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FORBIDDEN
LIST OF SPELLS
Caliban’s Crawling Claw
Conjure Shadow
SPELLS Contaminate
Corpse Trap
Corrupt Beast
DELVE INTO THE DARK ARTS
Dark Omens
Desecrate
Disarm Senses
For as many heroic paladins there are that Dominate Thrall
do battle on the plains of day, for as many Face of Darkness
wizards that build towering cities and bards Gather Blood
that bring joy and laughter--for all the good Halting Heart
that magic can achieve, there will always be Hands of the Grave
a dark shadow of its evil nature. If magic in Inflict Terrible Wounds
the hands of good people can create Intoxicating Touch
wonders, the opposite must also be true: Lesser Phylactery
magic can also enable the evil to create Lunar Madness
nightmares beyond imagination. Nightmare Terrain
The spells in this collection are considered Parasitic Curse
“forbidden”--be it because they are banned Puppet Strings
from practice in any wizard’s academy or Ray of Rotting
mage’s guild worth its salt, or because the Shadow Step
details of their performance are hidden Snakechange
away in dark tomes like the Necronomicon Snare of Barbs
or the Book of Vile Darkness. That does not Spying Skull
necessarily damn any caster who uses Unholy Weapon
them to a life of evil--after all, sometimes a
horrific crime deserves an equally horrific
punishment--but it is worth considering the
effect casting such grotesque spells with
any regularity has on the mind of a magic
user.
SPELL DESCRIPTIONS inanimate and can take no actions, except
to be reattached to your wrist.
CONJURE SHADOW
CALIBAN’S CRAWLING CLAW 3rd-level conjuration
2nd-level necromancy (ritual)
Time: 1 action
Time: 1 action Range: 60 feet
Range: Self Components: V, S, M (a chunk of charcoal)
Components: V, S, M (a silver dagger) Duration: Concentration, up to 1 hour
Duration: Instantaneous
You summon shadows to do your bidding
With one sweeping motion, you sever your within range. Choose up to four Small or
hand, which drops to the ground and Medium creatures you can see within range;
animates as a crawling claw. The wound on the shadows of those creatures detach from
your wrist closes instantly. their bodies and become living shadows
The crawling claw acts independently of under your control.
you, but it obeys your commands. It can A summoned shadow disappears when it
receive commands telepathically over any drops to 0 hit points or when the spell ends.
distance, so long as its on the same plane The summoned creatures are friendly to
of existence as you. In combat, it rolls its you, but not necessarily to your
own initiative and acts on its own turn. The companions. Roll initiative for the
claw can attack and take other actions as summoned creatures as a group, which has
normal, as well as manipulating objects, its own turns. They obey any verbal
such as opening doors, turning locks, and commands that you issue to them (no action
fetching items. The crawling claw can required by you). If you don’t issue any
activate magic items, but if they require commands to them, they will converge on
attunement in order to be used, you must be the nearest creature and use their action to
attuned to them. If the crawling claw is attack.
holding an item, it can still walk, but it loses The DM has the shadow’s statistics, which
its climbing speed. are as normal save for one change: the
Additionally, when you cast a spell with a shadow’s Strength Drain action still deals
range of touch, the crawling claw can damage, but causes no reduction in a
deliver the spell as if it had cast the spell. target’s Strength score. If a creature is killed
The claw must use its reaction to deliver the by the shadow’s Strength Drain, it becomes
spell when you cast it. If the spell requires a shadow 1d4 hours later, but is not under
an attack roll, you use your attack modifier your control.
for the roll.
The claw lasts until it is placed next to At Higher Levels. When you cast this spell
your wrist, where it can be reattached as a using a spell slot of 4th level or higher, the
bonus action, leaving only a faint scar. If the number of shadows you can create
claw drops to 0 hit points, it becomes increases by one for every slot level above
3rd.
CONTAMINATE If you choose no condition, the undead lies
3rd-level necromancy dormant until a creature makes an
Intelligence (Investigation) check to inspect
Time: 1 action the body, at which point it attacks the
Range: 60 feet inspecting creature.
Components: V, S The undead lasts until it is reduced to 0 hit
Duration: 10 minutes points. If the undead is active but not dead
after the spell’s duration ends, you lose
You contaminate a creature you can see control of it, and it becomes hostile to you. If
within range with an infectious disease that the condition hasn’t been met within the
wracks the body. The target must succeed spell’s duration, the corpse fails to
on a Constitution saving throw or be reanimate.
poisoned for the duration. Additionally, if a
creature starts its turn within 5 feet of a At Higher Levels. When you cast this spell
creature poisoned by this spell, it must also using a spell slot of 5th level or higher, you
succeed on a Constitution saving throw or animate two additional undead for each slot
become poisoned. level above 4th. Each of the creatures must
come from a different corpse or pile of
CORPSE TRAP bones, and is activated by the same
4th-level necromancy condition.
You attempt to trap a creature in an illusory At Higher Levels. When you cast this spell
nightmare dimension. One creature you can using a spell slot of 5th level or higher, the
see within range must make an Intelligence damage it deals increases by 1d6 for every
saving throw. The target succeeds two slot levels above 3rd.
automatically if it is immune to being
charmed. On a successful save, the target PUPPET STRINGS
takes 5d10 psychic damage, and the spell 3rd-level enchantment
ends. On a failed save, the target takes
5d10 psychic damage, and perceives the Time: 1 action
world around it as a nightmarish collage of Range: 60 feet
moaning faces, spires of flesh and bone, Components: V, S, M (a spool of thread)
and horrible creatures beyond description. Duration: Concentration, up to 1 minute
For the duration, the target can see and
You attach a set of spectral puppet strings
hear nothing but you, itself, and the horrors
to a creature within range, compelling it to
created by this illusion. If the target is
move at your whim. The target must
damaged by something other than you, it
succeed on a Wisdom saving throw or be
perceives this damage as originating from
charmed by you for the duration. At the
its horrible surroundings, and takes an
beginning of a charmed creature’s turn, you
additional 2d10 psychic damage on top of
choose where it moves, which it does in a
whatever damage the effect deals. When
stilted manner, like a marionette being
the target takes damage in this way, it can
manipulated by its strings.
repeat its saving throw, ending the illusion
If the target takes damage, or if its
on a success.
spectral puppet strings are attacked by a
magic weapon, it can repeat its saving
PARASITIC CURSE
throw, ending the effect on itself on a
3rd-level necromancy
success.
Time: 1 bonus action
At Higher Levels. When you cast this spell
Range: 60 feet
using a spell slot of 4th level or higher, you
can designate one additional creature for SNAKECHANGE
each slot level above 3rd. Each creature 2nd-level transmutation
must be within 60 feet of each other when
the spell is cast. Time: 1 action
Range: 60 feet
RAY OF ROTTING Components: V, S, M (a snake tooth)
2nd-level necromancy Duration: Concentration, up to 1 minute