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Secrets of

Nature’s Fury
N ature is a harsh and

fickle mistress. She brings

the spring rains to water the

fields and the warm summer

sun to encourage crops to grow.

But she is also responsible for

the floods that wash away entire

villages and the droughts that bring

the agony of thirst and famine.

To the druids and rangers who

protect the wilderness, Nature’s

gifts are evergreen, never failing

to imbue nature’s defenders with

ever greater power.


writing GM Lent
color art Xanditz
editing James J. Haeck
layout Eric Life-Putnam

EN
ENWorld
WorldEN5IDER:
EN5IDER Spells
|  Spells
ofofthe
theAges
Ages
The following spells are new additions to the Spell Descriptions
druid’s repertoire and represent the cornucopia of
blessing that Nature shares with her greatest allies. Blade of Grass
A handful of these spells are available for rangers 6th-level transmutation (druid)
as well. Nature is not stingy to those who protect Casting Time: 1 bonus action
her sacred places. Range: Touch
  Druids and rangers may add these spells to Components: V, S, M (a freshly plucked blade of grass)
their spell lists, or GMs may require that a player Duration: 1 hour
character complete a quest to prove herself worthy   You transform a blade of grass into a scimitar that
of Nature’s newest gifts. glows with emerald radiance. A +2 scimitar appears
in your hand for the spell’s duration. Attacks made
Druid Spells with this weapon are melee spell attacks, and all
1st Level 5th Level damage dealt by this weapon is radiant damage.
earth barrier earthen prison   When this weapon leaves your grasp, it reverts
to a blade of grass. As long as this spell is active,
2nd Level 6th Level you may create another sword by picking another
venomous succor blade of grass blade of grass.
rebirth
3rd Level Cobra’s Spit
cobra spit 8th Level 3rd-level conjuration (druid)
wolfsbane druidhome Casting Time: 1 action
Range: Self
4th Level 9th Level Components: S, M (a poisonous snake’s fang)
know the true form evergreen army Duration: Concentration, up to 1 minute
  For the duration of this spell, you gain the ability
Ranger Spells to spit venom up to 30 feet as an action. When you
2nd Level 4th Level spit venom, choose one target within range and
venomous succor know the true form make a ranged spell attack. On a successful hit, the
target takes 4d8 damage and is poisoned until the
3rd Level end of its next turn.
wolfsbane   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.

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Secrets of Nature’s Fury  |  EN World EN5IDER: Spells of the Ages


Druidhome   Each subsequent casting may enlarge the
8th-level conjuration (druid) druidhome by an additional 20 feet. Although
Casting Time: 1 hour a druidhome may be any size, it functions as an
Range: 60 feet extradimensional space and takes up no space
Components: V, S, M (the heart wood of an oak tree at on the Material Plane. Two or more druids may
least 100 years old) work together, casting the spell to create a larger
Duration: Permanent and more substantial druidhome. For each druid
  You create an area inaccessible to anyone but you involved in the creation of a druidhome another
and your compatriots at the heart of a wilderness. A central tree grows, and each druid shares an equal
druidhome is equally a place and a representation claim to the druidhome as a whole. When the
of the druid’s spirit. Good-aligned druids’ groves ownership of a druidhome comes into dispute,
are bright, with lush grass, immortal trees, and druids war against each other and the survivors
populated with good fey and creatures appropriate gain control of the entire region.
to the climate and terrain. Evil-aligned druids
create groves thick with dangerous thorns, dying Earth Barrier
trees, and dangerous fey creatures. 1st-level abjuration (druid)
  Once cast, this spell creates a hidden grove with Casting Time: 1 reaction
a radius of 60 feet. The entrance is usually a tight Range: 10 feet
tangle of vines or thorns or a dense copse of trees. Components: V, S
The druidhome is only accessible by the druid Duration: 1 minute
who created it or those the druid names or invites   You call forth a pillar of earth or stone in an
into the druidhome. Anyone attempting to enter a unoccupied space within range. The earth barrier
druidhome without permission becomes lost and is large enough to provide you with full cover. The
eventually make their way back to where they earth barrier is immobile and has an AC of 10 and
started after 1d4 hours of wandering. 27 hit points.
  At the center of the grove is an enormous central
tree that produces fruit year round. The fruit is Earthen Prison
edible, and is identical to a goodberry. This tree 5th-level conjuration (druid)
may always be the destination of a tree stride spell Casting Time: 1 action
you cast regardless of the type of tree you enter or Range: 90 feet
the distance involved. A spring bubbles and feeds Components: V, S
a small pond of drinkable water. Duration: Instantaneous
  The grove attracts a number of like-minded fey   You conjure a grasping vine from the earth
and other creatures, such as nymphs, dryads, satyrs, that snatches your target and drags the creature
and blink dogs. Evil druids may find that their beneath the earth. This vine makes a single melee
druidhome attracts hags and other evil creatures. attack against a target within range using your spell
These creatures are not under the druid’s control, attack modifier. If this attack hits, the target is
but they recognize the druid’s ownership of their restrained and dragged beneath the earth. A target
abode and protects the druidhome from invaders. restrained in this way cannot see above the earth,
The druid may choose to expel any creature as an cannot speak, and cannot breathe.
action, requiring the creature to make a Wisdom   A creature restrained by the vine can use its
saving throw. On a failure, the creature is expelled action to make a Strength (Athletics) check against
from the druidhome and cannot reenter for 1 month. your spell save DC. On a success, it frees itself and
pops out of the earth.

EN World EN5IDER:
EN World
Spells
EN5IDER 
of the | Ages 
Spells|  of
Secrets
the Ages
of Nature’s Fury
Evergreen Army Know the True Form
9th-level conjuration (druid) 4th-level divination (druid, ranger)
Casting Time: 1 hour Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, F (emerald worth at least 10,000 gp) Components: V
Duration: Concentration, up to 24 hours Duration: Concentration, up to 1 hour
  A druid’s greatest power is to command the forest   One creature you touch gains the ability to see
itself. No other spell proves the truth of this in as the original form of any creature that has changed
direct a manner. its shape or had its shape changed by another effect,
  When you finish casting this spell, you enter a such as through shapeshifting, polymorphing, or
deep trance and you awaken all the trees and plants transformation via lycanthropy. This does not grant
within 1,000 feet of you. These plants rise up under the ability to see through illusions.
your control and act on your initiative. Although you
are in a trance, you command your awakened army, Rebirth
ordering them to advance, attack, or retreat. Trees 6th-level transmutation (druid)
and plants within the radius of the spell become Casting Time: 1 action
awakened trees and shrubs. Trees over 1,000 years Range: Touch
old awaken as treants. In a heavily forested area, Components: V, S, F (shards from a gold dragon’s egg)
this spell awakens one thousand trees and two Duration: Concentration, up to 10 minutes.
thousand shrubs. In a lightly forested area, this   You are able to de-age a creature back to the
spell awakens one-quarter that number of plants. moment of its birth. Depending on the type of
  If you take any action other than continuing creature, this may be a newborn infant, a larva, an
to concentrate on this spell, the spell ends egg, or some other form of life.
immediately and the trees and plants set down   As part of this spell, make a melee spell attack
roots wherever they may be currently located. against a creature. If it hits, the creature must make

Secrets of Nature’s Fury  |  EN World EN5IDER: Spells of the Ages


a Constitution saving throw. If it fails, the creature Venomous Succor
is incapacitated for 1 minute as it rapidly returns 3nd-level evocation (druid, ranger)
to its youngest possible age. If the creature takes Casting Time: 1 bonus action
damage during this transformation, the spell ends Range: Touch
and the creature reverts to its previous age. This Components: S
infant creature has commoner statistics, with the Duration: Instantaneous
following changes: it retains its creature type and   Your touch causes a searing poison to burn
alignment, its AC becomes 5, it has 1 hit point, and quickly through a creature’s wounds. The target
it has disadvantage on all ability checks, attack takes 1d6 poison damage. At the start of its next
rolls, and saving throws. turn and for 1d4 turns thereafter, the creature
  You may use the following list to determine the regains 1d10 hit points.
creature’s form, but the final determination of   An unwilling creature may make a Constitution
what the creature’s youngest form takes should be saving throw. On a successful save, the creature
left to the GM. Similarly, the GM must decide the takes no damage and receives no healing.
size of the new creature. If the affected creature   At Higher Levels. When you cast this spell using
is reduced to 0 hit points, the spell ends and the a spell slot of 3rd level or higher, and the initial
creature reverts to its previous age. damage increases by 1d6 for each slot level above
▶▶ Aberrations revert to a larval form. 2nd. The initial healing also increases by 1d10
▶▶ Beasts revert to their youngest form. for each slot level above 2nd, but the subsequent
Mammals become infants while arachnids healing does not.
such as spiders or birds such as giant eagles
revert to eggs. Wolfsbane
▶▶ Dragons return to eggs. 3rd-level abjuration (druid, ranger)
▶▶ Fey revert to infancy. Casting Time: 1 reaction, which you may take when
▶▶ Giants revert to infancy. another creature uses a spell or effect to change its
▶▶ Humanoids revert to infancy. shape.
▶▶ Monstrosities revert to their youngest form. Range: 90 feet
Mammal-like monstrosities become infants Components: V, S, M (a handful of animal fur)
while those similar to arachnids or birds Duration: Instantaneous
such revert to eggs.   Whenever creature uses a spell or effect that
▶▶ Plants revert to seeds. would change its form, that creature must make
This spell has no effect on celestials, constructs, a Constitution saving throw. On a failure, the
elementals, fiends, oozes, or undead as they are creature does not change shape and takes 4d6
born fully-formed and have no pre-adult form. psychic damage. The target’s action is wasted, and
  If you spend the maximum duration (10 minutes) if the shapechanging feature has limited uses, one
concentrating on this spell, its effects become use is also wasted. e
permanent.

EN World EN5IDER:
EN World
Spells
EN5IDER 
of the | Ages 
Spells|  of
Secrets
the Ages
of Nature’s Fury
Strands of
Life
H ealers have been
staple of fantasy roleplaying
since Gary Gygax rolled his first
a

cleric. The cleric has evolved over


the years, but the basic goals of
healing are the same: keep the
party alive. While warriors hold
the front lines and wizards hurl
fireballs from the rear, the healer
dominates the midfield and
provides allies with vital healing
and support. As a healer, when
your allies start dropping and
defeat seems imminent, you need
the right spells to save the day.

writing Giltônio Santos


color art Jen Tracy
editing James J. Haeck
layout Eric Life-Putnam

E N World EN5IDER: Spells of the Ages


Healing and defending are sometimes character­ Clerics
ized as a chore better left for NPCs, but knowing Clerical magic is powered by their faith in a higher
how to maximize the efficiency of your healing is power, making divine healing the most mystical
a major tactical experience. of all healing magic. A cleric who chooses the Life
  The spells and suggestions in this article are domain is easily the game’s most powerful healer,
geared towards players excited about the possibility but she can excel as a healer regardless of her
of healing being a choice-driven combat role. domain choice. Your faith has an effect on how you
roleplay healing. For example, a cleric of Life may
heal her friends frequently and enthusiastically,
Enhance Your Role: How but a cleric of Trickery may heal only when she
Do Different Classes Heal? considers it dramatically appropriate.
If you want to be a dedicated healer, the first thing
you should understand is how your role in combat New Cleric Spells
affects your roleplaying. In Fifth Edition, characters 2nd Level 5th Level
who heal do so using magic, with the exception of halo of rejuvenation strands of life
a single fighter maneuver and two feats. The in-
universe workings of magic are intentionally left 3rd Level 6th Level
vague—magic is a blank slate, which gives Game Warrior’s Blessing guardian of the living
Masters a lot of room to customize! Here are some
suggestions: 4th Level
droplets of invigoration
Bards
The bard weaves healing magic through his Druids
performance to soothe and comfort the injured. The druids learned long ago that nature is
Bards are the ultimate dilettantes, knowing a little unmatched in its ability to recover from harm. The
bit about every kind of magical and mundane cure. ancient circles teach druidic initiates to infuse their
Most bards know curing spells, possibly learned allies with that same primordial power. Druidic
from clerics they met on the road, and other bards healing powers are about renewal and growth, not
“heal” their allies by inspiring them to push through dulling pain or bandaging wounds. The Circle of
the pain or soothing them through their music. the Land has greater access to spells that allow
Song of Rest, while not explicitly magical, is far them to mitigate damage (like blur and mirror
from mundane. image). The Circle of Life, presented in EN5ider’s
“Circles of Power,” is a subclass created specifically
New Bard Spells for a druidic healer.
Cantrip 3rd Level
virtue warrior’s blessing New Druid Spells
Cantrip 3rd Level
1st Level 6th Level nature’s ward life seed
suppress pain guardian of the living
1st Level 6th Level
2nd Level regrowth guardian of the living
shield of honor
2nd Level
halo of rejuvenation

EN World
ENEN5IDER:
World EN5IDER 
Spells of | the Ages 
Spells |  Strands
of the Ages of Life
Paladins and Rangers the bards’ Cutting Words and Combat Inspiration
These classes can be considered “secondary abilities are even more efficient, since they don’t
healers,” who have the ability to heal, but often have consume spell slots.
better options in the midst of combat. A ranger’s
healing talents should relate to his knowledge Gradual Healing
of the natural world and his role as a survivalist, While the initial hit point recovery of gradual
staying in the middle ground between a purely healing spells is not as potent as direct healing, it
non-magical warrior and a druid’s complex skillset. becomes more efficient if you can keep it active
Paladins’ spells are generally more useful when cast for the duration. This makes heal-over-time spells
offensively, but their Lay on Hands ability allows the best choice when you have time to spare. In
them to keep their allies healthy without spending previous editions, spells like lesser vigor used to
precious spell slots, putting them one step ahead fill this niche, but the Fifth Edition core rules are
of the ranger. seriously lacking in options for healing over time.
This article presents a slew of new gradual healing
New Paladin New Ranger spells to help to fill that niche.
Spells Spells
1st Level 1st Level Direct Healing
suppress pain regrowth This is your basic role as a healer: answering direct
damage with direct healing. There are many flavors
2nd Level 3rd Level of direct hit point recovery, but cure wounds is your
shield of honor warrior’s blessing bread and butter. Other spells, like healing word—
which can restore hit points from range—trade
3rd Level numerical efficiency for utility. While gradual
warrior’s blessing healing requires patience and damage mitigation
requires planning (and a little luck), direct healing
solves problems immediately. Be wary when
Know Your Methods: preparing these spells, though, because dealing
A Practical Guide For damage is usually a more effective use of your
Healing Magic action than healing it. Direct healing is your most
powerful resource, but keep in mind that others are
Damage Mitigation more cost-effective, if you have time to set them up.
Because of their efficiency, damage mitigation
spells are a valuable resource. You don’t have to cure The Healer Feat
wounds if there are no wounds to cure! Everything If you intend to go into the healing role full time,
that reduces damage instead of restoring it qualifies you should consider choosing the Healer feat as
as damage mitigation, including spells that grant soon as possible. Healing 1d6 + 4 + level once to
temporary hit points, improve Armor Class, or give each ally every short rest is a powerful resource,
resistance to one or more types of damage. Spells saving you important spell slots.
like shield of faith, aid, and barkskin qualify, but

Strands of Life  |  EN World EN5IDER: Spells of the Ages


Expand Your Arsenal: modifier. As a secondary effect, the target regains
New Healing Spells an additional 1d6 hit points at the end of each of
its turns.
Droplets of Invigoration   As a bonus action, you can move the halo of
4th-level evocation (cleric) rejuvenation to another creature, which must be
Casting Time: 1 bonus action within 20 feet of the first target. If you do so, the
Range: 30 feet secondary effect moves to the new target. This spell
Components: V, S has no effect on undead or constructs.
Duration: Instantaneous   At Higher Levels. When you cast this spell using
  You create two beads of positive energy that a spell slot of 4th level or higher, the initial healing
speed toward two creatures within range. Each increases by 1d6 for each slot level above 1st.
creature regains a number of hit points equal to
3d6 + your spellcasting ability modifier. This spell Life Seed
has no effect on undead or constructs. 3rd-level evocation (druid)
  At Higher Levels. When you cast this spell Casting Time: 1 action
using a spell slot of 4th level or higher, the healing Range: 30 feet
increases by 1d6 for each slot level above 4th. Components: V, S
Duration: Concentration, up to 1 minute
Guardian of the Living   You create a seed of positive energy that buries
6th-level evocation (bard, cleric, druid) into the ground at a point within range, and
Casting Time: 1 reaction, which you take when you or a blossoms into a 10-foot radius sphere of golden
creature within 30 feet of you takes damage energy. On the start of their turn, each creature
Range: 30 feet within the sphere regains a number of hit points
Components: V, S equal to 1d6 + your spellcasting ability modifier.
Duration: Instantaneous This spell has no effect on undead or constructs.
  A creature of your choice that you can see within   At Higher Levels. When you cast this spell using
range and that took damage during this turn a spell slot of 4th level or higher, you create an
regains hit points equal to 5d8 + your spellcasting additional seed for each slot level above 3rd. A
ability modifier. This spell has no effect on undead creature cannot benefit from this spell more than
or constructs. once per turn.

Halo of Rejuvenation Nature’s Ward


2nd-level evocation (cleric, druid) Abjuration cantrip (druid)
Casting Time: 1 action Casting Time: 1 action
Range: 20 feet Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 round
  A small circle of blue light appears over the head   You imbue a creature with protection against
of a creature of your choice within range and lasts natural forces. Until the end of your next turn, the
for the duration. When the halo of rejuvenation willing target you touch has resistance to cold, fire,
first appears, that creature regains a number of and lightning damage.
hit points equal to 1d6 + your spellcasting ability

EN World
ENEN5IDER:
World EN5IDER 
Spells of | the Ages 
Spells |  Strands
of the Ages of Life
Regrowth increases by 1d6 and the number of temporary hit
1st-level transmutation (druid, ranger) points increase by 1 for each slot level above 1st.
Casting Time: 1 action
Range: Touch Strands of Life
Components: V, S 5th-level evocation (cleric)
Duration: Concentration, up to 1 minute Casting Time: 1 action
  You infuse a creature with natural magic, Range: 100 feet
increasing its ability to recover from wounds. For Components: V, S
the duration, in the beginning of each of its turns, Duration: Instantaneous
the creature regains 1d4 hit points.   You create a thread of positive energy connecting
This spell has no effect on undead or constructs. three creatures of your choice that you can see
  At Higher Levels. When you cast this spell using within range, none of which can be more than
a spell slot of 2nd level or higher, the healing 30 feet from the first creature. Each creature
increases by 1d4 for each slot level above 1st. connected by the strand of energy heals 7d8 hit
points + your spellcasting ability modifier.
Shield of Honor   At Higher Levels. When you cast this spell using
2nd-level abjuration (paladin) a spell slot of 6th level or higher, you create an
Casting Time: 1 action additional strand. When you use a spell slot of 8th
Range: Touch level or higher, you create two additional strands.
Components: V, S
Duration: 1 hour Virtue
  You trace a sigil on an adjacent creature’s body, Abjuration cantrip (bard)
creating the glowing outline of a shield that protects Casting Time: 1 action
them from injury. The creature gains 10 temporary Range: Touch
hit points for the duration. Components: V, S
  At Higher Levels. When you cast this spell using Duration: Concentration, up to 1 minute
a spell slot of 3rd level or higher, the number of   Your touch fills the heart of an ally with valor. The
temporary hit points gained increases by 5 for each target gains 2 temporary hit points for the duration.
slot level above 2nd. The number of temporary hit points gained
increases by 2 when you reach 5th level (4), 11th
Suppress Pain level (6), and 17th level (8).
1st-level abjuration (paladin)
Casting Time: 1 action Warrior’s Blessing
Range: Touch 3rd-level abjuration (ritual) (bard, cleric, paladin,
Components: V, S ranger)
Duration: Instantaneous Casting Time: 1 action
  You dull the pain of a creature’s wounds and Range: Touch
help it tolerate further punishment. The creature Components: V, S
regains 1d6 hit points and also gains temporary hit Duration: Concentration, up to 1 hour
points equal to your spellcasting ability modifier.   For the duration, the willing creature you touch
This spell has no effect on undead or constructs. has resistance to one damage type of your choice:
  At Higher Levels. When you cast this spell using bludgeoning, piercing, or slashing. e
a spell slot of 2nd level or higher, the healing

Strands of Life  |  EN World EN5IDER: Spells of the Ages


Nature Magic
ECOMANCY
F or centuries beyond

reckoning, the arcane forces

of nature have been the exclusive

domain of druids and priests.

These practitioners of the Old Faith

who live beyond the world of brick

and stone guard the mysteries of

the wild with the utmost reverence.

However, where it is a druid’s job to

keep secrets, it is the goal of every

wizard to unlock them.

writing Elizabeth Orchard


color art Mark Bulahao
editing Mike Myler
layout Eric Life-Putnam

EN
ENWorld
WorldEN5IDER:
EN5IDER Spells
|  Spells
ofofthe
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Ages
School of Ecomancy Nature’s Sanctuary
After years of relentless pursuit to capture the When you reach 6th level, creatures of the natural
untamable natural forces into academic study, world sense your connection to nature and become
wizardry has more recently (and quite literally) hesitant to attack you. When a beast or plant
branched out into a new arcane tradition: the creature attacks you, that creature must make a
School of Ecomancy. These wizards are masters Wisdom saving throw against your druid spell save
of fieldwork and rarely found in stuffy schools or DC. On a failed save, the creature must choose a
tidy libraries, too busy getting their hands dirty. As different target, or the attack automatically misses.
an ecomancer you have focused your studies on On a successful save, the creature is immune to this
bending the environment to your whim, drawing effect for 24 hours. The beast or plant has advantage
on natural resources with an academic mind. Your on this saving throw if it has a CR equal to or higher
spells may manipulate flora or summon fauna to than your wizard level.
your aid, or even mimic animal survival tactics   This creature is aware of this effect before it
you’ve observed in your research. makes its attack against you.
  Most ecomancers are inherent lovers of nature
that resemble druids in their appreciation for the Nature’s Ward
outdoors—the world’s messiest, prettiest, and most Starting at 10th level, you can’t be charmed or
sacred classroom. Others only seek to exploit these frightened by elementals or fey, and you are
natural resources, leaving behind desolate husks in immune to poison and disease.
their unending quest for power.
Timeless Body
Bonus Proficiencies Starting at 14th level, the primal magic that you
Beginning when you select this school at 2nd wield causes you to age more slowly. For every 10
level, you learn Druidic and gain proficiency with years that pass, your body ages only 1 year.
herbalism kits. In addition, you gain proficiency in
either Animal Handling or Nature. School of Ecomancy Spells
Cantrips: pestilenceE, shillelagh
Ecomancy Savant 1st Level: earth barrierN, entangle, fog cloud
Starting at 2nd level, the gold and time you 2nd Level: animal messenger, locate animals or
must spend to copy an ecomancy spell into your plants, spike growth
spellbook is halved. 3rd Level: plant growth, poison skinE
4th Level: dominate beast, giant insect
Empowered Bond 5th Level: commune with nature, contagion
Also at 2nd level, you learn the find familiar spell. 6th Level: find the path, wall of thorns
The spell doesn’t count against your number of 7th Level: regenerate, sporesightE
spells known. 8th Level: animal shapes, earthquake
  When you cast the spell, you can choose one of 9th Level: storm of vengeance, evergreen armyN
the normal forms for your familiar or one of the
following special forms: awakened shrub, shrieker, E New ecomancer spells introduced in this chapter.
sprite, or violet fungus. N Spells appearing in the preceding chapter “Secrets of
  Additionally, when you take the Attack action, Nature’s Fury.”
you can forgo one of your own attacks to allow
your familiar to make one attack of its own with
its reaction.

Nature Magic: Ecomancy  |  EN World EN5IDER: Spells of the Ages


New Spells Nature Arcana
Many ecomanacy wizards learn these spells to
Conjure Nature’s Sleigh supplement their repertoire of nature-facing magic:
2nd-level transmutation (ritual) (bard, druid, ranger, fog cloud, protection from energy, hallucinatory terrain,
wizard) locate creature, mirage arcane, control weather, and
Casting Time: 1 minute shapechange.
Range: Personal
Components: V, S, M (a chunk of bark or a pumpkin) the sleigh’s movement drops to half speed, and
Duration: 8 hours you must succeed on a Wisdom saving throw to
  You chant a hymn of the Old Faith, turning your maintain your intrinsic bond. On a failure, the
material component into a Medium-sized sleigh beasts scatter and the sleigh reverts back into its
or open carriage and summoning a team of beasts material component. As an action, you can release
to pull it. At the GM’s discretion, other teams the summoned beasts from their bond, causing
of beasts can be used than those listed in Table: them to disappear.
Conjure Nature’s Sleigh. Any beast summoned by   At Higher Levels. When you cast this spell using
this spell has an Intelligence of 6, can understand a spell slot of 3rd level or higher, you can make the
one language of your choice that you speak, and sleigh large enough to fit one additional creature
gains temporary hit points. While at least half of for each slot level above 3rd.
your summoned beasts pull the sleigh, you ignore
difficult terrain according to the type of beasts you Detect or Deflect Scent
summoned. 2nd-level abjuration (druid, ranger, wizard)
  Your sleigh serves you as a mount, both in combat Casting Time: 1 action
and out, and you share an instinctive bond with Range: Self
your summoned beasts that allows you to act as a Components: S, M (a sprinkle of water or perfume)
seamless unit. While in the sleigh, you can make Duration: Concentration, up to 1 hour
any spell you cast that targets only you also target   When you cast the spell, choose one or both
your summoned beasts. The sleigh itself provides of the following effects. The effect lasts for the
half cover (+2 to AC and Dexterity saving throws). duration.
The summoned beasts are only able to take the ▶▶Detect Scent. You gain advantage on Wisdom

Dash and Dodge actions. (Perception) checks that rely on smell. The
  The beasts act as a singular unit. When half of smell of a specific creature or object appears
your summoned beasts are reduced to 0 hit points, as a colored trail of vapor visible only to you.

Table: Conjure Nature’s Sleigh


Animal Speed Temp HP Carrying Capacity Terrain
Boars (8) 40 ft. 15 1,560 lbs. mountain, swamp
Draft Horses (4) 40 ft. 5 2,160 lbs. desert, grassland
Elephant 40 ft. — 1,320 lbs. desert, forest, grassland, swamp
Elk (6) 50 ft. 10 2,880 lbs. forest, grassland, mountain
Giant Elk (2) 60 ft. — 2,280 lbs. forest, grassland, mountain
Horned Rabbits* (20) 40 ft. 15 1,800 lbs. arctic, desert, forest, grassland
Ponies (6) 40 ft. 10 1,350 lbs. desert, grassland
Mastiffs (10) 40 ft. 10 1,950 lbs. desert, forest, grassland
Wolves (8) 40 ft. 5 1,440 lbs. arctic, forest, grassland
* Use the statistics for goats but reduced to Tiny size and without the Sure-Footed trait.

EN World EN5IDER:
EN World
Spells
EN5IDER 
of the Ages 
|  Spells
|  Nature
of the Ages
Magic: Ecomancy
▶▶Deflect Scent. You dispel your smell and that Pestilence
of any other creatures within 30 feet, making Conjuration cantrip (cleric, druid, sorcerer, wizard)
creatures unable to track you using the Keen Casting Time: 1 action
Scent trait. Range: 50 feet
  At Higher Levels. When you cast this spell using Components: V, S
a spell slot of 4th level, you can either track one Duration: Concentration, up to 1 minute
additional creature or object’s scent trail (the   A swarm of insects fills a 10-foot-radius area
secondary trail appears as a different distinct color), centered on a point you choose within range. You
or create a false scent trail leading away from your have a choice of termites, mosquitos, honeybees,
party up to 100 feet. Creatures tracking this false fleas, or fruit flies. Creatures that begin their turn
trail must succeed on a Wisdom saving throw or within the spell’s area or who enter the area for the
be deceived. first time on their turn must make a Constitution
saving throw or take 1d4 piercing damage.
Grapevine   The pests ravage any organic material within
Evocation cantrip (druid, wizard) their radius, be it plant, wood, or fabric; you can
Casting Time: 1 action use a bonus action to focus them on a specific target.
Range: 1,000 feet   This spell’s damage increases by 1d4 when you
Components: S reach 5th level (2d4), 10th level (3d4), and 15th level
Duration: Concentration, up to one hour (4d4).
  You create a message in Druidic on any plant
material within range. You can use an action to Poison Skin
move the message to any other plant connected by 3rd-level abjuration (druid, warlock, wizard)
roots, vines, or grass, or to dispel the message. Casting Time: 1 action
Range: Touch
Nature’s Fury Components: V, S, M (a handful of frog spawn)
5th-level evocation (druid, ranger, warlock) Duration: Concentration, up to 10 minutes
Casting Time: 1 action   You or a willing creature you touch becomes
Range: 100 feet poisonous to the touch. Until the spell ends,
Components: S, M (a piece of amber) whenever a creature damages the target with a
Duration: Concentration, up to 10 minutes melee weapon attack and it is using a weapon
  You summon the forces of nature in a terrifying that does not have reach, the creature makes a
display of magic. All creatures within range that Constitution saving throw. On a failed save, the
can see you must succeed on a Wisdom saving creature becomes poisoned and takes 1d6 poison
throw or become frightened of you. A frightened damage each turn. A poisoned creature can make
creature can make a Wisdom saving throw at the a Constitution saving throw at the end of each of its
end of each of its turns, ending the effect on itself turns, ending the effect on itself on a success.
on a success.   The target of the spell also becomes bright and
  At Higher Levels. When you cast this spell multicolored like a poisonous dart frog, giving
using a spell slot of 6th level or higher, each failed them disadvantage on Dexterity (Stealth) checks.
Wisdom saving throw deals 1d6 psychic damage to   At Higher Levels. When you cast this spell using
a frightened creature. This spell’s damage increases a spell slot of 4th level or higher, the target’s skin
by 1d6 when you reach 11th level (2d6), and again is also covered in mucus, giving them advantage
at 17th level (3d6). on saving throws and checks made to resist being
grappled or restrained. In addition, the damage
increases by 1d6 for each slot level above 3rd.

Nature Magic: Ecomancy  |  EN World EN5IDER: Spells of the Ages


Seed Bomb
2nd-level conjuration (druid, ranger, wizard)
Casting Time: 1 action
Range: 30 feet
Components: S, M (a tumbleweed, pinecone, or
sunflower head)
Duration: 1 minute
  Up to four seeds appear in your hand and are
infused with magic for the duration. As an action, a
creature can throw one of these seeds at a point up
to 60 feet away. Each creature within 5 feet of that
point must succeed on a Dexterity saving throw
or take 4d6 piercing damage. Depending on the Sporesight
material component used, a seed bomb also causes 7th-level evocation (druid, sorcerer, warlock, wizard)
one of the following additional effects: Casting Time: 1 action
▶▶Tumbleweed. The weeds unravel to latch Range: 60 feet
around creatures. A creature in the area must Components: V, S, M (a toadstool)
succeed on a Dexterity saving throw or be Duration: Concentration, up to 10 minutes
grappled until the end of its next turn.   You throw a mushroom at a point of your choosing
▶▶Pinecone. Seed shrapnel flies into creatures’ and detonate it, creating a cloud of spores in a
faces. A creature in the area must succeed 50-foot radius sphere. The cloud of spores travels
on a Constitution saving throw or be blinded around corners, and the area is considered lightly
until the end of its next turn. obscured for everyone except you. Creatures and
▶▶Sunflower. Seeds enlarge into a blanket of objects within the area are covered in spores.
pointy needles. The area affected by this spell   For the duration, you know the exact location of
becomes difficult terrain for the next minute. all affected objects and creatures. Any attack roll
  At Higher Levels. When you cast this spell using against an affected creature or object has advantage,
a spell slot of 3rd level or higher, the damage and the affected creatures and objects can’t benefit
increases by 1d6 for each slot level above 2nd. from being invisible. e

EN World EN5IDER:
EN World
Spells
EN5IDER 
of the Ages 
|  Spells
|  Nature
of the Ages
Magic: Ecomancy
Masterpiece
Renditions
M usic is magical, and

while many bards perfect

the art of inspiration or brief

acoustic enchantment, it takes a

master to maintain the song long

enough to reach all the peaks and

crescendos of the full performance.

These masterpiece renditions

require a steady hand and precision

instruments, but they reward

audiences with the performance of

a lifetime.

writing Giltônio Santos


color art Jen Tracy
editing James J. Haeck
layout Eric Life-Putnam

E N World EN5IDER: Spells of the Ages


New Spells Battlecry Ballad
3rd-level abjuration (bard)
Accelerando Casting Time: 1 action
4th-level transmutation (bard) Range: Self
Casting Time: 1 action Components: V, S, M (a banner or flag)
Range: 30 feet Duration: Concentration, variable (see below)
Components: V, S, M (a licorice candy)   You fill your allies with glorious honor and a thirst
Duration: Concentration, up to 5 rounds for battle using triumphant song. Expend and roll
  When you cast this spell, choose up to 6 willing a Bardic Inspiration die to determine the number
creatures you can see within range. You begin of rounds you can maintain concentration on this
performing a complex and quick up-tempo piece spell. For the duration, each creature you choose
that seems to get faster and more complex as you within 30 feet of you (including you) gains a bonus
play, instilling the targets with its speed. You cannot to attack and damage rolls equal to half the number
cast another spell through your spellcasting focus of rounds you have maintained concentration on
while concentrating on this spell. this spell (rounded up, minimum 1).
  Until the spell ends, targets gain cumulative   You cannot cast another spell through your
benefits the longer you maintain concentration on spellcasting focus while concentrating on this spell.
this spell (including the turn you cast it).   At Higher Levels. When you cast this spell using
▶▶1 Round: Targets double their Speed. a spell slot of 4th level or higher, you can maintain
▶▶2 Rounds: Targets gain a +2 bonus to their concentration on this spell for an additional round
AC. for each slot level above 3rd.
▶▶3 Rounds: Targets have advantage on

Dexterity saving throws. Circular Breathing


▶▶4 Rounds: Targets gain an additional action Transmutation cantrip (bard)
on each of their turns. This action can be Casting Time: 1 bonus action
used only to take the Attack (one weapon Range: Self
attack only), Dash, Disengage, Hide, or Use Components: S, M (a long breath of clean air)
an Object action. Duration: Concentration, up to 5 minutes
  When the spell ends, a target can’t move or take   You begin carefully regulating your breath so that
actions until after its next turn as the impact of you can continue playing longer, or keep breathing
their speed catches up to it. longer in adverse conditions.
  At Higher Levels. When you cast this spell using   You can maintain concentration on this cantrip in
a spell slot of 5th level or higher, you may maintain addition to another spell. If you lose concentration
concentration on this spell for an additional 2 on another spell while concentrating on this
rounds for each slot level above 4th. cantrip, you also stop concentrating on this cantrip.
While maintaining concentration on this spell you
can breathe underwater, and you can cast spells
using verbal components and bardic performances
that would normally require breathable air. In
addition, you have advantage on saving throws
against gasses and adverse atmospheres.
  The number of minutes you can maintain
concentration on this spell increases by 1 when you
reach 5th level (6 minutes), 11th level (7 minutes),
and 17th level (8 minutes).

EN World EN5IDER:
EN World
Spells
EN5IDER 
of the | Ages 
Spells|  of
Masterpiece
the Ages Renditions
Crowd Pleaser   Once a creature successfully resists this spell, it
4th-level enchantment (bard) is immune to crowd pleaser for the next 24 hours.
Casting Time: 1 action The radius of this spell increases by 5 feet for each
Range: Self (15-foot radius) creature currently charmed by it, up to a maximum
Components: V, S, M (a sign advertising your band or of a 60-foot radius.
name as a musician)   At Higher Levels. When you cast this spell using
Duration: Concentration, up to 10 minutes a spell slot of 5th level or higher, the spell’s initial
  You begin performing a raucous crowd-pleasing radius increases by an additional 10 feet for each
jig. You cannot cast another spell through your slot level above 4th.
spellcasting focus while concentrating on this spell.
Whenever a creature other than you enters the Dramatic Sting
spell’s area for the first time on its turn or starts its 1st-level enchantment (bard)
turn there, it must make a Charisma saving throw. Casting Time: 1 bonus action
On a failed save creatures become charmed by you Range: 30 feet
and begin partying. Components: V, S, M (a broken violin string and a wasp’s
 While maintaining concentration on this stinger)
spell, you can use your bonus action to order all Duration: Concentration, up to 5 rounds
creatures currently charmed by you to act in one   You attempt to frighten a creature you can see
of the following ways. Charmed creatures continue within range by echoing its movements with
carrying out these orders until you issue another ominous music and terrifying sound effects. It
order or they are no longer charmed. must make a Wisdom saving throw or take 1d4
▶▶Conga Line: Like the conductor of a psychic damage and become frightened of you
marching band you direct the charmed until the spell ends.
creatures to follow you. Creatures will not   At the end of each of the creature’s turns, it can
move into obviously harmful areas in this make another Wisdom saving throw, ending the
way, but will otherwise follow close behind effect on itself on a success. On a failed save, the
you so long as they remain charmed. creature takes 1d4 psychic damage.
▶▶Keep the Party Rolling: You encourage   You cannot cast another spell through your
your audience to keep partying despite spellcasting focus while concentrating on this spell.
all opposition. While following this order,   At Higher Levels. When you cast this spell using
creatures have disadvantage on Charisma a spell slot of 2nd level or higher, the damage
saving throws made to resist this spell. increases by 1d4 for each slot level above 1st.
▶▶Mosh Pit: You call forth a mosh pit and the

charmed creatures engage in an aggressive Earworm


but playful fighting dance. The spell’s area 2nd-level enchantment (bard)
becomes difficult terrain. Casting Time: 1 action
  A creature charmed in this way hinders anyone Range: Self (30-foot radius)
who opposes you, although it avoids violence Components: V, S, M (a song sheet containing a catchy
unless it was already inclined to fight on your limerick)
behalf. When a charmed creature takes damage, Duration: Concentration, up to 5 rounds
witnesses you attacking or damaging its allies, or   You begin performing an infuriatingly catchy
when another creature takes an action to try and tune that makes it increasingly hard to concentrate
shake it awake, it makes another Charisma saving on anything else. You cannot cast another spell
throw, ending the effect on itself on a success. through your spellcasting focus while concentrating
on this spell.

Masterpiece Renditions  |  EN World EN5IDER: Spells of the Ages


  A creature that is concentrating on a spell that   Until the spell ends, you can use an action to
starts its turn within the area or enters the area for make a ranged spell attack and strike a chord to
the first time on its turn must make a concentration send powerful sound waves at a target within range.
check with a DC equal to 10 + the number of rounds On a hit, a target takes a number of d8 in thunder
you’ve maintained concentration on this spell damage equal to the number of rounds you have
(including the turn you cast it). On a failure, it loses maintained concentration on this spell (including
concentration on the spell. the turn you cast it).
  At Higher Levels. When you cast this spell using   At Higher Levels. When you cast this spell
a spell slot of 3rd level or higher, add +2 to the DC using a spell slot of 3rd level or higher, you deal an
of concentration checks inflicted by this spell for additional 1d8 thunder damage for each slot level
each slot level above 2nd. above 2nd.

Harmonic Resonance Strike Up the Band


1st-level abjuration (bard) 3rd-level illusion (bard)
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 60 feet
Components: V, S, M (the written lyrics of a duet) Components: V, S, M (a tuning fork)
Duration: Concentration, up to 5 rounds Duration: Concentration, up to 5 rounds
  You allow yourself to harmonize with the rhythm   When you cast this spell, you create an illusory
of your music and those around you until you’re copy of yourself at an unoccupied space you can
perfectly in sync. While concentrating on this spell, see within range and begin playing in rounds with
you may take the Help action as a bonus action. it. The image is visual and auditory, though physical
While concentrating on this spell, when a creature interaction with the copy reveals it to be an illusion
within range uses a Bardic Inspiration die you may because things can pass through it.
choose to reroll the die after it is rolled, but before   This illusionary copy remains in place playing
the outcome is determined. music until it is destroyed or the spell ends.
  You cannot cast another spell through your A copy’s AC equals your spell save DC. If a spell
spellcasting focus while concentrating on this spell. attack or weapon attack hits a copy, the copy is
  At Higher Levels. When you cast this spell using destroyed. It ignores all other damage and effects.
a spell slot of 2nd level or higher, you can maintain Whenever you start your turn while still
concentration on this spell for 2 additional rounds concentrating on this spell, you may create another
for each slot level above 1st. illusory copy of yourself at an unoccupied space
you can see within range.
Resonating Solo   As an action, you can direct any illusionary copy
2nd-level evocation (bard) of yourself to move up to your Speed and mimic a
Casting Time: 1 bonus action simple action.
Range: 60 feet   You may also use Bardic Inspiration through your
Components: V, S illusory copies as if you were in the illusion’s space,
Duration: Concentration, up to 5 rounds but you must use your own senses.
  You begin performing an emotionally powerful   Additionally, when both you and one of your
song through your spellcasting focus that slowly illusory copies are within 5 feet of a creature that
increases in intensity. You cannot cast another can see the copy, you have advantage on attack rolls
spell through your spellcasting focus while against that creature, given how distracting the
concentrating on this spell. copy is to the target.

EN World EN5IDER:
EN World
Spells
EN5IDER 
of the | Ages 
Spells|  of
Masterpiece
the Ages Renditions
  You cannot cast another spell through your throw at the start of its turn. On a failed save, the
spellcasting focus while concentrating on this spell. creature takes 2d4 psychic damage and spends its
At Higher Levels. When you cast this spell using a action that turn crying and can’t take reactions
spell slot of 4th level or higher, you can maintain until the start of its next turn. Creatures that are
concentration on this spell for 1 additional round immune to the charmed condition automatically
per slot level above 3rd. succeed on this saving throw.
  If a creature other than you hears the entire song
Tearful Sonnet (remaining within the spell’s radius from its casting
4th-level enchantment (bard) through the duration) it is so wracked with sadness
Casting Time: 1 action that it is stunned for 1d4 rounds.
Range: Self (20-foot radius)   You cannot cast another spell through your
Components: V, S, M (a whole onion) spellcasting focus while concentrating on this spell.
Duration: Concentration, up to 3 rounds   At Higher Levels. When you cast this spell using
  You quietly play a tragic dirge, a song that fills a spell slot of 5th level or higher, the damage
those around you with magical sorrow. Each increases by 2d4 for each slot level above 4th. e
creature in the area must make a Charisma saving

Masterpiece Renditions  |  EN World EN5IDER: Spells of the Ages


Archmagic
W hen it comes to power

magicians are nothing if

not practical. Rather than simply

abandon the spells they master

early in their careers, most mages

use those minor magics as the

foundation for increasingly potent

archspells.

A number of spells presented in the core rules


do not have heightened effects when cast at a
higher level. This article introduces effects that
spellcasters can produce when they cast such
spells using a slot of a higher level. Although
the GM may grant access to these effects as
soon as an adventurer learns these spells, it’s
recommended that research during downtime
and repetitive use be required to unlock these writing William Fischer
magical revelations. Alternatively, spellcasters color art Kim Van Deun
might discover the secret for casting one or editing Mike Myler
more archspells in the depths of a forgotten layout Eric Life-Putnam
library or among the notes of an enemy.

EN
ENWorld
WorldEN5IDER:
EN5IDER Spells
|  Spells
ofofthe
theAges
Ages
New Spell Details ▶▶Wings: A pair of wings sprouts from your
back. The wings can appear bird-like,
Alarm leathery like a bat or dragon’s wings, or like
Powerful mages require equally powerful magic to the wings of an insect. You gain a fly speed
safeguard the towers they retreat to later in life. equal to your walking speed.
  At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you may create Arcane Lock
an additional alarm for each slot level above 1st. As they age, many spellcasters grow increasingly
The spell’s range increases to 600 feet, but you must protective of the secrets they accumulated over
be familiar with the locations you ward, and if one their lifetime.
alarm is set within a physical structure, all alarms   At Higher Levels. When you cast this spell using
must be set within the same structure. Setting off a spell slot of 3rd level or higher, increase the DC
one alarm does not activate the other alarms. to force open the object or pick any locks on the
  You may choose one of the following effects in object by an additional 2 for each slot level above
place of creating an additional alarm. The effects 2nd. Only a knock spell cast at a level equal to or
apply to all alarms created during the spell’s casting. greater than your arcane lock suppresses it.
▶▶Increased Duration: The alarm’s duration

increases to 24 hours. Blur


▶▶Improved Audible Alarm: The audible alarm The heightened version of this spell can obscure
produces any sound you choose and can be the forms of multiple creatures at once, at least
heard up to 300 feet away. temporarily.
▶▶Improved Mental Alarm: The mental alarm   At Higher Levels. When you cast this spell using
alerts you regardless of your location, even if a spell slot of 3rd level or higher, increase the spell’s
you and the alarm are on different planes of range to 30 feet. For each slot level above 2nd, you
existence. may target an additional willing creature you can
see within range. Whenever an affected creature
Alter Self other than you is hit by an attack, the spell ends
As their mastery of spellcraft increases, transmuters for that creature.
devise additional ways to alter their physical forms.
  At Higher Levels. When you cast this spell using Darkness
a spell slot of 5th level or higher, add the following Whether they draw their power from the Plane of
to the list of forms you can adopt. Shadow or an even darker place, masters of shadow
▶▶Greater Natural Weapons: The damage dealt magic imbue their creations with a permanence
by your natural weapon increases to 2d6, and that lesser mages cannot match.
you gain a +2 bonus to attack and damage   At Higher Levels. When you cast this spell using
rolls with your natural weapons. a spell slot of 3rd level or higher, shadows cling to
▶▶Mask of the Grave: You adopt the appearance creatures in the spell’s area. A creature that moves
of a skeleton or zombie (your choice). Your out of the darkness must make a Constitution
type changes to undead, and mindless saving throw or be blinded for 1 minute. A creature
undead creatures ignore your presence, blinded by this spell can repeat the saving throw
treating you as one of their own. You don’t at the end of each of its turns, ending the effect on
need to breathe and you become immune to itself on a success.
poison.

Archmagic |  EN World EN5IDER: Spells of the Ages


Darkvision Disguise Self
Some mages learn to expand their magically Masters of illusion can disguise not only their own
enhanced senses, sharing what they see with those appearances but those of their companions as well.
around them.   At Higher Levels. When you cast this spell using
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell functions
a spell slot of 3rd level or higher, the range of your identically to the 5th-level spell seeming, except the
darkvision increases to 120 feet. In addition, for spell’s duration is 10 minutes.
each slot level above 3rd you may choose a creature
to gain the benefits of your darkvision while it is Enlarge/Reduce
within 30 feet of you. While apprentice mages can make limited changes
with this spell, more accomplished spellcasters
Detect Magic can use it to effect transformations of breathtaking
Over time, experienced spellcasters find that proportions.
reading magical auras becomes almost second   At Higher Levels. When you cast this spell using
nature. a 4th level spell slot, you can enlarge or reduce the
  At Higher Levels. When you cast this spell using size of your target by up to two categories. Using a
a spell slot of 2nd level or higher, the spell no 6th level spell slot changes the target’s size by up to
longer requires concentration. If you cast this spell three categories, and by up to four categories using
using a spell slot of 3rd level or higher, the duration an 8th level slot. You cannot increase the target’s
increases to 1 hour. If you use a spell slot of 4th size beyond Gargantuan or decrease it below Tiny.
level or higher, the duration is 8 hours. For each size change beyond the first, increase
or decrease the damage the target deals with its
Detect Thoughts weapons by an additional 1d4.
Powerful diviners can cast their senses across
incredible distances, sifting through the thoughts Expeditious Retreat
of entire nations to find the answers they seek. Folklore is filled with tales of the more powerful
  At Higher Levels. When you cast this spell using version of this spell, often referred to as the “seven-
a spell slot of 5th level or higher, you can scan the league step.”
thoughts of all creatures within range and locate   At Higher Levels. When you cast this spell using
one creature currently thinking about a single a spell slot of 2nd level or higher, until the spell
subject you choose when you cast the spell. You ends your speed increases by 10 feet for each slot
can read its thoughts as described in the spell’s level above 1st.
description. This spell does not reveal which
creature has these thoughts, and until you do you Feather Fall
cannot speak to it in order to shape the course of Creatures rescued by this archspell discover they
its thoughts, and thus the information you receive can ride currents of air as they fall.
may be limited.   At Higher Levels. When you cast this spell using
  When you cast this spell using a 5th-level spell a spell slot of 2nd level or higher, creatures affected
slot, increase the spell’s range to 1 mile. Using a 7th- by the spell can move horizontally 1 foot for every 1
level slot, increase the range to 10 miles. Increase foot they descend, effexctively gliding through the
the range to 1,000 miles if you cast this spell using air until they land or the spell ends.
a 9th-level spell slot.

EN World
EN EN5IDER:
World EN5IDER 
Spells of
|  Spells
the Ages 
of the| Archmagic
Ages
Floating Disk above 1st. The temporary hit points last for the
In its highest form this archspell can transport an spell’s duration.
entire squadron of soldiers across a treacherous
battlefield. Suggestion
  At Higher Levels. When you cast this spell using Talented enchanters can implant suggestions in
a spell slot of 2nd level or higher, you can mentally their subjects that linger for days, weeks, or even
command the disk to move to any location within longer.
100 feet of you. If you use a spell slot of 3rd level or   At Higher Levels. When you cast this spell using
higher, the diameter of the disk increases to 10 feet, a spell slot of 4th level or higher, the duration is
and the disk can hold up to 2,000 pounds. If you use concentration, up to 24 hours. If you use a spell slot
a spell slot of 6th level or higher, the diameter of of 5th level or higher, the duration is 7 days. If you
the disk increases to 20 feet, and the disk can hold use a spell slot of 7th level or higher, the duration
up to 16,000 pounds. In addition, the disk gains a is 1 year. If you use a spell slot of 9th level or higher,
fly speed of 50 feet, although it can never rise more the suggestion lasts until it is dispelled. Using a
than 20 feet above the ground. spell slot of 5th level or higher grants a duration
that doesn’t require concentration.
Jump
Even physically weak creatures can leap incredible Unseen Servant
distances when under the effects of this archspell. Archmages often have an entire staff of magical
  At Higher Levels. When you cast this spell using servants at their command.
a 2nd level spell slot, the target’s Strength score   At Higher Levels. When you cast this spell using
increases to 20 for the purposes of determining a spell slot of 2nd level or higher, you may create
its jump distance. If you use a 3rd level slot, its an additional servant for each slot level above
Strength becomes 24. If you use a spell slot of 4th 1st. In addition, each servant has a Strength of 10,
level or higher, the target’s Strength becomes 28. allowing them to accomplish physical labors such
as lifting a fallen tree or clearing a hallway blocked
Knock with rubble.
As mages improve the arcane wards they create
rival spellcasters must find new ways to bypass Web
those protections. Some scholars believe the webs created by this
  At Higher Levels. When you cast this spell using spell aren’t conjured out of nothingness but are
a spell slot of 3rd level or higher, the level of the instead drawn from other realities—the practice of
arcane lock you can suppress increases by 1 for powerful mages summoning not only webs but also
each slot level above 3rd. In addition, if the level of the spiders who weave them supports this claim.
your knock spell is 2 or more levels higher than that   At Higher Levels. When you cast this spell using
of the arcane lock, you may dispel the arcane lock a 4th-level spell slot, you also summon a giant
instead of suppressing it. wolf spider in an unoccupied space within the
web’s area of effect. With a 6th-level spell slot, you
Mage Armor summon up to two spiders. With an 8th-level slot,
The armor that experienced mages can craft with you summon up to four spiders. The spiders are
this spell is even more resilient than its lower-level friendly to you and your companions. Roll initiative
counterpart. for the spiders as a group, which have their own
  At Higher Levels. When you cast this spell using turns. The spiders obey your verbal commands, but
a spell slot of 2nd level or higher, the target also they disappear when the spell ends or when they
gains 5 temporary hit points for each slot level leave the web’s area. e

Archmagic |  EN World EN5IDER: Spells of the Ages


EN World
EN EN5IDER:
World EN5IDER 
Spells of
|  Spells
the Ages 
of the| Archmagic
Ages
Open Game License Version 1.0a
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1. Definitions: (a)”Contributors” means the copyright and/or or You have sufficient rights to grant the rights conveyed by this
trademark owners who have contributed Open Game Content; License.
(b)”Derivative Material” means copyrighted material including 6. Notice of License Copyright: You must update the COPYRIGHT
derivative works and translations (including into other computer NOTICE portion of this License to include the exact text of
languages), potation, modification, correction, addition, the COPYRIGHT NOTICE of any Open Game Content You are
extension, upgrade, improvement, compilation, abridgment or copying, modifying or distributing, and You must add the title,
other form in which an existing work may be recast, transformed the copyright date, and the copyright holder’s name to the
or adapted; (c) “Distribute” means to reproduce, license, rent, COPYRIGHT NOTICE of any original Open Game Content you
lease, sell, broadcast, publicly display, transmit or otherwise Distribute.
distribute; (d)”Open Game Content” means the game mechanic 7. Use of Product Identity: You agree not to Use any Product
and includes the methods, procedures, processes and routines Identity, including as an indication as to compatibility, except as
to the extent such content does not embody the Product expressly licensed in another, independent Agreement with the
Identity and is an enhancement over the prior art and any owner of each element of that Product Identity. You agree not
additional content clearly identified as Open Game Content by to indicate compatibility or co-adaptability with any Trademark
the Contributor, and means any work covered by this License, or Registered Trademark in conjunction with a work containing
including translations and derivative works under copyright law, Open Game Content except as expressly licensed in another,
but specifically excludes Product Identity. (e) “Product Identity” independent Agreement with the owner of such Trademark or
means product and product line names, logos and identifying Registered Trademark. The use of any Product Identity in Open
marks including trade dress; artifacts; creatures characters; Game Content does not constitute a challenge to the ownership
stories, storylines, plots, thematic elements, dialogue, incidents, of that Product Identity. The owner of any Product Identity used
language, artwork, symbols, designs, depictions, likenesses, in Open Game Content shall retain all rights, title and interest in
formats, poses, concepts, themes and graphic, photographic and and to that Product Identity.
other visual or audio representations; names and descriptions 8. Identification: If you distribute Open Game Content You
of characters, spells, enchantments, personalities, teams, must clearly indicate which portions of the work that you are
personas, likenesses and special abilities; places, locations, distributing are Open Game Content.
environments, creatures, equipment, magical or supernatural 9. Updating the License: Wizards or its designated Agents may
abilities or effects, logos, symbols, or graphic designs; and any publish updated versions of this License. You may use any
other trademark or registered trademark clearly identified as authorized version of this License to copy, modify and distribute
Product identity by the owner of the Product Identity, and which any Open Game Content originally distributed under any version
specifically excludes the Open Game Content; (f) “Trademark” of this License.
means the logos, names, mark, sign, motto, designs that are 10. Copy of this License: You MUST include a copy of this License
used by a Contributor to identify itself or its products or the with every copy of the Open Game Content You Distribute.
associated products contributed to the Open Game License 11. Use of Contributor Credits: You may not market or advertise the
by the Contributor (g) “Use”, “Used” or “Using” means to use, Open Game Content using the name of any Contributor unless
Distribute, copy, edit, format, modify, translate and otherwise You have written permission from the Contributor to do so.
create Derivative Material of Open Game Content. (h) “You” or 12. Inability to Comply: If it is impossible for You to comply with
“Your” means the licensee in terms of this agreement. any of the terms of this License with respect to some or all
2. The License: This License applies to any Open Game Content of the Open Game Content due to statute, judicial order, or
that contains a notice indicating that the Open Game Content governmental regulation then You may not Use any Open Game
may only be Used under and in terms of this License. You must Material so affected.
affix such a notice to any Open Game Content that you Use. No 13. Termination: This License will terminate automatically if You
terms may be added to or subtracted from this License except fail to comply with all terms herein and fail to cure such breach
as described by the License itself. No other terms or conditions within 30 days of becoming aware of the breach. All sublicenses
may be applied to any Open Game Content distributed using this shall survive the termination of this License.
License. 14. Reformation: If any provision of this License is held to be
3. Offer and Acceptance: By Using the Open Game Content You unenforceable, such provision shall be reformed only to the
indicate Your acceptance of the terms of this License. extent necessary to make it enforceable.
4. Grant and Consideration: In consideration for agreeing to use 15. COPYRIGHT NOTICE
this License, the Contributors grant You a perpetual, worldwide, Open Game License v 1.0 Copyright 2000, Wizards of the
royalty-free, non-exclusive license with the exact terms of this Coast, Inc.
License to Use, the Open Game Content. ENWorld EN5IDER Copyright 2014–2021, EN Publishing
ENWorld EN5IDER: Spells of the Ages Copyright 2021, EN
Publishing

Open Game License 1.0a  |  EN World EN5IDER: Spells of the Ages


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