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

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other
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

This supplement offers new spells for many of the classes in 1ST LEVEL
the Player’s Handbook. The spells provide many arcane and
divine magic that is unique to the realms of Thay, Aglarond,
Snilloc’s snowball (evocation)
Rashemen, Thesk, and the Great Dale. Many of these spells
center on necromancy or pain in some form, or around new 3RD LEVEL
ways to manipulate arcane and divine energies.
Your DM determines whether these spells are available at Bladebane (transmutation)
character creation, whether they are discovered in a treasure Greenfire (conjuration)
trove, or whether you stumble upon them in an ancient library
or other storehouse of magical knowledge.
4TH LEVEL
 Superior darkvision (transmutation)
The following spell lists show which of the new spells are for a class.
A spell’s school of magic is noted in parentheses after its name. If a
5TH LEVEL
spell can be cast as a ritual, the ritual tag also appears within the Ball lightning (evocation)
parentheses.
Enervation (necromancy)

6TH LEVEL
2ND LEVEL Acid storm (evocation)
Combust (evocation)
Decastave (conjuration) 
3RD LEVEL 3RD LEVEL
Abolish shadows (abjuration) Bladebane (transmutation)

5TH LEVEL 4TH LEVEL


Enervation (necromancy) Ilykkur’s mantle (abjuration)

7TH LEVEL 


Simbul’s synostodweomer (evocation)
1ST LEVEL
8TH LEVEL Snilloc’s snowball (conjuration)
Flensing (transmutation)
3RD LEVEL
 Greenfire (conjuration)

2ND LEVEL 4TH LEVEL


Create magic tattoo (conjuration) Superior darkvision (transmutation)
Shroud of undeath (necromancy)

3RD LEVEL
Abolish shadows (abjuration) 1ST LEVEL
Snilloc’s snowball (conjuration)
4TH LEVEL
Beltyn’s burning blood (necromancy) 2ND LEVEL
Conjure minor undead (conjuration) Combust (evocation)
Recitation (conjuration)
3RD LEVEL
5TH LEVEL
Abolish shadows (abjuration)
Soul scour (necromancy) Improved mage armor (abjuration)
4TH LEVEL 
Beltyn’s burning blood (necromancy)
Conjure minor undead (conjuration) 1ST LEVEL
Force orb (evocation) Snilloc’s snowball (conjuration)
Sinsabur’s baleful bolt (necromancy)
Superior darkvision (transmutation)
2ND LEVEL
5TH LEVEL Combust (evocation)
Create magic tattoo (conjuration)
Ball lightning (evocation) Decastave (conjuration)
Enervation (necromancy) Nybor’s gentle reminder (enchantment)
Improved blink (transmutation) Shroud of undeath (necromancy)
Simbul’s spell matrix (transmutation)
3RD LEVEL
6TH LEVEL
Abolish shadows (abjuration)
Acid storm (evocation) Bladebane (transmutation)
Fiendform (transmutation) Improved mage armor (abjuration)
Undead lieutenant (necromancy)
7TH LEVEL
Simbul’s spell sequencer (transmutation) 4TH LEVEL
Simbul’s synostodweomer (evocation) Beltyn’s burning blood (necromancy)
Conjure minor undead (conjuration)
8TH LEVEL Force orb (evocation)
Flensing (transmutation) Ghorus Toth’s metal melt (transmutation)
Simbul’s skeletal deliquescence (transmutation) Ilykkur’s mantle (abjuration)
Nybor’s mild admonishment (enchantment)
9TH LEVEL Sinsabur’s baleful bolt (necromancy)
Superior darkvision (transmutation)
Simbul’s spell trigger (transmutation)
5TH LEVEL
 Ball lightning (evocation)
Enervation (necromancy)
2ND LEVEL Improved blink (transmutation)
Create magic tattoo (conjuration) Simbul’s spell matrix (transmutation)
Watchware (abjuration, ritual)
4TH LEVEL
6TH LEVEL
Beltyn’s burning blood (necromancy)
Sinsabur’s baleful bolt (necromancy) Acid storm (evocation)
Fiendform (transmutation)
5TH LEVEL Ghorus Toth’s magnetism (transmutation)
Enervation (necromancy)
Soul scour (necromancy) 7TH LEVEL
Nybor’s stern reproof (enchantment)
6TH LEVEL Simbul’s spell sequencer (transmutation)
Fiendform (transmutation) Simbul’s synostodweomer (evocation)
Ghorus Toth’s magnetism (transmutation)
8TH LEVEL
8TH LEVEL Flensing (transmutation)
Flensing (transmutation) Nybor’s wrathful castigation (enchantment)
Simbul’s skeletal deliquescence (transmutation) Simbul’s skeletal deliquescence (transmutation)
Skeletal guard (necromancy)

9TH LEVEL
Eye of power (divination)
Simbul’s spell trigger (transmutation)
Sphere of ultimate destruction (conjuration)
must make the saving throw against the ball’s damage, and the
 ball stops moving that turn.
When you move a ball, you can direct it over barriers up to
The spells are presented in alphabetical order. 5 feet tall and jump it across pits up to 10 feet wide. The ball
sheds bright light in a 20-foot radius and dim light for an
 additional 20 feet.
At Higher Levels. When you cast this spell using a spell
rd
3 -level abjuration th
slot of 6 level or higher, the maximum number of spheres you
Casting Time: 1 action can make with this spell increases by one for each slot level
th
Range: Self (30-ft. radius) above 5 .
Components: V, S, M (a small piece of obsidian)
Duration: Instantaneous 
th
4 -level necromancy
A burst of positive energy leaps out from around you,
disrupting shadows and evil spirits in the area. Incorporeal Casting Time: 1 action
creatures, such as wraiths, ghosts, or shadows automatically Range: 60 feet
take 5d6 radiant damage. If any of this spell’s area intersects Components: V, S, M (a drop of blood and a pinch of
rd
with an area of darkness created by a spell of 3 level or lower, saltpeter)
the spell that created the darkness is dispelled. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a slot of
th
4 level or higher, the damage increases by 1d6 for each slot You infuse a creature’s blood with hot, corrosive material,
level above 3 .
rd causing severe pain and nausea. The target must make a
Constitution saving throw. On a failed save, a creature takes
 2d8 acid damage and 2d8 fire damage and is poisoned until
the end of their next turn. Even if a creature succeeds on this
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6 -level evocation saving throw, they still must continue making the save at the
Casting Time: 1 action beginning of every turn for the duration or suffer the effects of
Range: 300 feet the spell.
Components: V, S, M (a flask of acid worth at least 50 gp, At Higher Levels. When you cast this spell using a spell
th
which the spell consumes) slot of 5 level or higher, the fire damage increases by 1d8 for
th
Duration: Instantaneous each slot level above 4 .

A green cloud appears in the air within range and scatters the
sky with thick droplets of burning acid in a 30-foot radius, 40-

rd
3 -level transmutation
foot high cylinder. Each creature in the cylinder must make a
Dexterity saving throw. A creature takes 12d6 acid damage on Casting Time: 1 action
a failed save, or half as much on a successful one. In addition, Range: Touch
all targets, not regarding if the creature made the save or not, Components: V, S, M (a drop of blood and ruby dust worth
are coated in acid and take 2d6 acid damage at the start of 500 gp, which is consumed)
each of their turns until they take an action to remove the acid Duration: Concentration, up to 1 minute
from themselves.
At Higher Levels. When you cast this spell using a slot of You touch a weapon that deals slashing damage and give it a
th
7 level or higher, the initial damage increases by 1d6 for each deadly quality against a specific type of creature: aberrations,
slot level above 6 .
th celestials, dragons, elementals, fey, fiends, giants,
monstrosities, oozes or undead. Against the chosen creature
 type, the bladed weapon is treated as a magic weapon with a
+2 to attack and damage rolls, as well as dealing an extra 2d6
th
5 -level evocation damage on a hit.
Casting Time: 1 action
Range: 120 feet 
nd
Components: V, S, M (a handful of copper and iron pellets) 2 -level evocation
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You create one to four spheres of concentrated lightning. You Range: Touch
deal a total of 8d8 lightning damage, divided up among the Components: V, S, M (a drop of oil and a piece of flint)
balls as you wish. For example, you could make one ball that Duration: Instantaneous
deals 8d8 damage, four balls that each do 2d8 damage, one
ball that does 4d8 damage and two that do 2d8 damage, and You cause a creature or an object to burst into flames. Make a
so forth. While you can divide the damage dice among as melee spell attack against a creature or an object you can
many balls as you wish, up to the maximum of four, a ball reach. If the target is a creature, it takes 3d8 fire damage on a
cannot deal less than 1d8 damage at a time. hit and must then make a Dexterity saving throw. On a failure,
Each ball is 5-foot diameter sphere that hovers in the air for the creature catches on fire and takes 1d8 fire damage at the
the duration in unoccupied spaces within range. Any creature start of each of its turns until the creature takes an action to put
that ends its turn within 5 feet of a ball must make a Dexterity out the fire.
saving throw. The creature takes the damage you designated If the target is an inflammable object, the initial eruption of
to that particular ball on a failed save, or half as much damage flame automatically sets the object on fire and the object takes
on a successful one. A creature has disadvantage on this 1d8 fire damage every round until put out or the object is
saving throw if it is wearing armor made of metal. destroyed.
As a bonus action, you can move one or more of the balls At Higher Levels. When you cast this spell using a spell
rd
up to 30 feet. If you ram a ball into a creature, that creature slot of 3 level or higher, the initial damage increases by 1d8
nd
for each slot level after 2 .
  Immunity to a single spell or magical effect for the
th duration, such as a lich’s life drain attack.
4 -level conjuration  An effective +2 to one ability score for the duration
Casting Time: 1 minute
Range: 90 feet 
nd
Components: V, S 2 -level conjuration
Duration: Concentration, up to 1 hour
Casting Time: 1 action
You summon undead that appear in unoccupied spaces you Range: Self
can see within range. You choose one of the following options Components: V, S, M (a slender rod of duskwood)
for what appears: Duration: Concentration, up to 1 minute
 One undead of challenge rating 2 or lower You instantly call into existence a quarterstaff made of force,
 Two undead of challenge rating 1 or lower about 8 feet long and 2 inches in diameter. The staff lasts only
 Four undead of challenge rating 1/2 or lower as long as you keep it in your hand. If it leaves your hand or if
 Eight undead of challenge rating 1/4 or lower you give it to someone else it vanishes.
You can use the decastave in combat by making a melee
An undead summoned by thus spell disappears when it drops
spell attack, doing 2d8 thunder damage on a hit. In addition,
to 0 hit points or the spell ends.
the target must make a Constitution saving throw. On a failure,
The summoned creatures are friendly to you and your
it is deafened for the duration. The target can make the saving
companions. Roll initiative for the summoned creatures as a
throw again at the end of each of its turns, ending the effect on
group, which have their own turns. They obey any verbal
a success. Once a creature succeeds on this saving throw, it is
commands that you issue to them (no action required by you).
immune to the deafening effect of the decastave for 24 hours.
If you don't issue any commands to them, they defend
At Higher Levels. When you cast this spell using a spell
themselves from hostile creatures, but otherwise take no rd
slot of 3 level or higher, the damage increases by 1d8 for
actions. nd
every two slot levels above 2 .
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain
higher-level spell slots, you choose one of the summoning 
th
options above, and more creatures appear: twice as many with 5 -level necromancy
a 6th-level slot and three times as many with an 8th-level slot. Casting Time: 1 action
Range: Touch
 Components: V, M (a dried plant)
nd
2 -level conjuration Duration: Concentration, up to 10 minutes
Casting Time: 10 minutes Your touch drains the energy and life out of a creature. A
Range: Touch creature you touch must make a Constitution saving throw. On
Components: V, S, M (tattoo inks in appropriate colors worth a failed save, the creature gains a level of exhaustion. If it fails
at least 100 gp) the save by 5 or more, it instead gains two levels of
Duration: 1 day exhaustion. For the duration of the spell, a creature affected by
this spell must make a Constitution saving throw at the
This spell creates a single magic tattoo on a creature. The beginning of each of its turns. Every time a creature fails the
selection of tattoos is limited by the level you cast this spell at, saving throw, it gains a level of exhaustion. Every time it
as shown below. Inscribing a magic tattoo requires a succeeds on the save, the creature loses one level of
successful ability check using your spellcasting ability. The DC exhaustion. The spell ends if a creature loses all its exhaustion
equals 8+the level you cast this spell at. levels or if it succeeds on three saving throws against this spell
A single creature ay have no more than three magic tattoos in a row. If a creature gets to six levels of exhaustion, it dies.
at a time. Creating multiple tattoos requires separate castings When the spell ends, all levels of exhaustion end instantly.
of the spell—for example, creating two tattoos requires you to
cast this spell two times. A successful dispel magic spell cast
on a creature can destroy one of the tattoos on a creature.

th
nd rd
Casting at 2 to 3 level. If you cast this spell using a 9 -level divination
nd rd
spell slot of 2 or 3 level you can scribe a tattoo that creates Casting Time: 10 minutes
one of the following effects: Range: Self
 Advantage on one saving throw for the duration Components: V, S, M (a bit of bat fur)
 +1 to AC for the duration Duration: Concentration, up to 10 minutes
 +1 to attack rolls for the duration
You create an eye composed of glowing blue energy in a
th th
Casting at 4 to 6 level. If you cast this spell using a spell known location on the same plane of existence as you are that
th th th
slot of 4 , 5 , or 6 level you can scribe a tattoo that creates hovers in the air for the duration.
one of the following effects, plus all effects available at lower You mentally receive visual information from the eye, which
levels: has truesight out to 60 feet. The eye can look in every
 Advantage on all saving throws for the duration direction.
 +2 to all attack rolls for the duration As an action, you can move the eye up to 30 feet in any
 +5 to hit point maximum for the duration direction. There is no limit to how far away from you the eye
th
can move, but it can’t enter another plane of existence. A solid
Casting at 7 level or higher. If you cast this spell using a barrier blocks the eye’s movement, but the eye can pass
th th th
spell slot of 7 , 8 or 9 level you can scribe a tattoo that through an opening as small as 1 inch in diameter.
creates one of the following effects, plus all effects available at rd
You can also cast a spell of 3 level or lower that does not
lower levels: have a range of self through the eye. The spell appears to
 Resistance to two damage types for the duration
come from the eye’s location rather than yours. A spell with a On a hit, the target takes 4d12 force damage. Hit or miss, the
range of touch can be cast if the eye is within 5 feet of the globes then explode in a burst of percussive sound. The target
target. Casting a spell through the eye ends the spell. and each creature within 5 feet of where any of the globes
An eye of power is visible and corporeal, so it can be exploded must make a Dexterity saving throw. A creature
destroyed. The eye is an object with AC 16 and 50 hit points. It takes 2d8 thunder damage on a failed save, or half as much
uses your bonuses for saving throws. damage on a successful one.
A creature caught in the burst of multiple globe explosions
 only takes the damage once.
th
6 -level transmutation At Higher Levels. When you cast this spell using a spell
th
slot of 5 level or higher, you create one additional globe for
th
Casting Time: 1 action each slot level above 4 .
Range: Self
Components: V, S, M (a bone from a slain fiendish creature) 
Duration: Concentration, up to 10 minutes th
6 -level transmutation
You assume the form of a fiend for the duration. The new form Casting Time: 1 action
can be of any fiend, such as a devil or demon, with a challenge Range: 120 feet
rating equal to your level or lower. You must have seen the Components: V, S, M (a small lodestone)
sort of fiend at least once. You transform into an average Duration: Concentration, up to 10 minutes
example of that fiend, one without any class levels or the
Spellcasting trait. You fire a brilliant blue ray at a single creature or object within
Your game statistics are replaced by the statistics of the range. Make a ranged spell attack. If you hit, you charge the
chosen fiend, though you retain your alignment and target with an intensely powerful magical magnetic force. You
Intelligence, Wisdom and Charisma scores. You also retain all can only affect objects or creatures made out of metal or
of your skill and saving throw proficiencies, in addition to creatures wearing or carrying metal armor, weapons, or gear.
gaining those of the fiend. If the fiend has the same proficiency The magical magnetism created by this spell creates a zone
as you and the bonus listed in its statistics is higher than yours, of attraction with a radius of 30 feet around the creature or
use the fiend’s bonus in place of yours. You can’t use any object. Every metallic object entering the zone of attraction is
legendary actions or lair actions of the new form. pulled towards the magnetized object. Every round metal
You assume the hit points and Hit Dice of the new form. creatures or objects are within this zone of attraction, they
When you revert to your normal form, you return to the number must make a Strength check with a DC of 10 + your proficiency
of hit points you had before you transformed. If you revert as a bonus + your spellcasting ability modifier. On a failure, a
result of dropping to 0 hit points, any excess damage carries creature or object is pulled 10 feet towards the attracted object,
over to your normal form. As long as the excess damage or an additional 5 feet if it failed the check by 5 or more.
doesn’t reduce your normal form to 0 hit points, you aren’t Creatures carrying or holding metal objects may choose to
knocked unconscious. release them, in which case the items fly to the creature or
You can’t use any special senses you have (for example, object at the center, or hold onto them, in which case they are
darkvision) unless your new form also has that sense. In also treated as metal creatures. Unattended metal objects of
addition, you cannot cast spells or speak. 50 pounds or less in the zone of attraction fly with great force
Your gear melds into your new form. You can’t activate, and strike the target creature or object at the center, dealing
use, wield, or otherwise benefit from any of its equipment. 2d6 bludgeoning damage for each object. Objects heavier than
50 pounds are simply dragged 10 feet closer per round.
 Metal creatures or objects that reach the magnetized target
th
8 -level transmutation of this spell become stuck and are considered to be grappled,
and creatures can attempt to get out of the grapple by making
Casting Time: 1 action a Strength check contested by an ability check with your
Range: 30 feet spellcasting ability modifier.
Components: V, S, M (an onion) If a creature or object at least twice as heavy as the target
Duration: Concentration, up to 1 minute of this spell moves into the zone of attraction, the target you
chose is dragged to it instead, and the new object is the new
When you cast this spell, you peel layers of flesh from the
center zone of magnetism.
target’s body, causing incredible pain and trauma. Choose a
creature you can see within range. It takes 6d6 necrotic
damage and its hit point maximum is reduced by the same 
th
amount. At the beginning of each of your turns for the duration 4 -level transmutation
of the spell, the target’s Charisma and Constitution scores are Casting Time: 1 action
reduced by 1d4+1 each and the target takes 3d6 necrotic Range: Touch
damage until the spell ends. As an action, the target can make Components: V, S, M (a drop of mercury)
a Constitution saving throw. On a successful save, the spell Duration: Concentration, up to 1 minute
ends.
You alter the properties of a metal object so that it flows like
 water. The metal object does not change temperature but flows
th
4 -level evocation as a liquid then returns to solid state once the spell ends,
usually in a form resembling a puddle. To cast the spell, you
Casting Time: 1 action must touch a metal object within your reach.
Range: 120 feet If you target an object worn or carried by a creature, that
Components: V, S creature must make a Dexterity saving throw. On a failed save,
Duration: Instantaneous the spell takes effect against the object.
Armor melted by this spell does not lose its properties or AC
Up to four globes of pure energy strike out from your hand at
bonus, but it takes a permanent loss to AC equal to the
targets. For each of these globes, make a ranged spell attack.
number of rounds the spell affected the object. Weapons unoccupied space (chosen at random if more than one space
melted by this spell take a cumulative penalty of -1 to their is equally near). You can dismiss this spell as an action.
attack and damage rolls at the start of your turn for every round While on the Ethereal Plane, you can see and hear the
that the spell is in effect, and become unusable once the plane you originated from, which is cast in shades of gray, and
penalty reaches -5. you can't see anything there more than 60 feet away. You can
If the object is a magic item, this may render the item only affect and be affected by other creatures on the Ethereal
useless and nonfunctional, although some magical properties Plane. Creatures that aren't there can't perceive you or interact
may remain at the DM’s discretion. For example, a melted rod with you, unless they have the ability to do so.
of security cannot be used as a weapon, although it can still
transport creatures to the demiplane. 
A metal construct subjected to this spell must make a rd
3 -level abjuration
Constitution saving throw. On a failure, the creature takes 6d8
radiant damage, or half as much damage on a successful one. Casting Time: 1 action
In addition, on a failed save, for the duration the creature is Range: Touch
under the effect of a slow spell. Components: V, S, M (a segment of scale mail)
Duration: 8 hours
 You touch a willing creature who isn’t wearing armor, and a
rd
3 -level conjuration protective magical force surrounds it until the spell ends. The
Casting Time: 1 action target’s base AC becomes 15 + its Dexterity modifier. The spell
Range: 60 feet ends if the target dons armor or if you dismiss the spell as an
Components: V, S, action.
Duration: 1 minute

You create from the ground beneath your enemies a vapor of nd
2 -level enchantment
corrosive green energy. Each creature in a 20-foot cube must
make a Dexterity saving throw. On a failure, creatures take 7d4 Casting Time: 1 action
acid damage, plus 4d4 acid damage at the start of their next Range: 30 feet
turn. On a successful save, a creature takes half the initial Components: V, S, M (a stick at least one foot long)
damage and no damage at the start of its next turn. Duration: Concentration, up to 1 minute
The vapor stays for one minute, or until a strong wind (20
This spell is often used by the Red Wizards and slave
mph) disperses it. Any creature that enters the vapor’s space
overseers to make their servants work a little faster. It inflicts a
for the first time on a turn or ends its turn in the vapor takes
subject with sharp mental pain that makes them unable to act
1d4 acid damage.
for a short amount of time.
You may choose to make the spell not affect natural
When you cast this spell, the target must make a Wisdom
vegetation in the area.
saving throw. On a failure, it is incapacitated until the end of
At Higher Levels. When you cast this spell using a slot of
th your next turn, doubled over in pain. For the remaining
4 level or higher, the initial damage increases by 2d4 for each
th duration, the target is subject to the bane spell and takes a 1d4
level above 4 .
penalty to attack rolls and saving throws.
 
th
4 -level abjuration th
4 -level enchantment
Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: 30 feet
Components: V, S, M (an uncut diamond worth at least 50 gp)
Components: V, S, M (a stick at least one foot long)
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You encase yourself in an aura against hostile magic. For the
This spell inflicts multiple creatures with sharp pain. Choose up
duration, you have advantage on saving throws against spells
to three creatures within 30 feet of each other to make a
and other magical effects, and you gain resistance to one
Wisdom saving throw. On a failed save, a creature is stunned
damage type of your choice: acid, cold, fire, lightning, thunder,
for the duration. A creature can make a saving throw at the end
or poison.
of each of their turns for the duration of the spell, ending the
 stun effect on a success.
For the duration of the spell, targets who make the save are
th
5 -level transmutation still subject to a bane spell and take a 1d4 penalty to attack
Casting Time: 1 action rolls and saving throws until the spell ends.
Range: Self
Components: V, S 
th
Duration: 1 minute 7 -level enchantment
At the end of each of your turns for the duration of the spell, Casting Time: 1 action
you vanish from your current plane of existence and appear in Range: 30 feet
the Ethereal Plane (the spell fails and the casting is wasted if Components: V, S, M (a stick at least one foot long)
you were already on that plane). At the start of your next turn, Duration: Concentration, see spell
and when the spell ends if you are on the Ethereal Plane, you
This spell is an even stronger version of Nybor’s gentle
return to an unoccupied space of your choice that you can see
reminder, causing pain that fogs the mind and injures the body.
within 10 feet of the space you vanished from. If no unoccupied
When you cast this spell, the target must make a Wisdom
space is available within that range, you appear in the nearest
saving throw. A creature that currently has 150 hit points or
less drops to 1 hit point and is stunned for 1 round. If a such as turn undead affect you as well, and a destroy undead
creature that currently has 150 hit points or less succeeds on attempt stuns you for 1 round if you fail the saving throw.
the save, it is incapacitated for 1 minute. A creature
incapacitated in this way can make a Wisdom saving throw at 
the end of each of its turns for the duration, ending the effect th
8 -level transmutation
on a success.
If you target a creature that currently has greater than 150 Casting Time: 1 action
hit points, it is subject to the effects of a Nybor’s gentle Range: 10 feet
reminder spell on a failed save, and no effect on a success. Components: V, S, M (a piece of a gelatinous cube)
Duration: 7 days
 You fire a ruby-red ray from your hands and attempt to
th
8 -level enchantment dissolve a creature’s bones. One creature you see within range
Casting Time: 1 action must make a Constitution saving throw. On a failed save, the
Range: 30 feet creature’s bones and skeletal structure liquefies as the
Components: V, S, M (a whip) creature falls in a heap. While in this form, the creature
Duration: Concentration, see spell automatically fails Strength and Dexterity saving throws, has
their speed fall to 0, cannot take actions or reactions, and
This spell causes pain so strong that it can kill a creature cannot speak. The affected creatures AC becomes 8, if it is not
through the mind. 8 or lower already, and the creature gains vulnerability to
When you cast this spell, the target must make a Wisdom bludgeoning, piercing, and slashing damage. The affected
saving throw. A creature that currently has 100 hit points or creature is immune to being prone.
less is stunned for 1 round and then dies at the end of its next At the end of each of the creature’s turns, it must make a
turn on a failed save. If a creature that currently has 100 hit Constitution saving throw. After failing three of these saving
points or less succeeds on the save, it is incapacitated for 1 throws, the spell lasts for the duration. After succeeding on
minute. A creature incapacitated in this way can make a three of these saving throws, the creature’s bones reform. The
Wisdom saving throw at the end of each of its turns for the recrystallization of the bones in the subject’s body causes
duration, ending the effect on a success. Once a creature great pain and the creature is stunned until the end of its next
succeeds on this save, they have disadvantage on their attack turn, at which point the spell ends.
rolls and saving throws for 1 minute.
If you target a creature that currently has greater than 100 
hit points, it is subject to the effects of a Nybor’s mild th
5 -level transmutation
admonishment spell on a failed save, and no effect on a
success. Casting Time: 1 action
Range: Self
 Components: V, S, M (a piece of amber worth at least 500 gp,
th
4 -level conjuration which the spell consumes)
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Range: Self (30-foot radius) You prepare a magical matrix that allows you to store one of
Components: V, S, M (your holy text) your spells and cast it at any time you choose, without
Duration: Concentration, up to 1 minute requiring an action.
In the round after you cast this spell, you can then cast a
rd
You invoke your deity’s blessing on your companions. You and spell of 3 level or lower to place in the matrix, using a slot and
friendly creatures within 30 feet of you gain a +2 bonus to their components for that spell as usual. You can only store a spell
AC, attack rolls, and saving throws. A creature that worships that has a casting time of 1 action, and a spell stored in a spell
the same deity as you gains a +3 bonus instead. matrix is treated as one of your prepared spells. Placing a spell
into the matrix does 1d6 force damage to you, which cannot be
 reduced in any way while the spell is active.
nd
2 -level necromancy For the spell’s duration, you can cast the spell placed in the
matrix as a free action. This casting does not necessarily have
Casting Time: 1 action to be on your turn, but it can be at the end of another
Range: Self creature’s turn. Casting the spell stored does not spend a spell
Components: V, S, M (a bit of bone dust) slot. Once you cast the spell stored in the matrix, this spell
Duration: Concentration, up to 1 hour ends.
A dispel magic spell that successfully dispels the matrix
You shroud yourself with negative energy, making
also dispels the spell stored inside of it. When placed inside an
nonintelligent undead perceive you as a fellow undead
antimagic field, the duration of the spell is paused, but not
creature even though your appearance is unchanged. Non-
ended, and it becomes active again once you exit the field.
intelligent undead will not attack you, while intelligent undead
must succeed on a Wisdom saving throw in order to target you.
If this spell is used at the same time as an illusion spell to 
th
appear undead, undead have disadvantage on their 7 -level transmutation
Intelligence checks to detect that your appearance is an Casting Time: 1 action
illusion. Range: Self
If you target an affected undead creature with an attack or Components: V, S, M (a sapphire worth at least 1,000 gp,
harmful spell while this spell is in effect, that undead creature is which the spell consumes)
immune to the effects of this casting of the spell for 24 hours. Duration: Concentration, up to 1 hour
You are also treated as if you are undead for the purposes
of all spells and magical effects while the spell lasts. Effects
You prepare a magical matrix that allows you to store up to two The contingent spell takes effect immediately after the
of your spells and activate them at a later time within the spell’s circumstance is met for the first time, whether or not you want
duration, without requiring an action. it to, and then Simbul’s spell trigger ends.
In the next two rounds after you cast this spell, you can cast The contingent spell takes effect only on you, even if it can
rd
a spell of 3 level or lower to place in the matrix, spending a normally target others. You can use only one contingency spell
spell slot and components for that spell as usual. You can only at a time. If you cast this spell again, the effect of another
store a spell that has a casting time of 1 action. Placing a spell contingency spell on you ends.
into the matrix does 1d6 force damage to you, which cannot be A dispel magic spell that successfully dispels the matrix
reduced in any way while the spell is active. You can store a also dispels the spell stored inside of it. When placed inside an
maximum of two spells in the matrix. antimagic field, the duration of the spell is paused, but not
For the spell’s duration, you can cast the spell placed in the ended, and it becomes active again once you exit the field.
matrix as a free action. This casting does not necessarily have
to be on your turn, but it can be at the end of another 
creature’s turn. Casting the spell stored does not spend a new th
7 -level evocation
spell slot. Once you cast one of the spells stored in the matrix,
this spell ends. Casting Time: 1 bonus action
nd
In addition, if both of the spells in the matrix are of 2 level Range: Self
or lower, you can create a spell sequence out of the two stored Components: V, S
spells. The two spells in a spell sequence can both be cast at Duration: Instantaneous
the exact same time as a single free action. This casting does
You channel the casting of a spell not into a magical effect, but
not necessarily have to be on your turn, but it can be at the end
instead transform it into positive healing energy. After you cast
of another creature’s turn. Casting the two spells as a spell
this spell, you can use an action to expend a spell slot (without
sequence does not spend any new spell slots. Once you do
casting a spell). You may then, in the same action, touch a
this, this spell ends.
willing creature and have it regain hit points equal to 1d12 per
A dispel magic spell that successfully dispels the matrix
level of the spell slot you expended.
also dispels the spell stored inside of it. When placed inside an
antimagic field, the duration of the spell is paused, but not
ended, and it becomes active again once you exit the field.

th
4 -level necromancy
 Casting Time: 1 action
th
9 -level transmutation Range: 60 feet
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Self
Components: V, S, M (a diamond worth at least 1,500 gp, A dark beam of necromantic wilting energy lashes out from you
which the spell consumes) in a line 60 feet long and 10 feet wide. Each creature in the line
Duration: Concentration, up to 1 hour must make a Constitution saving throw. A creature takes 3d10
necrotic damage on a failed save, or half as much damage on
You prepare a magical matrix that allows you to store up to two
a successful one. Creatures who fail the save also have their
of your spells and cast them at any time you choose, without
hit point maximum reduced for 1 hour by the damage it took. In
requiring an action.
addition, for 1 hour the target’s Strength score is reduced by
In the next three rounds after you cast this spell, you can
rd 1d4+1, or until it is removed with lesser restoration or similar
then cast a spell of 3 level or lower to place in the matrix,
magic.
using a spell slot and components for that spell as usual. You
can only store a spell that has a casting time of 1 action.
Placing a spell into the matrix does 1d6 force damage to you,

th
which cannot be reduced in any way while the spell is active. 8 -level necromancy
You can store a maximum of three spells in the matrix. Casting Time: 1 action
For the spell’s duration, you can cast the spell placed in the Range: Touch
matrix as a free action. This casting does not necessarily have Components: V, S, M (one finger bone and one onyx worth at
to be on your turn, but it can be at the end of another least 50 gp for each skeleton to be created, which the spell
creature’s turn. Casting the spell stored does not spend a spell consumes)
slot. Once you cast the spell stored in the matrix, this spell Duration: Instantaneous
ends.
In addition, if two or more of the spells in the matrix are of You create an army of loyal skeletons from finger bones that
nd
2 level or lower, you can create a spell sequence out of the you touch. You can create up to fifteen skeletons, which have
two or three stored spells. If a group of spells are in a spell the statistics of skeletons in the Monster Manual, except with
sequence, you can cast them all at the exact same time as a the maximum possible value of hit points and wearing chain
single free action. This casting does not necessarily have to be shirt armor. The skeletons also have advantage on saving
on your turn, but it can be at the end of another creature’s turn. throws against features that turn undead.
Casting the spells as a spell sequence does not spend a spell All the skeletons are loyal to you and treat you as their
slot. Once you do this, this spell ends. leader, and will follow any orders you or your allies give to
You can also specify a condition or event that will cause a them. They also can perform simple tasks such as scouting out
spell or a spell sequence to take effect as per the contingency terrain, doing menial work, or fighting alongside you and your
spell when you cast this spell. For example, you could create a companions.
spell sequence with the spells water breathing and blur, and On each of your turns, you can use a bonus action to
specify that whenever you are engulfed in water or a similar mentally command one or more of the skeletons you made
liquid, the spell sequence takes effect. with this spell if the skeleton is within your line of sight. You
decide what action the skeleton will take and where it will move
during its next turn, or you can issue a general command, such
as to guard a particular chamber or corridor. If you issue no When you move the sphere, you can direct it over barriers
commands, the skeleton will attempt to protect you. Once up to 5 feet tall and jump it across pits up to 10 feet wide. The
given an order, the creature continues to follow it until its task sphere emits a gentle circulating breeze around it as
is complete. surrounding air is sucked in.
The skeleton’s last until they are all destroyed or you use an Damage from this spell that reduces a creature to 0 hit
action to instantly dismiss the spell and reduce all skeletons to points disintegrates that creature. A disintegrated creature and
a pile of bones. everything it is wearing and carrying, except magic items, are
Skeletons created by this spell cannot be controlled or reduced to a pile of fine gray dust. The creature can be
taken over command by another creature. restored to life only by means of a true resurrection or a wish
At Higher Levels. When you cast this spell using a slot of spell.
th
9 level, you can create up to twenty skeletons with this spell, A Large or smaller nonmagical object or a creation of
rather than fifteen. magical force that comes into contact with the sphere is
disintegrated. If the sphere comes into contact with a Huge or
 larger object or creation of force, this spell disintegrates a 10-
st
1 -level evocation foot-cube portion of it. A magic item is unaffected by this spell.

Casting Time: 1 action 


Range: Self th
4 -level transmutation
Components: V, S, M (a small bit of ivory)
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: Touch
You create three orbs of icy cold in your space. They float in Components: V, S, M (either a pinch of dried carrot or an
the air and orbit you for the duration. When you cast the agate)
spell—and as a bonus action on each of your turns Duration: 8 hours
thereafter—you can throw one of the orbs, sending them
streaking towards a target you choose within 120 feet of you. You touch a willing creature to grant it the ability to see
Make a ranged spell attack. On a hit, the target takes 2d6 cold perfectly in darkness. For the duration, that creature has
damage. darkvision without any limit to its radius and can see in magical
rd
At Higher Levels. When you cast this spell using a spell darkness created by a spell of 3 level or lower.
rd
slot of 3 level or higher, you create one additional orb for At Higher Levels. When you cast this spell using a spell
st th
every two slot levels above 1 . slot of 5 level or higher, a creature under the effect of this
spell can see through magical darkness created by a spell less
 than the spell slot you used.
th
5 -level necromancy

Casting Time: 1 action rd
3 -level necromancy
Range: Touch
Components: V, S, M (dust from the bones of a lich’s body) Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Components: V, S
Your touch corrupts a creature’s very soul and damages their Duration: Concentration, up to 10 minutes
mental characteristics. Make a melee spell attack. On a hit,
you attempt to warp their mind and soul. At the beginning of You attempt to empower an intelligent undead (Intelligence 5
the creature’s next turn, the target must make a Wisdom or greater) with the ability to command other undead in your
saving throw and a Charisma saving throw. If it fails the control. The target must make a Wisdom saving throw if it is
Wisdom saving throw, its Wisdom score is reduced by 1d4+1. unwilling. On a failure, the spell takes effect.
If it fails the Charisma saving throw, its Charisma score is Other undead under your control obey the subject intelligent
reduced by 2d4. If either of these scores becomes 0, the undead as if it were you. You may still give orders to the
creature dies. undead normally, superseding the orders of the subject of the
These ability score reductions last for one hour, unless they spell. Once the spell ends, the intelligent undead is aware that
are cured through lesser restoration or similar magic. it has been used in this way.
At Higher Levels. When you cast this spell using a spell
 th
slot of 4 level or higher, the maximum duration for this spell
rd
th
9 -level conjuration increases by 10 minutes for each slot level above 3 .

Casting Time: 1 action 


Range: 120 feet th
5 -level abjuration (ritual)
Components: V, S, M (a pinch of dust from a creature that
has been disintegrated) Casting Time: 1 round
Duration: Concentration, up to 1 minute Range: Touch
Components: V, S, M (a sprinkling of rare sands and
A 5-foot diameter sphere of pure void and annihilation appears powdered reagents worth at least 500 gp)
in an unoccupied space of your choice within range and lasts Duration: Until dispelled
for the duration. Any creature that ends its turn within 5 feet of
the sphere must make a Dexterity saving throw. The creature You touch a single object and create a mystical connection
takes 10d6+40 force damage on a failed save, or 5d6 force with it. After you cast this spell, if the object is damaged,
damage on a successful one. destroyed, moved, or touched at any later time, you instantly
As an action, you can move the sphere up to 60 feet. If you are aware of this fact. If another creature touches this object,
ram the sphere into a creature, that creature must make the you receive a mental image of the creature and the area within
saving throw against the sphere’s damage, and the sphere 60 feet of the object. This mental image sees through
stops moving this turn. darkness, including magical darkness, and can see through
illusions or other false effects. This image also counts as
firsthand knowledge if you cast scrying on the creature that
disturbed the object.
You receive the mental alert if the item is disturbed for any
reason, including if it is handled or touched with a long metal
pole, a cat walks on it, or an earthquake knocks it over. You
can also designate a verbal password that allows a creature to
handle the object without sounding the mental alert. After being
activated, the spell immediately ends on the object. Because of
its costly material components, many wizards and sorcerers
use this spell to safeguard valuable, rare items.
A watchware spell counts as a magical trap for the
purposes of spells, features, and effects.

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