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Volume I

Lost Spells
Uncover Spells Lost to the Ages!

20 Classic Edition Spells


Reimagined for Fifth Edition
By Brian Berg and Mark Hart
Credits
Written by: Brian Berg and Mark A. Hart
Editing: Brian Berg
Cover Design: Brian Berg
Layout: Brian Berg
Artwork: Cover by Tithi Luadthong. All rights reserved. Interior artwork by Jacob Blackmon and Dean Spencer.

Legalese
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork,
graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are
not included in this declaration.)

Open Game Content: The Open content in this book includes the spell names and descriptions. No other
portion of this work may be reproduced in any form without permission.

Published by Total Party Kill Games, LLC. 1st printing, December 5th, 2018.

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edition of the game. Writing this book has
Preface also allowed me to introduce some new
Every player has their favorite character spells in hopes of making the game more
class. The longer you’ve played fantasy exciting, flavorful, and fascinating.
RPGs, the more different classes you’ve no
So, grab your spell book, fill up your
doubt played, but we all have our favorite
component pouch, and delve into the
that we return to time and time again. For
Libram of Lost Spells. Have at it!
many players, the wizard wins this
popularity contest hands down. For these
players, finding new spells, casting them in Introduction
the game, and coming up with weird, silly, Few elements of fantasy role-playing offer
or downright crazy uses for them has always as much potential and promise like magical
been among the best parts of the game. spells. While magic items certainly attract
attention and enthusiasm, such things
Throughout the game’s history, from the
remain under the GM’s control; no matter
first set of rules to 5th edition, spells have
how much your wizard desires that staff of
been a major component. Certainly, the
the magi, you are somewhat at the mercy of
rules have changed several times, and how
the GM as to when—or if—you locate such
magic works has morphed over the
a relic.
decades, but even today many spells still
retain the same names and flavor as they Spells, however, are different. With each
did back in 1974. Who hasn’t wanted to cast new experience level, a spellcaster has more
wish, or bombard monsters with meteor spells to choose from and more
swarm? How many low-level wizards have opportunities to add to their spell
relied on sleep and magic missile to survive repertoire. While the GM has final say as to
their first adventures? which spells enter their campaign setting, in
most cases players have a great deal of
One could argue that the core 5E rules have
freedom to choose the spells they want.
all the spells one could ever need. While
such a statement is largely true, there is the Along similar lines, spells offer a direct and
compelling argument that spells are like potent way for adventurers to change,
dice: you can never have too many! Indeed, manipulate, improve, or overcome the world
the more dice the better… and the more around them. About to face a dragon’s fiery
spells, the better. More spells equal more breath? Make sure to prepare protection
options, both for spellcasting characters and from energy; need to take out a horde of
for GMs and their monsters, villains, and orcs and bugbears? Prepare a few fireballs
NPCs. and lightning bolts to scatter your enemies
before you. Spells offer tremendous control
Given my love of wizards, spells, and
and flexibility to characters. As adventurers
spellcasters, working on this book has been
gain levels and challenge ever-greater foes,
a pleasure. It has given me the opportunity
their spell power often proves the crucial
to bring some old classics into the current
factor in determining the victor.

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Given the importance of spells and their items and their comrades for protection. A
utility, it should come as no surprise that close second resource in order of
clerics, sorcerers, wizards, and their ilk are importance, especially for sorcerers and
perpetually seeking new magic to add to wizards, are their spells known. Wizards gain
their arsenal. You now hold in your hands a two new spells with each new level, whereas
collection of such magic to tempt even the sorcerers only receive one per experience
most restrained wizard. This book contains level (warlocks gain one spell known each
the stuff of which dreams are made—at level, but the progression slows starting at
least if you happen to be a spellcaster! 10th level) As a result, spellcasters must take
great care in choosing which spells to have
As you page through this work, you may
in their repertoire and which to cast. The
recognize some spells that go back to the
wrong choice can leave the caster with the
game’s earlier roots, back before anyone
wrong spell at the worst time.
spoke about which edition they played. We
have plucked a number of old classics from Given these limitations, it often presents
the past and updated them for 5E. In difficult choices for characters as to whether
addition, we have plundered forgotten to add new spells to those they already
cities, raided cursed tombs, and uncovered know, let alone spending their precious slots
magic never before seen. Within you will on them. To help get new spells into
find spells for every spellcasting class, a campaign circulation, here are several tips
number of which serve to fill in gaps in and tactics for the GM to use.
existing spell lists that all but demand
In Media Res. Sometimes, the best impetus
expansion—if you’ve ever played a warlock,
to demonstrate a new spell is for a monster
you’ll understand what we mean!
or enemy spellcaster to use it against the
If you are a player, have fun reading adventuring party. When used at the right
through these spells. Take some time to moment in the right situation, one of these
imagine how you can use them to defeat new spells can not only surprise characters,
monsters, acquire new treasures, and keep but also make them want to get a copy of
the GM on their toes. If you are a GM, look that spell for themselves.
at each spell with a critical eye and decide if
Scrolls. Spell scrolls are, and always have
you want them in your campaign (even if
been, an important part of treasure hoards.
only the villain has access to them!). Also
These one-shot magic items give
consider how these spells might best fit into
spellcasters more options and greater
your milieu and how characters might
flexibility since they do not count against
discover or acquire them.
spells known, and they don’t burn any of the
character’s spell slots when used. This allows
Acquiring New Spells the GM to easily introduce new spells into
For a spellcaster, spell slots represent their the campaign and gives spellcasters a
most precious resource. Once a caster runs chance to try out new spells without cost
out of slots, they are forced to rely on magic (other than expending an action).

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Special Rewards. If a spellcaster performs an alternative, the spell might reappear in its
exceptional or dangerous service for tome a month or a year later (or whatever
another spellcaster, the reward could well time interval the GM chooses).
include a new spell or two. In such
Exotic Components. The GM should feel free
situations, the GM could say these bonus
to add weird, exotic, or expensive material
spells do not count against the character’s
components to any of the spells included in
spells known. this book, especially for more potent magic.
Strange Magic. In cases where the GM wants Keep in mind, however, that if the
component cost proves too expensive, the
to see a new spell used in play but doesn’t
character in question may never bother
necessarily want it to become a regular part
casting it. When a spell requires an unusual
of a caster’s repertoire, then the GM might
or rare component that cannot simply be
consider bending the rules a bit. The purchased, it can serve as the impetus for a
adventurers might uncover a “new” spell or quest or a series of adventures all on its
two in a ruined library or an ancient crypt, own.
but these spells operate in a different
fashion than most magic. In such a case, a
spellcaster may use one of these unearthed Spell List
spells one time and one time only—after Accelerated Healing (Cleric 2, Druid 2)
that, the spell vanishes from existence. As an Armor Of Faith (Cleric 1)
Baleful Glare (Bard 0, Warlock 0, Wizard 0)
Bone Spurs (Wizard 2)
Circle of Serpents (Cleric 2, Druid 2, Ranger 2)
Clutch the Heart (Cleric 6, Sorcerer 6, Warlock 6,
Wizard 6)
Death Fog (Wizard 5)
Eye of the Storm (Cleric 5, Druid 5, Sorcerer 5)
Foretold Doom (Bard, Cleric 3, Druid 3, Warlock
3, Wizard 3)
Glassteel (Sorcerer 8, Wizard 8)
Guiding Arrow (Ranger 1)
Healing Dyad (Cleric 4, Paladin 4)
Ice Caltrops (Druid 1, Ranger 1, Sorcerer 1)
Kiss of the Vargouille (Warlock 5, Wizard 5)
Lockjaw (Druid 2, Ranger 2)
Memento Mori (Bard 2, Cleric 2, Warlock 2)
Paralytic Spittle (Cleric 1, Druid 1, Sorcerer 1,
Warlock 1)
Protection from Normal Missiles (Cleric 3,
Sorcerer 3, Wizard 3)
Quick Armor (Cleric 1, Paladin 1)
Razorleaf (Druid 0)

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The Libram of Lost Damage Reduction. For each level of the
spell slot you expend, bludgeoning,
piercing, and slashing damage you take

Spells, Vol. I from nonmagical weapons is reduced by 3


points.

At higher levels.
ACCELERATED HEALING (CLERIC 2,
For each level of the spell slot you expend,
DRUID 2) your AC increases by +1 against that attack.
2nd-level transmutation (ritual)
Casting Time: 1 Minute
Range: Touch Baleful Glare (Bard 0, Warlock 0,
Components: V, S Wizard 0)
Duration: 24 hours Enchantment cantrip
Casting Time: 1 Action
You speed up the natural healing of a Range: Self
creature you touch. When the affected Components: S
creature expends Hit Dice to recover hit Duration: Concentration, up to 1 minute
points, it gains the maximum possible
amount on each die. In addition, the You exude supernatural menace that
creature regains all expended Hit Dice after unnerves those around you. Your voice
a long rest. undergoes a slight but noticeable change,
and your facial features take on subtle hints
of your choice of a fiendish, undead, or
ARMOR OF FAITH (CLERIC 1) celestial features. As long as you maintain
1st-level abjuration
concentration with this spell, you gain
Casting Time: 1 Action
advantage on Charisma (Intimidate) checks.
Range: Self
While this spell remains active, however, you
Components: V, S, M (piece of cloth with
suffer disadvantage on all Charisma
holy text stitched into it)
(Persuasion) checks.
Duration: Concentration, up to 10 minutes

This spell forms a shimmering, radiant field BONE SPURS (WIZARD 2)


around you like a suit of armor. As long as 2nd-level necromancy
you maintain this spell, each time a weapon Casting Time: 1 Action
attack would hit you, as a reaction you can Range: 30 feet
expend a 1st-level spell slot to either gain Components: V, S, M (bone shard)
resistance against the triggering attack or Duration: Concentration, up to 1 minute
increase your AC by +1. If the increased AC
would cause the attack to miss, then the Large, jagged bone spurs erupt from the
attack misses instead. You must declare feet and ankles of a creature you can see
your choice before the GM announces the within range. The creature must make a
damage from this attack. Constitution saving throw or suffer 2d10

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necrotic damage. In addition, the creature’s motion to rip its heart free from its chest.
speed is halved, and it suffers 1d8 piercing The target must make a Constitution saving
damage each round it moves more than five throw. On a failed save, it takes 8d6 necrotic
feet. damage, or half as much damage on a
successful save. If the creature fails this save,
At Higher Levels. each round as a bonus action you can inflict
When you cast this spell using a spell slot of an additional 4d6 necrotic damage against
3rd level or higher, the damage inflicted it. Each round at the end of its turn, the
when the target creature moves increases creature can attempt another saving throw
by 1d8 for each slot level above 2nd. to end the effect. If the target reaches 0 hit
points, its heart bursts free from its chest
and flies into your waiting palm, still
CIRCLE OF SERPENTS (CLERIC 2, DRUID beating, at which time the creature dies.
2, RANGER 2)
2nd-level conjuration DEATH FOG (WIZARD 5)
Casting Time: 1 Action 5th-level necromancy
Range: 90 feet Casting Time: 1 Action
Components: V, S, M (snake scale) Range: 120 feet
Duration: 1 minute Components: V, S
Duration: Concentration, up to 1 minute
Snakes crawl from the ground, writhing and
slithering in a circle around a creature you When you cast this spell, a pale fog rises
can see within range. The snakes do not from the ground to fill a 20-foot-radius
attack or otherwise harm the creature unless sphere at a point you can see within range.
the creature steps outside the circle, at Each round a living creature begins its turn
which time the snakes attack using your inside this fog, they must roll a Constitution
reaction. They use your spell attack bonus. If saving throw or suffer 5d6 necrotic damage.
they hit, the target takes 5d6 poison The fog changes color to become
damage, after which the spell ends. The increasingly dark red the more damage it
snakes do not attack other creatures, even if inflicts.
they enter or leave the target creature’s
space. As an action, you can move the fog cloud
up to 60 feet, but if it moves out of range,
the spell ends immediately.
CLUTCH THE HEART (CLERIC 6,
SORCERER 6, WARLOCK 6, WIZARD 6) Any round you or any of your chosen allies
th
6 -level necromancy start their turn within the cloud, you each
Casting Time: 1 Action gain 3 temporary hit points, but only if the
Range: 60 feet cloud inflicted damage on enemies in a
Components: V, S previous round.
Duration: Concentration, up to 1 minute
At Higher Levels.
You stretch forth your hand towards an When you cast this spell using a spell slot of
enemy creature you can see in range and 6th level or higher, the damage increases by
6
1d6 and the temporary hit points increase the affected creature, protecting them from
by 2 for each slot level above 5th. one of the elements. When the target
creature is subjected to an effect that inflicts
EYE OF THE STORM (CLERIC 5, DRUID 5, acid, cold, fire, or lightning damage, they
gain resistance against that type of damage.
SORCERER 5)
For example, if you are caught in a cone of
5th-level abjuration
cold, you gain resistance to cold damage.
Casting Time: 1 Reaction
Range: 30 feet
Components: V, S FORETOLD DOOM (BARD 3, CLERIC 3,
Duration: Instantaneous
DRUID 3, WARLOCK 3, WIZARD 3)
2nd-level enchantment
For a brief moment, this spell causes
Casting Time: 1 Action
incoming destructive
Range: 60 feet
energies to flow around
Components: V, S
Duration: Concentration, up to 1 hour

You inform a creature that can hear your


voice the circumstances of its
impending demise. If the creature
fails a Wisdom saving throw, it
believes your prognostication and
lives in fear of this unavoidable
doom. As part of this spell, you name
a type of creature (such as a scorpion,
snake, horse, orc, etc.), object (for
example, a sword or a suit of armor),
or hazard (such as fire, a
thunderstorm, or ice). As long as the
spell remains in effect, whenever the
target creatures see the source of its
supposed doom, it becomes frightened.

Once the creature encounters the source


of its fear, it can attempt a new saving
throw at the end of each of its turns to
break the spell’s effect.

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GLASSTEEL (SORCERER 8, WIZARD 8) as this spell remains in effect, you can cast
8th-level transmutation cure wounds on that creature up to a range
Casting Time: 1 Action of 60 feet. The creature need not be within
Range: Touch sight, and you do not need line of effect to
Components: V, S, M (piece of glass and your healing partner.
piece of steel)
Duration: Permanent If the other creature can also cast cure
wounds, it can cast it on you up to a range
You transform a piece of crystal or glass to of 60 feet.
have the toughness and resilience of steel.
You can affect one window-sized piece of ICE CALTROPS (DRUID 1, RANGER 1,
transparent material no larger than 3 feet SORCERER 1)
tall by 2 feet wide and an inch thick. 1st-level conjuration
Glassteel has an AC of 20 with 28 (8d6) hit Casting Time: 1 Action
points, as well as resistance to piercing and Range: 60 feet
slashing attacks made by nonmagical Components: V, S
weapons that aren’t adamantine. Duration: 1 minute

GUIDING ARROW (RANGER 1) Razor-sharp ice caltrops cover the ground in


st
1 -level divination a 20-foot-radius square staring from a point
Casting Time: 1 Bonus Action within range. For the duration, any creature
Range: Touch that moves into or through the area of
Components: V effect must make a Dexterity saving throw
Duration: Concentration, up to 1 minute or take 2d6 piercing and 1d6 cold damage.
The area of effect becomes difficult terrain.
You cast this spell on an arrow or similar
piece of ammunition and then fire it at a At Higher Levels.
chosen target. If the arrow hits, you have When you cast this spell using a spell slot of
advantage on ranged weapon attacks 2nd level or higher, the piercing and cold
against that target as long as this spell damage increases by 1d6 for each slot level
remains in effect. If the target spends an above 1st.
action to remove the guiding arrow, this
spell ends immediately. KISS OF THE VARGOUILLE (WARLOCK 5,
WIZARD 5)
HEALING DYAD (CLERIC 4, PALADIN 4) 5th-level necromancy
4th-level abjuration Casting Time: 1 Action
Casting Time: 1 Action Range: Touch
Range: Touch Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
This horrific spell forces a temporary change
You forge a magical connection between in a Large-sized or smaller humanoid
yourself and a creature you touch. As long creature you touch, causing its head to tear

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free from its body and attack your enemies. MEMENTO MORI (BARD 2, CLERIC 2,
The target must make a Constitution saving
WARLOCK 2)
throw. If it fails, it becomes incapacitated
2nd-level divination
and its head rips free of its body and
Casting Time: 1 Action
transforms into a vargouille—a bat-winged,
Range: Touch
undead severed head. Each round, as a
Components: V, S, M (small talisman)
bonus action you can mentally command
Duration: Permanent
the severed head to fly at a speed of 20 feet,
or you can mentally command it to attack
With this spell you enchant a talisman or
another creature you can see. The vargouille
memento and link it to a creature you
makes a melee weapon attack using your
touch. Thereafter, regardless of the distance
spell attack modifier. If the vargouille hits, it
between you and the creature, the talisman
inflicts 1d6 piercing damage plus 3d6
changes color and appearance based on the
poison damage. The head is AC 12 and has
creature’s health. If the creature suffers a
hit points equal to your spellcasting mod-
serious illness or poisoning, for example, the
ifier plus your character level. If the head or
talisman darkens in color and shows visible
body sustains enough damage to drop it to
cracks. If the creature dies, the memento
0 hit points, the spell ends immediately and
crumbles to ash. You do not know the
the target creature is restored to normal
specifics of the creature’s health or what
with its head intact once more.
threatens it, but you know whether it is in
mortal jeopardy or deceased. You can
The target of this spell can attempt a
maintain a number of enchanted talismans
Wisdom saving throw at the end of each of
equal to your proficiency bonus at a time.
its turns, with success ending this spell,
causing the vargouille to fly back to the
Material Component. The talisman to be
body and restoring the head to its body,
enchanted must have a value of 100 gp or
intact. Any damage the vargouille suffers
greater, but it can be fashioned of ceramic,
does not affect the target creature.
leather, metal, or wood in any shape or form
you desire. Clerics often use a holy symbol
LOCKJAW (DRUID 2, RANGER 2) of their faith as the object.
3rd-level necromancy
Casting Time: 1 Action
PARALYTIC SPITTLE (CLERIC 1, DRUID 1,
Range: 60 feet
Components: V, S SORCERER 1, WARLOCK 1)
Duration: Concentration, up to 1 minute 1st-level conjuration
Casting Time: 1 Action
You lock shut the jaw of a creature in range Range: 30 feet
that you can see. The creature must make a Components: V, S
Wisdom saving throw. If it fails, it loses the Duration: 1 round
use of any bite attack it possesses, and it
cannot cast spells with a verbal component. You spit a glob of paralytic spittle at a target
Each round at the beginning of its turn, the you can see within range. The creature must
creature can attempt the save again, with make a Constitution saving throw or be
success ending the spell. paralyzed until the start of your next turn.

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PROTECTION FROM NORMAL MISSILES thrown properties with ranges of 20 feet/60
feet. The leaf reverts to its natural form after
(CLERIC 3, SORCERER 3, WIZARD 3)
being thrown or when the spell expires.
3rd-level abjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

A creature warded by this spell gains several


benefits. First, ranged nonmagical weapon
attacks against the protected creature suffer
disadvantage, and second, the creature
gains resistance to damage from those
attacks.

QUICK ARMOR (CLERIC 1, PALADIN 1)


1st-level conjuration
Casting Time: 1 Reaction
Range: 30 feet
Components: V
Duration: Instantaneous

With a motion, you animate the armor of


one or more willing creatures, allowing
them to don their armor instantly. Both the
suits of armor and their intended wearers
must be within range for this spell to work,
and a creature cannot already be wearing
armor. Alternatively, you can reverse the
spell so that creatures doff their armor
instantly. The doffed pieces end up stacked
neatly adjacent to the wearer.

RAZOR LEAF (DRUID 0)


Transmutation cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: 1 minute

Your touch transforms a leaf into a rigid, Visit us at www.totalpartykill.games


razor-edged weapon equivalent to a
for more products, spell cards, dice
and more!
dagger. The leaf has the finesse, light, and

10
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