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Volume 2

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
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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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Introduction Spell List
The Libram of Lost Spells, vol. II leaves off
Anchor Arrow (Druid 2, Ranger 2)
where volume I ends. Within these
Archer’s Intuition (Ranger 1)
moldering pages are twenty new spells ready
Ashen Waste (Sorcerer 3, Wizard 3)
to be unveiled in your campaigns, torn from
Barbed Flesh (Druid 1, Ranger 1, Sorcerer
the pages of history and resurrected to life
1, Warlock 1)
once more at your table.
Call of the Grave (Cleric 3, Wizard 3)
Cloak of Mists (Druid 2, Sorcerer 2, Wizard
2)
Fire Charm (Bard 4, Sorcerer 4)
Hear Heartbeat (Druid 2, Ranger 2, Wizard
2)
Hold Portal (Sorcerer 1, Wizard 1)
Inexorable Decay (Cleric 3, Sorcerer 3,
Warlock 3, Wizard 3)
Massmorph (Wizard 4)
Part the Forest (Druid 3, Ranger 3)
Rain of Poison Toads (Druid 3, Warlock 3)
Ravenous Roots (Druid 8)
Repulsion (Sorcerer 6, Wizard 6)
Rumored Demise (Bard 1, Wizard 1)
Secrets in Ink (Bard 1, Wizard 1)
Shadow Breath (Warlock 1)
Sleep of the Dead (Cleric 9, Druid 9,
Warlock 9, Wizard 9)
Spell Skull (Warlock 5, Wizard 5)
Wall of Darkness (Sorcerer 5, Warlock 5,
Wizard 5)
ASHEN WASTE (SORCERER 3, WIZARD
The Libram of Lost 3)
3rd-level conjuration

Spells, Vol. II Casting Time: 1 Action


Range: 150 feet
Components: V, S, M (handful of ash)
Duration: Concentration, up to 10 minutes
ANCHOR ARROW (DRUID 2, RANGER 2)
2nd-level enchantment A heavy shower of ash descends on
Casting Time: 1 Bonus Action everything in a 20-foot-radius, 20-foot-high
Range: Touch cylinder centered on a point within range.
Components: V, S, M (arrow) The area of effect is heavily obscured and a
Duration: Concentration, up to 1 minute creature in the area suffers from the blinded
condition, even if it possesses darkvision.
You enchant an arrow such that a target The ash turns the area of effect into difficult
believes it is pinned to the spot. When the terrain for the duration of the spell.
affected arrow hits a creature as part of a
ranged weapon attack, the target must BARBED FLESH (DRUID 1, RANGER 1,
make a Wisdom saving throw. If it fails, it
becomes restrained. The creature can repeat
SORCERER 1, WARLOCK 1)
1st-level transmutation
this saving throw as a move action at the
Casting Time: 1 Reaction
start of each its turns, with a success ending
Range: Self
the spell. The arrow loses its enchantment,
Components: V, S, M (rose thorn)
whether fired or not, when the spell ends.
Duration: 1 minute

ARCHER’S INTUITION (RANGER 1) Dozens of barbed thorns erupt from your


1st-level enchantment skin. Any creature that attacks you with a
Casting Time: 1 Bonus Action melee weapon attack suffers 1d6 piercing
Range: Self damage with each hit. A creature that is
Components: V, S, M (bow or crossbow) grappling you automatically suffers this
Duration: Concentration, up to 1 minute damage at the end of each it remains
grappled with you.
You suddenly gain uncanny skill and
intuition with bows and crossbows. While At Higher Levels. When you cast this spell
this spell is active, you do not suffer using a spell slot of 2nd level or higher, the
disadvantage for making ranged attacks damage inflicted when the target creature
when adjacent to foes. You threaten all moves increases by 1d6 for each slot level
squares within 10’, and may use your above 1st.
ranged weapon to make opportunity attacks
against foes that exit that threatened area.
CALL OF THE GRAVE (CLERIC 3, WIZARD suffer disadvantage on their attack rolls, but
it imposes no penalties on your vision or
3)
attacks. As a bonus action, you can shift the
3rd-level necromancy
mists to wrap around another creature you
Casting Time: 1 Action
touch, transferring the protection to them
Range: 60 feet
until the spell ends or you summon the
Components: V, S, M (grave dirt)
mists back to you, as a bonus action.
Duration: Concentration, up to 1 minute

This spell acts like a siren song, luring an FIRE CHARM (BARD 4, SORCERER 4)
undead creature back to the cold, silent 4th-level enchantment
comfort of its grave. An undead creature Casting Time: 1 Action
you choose within range must succeed at a Range: 10 feet
Charisma saving throw or begin moving Components: V, S, M (piece of colored silk)
towards a space you can see within range. Duration: Concentration, up to 1
Each round, an affected creature can only round/level
use the Dash action, or it can use its action
to escape from an effect that prevents it You place a hypnotic charm upon a normal
from moving such as a grapple. The target fire, such as a torch or bonfire. A brilliant,
takes the most direct route to the target multicolored curtain of light dances around
space, but it will not enter or pass through a the flames. Any creature within 30 feet,
dangerous space, such as a pool of lava or other than those you designate, must roll a
an obvious trap. Once the affected creature Wisdom saving throw or become unable to
reaches this space, it remains there until the look away for the spell’s duration. All
spell ends. If you are any of your allies creatures entranced by this spell are also
attack the target, this spell ends affected by a suggestion (as per the spell) of
immediately. your choice. Any attack against a charmed
creature automatically breaks them free of
At Higher Levels. When you cast this using both the charm and the suggestion.
a slot of 4th level or higher, you can affect
one additional undead creature for each slot Likewise, any action that blocks an affected
level above 3rd. creature’s line of sight to the flames ends
the spell’s effects on them. An affected
creature can attempt a new saving throw at
CLOAK OF MISTS (DRUID 2, SORCERER
the end of each round, with a success
2, WIZARD 2) breaking them free from both the charm
2nd-level conjuration and the suggestion.
Casting Time: 1 Action
Range: Self
HEAR HEARTBEAT (DRUID 2, RANGER 2,
Components: V, S
Duration: Concentration, up to 1 hour WIZARD 2)
2nd-level divination
Tendrils of mist form wrap you protectively. Casting Time: 1 Action
As long as the mist hovers around you, Range: 30 feet
creatures targeting you with ranged attacks Components: V, S
Duration: Concentration, up to 1 minute INEXORABLE DECAY (CLERIC 3,
SORCERER 3, WARLOCK 3, WIZARD 3)
For the duration, you can hear the actual
3rd-level necromancy
heartbeat of each living creature within 30
Casting Time: 1 Bonus Action
feet of you. This allows you to discern the
Range: 30 feet
number of creatures in your vicinity, the
Components: V, S
general direction of each heartbeat. You
Duration: Concentration, up to 1 minute
also gain clues as to the size, overall health,
or emotional state based on the strength
An undead creature you can see within
and speed of each heartbeat. For example, a
range becomes susceptible to necrotic
larger animal has a correspondingly louder
damage. The undead must make a
heartbeat, a sickly or elderly individual has a
Constitution saving throw or it gains
slower, weaker heartbeat, and a creature in
vulnerability to necrotic damage. If the
emotional distress has an accelerated heart
undead possesses resistance to necrotic
rate.
damage, it loses that resistance for the
duration of this spell. If the undead has
While this spell remains in effect, you suffer
immunity to necrotic damage, it instead
disadvantage on Wisdom (Perception)
becomes resistant to necrotic damage for
checks as this spell demands most of your
the duration of this spell. The creature can
awareness. You do not hear your own
attempt a new saving throw at the end of
heartbeat with this spell, and all other
each of its turns to end this effect.
sounds other than heartbeats are muffled
and indistinct.
The spell does not penetrate barriers. MASSMORPH (WIZARD 4)
4th-level illusion
Casting Time: 1 Action
HOLD PORTAL (SORCERER 1, WIZARD 1)
Range: 120 feet
1st-level transmutation
Components: V, S, M (wood chips)
Casting Time: 1 Action
Duration: Concentration, up to 1 hour
Range: 60 feet
Components: S
You cast a powerful illusion that alters the
Duration: Instantaneous
appearance of every willing creature of
Medium size or smaller within a 60-foot
This spell instantly slams shut all doors,
cube. Each creature appears as a natural
portcullis, windows, and similar enclosures
object or feature of your choice, such as a
within range, locking them if they have a
tree, a rock, a mound of dirt, etc. You can
lock. These portals can still be opened,
have all creatures appear similar to one
unlocked, or smashed through normal
another, such as a copse of trees, or you can
means. The spell does not affect magical
have each creature appear as a different
doors or individual doors larger than ten
natural object. The illusion includes sounds,
feet wide by ten feet tall.
smells, and temperature considered normal
for the local environment.
This magic is powerful enough that other Components: V, S
creatures can move through the area of Duration: 8 hours
effect and even physically interact with the
images without revealing the illusion for With a wave of your hands, all trees, bushes,
what it is. Any creature hidden by the and other thick foliage move out of a 60-
illusion that moves or takes an action ceases foot-radius circle centered on a point you
to be part of the illusion and appears as choose within range. This creates a clearing
normal. If a creature protected by the or grove of sorts with nothing but light
illusion takes damage, however, any noise plant cover (such as grass). This removes all
they make or injuries they suffer remain natural cover and concealment, and also
hidden by the spell. creates a gap in the tree canopy overhead.
This spell has no effect on plant creatures.
When the spell ends, the foliage
A creature returns to its original positioning.
that uses its
action to RAIN OF POISON TOADS
examine the
(DRUID 3, WARLOCK 3)
image can
3rd-level conjuration
discover the
Casting Time: 1 Action
illusion with a
Range: 120 feet
successful
Components: V, S, M
Intelligence
(dried toad’s leg)
Duration: Concentration,
up to 1 minute
(Investigation)
Until the spell ends, bloated
or Intelligence
poisonous toads plummet
(Nature) check
from the sky in a 20-foot-tall
against your
cylinder with a 30-foot radius
spell save DC. If
centered on a point you choose
a creature
within range. These toads strike the
discerns the illusion,
ground and burst, spreading poisonous
it can see through
goo everywhere. The area becomes heavily
the image.
obscured and the ground is considered
difficult terrain for the duration of the spell.
At Higher Levels. When you
th When a creature enters the spell’s area for
cast this spell with a spell slot of 6 level or
the first time on a turn or starts its turn
higher, the spell lasts up to 8 hours, without
there, it must make a Constitution saving
requiring concentration on your part.
throw. On a failed save, it takes 1d12 poison
damage.
PART THE FOREST (DRUID 3, RANGER 3)
3rd-level transmutation (ritual) At Higher Levels. When you cast this spell
Casting Time: 1 Action using a spell slot of 4th level or higher, the
Range: 120 feet
damage increases by 1d12 for every two REPULSION (SORCERER 6, WIZARD 6)
slot levels above 3rd. 6th-level abjuration
Casting Time: 1 Action
RAVENOUS ROOTS (DRUID 8) Range: Self
8th-level conjuration Components: V, S, M (small magnet)
Casting Time: 1 Action Duration: Concentration, up 1 minute
Range: Touch
Components: V, S, M (root strand) You surround yourself with a sphere of
Duration: Concentration, up to 1 minute invisible force with a radius of up to 60 feet
centered on your space. A creature that
With a touch, you cause a hungry, fast- starts its turn inside or attempts to enter this
growing network of roots to burrow area of effect must make a Strength saving
through your target’s body. These roots throw or be incapable of moving closer to
suck blood and entwine themselves around you as long as the spell continues. This spell
the victim’s organs. The creature must make does not otherwise impede a creature’s
a Constitution saving throw. If it fails, it movement or actions, and does not force a
takes 6d6 piercing damage and gains a level creature away from you if you move closer
of exhaustion from the agonizing pain. On a to its space. At the end of each of its turns, a
successful save, it takes half as much creature in the area of effect can make
damage and isn’t exhausted, and the spell another Strength saving throw. On a
ends. success, the spell ends on that target.

If the creature fails this initial saving throw, RUMORED DEMISE (BARD 1, WIZARD 1)
each round thereafter it suffers 4d6 piercing 1st-level enchantment
damage and effects at the beginning of Casting Time: 1 Action
your turn, as described below. After each Range: Touch
effect, the creature can attempt a new Components: V, S, M (crushed mint leaves)
Constitution saving throw, with success Duration: Concentration, up to 1 hour
ending the spell.
For the next hour, you can spread word to
Round 2: The creature gains a level of each person you meet regarding the tragic
exhaustion. death of someone they know. Each person
Round 3: The creature gains a level of you communicate with about this death
exhaustion and becomes restrained. must make a Wisdom saving throw. If a
Round 4-6: The creature gains a level of creature fails, they believe your story and
exhaustion each round. will continue to do so as long as the spell
remains active and will probably spread the
If the creature reaches 0 hit points before word to others. If, however, they have a
the spell ends, or if it gains six levels of close relationship with the person you
exhaustion, it dies and becomes report as deceased, they receive advantage
permanently planted in the spot where it on the saving throw.
perished, with thick, gnarled roots growing
in and out from its torso and limbs.
SECRETS IN INK (BARD 1, WIZARD 1) SHADOW BREATH (WARLOCK 1)
st
1 -level divination (ritual) 1st-level transmutation
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: Self
Components: V, S, M (bottle of ink worth Components: V, S
50 gp, consumed in the casting) Duration: Concentration, up to 1 minute
Duration: Until dispelled
You inhale the shadows and darkness
You touch a jar of ink and imbue it with surrounding you in a 20-foot-radius sphere
magic. Thereafter, when you touch the ink centered on your space and fill this area
and speak the command word, the vial with magical bright light. This area of effect
observes visible events, such as the arrival of moves with you as long as you maintain this
a creature, as well as audible noises, such as spell. In addition, if you cast this spell while
a conversation, made within 30 feet of it, up within an area affected by magical darkness
to a length of 4 hours, after which it (such as the darkness spell), you remove the
changes to a color of your choice. If nothing magical darkness in your spell’s area of
occurred in the vial’s presence since the effect, restoring normal lighting conditions
command word, the ink does not change for that area.
color. The spell does not record minor
noises or movements, such as the shifting of Once as a bonus action while this spell
shadows or the sound of the wind. remains in effect, you can exhale the
shadows and darkness. When you do so, a
Thereafter, when you pour the ink over 20-foot-radius sphere centered on your
blank paper or a similar surface, it forms space darkens from an area of bright light
letters and sentences and constructs a to one of dim light, or from an area of dim
written account—in a language you can light to one of darkness for as long as you
read—of everything it observed during the maintain concentration. This area of
allotted time frame. The ink cannot perceive darkness remains stationary. You can see
anything the caster could not perceive; if the through this area as if it were illuminated by
caster does not have darkvision, then the bright light.
ink cannot see in the dark, for example. The
ink records only noises and motions that it SLEEP OF THE DEAD (CLERIC 9, DRUID 9,
can describe, and it cannot draw
WARLOCK 9, WIZARD 9)
conclusions. Thus, it could not explain that
9th-level necromancy
an invisible creature entered the room it
Casting Time: 1 Action
occupied, but it could describe any noises
Range: Touch
created or objects disturbed.
Components: V, S, M (poisoned apple)
Duration: Until dispelled
The ink’s observations are limited to the
range described above and require line of
You touch a creature and place them in a
sight.
lasting slumber. The target creature must
make a Charisma saving throw or fall into
magical sleep. While asleep, the creature
does not need to eat, drink, or breathe, and Components: V, S, M (piece of obsidian,
it does not age. Furthermore, the creature shattered in the casting)
cannot be damaged or killed in any way. Duration: Concentration, up to 10 minutes
The target gains a new save at the end of
each month that passes. Only a wish or You create a wall of absolute darkness on a
similar magic can break this curse, although solid surface within range. You can form it
you can end the spell at any time. into a hemispherical dome or sphere with a
radius of up to 10 feet, or you can shape a
SPELL SKULL (WARLOCK 5, WIZARD 5) flat surface made up of ten 10-foot-square
5th-level transmutation panels. Each panel must be contiguous with
Casting Time: 1 Action another panel. Regardless of form, the wall
Range: Touch is 1 foot thick and lasts for the duration. No
Components: V, S, M (skull) light passes through the wall.
Duration: Concentration, up to 1 minute
If the wall appears in a creature’s space
This spell animates a skull and allows you to when it appears, the creature in that space is
implant a spell into it. After you cast this shoved to your choice of one side of the
spell, the skull levitates and remains in your wall or the other and must make a
space until you command otherwise. You Constitution saving throw. On a failed save,
can cast another spell of 3rd level or lower the creature takes 4d6 necrotic damage and
into the skull (although you can cast this 4d6 cold damage and gain a level of
spell using a higher-level slot for increased exhaustion. A creature that succeeds on its
effect). This second spell does not take save takes half as much damage and does
effect until you wish it. As a bonus action, not gain an exhaustion level. A creature
you can mentally order the skull to fly at a takes this same damage when it enters the
speed of 30 feet, but the skull must remain wall for the first time on a turn or ends its
within 120 feet of you. You can mentally turn there.
command the implanted spell to trigger as a
bonus action, with the skull serving as that Any nonmagical light source that touches or
spell’s point of origin, at which point the enters the wall is immediately extinguished.
spell skull ends. The implanted spell cannot A magical light ceases producing light as
be one that targets individual creatures, long as it remains within the wall’s space.
such as acid arrow or chill touch, and it must
have a duration of instantaneous. If you end At Higher Levels. When you cast this spell
this spell or cease concentrating on it, any using a spell slot of 6th level or higher, the
implanted spell is lost without effect. damage increases by 1d6 for both cold and
necrotic damage for every two slot levels
above 5th.
WALL OF DARKNESS (SORCERER 5,
WARLOCK 5, WIZARD 5)
5th-level evocation
Casting Time: 1 Action
Range: 120 feet
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