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The Blasphemies of Bor Bwalsch

Some of the greatest and most feared figures in the Writing and Design: Robert J. Schwalb
history of the multiverse earned their reputations Editing: Kim Mohan
and positions by mastering the secrets of magic. From Proofreading: Jay Spight
the crazed wizard who built three high towers and art direction: Kara Hamilton and
sealed demon lords in the dungeons below them, to
the accursed mage who descended into the Abyss to Robert J. Schwalb
confront the Queen of Dragons, to the chosen mage Layout and Graphic Design: Kara Hamilton
of the Goddess of Magic, whose influence has helped Interior Illustrations:
shape entire realms, these figures command power Jack
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Kaiser and Matteo Spirito
unmatched by other mortals. Magic makes of them Wisdom and Suggestions:
gods when compared to the mundane peoples. And Robert Adducci and Greg Marks
although many such beings have earned esteem for The Blasphemies of Bor Bwalsch is © 2018 Schwalb
their good works and heroic exploits, others have Entertainment, LLC.
surrendered to their base desires and used their All rights reserved.
superhuman magical abilities for selfish ends. The Blasphemies
2 of Bor Bwalsch, Max Press, Schwalb
The Blasphemies of Bor Bwalsch, a supplement for Entertainment, and their associated logos are trademarks
5th Edition, reveals a selection of twenty-four spells of Schwalb Entertainment, LLC.
created by one of the multiverse’s most sinister
figures. As his home world was being swallowed in
the shadow of some cosmic destroyer, he used his
magic to breach the boundary between realities—and
through the fissure he fled, bringing his dreadful 3

advances in dark magic to the unsuspecting world he Max Press


now calls home. PO Box #12548, Murfreesboro, TN 37129
info@schwalbentertainment.com www.schwalbentertainment.com
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Magic, Dark, Bor Bwalsch’s Book
and Despicable The two dozen spells listed below and described
hereafter are specifically designed for wizards,
particularly those of an evil bent, although the GM is
In smoky taverns, coffee houses, menageries and
bazaars, or anywhere else students of the arcane free to make them available to other spellcasters.
might gather to trade truths and lies, one might
overhear whispers of a tome filled with unspeakable 2nd Level
secrets of magic that offer paths to power previously Boiling Blood (necromancy)
unknown and thoroughly vile. Although no one Compelled Truth (divination)
might admit to having seen the book, let alone to Corpse Face (transmutation)
examining the diagrams that sully its foul pages or
Drown in Maggots (conjuration)
deciphering the tight, rambling script that looks
suspiciously like dried blood, there’s always someone Final Breath (necromancy)

who knows someone else who did such a thing, Screams of the Dying (necromancy)
someone who claims to have spotted the book’s Unhealthy Obsession (enchantment)
author nursing a drink, eyes bright, beard bristling,
bitterness and hatred emanating from him in a 3rd Level
palpable aura. These lucky few, these damned souls Corpse Bomb (necromancy)
who have heard the crack of the dark grimoire’s spine, Spectacular Expulsion (transmutation)
or let their eyes rove across its pages, or coaxed the
Steal Bone (necromancy)
dread wisdom from the mad wizard himself, discover
a cornucopia of dark magic designed to humiliate, Wandering Eye (transmutation)
corrupt, and utterly ruin the world.
As one would expect, the self-appointed keepers 4th Level
of magical lore have done their best to quash every Blood to Vermin (transmutation)
rumor, every conjecture, and—most important— Horrid Fusion (conjuration)
every spell produced by the feverish imagination of Maddening Drone (illusion)
this dangerous wizard, lest his teachings contaminate Part Flesh (necromancy)
the impressionable young minds of their students
and disciples. Whenever copies of his spells come 5th Level
to the fore, the authorities consign the parchment to
flames. Whenever an apprentice dares to cast one of Betrayal in Bone (necromancy)
his infamous spells, the masters bring to bear the full Desecration (evocation)
weight of their authority to make an example of the Open the Gate (necromancy)
compromised pupil. Stone to Flesh (transmutation)
But all the efforts to contain the writings of Bor
Bwalsch are akin to trying to wipe out an infestation 6th Level
of cockroaches by killing one insect at a time. No Night Terrors (enchantment)
matter how hard the authorities might try, details
of the spells have a way of slipping through their 7th Level
grasp, escaping destruction, and finding their way
into devious minds that are hungry for more than Sever Soul (necromancy)
their teachers can teach, more than the sanitized
lore contained in their books and scrolls. They crave 8th Level
something more, some form of forbidden power that Inversion (transmutation)
will give them an edge against the foes they will fight
and the challenges they must overcome. 9th Level
Although no one has yet plumbed the full depths Cranial Burst (enchantment)
of the mad wizard’s knowledge or ascertained his Verminous Tide (conjuration)
motives and goals since he slipped into this reality,
some of his secrets have made their way into the
world. The following spells are but a sample of what
one might discover by studying the work of the dark
wizard from beyond the world.

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Spell Descriptions COMPELLED TRUTH
2nd-level divination
The spells are presented in alphabetical order. Casting Time: 1 action
Range: 30 feet
BETRAYAL IN BONE Components: V, S, M (a rusty nail)
5th-level necromancy Duration: Concentration, up to 1 minute
Casting Time: 1 action You attempt to pry information out of one humanoid
Range: 60 feet creature within range. The target must make a Wisdom
saving throw. If the target is restrained, it makes the saving
Components: V, S, M (a broken bone) throw with disadvantage. On a failed save, you can ask
Duration: Instantaneous the target up to three questions that can be answered yes
Ribbons of negative energy reach out from the or no. If the target does not answer in a manner the GM
palm of your hand to encircle up to three Medium determines to be truthful, it takes 3d6 psychic damage for
or Small humanoids within range. Each target each question answered in such a way.
must make a Constitution saving throw. A target
takes 5d8 necrotic damage on a failed saving CORPSE BOMB
throw, or half as much damage on a successful 3rd-level necromancy
one. If the target drops to 0 hit points as a result
of this damage, the target dies as a skeleton tears Casting Time: 1 action
free from its body and stands up. Roll initiative for Range: 10 feet
the skeleton, which has its own turns. Although Components: V, S, M (a drop of blood, a pinch of sulfur,
you do not control skeletons created by this and a pinch of phosphorus)
spell, the skeletons are friendly to you and your Duration: Instantaneous
companions. The GM has the skeletons’ statistics.
At Higher Levels. If you cast this spell using a You imbue the corpse of a Medium or Small humanoid
spell slot of 6th level or higher, you can target one with unstable magic. The corpse stands up and becomes
additional creature for each slot level above 5th. a zombie that radiates intense heat. Roll initiative for the
zombie, which has its own turns. On its first turn, if it has any
BOILING BLOOD
2nd-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a cayenne pepper)
Duration: Concentration, up to 1 minute
Choose up to two creatures within range.
Constructs, undead, and other creatures that lack
blood are immune to this spell. Each target must
make a Constitution saving throw. On a failed
save, the target takes 2d6 fire damage as its blood
begins to boil. An affected creature must repeat
the saving throw at the end of each of its turns.
On a failed save, an affected creature takes 1d6
fire damage and becomes incapacitated until the
end of its next turn. On a successful save, the
creature ends the effect on itself.
If the fire damage causes the target to drop to
0 hit points, the target explodes, destroying itself
and throwing ropes of boiling blood 10 feet in all
directions. Each creature within the area must
succeed on a Dexterity saving throw or take 1d6
fire damage.
At Higher Levels. If you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

BLOOD TO VERMIN
4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a live spider)
Duration: 4 hours
You transform your blood or some other vital fluid
into a flood of wriggling maggots that remain until
the spell ends, at which point your blood returns
to normal. For the duration, you gain the following
benefits:
• Whenever you take piercing or slashing
damage, maggots burst from the wound to
assail one creature of your choice within 5
feet of you. That creature must succeed on a
Dexterity saving throw or take 2d6 piercing
damage.
• At the end of each hour, you regain 1d6 hit
points if you are not incapacitated.
• You are immune to poison damage and the
poisoned condition.

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hit points remaining, it moves up to its speed in a direction GM might make the DC higher or lower, depending on the
you choose and then explodes, destroying itself and dealing nature of the rubble.) On a successful save, the creature takes
2d10 fire damage and 3d6 necrotic damage to everything half as much damage and doesn’t fall prone or become buried.
in a 30-foot radius. A creature in the area can make a
Dexterity saving throw and takes half as much damage on a DROWN IN MAGGOTS
successful save. The GM has the zombie’s statistics. 2nd-level conjuration
If the zombie drops to 0 hit points before it can take its
turn, it explodes as described above at the point where it Casting Time: 1 action
becomes incapacitated. Range: 120 feet
Components: V, S, M (a live maggot)
CORPSE FACE Duration: 1 minute
2nd-level transmutation
A fountain of burrowing, ravenous maggots spills out from
Casting Time: 1 action a point within range, then spreads across all horizontal
Range: Self surfaces within a 50-foot radius. The maggots turn the flat
Components: S surfaces in the area into difficult terrain.
Duration: Concentration, up to 8 hours A creature that starts its turn in the area must make a
Dexterity saving throw. If the creature is prone, it makes
You tear the face from the corpse of one Medium or Small the saving throw with disadvantage. On a failed save,
humanoid you can reach and then place it over your face, the maggots feast on the creature, dealing 2d6 piercing
where it remains for the duration. The face bonds with damage, or 4d6 piercing damage if the creature is prone.
your own skin to give you the appearance of the deceased Creatures that have the Incorporeal Movement trait or
creature. In addition, while you wear this face, you are that are made from inorganic materials, such as most
invisible to undead creatures until the spell ends. constructs, are immune to the damage from this spell,
though constructs are still subject to the difficult terrain.
CRANIAL BURST
9th-level enchantment FINAL BREATH
2nd-level necromancy
Casting Time: 1 action
Range: 120 feet Casting Time: 1 action
Components: V Range: Self (60-foot-radius sphere)
Duration: Instantaneous Components: S
Duration: Instantaneous
Up to ten creatures you choose within range must make
an Intelligence saving throw. Constructs, oozes, and Each creature in the area other than you takes 1d10
other creatures that lack physical anatomy that includes necrotic damage. If a creature drops to 0 hit points, it dies
a head are immune to this spell. A creature takes 13d6 and you gain 1d6 temporary hit points.
psychic damage and becomes frightened for 1 minute At Higher Levels. When you cast this spell using a spell
on a failed saving throw, or takes half as much damage slot of 3rd level or higher, the damage increases by 1d10
on a successful save and does not become frightened. and the temporary hit points increase by 1d6 for each slot
If the damage drops a creature’s hit points to 0, its head level above 2nd.
explodes, killing it instantly. A frightened creature can
make an Intelligence saving throw at the end of each of HORRID FUSION
its turns, ending the effect on itself on a success. 4th-level conjuration
DESECRATION Casting Time: 1 action
5th-level evocation Range: 30 feet
Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet
Components: V, S, M (a broken holy symbol) You teleport one creature of your choice within range to
Duration: Instantaneous an unoccupied space on a solid surface elsewhere within
range. When the target arrives at its destination, it must
A fetid stench of sulfur and corruption blooms inside a succeed on a Dexterity saving throw or one of its legs (or a
60-foot-radius sphere centered on a point within range, similar limb) becomes fused with the solid surface, causing
marking the place as anathema to the gods and their the target to take 5d10 force damage. While it is fused with
servants. Each creature in the area must make a Wisdom the surface, the target’s speed becomes 0.
saving throw. Celestials and creatures in the area that use A target can be freed from the surface by cutting off
a holy symbol or a druidic focus as a spellcasting focus the fused limb, which causes the target to take slashing
make the saving throw with disadvantage. On a failed damage equal to one-quarter of its hit point maximum. The
save, the creature takes 6d6 psychic damage, or 12d6 GM has more information on the loss of a foot or leg (see
psychic damage if it is a celestial, and becomes stunned for Lingering Injuries in chapter 9 of the DMG).
1 minute. On a successful save, the creature takes half as
much damage and does not become stunned. A stunned INVERSION
creature can repeat the saving throw at the end of each of 8th-level transmutation
its turns, ending the effect on itself with a success.
In addition, the spell has the following effects on objects Casting Time: 1 action
in the area. Range: 120 feet
Sunder the Symbols. Nonmagical religious items Components: V, S, M (an insect’s cocoon)
throughout the area, even those worn and carried by other
creatures, lose all their hit points and become ruined. Duration: Instantaneous
Religious symbols and icons break, vestments become You make a complex gesture with your hands to force one
sullied, incense and sacraments spoil, and altars crack and creature you can see within range to make a Constitution
become covered in filth. saving throw. Constructs and creatures that have the
Smash the Temples. Each temple, shrine, or building Incorporeal Movement trait are immune to this spell. The
constructed for a religious purpose in the area takes 100 target takes 10d10 bludgeoning damage on a failed save,
bludgeoning damage. If the structure drops to 0 hit points, or half as much damage on a successful one. If the damage
it collapses and damages nearby creatures. A creature must drops the target to 0 hit points, it dies and its body turns
make a Dexterity saving throw if it is within a distance from the itself inside out. Each creature that can see the target when
structure equal to half the structure’s height or less. On a failed this happens must succeed on a DC 15 Wisdom saving
save, the creature takes 5d6 bludgeoning damage, is knocked throw or suffer the effects of short-term madness . The GM
prone, and is buried in the rubble. It must make a successful has more information on the rules for short-term madness
DC 20 Strength (Athletics) check as an action to escape. (The (found in chapter 8 of the DMG).

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MADDENING DRONE to shake or slap the sleeper awake, or until the creature
4th-level illusion takes damage of a type other than psychic.
At the start of each of your turns, each affected creature
Casting Time: 1 action must make a Wisdom saving throw, taking 4d6 psychic
Range: 120 feet damage on a failed save, or half as much damage on a
Components: V, S successful one. A creature that succeeds on three of these
Duration: Concentration, up to 1 minute saving throws ends the effect on itself.
Undead, creatures that do not sleep, and creatures
A low droning sound fills the air inside a 30-foot-radius immune to being charmed aren’t affected by this spell.
sphere centered on a point within range and lasts for the At Higher Levels. When you cast this spell using a
duration. The noise spreads around corners. Each creature in spell slot of 7th level or higher, the hit point threshold
the area when you cast the spell or that ends its turn in the for creatures to make the saving throw with advantage
area before the spell ends must succeed on a Wisdom saving increases to 10 × the slot level.
throw or become subject to a random form of short-term
madness (see chapter 8 of the DMG). A creature affected by OPEN THE GATE
short-term madness can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a successful 5th-level necromancy
save. A creature that succeeds on the saving throw becomes Casting Time: 1 action
immune to this casting of the spell until the spell ends. Range: 60 feet
The GM has more information on the rules for short-term Components: V, S, M (a drop of fresh blood)
madness (found in chapter 8 of the DMG).
Duration: Concentration, up to 1 hour
NIGHT TERRORS You summon a ghost to appear in an unoccupied space
6th-level enchantment that you can see within range. Roll initiative for the
summoned ghost, which has its own turns. The summoned
Casting Time: 1 action ghost disappears when it drops to 0 hit points or when the
Range: 90 feet spell ends.
Components: V, S, M (a pinch of night soil) The summoned creature is friendly to you and your
Duration: Concentration, up to 1 minute companions. The ghost obeys any verbal commands you
issue to it (no action required by you). If you don’t issue
You attempt to plunge one or more creatures into any commands to the ghost, it defends itself from hostile
nightmare-filled slumber. Each creature you choose within creatures, but otherwise takes no actions.
a 30-foot-radius sphere centered on a point within range The GM has the creature’s statistics.
must make a Wisdom saving throw. A creature that has 60 At Higher Levels. When you cast this spell using a spell
hit points or more makes the saving throw with advantage. slot of 6th level or higher, one extra ghost appears for each
On a failed save, a creature falls prone and becomes slot level above 5th.
unconscious for the duration, until someone uses an action

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PART FLESH save, the creature becomes frightened for the duration.
A creature frightened by this spell can repeat the saving
4th-level necromancy throw at the end of each of its turns, ending the effect on
Casting Time: 1 action itself on a success.
Range: Self (120-foot line)
Components: V, S SEVER SOUL
Duration: Instantaneous 7th-level necromancy
A wave of darkness in a line 120 feet long and 5 feet wide Casting Time: 1 action
flows away from you in a direction you choose. Each Range: 120 feet
creature in the line must make a Constitution saving throw. Components: V, S, M (a small silver knife worth 1 gp)
A creature takes 10d8 necrotic damage on a failed save, or Duration: Instantaneous
half as much damage on a successful one. If the damage
drops a creature to 0 hit points, the creature dies and its You attempt to sever the soul from the body of one beast,
body splits apart into quivering chunks that rot away 1 fey, giant, or humanoid you can see within range. The
minute later. creature targeted by this spell must make a Dexterity
At Higher Levels. When you cast this spell using a spell saving throw. On a failed save, the target takes 5d10
slot of 5th level or higher, the damage increases by 1d8 for psychic damage and becomes incapacitated.
each slot level above 4th. A creature incapacitated by this spell must make a
Charisma saving throw at the end of each of its turns.
SCREAMS OF THE DYING If it succeeds on the Charisma save against this effect,
during its next turn the target creature can move or use an
2nd-level necromancy action, but cannot do both. If it succeeds on three of these
Casting Time: 1 reaction, which you take when you see a Charisma saves, the spell ends and the creature’s soul is
creature within 60 feet of you drop to 0 hit points restored to its body. If the creature gets three failures on
Range: 60 feet these Charisma saves, the silver cord connecting the soul
Components: S to the body snaps. The soul vanishes into the Astral Plane
and the body falls prone, dead.
Duration: Concentration, up to 1 minute
A horrifying shriek emanates from the creature that drops
to 0 hit points, and each creature you choose within 30
feet of it must make a Wisdom saving throw. On a failed

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SPECTACULAR EXPULSION creature. A creature that removes the petrified condition
in this way reverts to the statistics it had prior to gaining
3rd-level transmutation the condition. If the target was physically broken while
Casting Time: 1 action petrified, however, it suffers from similar deformities when
it reverts to its original state.
Range: 60 feet
Components: V, S, M (a handful of bilberries) UNHEALTHY OBSESSION
Duration: Instantaneous
2nd-level enchantment
Up to three beasts, fey, giants, or humanoids of your
choice that you can see within range must succeed on a Casting Time: 1 action
Constitution saving throw or take 4d8 poison damage and Range: 30 feet
become poisoned for 1 minute. While the target is poisoned Components: V, S
in this way, it vomits and defecates in spectacular fashion. Duration: 1 minute
The poisoned target must make a Constitution saving
throw at the start of each of its turns. On a failed save, You reach into the mind of one humanoid you can see
the target becomes incapacitated until the start of its within range, attempting to make the creature obsessed
next turn. A target that succeeds on three of these saving with you. The target must make a Wisdom saving throw.
throws ends the effect on itself. On a failed save, it is charmed by you until the spell ends.
Whenever you take damage and you are within range of
STEAL BONE the target, it must make another Wisdom saving throw. On
a failed save, the target takes psychic damage equal to the
3rd-level necromancy damage you took, or half as much psychic damage on a
Casting Time: 1 action successful one.
Range: 90 feet VERMINOUS TIDE
Components: V, S
Duration: Instantaneous 9th-level conjuration
You stretch your hand out toward one creature within Casting Time: 1 action
range and make a fist. The target must make a Constitution Range: 300 feet
saving throw. Constructs and creatures without skeletons Components: V, S, M (a bit of a wasp’s nest)
are immune to this spell. On a failed save, the target takes Duration: Special
3d10 necrotic damage and becomes incapacitated until the
end of its next turn. If the damage drops the target to 10 or A seething mass of biting and stinging vermin fills a
fewer hit points, the target takes an extra 10 damage and 60-foot-radius, 10-foot-high cylinder centered on a point
a minor bone of the GM’s choice from the target’s body you choose within range. The cylinder remains for the
tears free and flies to your grasp. A target affected by this duration, and its area is heavily obscured. The cylinder’s
spell makes Strength and Dexterity attack rolls, checks, and area is difficult terrain.
saving throws with disadvantage until the bone is restored. The cylinder of vermin has AC 10, 1,000 hit points, and
A lesser restoration spell replaces the lost bone with a new resistance to bludgeoning, piercing, and slashing damage.
one, which ends the effect for the target. You can use a bonus action to move the area up to 30 feet
At Higher Levels. When you cast this spell using a spell across the ground up to the maximum range of the spell.
slot of 4th level or higher, the damage increases by 2d10 When the cylinder appears, each creature in it must make
for each slot level above 3rd. a Constitution saving throw, taking 10d6 piercing damage
on a failed save or half as much damage on a successful
STONE TO FLESH one. A creature must also make this saving throw when it
enters the cylinder for the first time on a turn or ends its
5th-level transmutation turn there.
Casting Time: 1 action Each time a creature takes damage from the vermin,
reduce the cylinder’s hit points by the amount of damage
Range: Touch taken. When the cylinder drops to 0 hit points, the spell
Components: V, S, M (a bit of flesh) ends.
Duration: Instantaneous
You transform one nonmagical object made of earth, WANDERING EYE
stone, or metal within range into raw flesh. You can affect 3rd-level transmutation
an object that can fit inside a 10-foot cube. If you touch
a larger object, only part of the object is subject to this Casting Time: 1 action
spell’s effect. If the object is something worn or carried Range: Self
by a creature, you must make a melee spell attack against Components: V, S
the creature wearing or carrying it. On a hit, you touch the Duration: Concentration, up to 1 hour
object and it is affected by the spell.
The affected object becomes a mass of flesh that retains You pluck out one of your eyes, dealing 1d6 piercing
its shape for 1d6 minutes, at the end of which time, it damage to yourself. The eye then sprouts tiny wings and
sags, reducing its height by 20 percent and increasing its hovers in the air for the duration. When you cast this spell
diameter by 10 percent. The flesh bleeds like raw meat, and by using a bonus action on your turn until the spell
and it’s safe to consume. Each 5-foot cube of substance ends, you can cause the eye to fly up to 30 feet in any
transformed in this way can feed a Medium or Small direction. You can see what the eye sees as it moves, and
creature for 25 days. Unconsumed flesh spoils and rots the eye has darkvision if you desire it.
after a few days, depending on the climate and the GM’s The eye has AC 18 and 1 hit point. If the eye is destroyed
discretion. while separated from you, you lose the eye. The loss of
The spell also changes the object’s statistics. Each 5-foot an eye gives you disadvantage on Wisdom (Perception)
cube of the object has AC 5 and 10 hit points. Reducing a checks that rely on sight and on ranged attack rolls. A
cube of flesh to 0 hit points destroys it and causes cubes regenerate spell or similar magic of the same or a higher
attached to it to bleed freely unless the damage type was level can restore an eye lost in this way.
fire or lightning. When the spell ends, the eye teleports to you and returns
If you cast this spell on a petrified creature of Large to its socket. For 3d6 hours, the orb appears red, the skin
size or smaller, the petrified condition ends for that around it is bruised, and your vision through it is blurred.

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Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to 14. Reformation: If any provision of this License is held to be
or subtracted from this License except as described by the License unenforceable, such provision shall be reformed only to the extent
itself. No other terms or conditions may be applied to any Open Game necessary to make it enforceable.
Content distributed using this License.
15. COPYRIGHT NOTICE
3. Offer and Acceptance: By Using the Open Game Content You
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
indicate Your acceptance of the terms of this License.
System Reference Document 5.1 Copyright 2016, Wizards of the
4. Grant and Consideration: In consideration for agreeing to use this
Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
License, the Contributors grant You a perpetual, worldwide, royalty-
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
free, nonexclusive license with the exact terms of this License to Use,
R. Cordell, Chris Sims, and Steve Townshend, based on original
the Open Game Content.
material by E. Gary Gygax and Dave Arneson.
5. Representation of Authority to Contribute: If You are contributing
The Blasphemies of Bor Bwalsch Copyright 2018, Schwalb
original material as Open Game Content, You represent that Your
Entertainment, LLC. Author Robert J. Schwalb
Contributions are Your original creation and/ or You have sufficient
rights to grant the rights conveyed by this License.
8
Shadow of the Demon Lord
Sometimes the world needs heroes. But in the desperation of these last days, the world will take
anyone it can get: heroes, blackguards, madmen, and whoever else is willing to stand against the
coming darkness. Will you fight the demons or will you burn it all down and dance among the ashes?
Who will you become when the world dies?
Shadow of the Demon Lord® opens a door to an imaginary world held in the grip of a cosmic
destroyer. Enter a land steeped in the chaos and madness unleashed by the end times, with whole
realms overrun by howling herds of beastmen, warped spirits freed from the Underworld, and
unspeakable horrors stirred awaken by the Demon Lord’s imminent arrival.
A complete tabletop role playing game in one book, Shadow of the Demon Lord provides
everything you need to create and play characters, form groups in pursuit of adventure, and tell
exciting stories with your friends. As well, the book gives Game Masters all the tools they need to
create adventures, over one hundred foul creatures, a detailed region of the campaign world, and
extensive advice to help run the game.

“Frighteningly good!”
—Advanced Dungeons
& Parenting

“...A game come so robust, yet


so simple, while simultaneously
being unobtrusive and not
demanding of those playing it.
It’s the culmination of so many
great things that empower gms
and players that I just can’t get
enough of it.”
—The Dread Gazebo

“Sickeningly magnificent!”
—Geeklyinc

www.schwalbentertainment.com
9

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