot have your speed reduced, and are immune to being  
paralyzed or restrained while in your shadow form. You can,  
however, still take damage from attacks and can still suffer other  
negative effects. You cannot pick up or physically interact with  
objects while in this form.  
You are treated as shadow for the purpose of determining  
spaces you can occupy. You may be able to slide along the floor  
to pass beneath a locked door, provided there is a gap, but you  
cannot slide beneath an object that is sitting squarely on the  
ground (your form would instead move up the side of the object  
and across its top).  
Weave Sin  
8th-level Necromancy  
“Thus death came to all,  
because all have sinned.”  
-Rom ans 5:12  
Casting Time: 24 hours  
Range: Touch  
Components: V, S, M (Sinful acts of a certain type being  
committed within a 1 mile radius of the spells casting)  
Duration: Instantaneous  
You shape the fabric of sin itself to create a magical construct  
called a “simulacrum.” This simulacrum is the personifcation of  
the accumulated sin, but otherwise appears to be a normal human  
person. When the casting time for the spell is complete, your  
body enters into a dormant state as your consciousness enters the  
body of the newly created simulacrum. Once the effects of this  
spell take hold, they last until the simulacrum is destroyed.  
The process of casting this spell is difficult, and requires an  
abundance of sinful acts being committed within a 1 mile radius  
for the duration of the casting. The type of sin being committed  
(lust, greed, sloth, etc.) affects the statistics and abilities of the  
simulacrum produced. Only one simulacrum can be controlled at  
a time. If you cast this spell again, any currently active simulacra  
are instantly destroyed.  
The created simulacrum is the physical manifestation of  
sin, and is therefore extremely vulnerable to repentance and  
forgiveness. A simulacrum that enters in the aura of a lesser  
atonement spell or similar magic is instantly destroyed.