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CREDITS

Designer: Lauren Southworth


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Hirsbrunner
Special Thanks: to all my players who believed in me and
relentlessly prodded me to create this content for DMs guild
and helped playtest it.
Playtesters: Stuart Orman, Emer Crawford-Thompson, Lewis
Howard, Daniel J Wild, Helen Greenhowe, Alexander
Penfold

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ON THE COVER
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.

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TABLE OF CONTENTS
Contents
Credits ................................................................................ 1
Table of Contents............................................................... 2
Contents ............................................................................. 2
Spell List ............................................................................. 3

Hi everyone! thank you so much for your interest in my first supplement for GMs Guild. I hope you enjoy and have
lots of fun with the spells I’ve made as well as some notes from the titular Arcanist T’zarran from my home game.
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SPELL LIST into an ice sculpture in their likeness. This spell has no
effect on targets that do not have blood.

The spells presented are a mixture of arcane and divine Target’s may reroll their constitution saving throw at
spells and are presented in ascending spell level order. the end of each of their turns.
Classes that can cast this spell are listed in the spell
description. Where only specific subclasses have access
to the spell, the subclass is listed in parenthesis. CURSED CALL
1st-level Divination
DISCOMBOBULATE Casting Time: 1 action
Cantrip- Enchantment Range: 60ft
Casting Time: 1 action Components: V, S
Range: 30ft Duration: Concentration, up to 1 minute
Components: V, S Classes: Wizard (school of divination), Cleric
Duration: instantaneous (knowledge domain, grave domain), Bard (college of
Classes: Sorcerer, Warlock, Wizard, Artificer whispers), Blood hunter (order of the profane soul),
Druid (circle of stars)
This spell attempts to overload the target’s mind with
The caster chooses a creature they can see within range
dizzying information, making it difficult to concentrate.
and mystically marks them. While this spell is active
You overwhelm one target you can see within range’s
(including the turn in which this spell is cast) the caster
mind with psychic energy. The target must succeed on a
may make one of the following predictions as a bonus
wisdom saving throw, gaining disadvantage on spell
action. If the caster guesses correctly, the target takes
concentration checks till the end of your next turn.
1d6 force damage, if the caster guesses wrong, the target
takes no damage, but the spell continues.

PSYCHIC RIPOSTE - Hunt: You predict that the target will make an attack
Cantrip- Illusion
- Journey: You predict the target will move
Casting Time: 1 reaction - Rest: You predict that the target will do nothing
Range: Self
Components: S, M* When you cast this spell using a spell slot of 2nd level or
(a melee weapon worth at least 1 gold) higher, the base damage increases by 1d6 for each slot
Duration: 1 round level above 1st
Classes: Bard, Sorcerer, Warlock, Wizard, Artificer

Upon being targeted by a melee attack within 5ft of the


caster, the caster may brandish the weapon used in the
DESPAIR
1st-level enchantment
spell’s casting and make a melee attack with it against
the attacking target. On a hit, the target suffers the Casting Time: 1 action
weapon’s attack’s normal effects and then becomes Range: 30ft
wreathed in shadowy illusions until the end of your next Components: V, S
turn. While shrouded with these illusions, the target Duration: Concentration, up to 1 minute
cannot take reactions. Classes: Bard, Warlock, Wizard, Sorcerer (shadow
sorcerer, Cleric (death domain)
At 5th level, the melee attack deals an additional 1d6
A creature of your choice that can hear you within range
psychic damage to the target on a hit. Damage rolls
must pass a wisdom saving throw, on failing the save,
increase by 1d6 at 11th level (2d6) and again at 17th level
the target is overcome with feelings of intense sorrow
(3d6)
and grief at real or illusionary events, the target falls
prone, unable to stand (but is still able to crawl) has the

BLOOD TO ICE
frightened condition. A creature with an intelligence
score of 4 or less is not affected.
1st-level transmutation
Casting Time: 1 action At the end of each of it’s turns, the affected target may
Range: 60ft re-roll its wisdom saving throw, with advantage if they
Components: V, S, M* received healing effects or other roleplayed out
(a vial of the casters own blood mixed with snowmelt) encouragement (at GM’s discretion) or disadvantage if
Duration: Concentration, up to 1 minute they took damage. On a success, the spell ends, on
Classes: Bard, Wizard, Druid (circle of the land: arctic), failure, the target takes d4 psychic damage.
Sorcerer (storm sorcerer), Blood Hunter (order of the At higher levels, the caster may target one additional
profane soul), Warlock (pact of the genie, pact of the target that is within range and can hear the caster.
fathomless) correctly the target takes 1d6 force damage. If the caster
guesses wrong, then no damage is inflicted but the spell
The caster chooses a target that they can hear within
continues.
range and causes the blood within their body to freeze.
The target must succeed a constitution saving throw or
have their movement halved and take 2d8 cold damage.
Until the spell ends, you can use a bonus action on each
of your subsequent turns to cause this damage again. If a
creature is killed by this spell, their body is transmuted

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REPELLING SQUALL VITALITY FEINT
2nd-level Transmutation 3rd-level Necromancy (Ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 30 ft Range: Touch
Components: V, S Components: V, S, M*
Duration: instantaneous (* an hourglass worth at least 50 GP)
Classes: Druid, Sorcerer, Wizard, Cleric (tempest Duration: 1 hour
domain, nature domain), Paladin (oath of the open Classes: Warlock, Cleric (life domain, death domain,
sea, oath of the ancients) grave domain), Wizard (school of necromancy), Blood
Hunter (order of the profane soul)
The caster may center this spell on themselves or on a
point within 30ft that they can see. All medium or You touch a willing creature and deal 1d6 necrotic
smaller creatures within 5ft of this point must succeed damage that cannot be reduced in any way and store it
on a strength saving throw or suffer d6 thunder and d6 away. For the spell’s duration, the first time the target is
lightning damage, be pushed five feet away and be reduced to 0 hit points but not killed outright, the target
knocked prone. Targets that succeed the strength saving instead drops to 1 hit point instead they are immediately
throw are not pushed back or knocked prone and take granted temporary hit points equal to the damage dealt
half damage. by the vitality feint spell. These temporary hit points
Objects that are not being held or carried and weighing remain until removed by damage or until the spell’s
less than 10lbs within 5ft of the point are also pushed 5 duration ends.
feet away. Objects pushed in this way do not have enough
force to cause harm. Objects and creatures within the
point’s space are unaffected by the spell. STEEL-SONG’S SHIMMERING SHIELD
3rd- level Abjuration
LITANY OF RETRIBUTION Casting Time: 1 reaction
2nd-level Evocation
Range: 60ft
Casting Time: 1 action Components: V, S
Range: 30 ft Duration: instantaneous
Components: V, S Classes: Wizard, Cleric (arcana domain)
Duration: Concentration, up to 1 minute
When you or a chosen target that is in range that you can
Classes: Cleric, Paladin, Warlock (pact of the celestial),
see is struck by an attack, you may summon this
Sorcerer (divine soul)
shimmering spectral shield to protect the target. The
Caster may choose any number of targets equal to their spell grants the following effects against the triggering
spell casting modifier (minimum of 1) that must be able attack:
to hear them and be in range to be protected by the - +2 AC
litany. For As long as the spell remains, any attacker that - Resistance to fire, cold, acid, lightning, and
hits the targets with a melee attack receives 1d6 radiant poison damage
damage and must roll a constitution saving throw or be - Half cover until the end of the targets next turn
blinded till the end of the caster’s next turn.

When you cast this spell using a spell slot of 2nd level or
higher, the base damage increases by 1d6 for each slot
level above 1st

SENTINEL STONES
2nd- level Abjuration
Casting Time: 1 minute (ritual)
Range: touch
Components: V, S, M*
(smooth river stones) WREATH OF FLAME
Duration: 1 hour 3rd- level Transmutation
Classes: Cleric (nature domain, peace domain), Druid, Casting Time: 1 bonus action
Ranger, Paladin (oath of the watchers), Wizard Range: self
(school of abjuration) Components: V
Duration: concentration, up to 1 minute
The caster enchants 1d4 smooth river stones and
Classes: Blood hunter (order of the profane soul), Cleric
chooses one of the following types of creatures:
(forge domain, war domain), Druid (circle of wildfire),
aberrations, elementals, fey, fiends, or undead. Until the
Paladin (oath of conquest, oath of vengeance),
spell ends, the enchanted stone(s) magically alerts the
Sorcerer (draconic bloodline), Warlock (pact of the
holder whenever a tiny or larger creature of the chosen
fiend, pact of the hex blade), Wizard (school of
creature type enters within 20ft of the stone's bearer.
transmutation)
The alarm awakens the bearer if they are sleeping.
In addition, while the spell is active, those carrying the The caster wreathes themselves along with everything
stone can't be charmed, frightened, or possessed by the it's wearing and carrying, in magical flame. This flame
chosen creature type ignites flammable objects within 5ft of the target and
sheds bright light for 20 ft and dim light for an
When cast at higher levels, the spell duration is additional 20 ft. For the duration of the spell. In addition,
increased by an hour per additional spell slot used. when you move within 5 feet of a creature or an object

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that isn’t being worn or carried, it takes 1d6 fire damage. T’ZARRAN’S PHANTASMAL FEAST
A creature or object can take this damage only once 5th-level Illusion
during a turn. In addition, enemies suffer disadvantage
Casting Time: 10 minutes
on melee attack rolls (within 5 ft) and strength
Range: 30ft
(athletics) checks to grapple the caster.
Components: V, S, M*
(a bottle of red wine worth at least 100gp which the
When cast at higher levels, the damage increases by d6
spell consumes)
per spell level used.
Duration: instantaneous

CONJURE GUARD DRAKE Classes: Wizard, Warlock (pact of the fiend, pact of the
arch fey), Bard (college of glamour, college of
4th-level Conjuration
whispers)
Casting Time: 1 minute
Range: 90ft You craft from illusory shadows a glamourous, and
Components: V, S luxurious feast fit for nobility. This feast can feed up to
Duration: Concentration, up to 1 hour six people, any creature that eats or drinks from this
Classes: Druid, Wizard, Sorcerer (draconic bloodline), feast must roll a wisdom saving throw. On a failed save,
Ranger (drake warden) the target suffers one of the following effects (see table).
The caster is immune to the spell’s effects if they
You summon a draconic blooded guardian that partake in the feast. In addition, Undead and creatures
appears in unoccupied spaces that you can see within immune to being charmed are not affected by this spell.
range. You may choose one Guard Drake (caster’s choice
of color)
F EAST E FFECTS
A drake summoned by this spell disappears when it Dice result
drops to 0 hit points or when the spell ends. The (D6) Example
summoned creature is friendly to you and your
1 So Delicious! The target gains disadvantage on
companions. Roll initiative for the summoned creatures
as a group, which has its own turns. They obey any wisdom saving throws and wisdom ability
verbal commands that you issue to them (no action checks for the next hour
required by you). If you don't issue any commands to 2 Tipsy Giggles: The target becomes
them, they defend themselves from hostile creatures, incapacitated, giggling to themselves and only
but otherwise take no actions. able to move in random directions till the end
of the targets next turn
At Higher Levels. When you cast this spell using certain
3 Lulled: whether from the food, the drink or the
higher-level spell slots, you choose one of the
summoning options above, and more creatures appear:
company, the target falls into a magical sleep.
twice as many with a 6th-level slot and three times as The target is unconscious until the sleeper
many with an 8th-level slot. takes damage, or someone uses an action to
shake or slap the sleeper awake
4 Enthralled: the target becomes charmed by the
RALLYING CRY caster until the end of the targets next turn
4th- level Evocation
5 Slowed: Target moves at half speed and takes a
Casting Time: 1 bonus action -2 penalty to AC and dexterity saving throws
Range: 30ft
until the end of the targets next turn.
Components: V, S
Duration: instantaneous 6 Baneful vintage: target becomes poisoned and
Classes: Bard, Cleric, Fighter (eldritch knight), Paladin suffers a -2 penalty to attack rolls and ability
(not oath breaker) checks until the end of the target’s next turn

The caster sings or shouts out inspiring words to bolster


the hearts of their allies. Up to six creatures of your
choice that can hear you within range regain hit points BALEFUL DISMISSAL
equal to 2d6+ your spellcasting ability modifier. This 5th- level Conjuration
spell has no effect on undead or constructs. In addition,
Casting Time: 1 reaction
those who receive the healing effects of this spell have
advantage on saving throws against being frightened Range: 60ft
until the end of the caster's next turn. Components: V, S
Duration: instantaneous
At Higher Levels. When you cast this spell using a spell Classes: Bard, Cleric (trickery domain), Sorcerer,
slot of 5th level or higher, the healing increases by 1d6 Warlock, Wizard (school of conjuration)
for each slot level above 4th. When the caster or a friendly target that the caster can
see within 30ft is targeted by a melee attack, the attacker
must roll a constitution saving throw. On a failed saving
throw the caster teleports the attacker up to 60 feet to an
unoccupied space they can see. The chosen space must
be on a surface or in a liquid that can support the target
without the target having to squeeze.

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PLANAR REPOSITORY VAMPIRIC STORM
5th- Level conjuration 6th-level Necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60ft
Components: V, S, M* Components: V, S, M*
(* an exquisite scroll case, measuring at least 1ft, by (* a ceremonial knife with a ruby teardrop gem worth
1ft, by 1ft, constructed from rare materials worth at at least 500 gp)
least 5000gp, which must include materials not from Duration: Instantaneous
material plane. In addition, a key for the scroll case Classes: Warlock, Wizard (school of necromancy), Cleric
made from the same extra planar materials worth at (death domain, war domain), Blood hunter (order of
least 50gp) the profane soul), Paladin (oathbreaker)
Duration: Instantaneous
Classes: Bard, Warlock, Wizard, Artificer, Cleric A black thunderous cloud is summoned in a 60ft sphere
(knowledge domain, arcana domain, forge domain) centered on the caster and rains blood. All creatures
within the area (except for the caster) must make a
You keep an imbued scroll case within the ethereal
plane, you must touch the case and the key which acts as wisdom saving throw. On a failed save, all creatures
the material components for the spell. While the chest become frightened of the caster. Hostile targets within
remains on the ethereal plane, you can use an action and the area suffer 8d6 necrotic damage, taking half damage
touch the key to recall the case. You can send the chest on a successful one and are not affected by the
back to the ethereal plane by using an action and frightened effect.
touching the key to the case.
Upon being opened, the scroll case allows the caster to In addition, the caster may then do one of the following
draw on extra planar knowledge to attempt to cast a effects.
spell that they do not know or have prepared. The spell is
manifested as a scroll that only exists for a minute - Half of the total damage caused by this spell may
before being destroyed. The spell they choose must be on be used to heal targets of the caster’s choosing
the caster’s class’s spell list and of a level for which they that the caster can see within range, splitting the
have a spell slot. damage pool between targets.
To attempt to draw knowledge from the scroll case, the
caster must make an Intelligence (Arcana) check. The DC - The caster may raise up to five small or medium
is 10 + twice the level of the spell slot you expend to cast corpses that were killed by this spell as zombies
the spell. for one minute.
After 60 days, there is a cumulative 5 percent chance per
day that the spell's effect ends. This effect ends if you BESTIAL BEWITCHMENT
cast this spell again, if the key is destroyed, or if you 7th- level Enchantment
choose to end the spell as an action. If the spell ends and
Casting Time: 1 action
the scroll case is on the Ethereal Plane, it is irretrievably
Range: 60ft
lost.
Components: V, S, M*
( *a crystal model of an animal)

CAUSTIC DELUGE Duration: Concentration for 1 minute


Classes: Bard (college of eloquence), Sorcerer (aberrant
6th-level Evocation
mind), Warlock (pact of the arch fey, pact of the great
Casting Time: 1 action old one), Wizard
Range: 300 ft
Components: V, S, M* You blast the minds of up to six creatures that you can
(* a black crystal sphere) see within range, attempting to twist their intellect and
Duration: Instantaneous their minds to that of beasts, forcing them to take
Classes: Sorcerer, Wizard, Druid (circle of the land: intelligence saving throws- creatures of intelligence 4 or
swamp) Artificer (alchemist) less are unaffected.
On a failed save, the target creatures suffer 4d6 psychic
A sickly green-yellow cloud appears in a 60ft radius area damage and their minds become those of beasts. They
that the caster can see within range, raining acid down move on all fours, they unable to speak or understand
onto the area. Each creature within the area must make a languages save for grunts, growls, and howls, they are
constitution saving throw. On a failed save, a creature unable to cast spells, activate magical items and forget
takes 8d6 acid damage and any non-magical weapon or how to use tools and weapons- weapon attacks are made
armor currently being used, carried, or held by the target at disadvantage. Targets take half damage on a
suffers a permanent d6 penalty to their value (armor successful save.
value and damage rolls respectively).
Creatures affected by this spell can reroll their
At Higher Levels when you cast this spell using a spell intelligence saving throw at their end of their turns. This
slot of 7th level or higher, the damage increases by 1d6 spell can also be ended by greater restoration or heal
for each slot level above 6th. spells.

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FORETOLD WOE usual rate. This dream like echo is frozen in time- tied to
7th-level Divination the specified event. The people and objects conjured by
the spell cannot be interacted with in any way and are
Casting Time: 1 action
not aware of the caster or anyone else affected by the
Range: 20ft radius sphere within 150ft
spell.
Components: V, S, M*
(a fine crafted divination tool such as a tarot deck or
Your body in this dream like state resembles your
runes worth at least 100gp)
mortal form in almost every way, replicating your game
Duration: Concentration, up to 1 minutes
statistics and possessions. The principal difference is the
Classes: Bard (college of spirits), Warlock, Wizard
addition of silvery glowing eyes and a silvery cord that
(school of divination, school of necromancy), Cleric
extends from between your shoulder blades and trails
(death domain, grave domain),
behind you, fading to invisibility after 1 foot. This cord is
An ominous silvery blue mist curls around the caster, your tether to your material body. For as long as the
whispering strange omens before seeking out and tether remains intact, you can find your way back to your
lingering at the caster’s chosen point within range for body. If the cord is cut--something that can happen only
the duration of the spell. When the spell ends, either when an effect specifically states that it does--your soul
because the caster’s concentration is broken or because and body are separated, killing you instantly. If your
the caster chooses to end it, the mist explodes out into physical body dies in anyway while this spell is active,
shards of shadowy mirror glass that whistles around you are also killed instantly.
corners and seeks out those in its range.
Your dream self can move through the echo as easily
Each Creature in a 20ft radius sphere centered on that as they could in the material plane and any information
point must make a dexterity saving throw. A creature that is witnessed in the echo will be remembered upon
takes necrotic damage equal to the total accumulated waking. Though no objects or written information can be
damage on a failed save, or half as much on a successful retrieved. Your dream form is a separate incarnation.
save. The spell’s base damage is 12d6 If at the end of Any damage or other effects that apply to it have no
your turn the foretold woe has not struck, the damage effect on your physical body, nor do they persist when
increases by 1d6. you return to it.
The spell ends for you and your companions when you
If the mist is touched before the interval has expired, the use your action to dismiss it. When the spell ends, the
creature touching it must make a Dexterity saving throw. affected creature returns to its physical body, and it
On a failed save, the spell ends immediately, causing the awakens.
mists to attack. On a successful save, the creature can The spell might also end early for you or one of your
attempt to dispel the foretold woe using their action companions. A successful dispel magic spell used against
with a religion/ arcana check, the DC matching the an astral or physical body ends the spell for that
caster’s spell save DC. creature. If a creature's original body or its dream form
drops to 0 hit points, the spell ends for that creature. If
At Higher Levels. When you cast this spell using a spell the spell ends and the silver cord is intact, the cord pulls
slot of 8th level or higher, the base damage increases by the creature's astral form back to its body, ending its
1d6 for each slot level above 7th. state of magical sleep.
If you are returned to your body prematurely, your
companions remain in their astral forms and must find
EYES OF MYTH their own way back to their bodies, usually by dropping
8th- level Divination to 0 hit points.
Casting Time: 1 hour
Range: 10ft
Components: V, S, M*
(*for each creature you affect with this spell, you must
provide fine incense worth at least 250gp plus wear
headbands/crowns/headdress studded with lapis
lazuli and amethyst worth at least 500gp each- all of
which are consumed by the spell.)
Duration: special
Classes: Bard (college of lore), Cleric (knowledge
domain), Druid (circle of dreams), Sorcerer, Wizard

You and up to eight willing creatures within range and


are wearing the correct spell components, project your
consciousness into a constructed echo of a stated
specific past event that occurred on the plane that the
spell is cast on. The information you learn and events
you witness are accurate, though may be incomplete or
missing. The quality of the vision is left to DM discretion
based on the following factors; how recent the event
was, whether they are in the correct location, whether
they have brought artefacts/ remains with them etc.

The material body you leave behind is unconscious


and still requires air, water, and food though at half the

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LUNAR INVOCATION
8th-level Abjuration
Casting Time: 1 action
Range: 30 feet (centered on self)
Components: V, S, M*
(*Moonstone and silver mirror)
Duration: Concentration, up to 1 minute
Classes: Cleric (light domain, nature domain, order
domain, twilight domain), Druid, Paladin (oath of the
ancients), Wizard (school of Abjuration), Warlock
(pact of the arch fey, pact of the celestial)

A bright, silvery beam of light that sheds 20 feet of


bright light descends from the heavens bathing the
caster and those within the 30 ft radius and 80ft high
column in its light granting those within immunity to
shape changing spells such as polymorph and instantly
forces shape changers to revert to their original form.
This beam is unmovable, and the spell's duration ends if
the caster leaves the column of light.

In addition, all weapons and ammunition held, carried,


or used by those within the beam become silvered for the
duration of the spell. Aberrations and undead who enter
the beam must roll a constitution saving throw,
suffering 8d6 radiant damage on a failed save and half
damage on a successful save.

ILLUSORY ARMY
9th- level Illusion
Casting Time: 1 action
Range: special
Components: V, S, M*
(* a richly decorated war horn, worth at least 1000gp)
Duration: instantaneous
Classes: Bard, Cleric (war domain), Fighter (eldritch
knight), Paladin (oath of conquest, oath of the crown,
oath of glory), Wizard (school of illusion, war magic)

The caster blows upon the war horn and springs into
existence on themselves an illusory army that appears as
an inspiring host of small or medium humanoids such as
a host of elves or dwarves. This illusion can be up to 100
feet long, 50 feet tall and 50 feet thick.
When the illusion appears, it surges directly forwards
50ft. Each hostile creature within its area must make a
strength saving throw. On a failed save, a creature is
pushed by the force of the army 50 feet and takes 4d10
bludgeoning damage and 4d10 psychic damage, or half
as much damage and does not move on a successful save.

Additionally, each friendly target the army passes


through gains advantage to saving throws against being
frightened for a minute and gains a single d12
inspiration point that lasts until the caster’s next long
rest.

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