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326194-Magicka Serrella v1.1
326194-Magicka Serrella v1.1
MAGICKA SERRELLA
DILIGENT READER, in this work, which has just been created and published, you find writ
down spells and arcanabulae collected in a long career exploring far foreign places beyond the
edges of most knowledgable sage's maps of Faerûn, as well as the results of my delving into the
histories and reputations of wizards long dead, and these histories have been reconstituted on
the basis of ancient observations, and their magics have moreover been embellished by new and
marvelous incantations and philosophies. Here also are most convenient tables, from which you
will be able to compute which spells might be useful to your purpose.
Therefore read, learn, and use the lore herein with wisdom and good judgment.
1
Spell Shield Spectral Elk Spell Shield
CANTRIPS (0 LEVEL) 3RD LEVEL 4TH LEVEL 3RD LEVEL
Snilloc's Snowball Bladebane Nature’s Balance Battletide
Wield Skill Mace of Odo Thorn Spray Greenfire
1ST LEVEL Nchaser’s Glowing Orb 5TH LEVEL Mold Touch
Harmony Shield of Lathander Fireward Quench
Nybor's Gentle Reminder Skull Watch Inferno Warning
Rosemantle Warning Shroud of Flame
2ND LEVEL 4TH LEVEL Tree Healing
CANTRIPS (0 LEVEL)
Force Staff Favor of Ilmater 6TH LEVEL
Snilloc's Snowball
Gedlee's Electric Loop Pact of Martyrdom Wall of Sand
1ST LEVEL
Serrell's Halitosis Recitation 7TH LEVEL
Nybor's Gentle Reminder
Spell Shield 5TH LEVEL Vipergout
2ND LEVEL
3RD LEVEL Moonweb 8TH LEVEL
Force Staff
Mystic Lash Shield of Lathander, Bombardment
Greater Gedlee's Electric Loop
Manyjaws
Soul Scour Manyjaws
Skull Watch
6TH LEVEL CANTRIPS (0 LEVEL) Serrell's Halitosis
Understand Devices
Wall of Sand Wield Skill 3RD LEVEL
Warning
7TH LEVEL 1ST LEVEL Mystic Lash
4TH LEVEL
Holy Star Rosemantle 4TH LEVEL
Caligarde's Claw
8TH LEVEL 2ND LEVEL Caligarde's Claw
Force Orb
General of Undeath Spell Shield Force Orb
5TH LEVEL
9TH LEVEL 3RD LEVEL Sinsabur’s Baleful Bolt
Improved Blink
Undeath’s Eternal Foe Battletide 5TH LEVEL
Inferno
Bladebane Ball Lightning
Skull Eyes
Mace of Odo Beltyn's Burning Blood
Watchware CANTRIPS (0 LEVEL)
Shield of Lathander Bladebane
6TH LEVEL Wield Skill
Skull Watch Fleshshiver
Acid Storm 1ST LEVEL
4TH LEVEL Improved Blink
Wall of Sand Claws of the Beast
Favor of Ilmater Lightning Ring
9TH LEVEL 2ND LEVEL
Pact of Martyrdom Skull Eyes
Elminster's Efflugent Blinding Spittle
Epuration Recitation Watchware
Force Staff
6TH LEVEL
Spell Shield
Acid Storm
CANTRIPS (0 LEVEL) 3RD LEVEL CANTRIPS (0 LEVEL)
Fiendform
Wield Skill Greenfire Wield Skill
Howling Chain
1ST LEVEL Mold Touch 1ST LEVEL
Prismatic Eye
Rosemantle Possess Beast Claws of the Beast
Stone Body
2ND LEVEL Quench 2ND LEVEL
7TH LEVEL
2
Nybor's Joyful Voyage Manyjaws Prismatic Eye Fleshshiver
Ruby Ray of Reversal Understand Devices Stone Body Improved Blink
9TH LEVEL Warning 7TH LEVEL Lightning Ring
Eye of Power 4TH LEVEL Undeath After Death Presper’s Moonbow
Caligarde's Claw 8TH LEVEL Simbul’s Spell Matrix
Force Orb General of Undeath Skull Eyes
CANTRIPS (0 LEVEL)
Sinsabur’s Baleful Bolt Transcribe Symbol Soul Scour
Snilloc's Snowball
5TH LEVEL 9TH LEVEL Watchware
Wield Skill
Fleshshiver Elminster's Efflugent 6TH LEVEL
1ST LEVEL Epuration
Improved Blink Acid Storm
Black Talon Eye of Power
Presper’s Moonbow Fiendform
Nybor's Gentle Reminder Sphere of Ultimate
Skull Eyes Ghorus Toth's
2ND LEVEL Destruction
Magnetism
Soul Scour
Force Staff Howling Chain
6TH LEVEL
Gedlee's Electric Loop Nybor's Psychic Imprint
Acid Storm CANTRIPS (0 LEVEL)
Serrell's Halitosis Prismatic Eye
Fiendform Snilloc's Snowball
3RD LEVEL Spell Phylactery
Howling Chain 1ST LEVEL
Battletide Stone Body
Nybor's Gentle Reminder
2ND LEVEL Stone Walk
3
6th-level evocation
3rd-level transmutation
4
5th-level necromancy 2nd-level transmutation
8th-level conjuration
5
Dexterity of 18 (+4). On a hit, it deals 1d6+6
slashing damage.
9th-level abjuration (ritual)
6
This spell functions like arcane eye, except you equal to or less than your level. Your game
can cast any spell of 7th level or lower that has statistics, including mental ability scores, are
a range other than Self through the eye. Any replaced by the statistics of the chosen fiend. It
spell so cast functions as though it had been retains your alignment and personality.
cast from the eye's location rather than yours.
Casting any spell of higher than 7th level You assume the hit points of your new form.
through the eye not only produces no effect When you reverts to your normal form, you
(though the spell slot is still expended), but it return to the number of hit points you had
destroys the eye of power and ends the spell. before you transformed. If you revert as a
result of dropping to 0 hit points, any excess
Unlike an arcane eye, an eye of power is visible damage carries over to your normal form. As
and corporeal, so it can be destroyed. The eye is long as the excess damage doesn’t reduce your
a Tiny object with AC 18 and hit points equal to normal form to 0 hit points, you aren’t
half your hit point maximum. It uses your knocked unconscious.
bonuses for saving throws.
You are limited in the actions you can perform
by the nature of your new form. Your gear
melds into the new form. You can’t activate,
4th-level abjuration use, wield, or otherwise benefit from any of
your equipment.
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute 5th-level transmutation
Choose a target within range. When the target Casting Time: 1 action
is reduced to 0 hit points but not killed Range: 120 feet
outright, it can drop to 1 hit point instead. Components: V, S, M
Duration: 8 hours
In addition, the target becomes immune to
damage from non-magical weapons. It is Fireward has the same functions as quench
further immune to effects that would cause it (q.v.). In addition, it has the following effects:
to be charmed, exhausted, frightened,
incapacitated, paralyzed, poisoned, restrained, While fireward remains in effect, no fire,
or stunned. If any of the conditions were in magical or non-magical, can function
effect on the target at the time of casting, they inside its area.
are suspended for the spell's duration. When Any creature of elemental fire which enters
the spell ends, any effects suspended by the the area of effect takes the damage
spell that have not expired in the interim (such indicated under quench, and if it remains in
as levels of exhaustion) return. Effects that the area takes the same damage at the start
expired during the duration of this spell do not if each turn it begins in the area.
resume when it ends. It lasts for 8 hours or until you will the
spell to end.
7
The creature must make a Constitution saving
throw. On a failure, the target is stunned until
the end of its next turn and takes 8d8 2nd-level evocation
bludgeoning damage. On a success, it takes half
damage. In addition, the target is poisoned Casting Time: 1 action
until it makes a successful Constitution saving Range: Self (20-foot radius circle)
throw, which it can attempt at the end of each Components: V, S, M (a loop of copper wire and
of its turns. a magnet)
Duration: Instantaneous
None of my researches could reveal anything
about Gedlee, except that this spell and a
4th-level evocation number of harmless, beneficial magic items
which came from his study of the Weave.
Casting Time: 1 action
Range: 120 feet You create a small stroke of lightning that
Components: V, S cycles through all creatures in the area. Each
Duration: Instantaneous creature in the area must make a Dexterity
You create one or more motes of force and hurl saving throw. A creature takes 2d6 lightning
them at a creature or object within range. Make damage on a failed save, or half as much
a ranged spell attack against the target(s). The damage on a successful one.
orbs deal 8d6 points of force damage, divided
At Higher Levels. When you cast this spell
any way you wish, but a single orb must deal at
using a spell slot of 3rd level or higher, the
least 1d6 points of damage. You must declare
damage increases by 1d6 for each slot level
the division of damage before you make your
above 2nd.
attack rolls. If you miss, the orb explodes in a
flash. Each creature in a 10 foot
radius sphere centered on that point must
make a Dexterity saving throw. A target takes 2
points of force damage per die assigned to that 8th-level necromancy (ritual)
orb on a failed save, or half as much damage on
Casting Time: 1 action
a successful one.
Range: 60 feet
Components: V, S, M
Duration: Instantaneous
8
they failed their saves. Moving away from you
counts as difficult terrain.
6th-level transmutation
Repel. This functions identically to the attract
Casting Time: 1 action effect, except creatures and objects are pushed
Range: 120 feet away from you in a 30-foot sphere.
Components: V, S, M (a small lodestone)
Duration: Concentration, up to 1 minute Unwilling targets which make a successful
Constitution saving throw avoid the effect.
You fire a brilliant blue ray at a creature within
range or yourself. For the duration, you
manipulate magnetism to create powerful
effects. Choose one of the following:
3rd-level evocation
Armor. You steer blades and arrows past you,
Casting Time: 1 action
giving you a +2 bonus to your AC against metal
Range: 120 feet
weapons. In addition, you can attempt to catch
Components: V, S, M
a metal projectile with magnetism: you can use
Duration: Instantaneous
your reaction to deflect or catch the missile
when you are hit by a ranged weapon attack by You cause the earth to swell and burst with
a metal weapon, such as a dagger or crossbow primal energy at a point within range. Each
bolt. When you do so, the damage you take creature in a 20 foot radius sphere centered on
from the attack is reduced by 2d10 + your that point must make a Dexterity saving throw.
spellcasting ability modifier. If you reduce the A target takes 8d6 acid damage on a failed
damage to 0, you can catch the missile in a save, or half as much damage on a successful
magnetic field. If you catch a missile in this one.
way, you can make a ranged attack with the
weapon or piece of ammunition you just
caught, as part of the same reaction. You make
this attack with proficiency, regardless of your 1st-level enchantment
weapon proficiencies, and you add your
spellcasting ability modifier to the attack and Casting Time: 1 action
damage rolls for the attack, which has a normal Range: Self
range of 20 feet and a long range of 60 feet. Components: V, S
Duration: 10 minutes
Attract. Unattended metal objects in a 30-foot
sphere surrounding the target – including Whether you play your instrument, sing a song,
weapons, armor, and anything made primarily recite an epic poem, or speak your words of
out of metal – are pulled violently toward the encouragement, you fill your allies with greater
target and strike it with great force, dealing 1d6 confidence than normal. When you use your
points for every object up to 5 pounds which Bardic Inspiration ability while this spell is in
strikes the target. Objects weighing more than effect, the die type increases by once size.
5 pounds deal 1d6 points of damage for every Thus, if your Bardic Inspiration die is a d6,
5-pound increment; for example, a metal under this spell it becomes a d8.
inkpot weighing 6 pounds deals 2d6 points of
damage, and a bucket weighing 12 pounds deals
3d6. In any case, the maximum is 10d6.
7th-level abjuration (ritual)
A creature in the area wearing metal armor,
wielding a metal weapon, or holding a metal Casting Time: 1 action
object must succeed on a Strength save or be Range: Self
dragged 5 feet closer to you in a straight line. A Components: V, S
creature can drop a metal object it's holding as Duration: 10 minutes
a free action to avoid the effect if it's not
You create a glowing, star-shaped mote of
wearing metal armor. Creatures that fail their
magical energy that rests on your shoulder. It
saves by 5 or more are pulled an additional 5
provides dim light in a 10-foot radius.
feet closer for every increment of 5 by which
9
It has three functions. You designate which
function to activate at the start of each of your
turns: ILYYKUR
One of the Four Founders of the Covenant, long ago
Spell Turning: The holy star functions as a ring in the savage North of the Sword Coast, Ilyykur
of spell turning (q.v.). dedicated his life to battling the Red Wizards of
Cover: The holy star gives you a +5 bonus to AC. Thay before his untimely death in Ruathym.
Fire Bolt: The holy star lashes out with a beam
of magic at a creature you designate, as though I found this spell in a book belonging to a
you cast the fire bolt cantrip. necromancy zulkir we slew. Presumably ancient
Ilyykur developed it to protect himself and his
adherents from evil Thayan slavers. How the spell
found its way into the zulkir's collection I cannot
say.
6th-level evocation
10
5th-level transmutation 3rd-level evocation
11
Whenever a creature moves within 5 feet of the
mold for the first time or starts its turn there,
is must make a DC 12 Constitution saving 4th-level abjuraion
throw, taking 3d10 cold damage on a failed
save, and half as much damage on a successful Casting Time: 1 action
one. Range: 60 feet
Components: V, S, M
You can make a melee spell attack to cause it to Duration: 1 hour
appear on a creature. On a hit, the creature
Choose a point within range. You create a
must make a successful Constitution saving
glowing, shimmering barrier of force in one of
throw against your spell save DC, taking 4d10
the following shapes:
cold damage on a failed save, and half as much
damage on a successful one.
A cylinder 5 feet in diameter and 10 feet
high around a willing creature.
As described on p. 105 of the Dungeon Master's
Guide, if any source of fire is brought within 5 A flat, 10-foot square plane covering an
feet of a patch of brown mold, it immediately aperture, either horizontal (over a pit) or
doubles in size. A patch of brown mold exposed vertical {a doorway).
to any effect which causes cold damage is
When you create the barrier, designate an
immediately destroyed.
inside and an outside. From the inside the
moonweb is transparent and you can move
through it. From the outside it is impassable
and opaque; nothing can pass through it.
3rd-level evocation
9th-level abjuration
12
The miasma creates a dead magic zone, an area
of anti-magic where the Weave fails to
function. Each creature which attempts to cast 1st-level enchantment
a spell or use a spell-like ability while within
the area of effect must make a successful Casting Time: 1 action
Wisdom saving throw. On a failure, the spell or Range: 30 feet
effect fails. Components: V, S, M (a thin wooden switch at
least 2 feet long
Duration: Concentration, up to 1 minute
Choose a target creature within range. That
4th-level evocation target must make a successful Constitution
saving throw or suffer excruciating pain for the
Casting Time: 1 action duration of the spell. The target has
Range: Touch disadvantage on all attack rolls, saving throws,
Components: V, S and checks. If the target is concentrating on a
Duration: 1 hour spell, if it fails its saving throw it must make
You draw upon your connection with the an additional Constitution saving throw (same
natural world to lend some of your natural DC) or lose concentration.
abilities to a creature you touch. For the
duration, you take a -4 penalty to a single
ability score of your choice, granting your
target a +4 bonus to that ability score. If you 7th-level conjuration
cast the spell again while the spell is in effect,
you take 4d10 damage in addition to the usual Casting Time: 1 action
effect. Range: Touch
Components: V
Duration: Instantaneous
Nybor invented this spell as a means of
NYBOR creatively dealing with those who annoyed her.
Hundreds of years ago, Nybor was one of the most Do not confuse "joyful" with anything positive.
powerful – and cruel – Red Wizards ever to draw
breath. A creature you touch must make a successful
Wisdom saving throw or be instantly teleported
She rose through the ranks to be zulkir of 1d100 miles to a random location. Consult the
enchantment, having gained that exalted position at following table:
an unprecedented young age through a combination of
factors, including assassination, spying, and
D% Teleport Direction
manipulation of lovers.
01-10 North
I am one of the few wizards in western lands to
possess a copy of Nybor's Simple Codex, a book so 11-20 Northeast
vile, so filled with wanton cruelty that the soul of a 21-30 East
good person is filled with horror and revulsion at is
foul corruption of the Weave. 31-40 Southeast
I present here several of her spells, not in hopes that 41-50 South
they come into wide use, but so they may be studied. 51-60 Southwest
Nybor's intent in creating these spells, as a zulkir of
Thay, was undoubtedly malign. It is my hope that, 61-70 West
in studying these spells, my fellow mages can learn 71-80 Northwest
something with which they can defend good folk.
Diagonally down (roll again; 80+
81-90
means straight down)
91- Diagonally up (roll again; 80+
100 means straight up)
13
Upward teleportation means the creature When a gem is crafted into a magic item, the
arrives in midair and had better have plenty of item becomes sentient (see Sentient Magic
flying magic ready. Downward teleportation Items in the SRD), using the stats, personality,
means the creature is encased in rock. general memories, and languages known of the
creature whose mind was transferred. Since the
There is a 25% chance the creature arrives copy transferred to the gem retains the target
within a solid object. In this case, the creature creature's memory and personality, any
takes 2d6 points of bludgeoning damage and is feelings the target had toward you are also felt
magically shunted to the nearest space large by the gem. If the target hates you, the item
enough to house it. Otherwise, the creature is containing the gem will hate you as well.
fused with solid matter and instantly slain.
Note the target can easily recover from its hit
On a successful saving throw, the target point loss. Each copy knows of the other.
creature takes 5d6 psychic damage from Whether or not the copies can cope with this
teleport feedback. knowledge is dependent on the creature.
14
possesses it, you must make a successful DC 10
Constitution saving throw or die.
4th-level necromancy
15
of one random beam from the prismatic ray saving throws against fear and poison spells
spell, using your spell save DC. Once seven rays and effects, as well as those spells and effects
have been fired, the orb remains but it can fire which work by causing great pain, such as the
no more rays. Nybor’s spells.
16
3rd-level abjuration 5th-level transmutation (ritual)
17
9th-level transmutation (ritual) 4th-level illusion (ritual)
18
Each creature within 30 feet of you which can throw. A creature takes 8d8 bludgeoning
see and hear you must succeed on a Wisdom damage and 8d6 cold damage on a failed save,
saving throw or be subject to the charmed or half as much damage on a successful one. In
condition. addition, a creature which fails its saving throw
is buried under snow and ice, is rendered
unconscious, and will suffocate in a number of
rounds equal to its Constitution bonus.
3rd-level necromancy (ritual)
19
with cure wounds might stipulate that cure
wounds comes into effect when your hit points
5th-level necromancy total drops below a certain number.
Casting Time: 1 action The scroll spell takes effect immediately after
Range: Touch the circumstance is met for the first time,
Components: V, S, M (Pinch of dust from a the whether or not you want it to, and then spell
bones of an undead creature of challenge rating phylactery ends.
15 or above)
Duration: Instantaneous At Higher Levels. When you cast this spell
using a spell slot of 7th level or higher, the
Your touch corrupts the target creature's soul,
spell allows you to store a spell of one higher
rendering it helpless. Make a melee spell attack
level for each slot level above 6th. Thus, if you
against the target. On a hit, the target takes 3d8
spend a 7th-level slot on spell phylactery, you
necrotic damage, and it is stunned until the
can store a 2nd-level spell.
end of its next turn.
2nd-level abjuration
3rd-level conjuration
Casting Time: 1 action
Casting Time: 1 action
Range: Touch
Range: 30 feet
Components: V, S, M
Components: V, S, M
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You cloak yourself in divine protection, gaining
Choose an unoccupied point within range. In it,
advantage on saving throws to resist the effects
you summon a giant elk made of pure magical
of spells and spell-like abilities.
force which you can command to attack your
foes or act as a mount. The elk can act as soon
as it appears, acting exactly as a phantom steed
spell except the elk has a movement of 60 feet.
9th-level conjuration
In addition, the elk can attack using the giant
Casting Time: 1 action
elk’s attacks and Charge ability.
Range: 120 feet
When the spell ends, the elk disappears. If you Components: V, S, M (Dust from a creature
were using it as a mount, you land safely. destroyed by a Disintegrate spell or effect)
Duration: Concentration, up to 1 minute
You conjure a featureless black sphere
composed of absolute nothingness that
6th-level transmutation (ritual) destroys almost anything with which it comes
into contact. The sphere flies at up to 30 feet
Casting Time: 10 minutes per round and occupies a 5ft space. If the
Range: Touch sphere goes beyond 120 feet from you, it
Components: V, S, M vanishes out of existence.
Duration: Instantaneous
The target can be a creature, an object, or a
As part of casting spell phylactery, you create a
creation of magic, such as the wall created by
scroll containing a spell you are able to cast.
wall of force or a wall of fire.
The spell must be one which can affect you,
must have a casting time of 1 action or 1 bonus
A creature targeted by this spell must make a
action, and can be no higher than 1st level. You
Dexterity saving throw. On a failed save, the
cast that spell as part of casting spell phylactery,
target takes 10d6 + 40 force damage. If this
expending spell slots for both, but the scroll
damage reduces the target to 0 hit points, it is
spell doesn’t come into effect. Instead, it takes
utterly destroyed. The creature and everything
effect when a certain circumstance occurs. You
it is wearing and carrying, except magic items,
describe that circumstance when you cast the
are sucked into the void of the sphere. The
two spells. For example, a spell phylactery cast
20
creature can be restored to life only by means
of a wish spell.
4th-level transmutation
This spell automatically disintegrates a Large
or smaller object. If the target is a Huge or Casting Time: 1 action
larger object or magical creation, the sphere Range: 90 feet
disintegrates a 10 foot cube portion of it. Magic Components: V, S
items are unaffected by this spell. Duration: Instantaneous
You hurl a tangle of briars in the direction of a
target within range. Your magic turns the
tangle into a spray of thorns which injures and
6th-level transmutation poisons creatures in its area.
8th-level abjuration
6th-level abjuration (ritual)
Casting Time: 1 action
Casting Time: 1o minutes Range: Touch
Range: Touch Components: V, S, M (a
Components: V, S, M (a piece of slate which has
paste made from rubies been wiped clean)
worth 2500gp and a Duration: Concentration,
2500gp diamond) up to 10 minutes
Duration: Instantaneous Your magic encases your
You smear a magical paste hand, allowing you to
of precious gems on two approach and touch an
stone surfaces while un-triggered magical sign,
designating a command such as a glyph of warding
word. A creature can stand or symbol spell. When you
on one prepared surface, touch it, your magic copies
speak the command word, the arcane writing onto
and be magically teleported your hand and erases it
to the other prepared from the surface on which
surface. Once the command it was written, after which
word is used and the spell you can touch a creature to
completes its teleport, the discharge it.
magic fades. The spell can
You must make an
transport two Medium or
Intelligence (Arcana)
smaller creatures.
check. The DC equals 10 +
21
the spell’s level. On a successful check, the magically expelled from it and take 5d6 psychic
spell is copied onto your hand and safely erased damage. If the tree is totally destroyed, you are
from the surface on which you found it. On a expelled from the tree and instantly slain
failure, you have triggered the glyph or symbol unless you make a successful DC 15
and are subject to its effects. As long as you Constitution saving throw.
concentrate, the magic potential remains in
your hand. If your concentration lapses, the
sigil is triggered.
7th-level illusion (ritual)
You can use your action to make a melee spell
attack. On a hit, the sigil’s magic is discharged Casting Time: 1 action
on the creature you hit. Range: 120 feet
Components: V, S, M
Should you wish to transfer the magical writing Duration: Concentration, up to 1 minute
from your hand to another surface, you must
make another successful Intelligence (Arcana) This spell creates three magical duplicates of
check as above. you, each appearing at an unoccupied point you
can see within range. These duplicates look and
sound like you, but are otherwise exactly like
the entity summoned by an unseen servant spell.
5th-level conjuration (ritual) They can perform simple tasks.
Minor damage to the tree does no harm to you. You manipulate a humanoid creature’s life
If the volume of the tree is reduced to the force, removing its soul, corrupting it, and
extent you can no longer fit within it, you are replacing it within its body.
22
When the creature dies, it undergoes a horrible
and blasphemous transformation. 24 hours
after its death, it animates as a crypt spawn 7th-level conjuration
(see Appendix). The creature can make a
successful Constitution saving throw to avoid Casting Time: 1 action
the effect. Range: Self
Components: V, S, M (a shed snakeskin)
Duration: Concentration, up to 1 minute
You cause 2d4 giant poisonous snakes to leap
9th-level abjuration from your mouth to attack your enemies.
Starting when you complete the spell, you can
Casting Time: 1 action spit up to three snakes into an unoccupied
Range: 60 feet square next to you. Those snakes then rush off
Components: V, S, M to the extent of their movement to attack
Duration: 1 minute creatures you can see.
Choose any number of creatures who can see
and hear you within range. Your prayers reach While you concentrate on this spell, though
them, and your divine faith gives them your mouth does not physically contain snakes,
strength to destroy undead. you can neither speak nor cast spells with a
verbal component nor use items which require
Each target gains the benefits of a protection speech to activate.
from evil and good spell, specific to the Undead
creature type. In addition, each target gains The snakes disappear at the end of the spell’s
immunity to special attacks from undead which duration, they are destroyed, you lose
cause the drain of hit points, such as that of a consciousness, or you die.
wraith, or which afflict the target with disease
or poison. Finally, each target gains advantage
on attack rolls to hit undead creatures.
6th-level conjuration
23
bludgeoning damage on a failed save, or half as
much damage on a successful one.
5th-level abjuration
In addition, creatures within the wall of sand are
blinded and deafened, unable to speak or Casting Time: 1 action
breathe. Creatures will begin to suffocate if Range: Touch
they remain in the wall too long. In addition, Components: V, S, M (A sprinkling of rare
spells with verbal components cannot be cast reagents worth at least 500gp)
within the wall, and any caster concentrating Duration: Instantaneous
on a spell or effect must make a DC 15
concentration check with disadvantage or lose You create a magical connection with a single
concentration on their spell. inanimate object, and when that object is
moved, damaged or touched at a later date, you
are instantly aware of the fact. If another
creature physically touches the object, you also
3rd-level divination receive a mental image of the creature
Casting Time: 1 action The spell functions but once, and then it is
Range: Touch discharged. You can designate a password that
Components: V, S, M allows another creature to handle the object
Duration: 10 minutes without sounding the mental alarm. The spell
counts as a magical trap.
You magically heighten the senses of the
creature you touch, increasing their awareness
of danger.
Divination cantrip
The target gains a +5 bonus to their passive
Wisdom (Perception) skill, as well as advantage Casting Time: 1 action
on Wisdom (Perception) and Intelligence Range: Touch
(Investigation) skills. Components: V, S
Duration: 1 minute
In addition, for the duration the subject gains
the Rogue’s Evasion and Uncanny Dodge The creature touched gains a bit of divine
abilities. guidance, granting it advantage on one skill
check of its choice, or proficiency with a single
weapon or armor, for the duration.
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Appendix
A crypt spawn is a kind of undead created when a person uses the undeath after death spell to avoid true
death. People transformed into crypt spawn often seek out those who killed them, exact their revenge,
and then resume their previous activities (although those with access to magic such as resurrection
might wish to return to their living state).
A crypt spawn’s creature type gains the “undead” keyword. It retains the statistics and abilities it
enjoyed in life. It gains a natural armor bonus to its AC of +2 provided it wears no armor. This bonus
stacks with spells like mage armor, but does not stack with AC calculations such as those found in the
Monk or Barbarian class descriptions.
A crypt spawn has advantage on saving throws to resist a cleric’s Turn Undead ability and similar
effects. In addition, it has advantage on Charisma (Intimidation) checks.
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CREDITS
Magicka Serrella is the second in a series of products which convert magic items and spells from
previous editions to the 5th edition of D&D. The spells herein come from the 3.5e books
"Unapproachable East," Player's Guide to Faerûn," and "Forgotten Realms Campaign Guide."
R P Davis is a freelance writer, editor, and adventure designer. He's been a tabletop gamer the entire
time he's been sentient, and a role-playing addict for more than 30 years. In that time he's written
countless things, from simple spell effects to D&D campaign worlds to complete role-playing games.
Most of it sucked, but he likes to think he learned from the process.
You can find R P Davis at The DM's Guild, his website, and on Facebook.
If you liked this work, please go to the DM's Guild to rate and review it. That's how people like me
figure out what people like you enjoy. Help us give you more high-quality entertainment!
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This work contains material that is copyright © Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright © 2018 by R P Davis and published under the Community
Content Agreement for Dungeon Masters Guild.
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