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6th level
Barrier Reaver
6th level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A small metal key)
Duration: Up to 1 Minute, Concentration
Dead Man's Eyes Your voice booms forth. Each creature in the 60 ft cone
6th level Necromancy rolls a constitution saving throw, taking 6d8 thunder damage
and being pushed 30 ft away from you on a failure, half
Casting Time: 1 Action damage, and not pushed on success. Creatures in the center
Range: Self line of the cone automatically fail the save.
Components: V, S, M (A pair of marbles, of the color of
the caster's eyes) Imbue Undead
Duration: Up to 1 Minute, Concentration 6th level Enchantment
Available for: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 10 Minutes
Your eyes change to a color of your choice, both the whites Range: 10 ft
and pupils and glow that color. For the duration, creatures Components: V, S, M (A scroll with a spell's name)
who look into them must roll a Constitution saving throw, Duration: Inst.
suffering effects depending on their maximum hit points on a Available for: Cleric, Warlock, Wizard
failure.
Creatures with 20 or less maximum hit points immediately You give up the ability to cast a spell and give it to an
die. undead, usually within your command. Choose an undead
Creatures with 21-50 maximum hit points immediately fail creature and a spell you know of a level below the level of the
two death saving throws. spell slot used for this casting, but not below first level. You
Creatures with 51-100 maximum hit points immediately are no longer able to cast this spell until the creature dies,
fail a death saving throw. and the undead gains the ability to cast it. The creature can
Creatures with more than 100 maximum hit points only cast it once and regains the ability to do so on a long
immediately roll a death saving throw. rest. The undead must stay within range throughout the
Additionally, as an action, you can force a target within 15 whole casting.
ft of you to look into your eyes, causing them to have to roll Teleport Other
the save unless they’ve already rolled it that round. A creature
can only suffer these effects once per round, and, if it 6th level Conjuration
succeeds the saving throw, are immune to the spell's effect Casting Time: 1 Action
for the next 24 hours. Once this spell ends, the caster is Range: Touch
considered blinded for the same amount of turns that the Components: V, S
spell was active for. Duration: Inst.
Available for: Sorcerer, Warlock, Wizard
Flame of Justice
6th level Divination You attempt to teleport a creature to another space within
60 ft of it that you can see. Unless willing, the creature rolls a
Casting Time: 1 Action Dexterity saving throw. On a success, the spell has no effect.
Range: 10 ft On a failure, the creature is teleported to that space.
Components: V, S, M (desert bee wax candle worth 300
gp, which the spell consumes) Thultaun's Thrust
Duration: Up to 10 Minutes, Concentration 6th level Evocation
Available for: Cleric
Casting Time: 1 Action
A zealot's version of Zone of Truth, this spell works as a Range: Touch
tool to achieve truth. If the spell targets a creature that Components: V, S
doesn't share a language with the caster, the spell fails, Duration: Inst.
unless another spell such as Tongues or Speak with Animals Available for: Sorcerer, Wizard
allows communication when the spell is cast.
The caster can then ask up to 10 questions to the target. A Large or smaller creature is violently thrust 100 ft in a
Whenever the target lies, its body bursts into flame, dealing direction of your choice, slamming and stopping against the
1d6 fire damage, plus 1d6 for each time before this one that first obstacle it meets. If the creature hits an obstacle, it rolls
this damage was activated. If the target avoids the question or a dexterity save, taking 10d6 bludgeoning damage and falling
stays silent, the caster can use their action to trigger the prone on a failure, taking half damage and not falling prone
damage once again. When 10 questions are asked, or when on a success. If it hits a creature, both creatures roll a
the damage is dealt 10 times, the spell ends. dexterity saving throw. The other creature always takes half
damage and falls prone only if it fails the save. A Huge or
Great Shout larger creature automatically succeeds.
6th level Evocation If the creature does not hit an obstacle, it rolls the save
against being prone, but takes no damage.
Casting Time: 1 Action At Higher Levels. When you cast this spell using a spell
Range: 60 ft Cone slot of 7th level or higher, you can shove the creature 10 ft
Components: V farther per slot level above 6th, and the damage increases by
Duration: Inst. 1d6 per slot level above 6th.
Available for: Bard, Sorcerer
Undead Regeneration Undead Fortitude: If damage reduces the amalgam to 0 hit
6th level Necromancy points, it must make a Constitution saving throw with a DC of
5+the damage taken, unless the damage is radiant or from a
Casting Time: 1 Action critical hit. On a success, the amalgam drops to 1 hit point
Range: Touch instead.
Components: V,S Multiattack: The Amalgam makes two Maul attacks
Duration: Inst. Maul: +9 to hit, 3d8+10 bludgeoning damage.
Available for: Cleric, Warlock, Wizard The amalgam can wield weapons and replace Maul attacks
with weapon attacks. It can also wear a shield.
This spell allows the caster to regenerate an undead's The amalgam follows your instructions, but only when
resilience. A target undead you touch regains 5d10 hit points. directly commanded by the use of a bonus action. Otherwise,
Once used, this spell cannot be used on the same undead for it takes the Dodge action and remains still.
the next 24 hours. The amalgam lasts for 72 hours, after which it turns to
At Higher Levels. When you use a spell slot of 7th level or dust.
higher, the healing increases by 1d10 per slot level above 6th.
Surelife
7th level 7th level Abjuration
Nerve Dance Casting Time: 1 Reaction, when you reach 0 hit points
7th level Evocation Range: Self
Components: V, S
Casting Time: 1 Action Duration: Inst.
Range: 60 ft Available for: Cleric, Druid, Sorcerer, Warlock, Wizard
Components: V, S, M (Red spider silk)
Duration: Up to 1 Minute, Concentration As a reaction to taking damage which would reduce your
Available for: Bard, Sorcerer, Warlock, Wizard hit points to 0, you can cast this spell and stay at 1, even if that
damage would kill you outright.
Three bolts of red energy leap from your fingers. Roll a
ranged spell attack for each one. You can target the same Temporal Eye
creature with multiple bolts. If hit, the target takes 3d10 7th level Divination
necrotic damage and rolls a constitution save. If they fail, they
fall prone and are considered incapacitated until the end of Casting Time: 10 Minutes
their next turn. The bolts continue to seek the target even if Range: Self
they fail to hit the first time; so long as you maintain Components: V, S, M (an adorned veil of fine silk worth at
concentration, you can use your action on following turns to least 200 gp and the eye of a hawk, both which the spell
roll the ranged spell attacks again against creatures they consumes. A focus worth at least 1,000 gp, such as a
missed. This spell ends if you use your action to do anything crystal ball, a silver mirror, or a font filled with holy water.)
else. Duration: Up to 10 Minutes, Concentration
At Higher Levels. When you use a spell slot of 8th level or Available for: Bard, Cleric, Druid, Warlock, Wizard
higher, you create an additional bolt per slot level above 7th. Much like Scrying, you can see and hear a particular
Strahd's Malefic Meld
creature or object you choose. However, you must also
7th level Necromancy choose an event you know of related to this object or
creature's past.
Casting Time: 8 Hours The spell allows you to see this event as if you were there,
Range: 10 ft although creatures and the environment do not interact with
Components: V, S, M (an onyx stone worth 2000 gp, you. You are free to move around in this vision, although no
which the spell consumes) more than 120 ft from the target object or creature, but your
Duration: 72 Hours body remains still and you are considered Blinded and
Available for: Cleric, Warlock, Wizard Deafened for the duration.
Through this spell, the caster can fuse three humanoid
corpses into a powerful being. the bodies must remain in
range throughout the whole casting time. When completed,
the amalgam is raised.
The amalgam is considered a Construct. Add the total hit
points of what the humanoids had in life to decide its total hit
points. Its AC is 15. For ability scores and speeds, they are
determined by whatever was the highest the three
humanoids had in life. The creature has all the proficiencies
the humanoids had in life, and it possesses the following
features and attack:
Trick This spell can only be cast while the caster is holding
7th level Illusion concentration on a spell. Through a series of breathing
exercises, the spell is held without the need for
Casting Time: 1 Action concentration, allowing the caster to concentrate on a new
Range: 90 ft spell, keeping both up. The concentration of a spell affected
Components: S, M (A ball of wax) by Finding the Center is broken if the caster falls
Duration: Up to 1 Minute, Concentration unconscious.
Available for: Bard, Sorcerer, Warlock, Wizard
Temporary Resurrection
Choose a creature within one size category of you. That 8th level Necromancy
creature must roll a Charisma saving throw. On a success,
the spell ends. On a failure, both you and the creature Casting Time: 1 Action
teleport and switch positions, and a powerful illusion makes Range: Touch
you look like the target, and the target look like you, and, for Components: V, S, M (A bit of coal and moss)
the duration, you can use illusory noises to emulate whatever Duration: Up to 1 Hour, Concentration
noises or even the voice of the creature targeted, and, should Available for: Bard, Cleric, Warlock, Wizard
the creature speak, they do so in your voice.
The changes wrought by this spell fail to hold up to The spirit of a non-undead corpse you touch returns to its
physical inspection. To discern through the illusion, a body. The creature must have died within the last minute.
creature can use its action to inspect your appearance and Roll a contested Wisdom check against the creature as if it
must succeed on an Intelligence (Investigation) check against was alive. If you succeed, the creature is revived and restores
your spell save DC. The creature has disadvantage on the all its hitpoints. It is considered Undead but retains all other
check if both you and the creature have spoken since the features, ability scores, and proficiencies it had in life. While
casting of this spell. it is alive this way, it is considered Charmed. While charmed
this way, the creature acts as it would normally, but it
Water Form considers you and your allies friends. If the creature is
7th level Transmutation damaged by you or one of your allies, or if the creature
reaches 0 hit points, the spell ends. When the spell ends, the
Casting Time: 1 Action corpse vanishes to dust.
Range: Touch
Components: V, S, M (A drop of water) 9th level
Duration: Up to 10 Minutes, Concentration
Available for: Druid, Sorcerer, Wizard Combine
You transform someone's body into water. The target 9th level Transmutation
chooses what equipment turns into water and melds into Casting Time: Special
them and what drops on the ground when they transform. Range: Self
You can still use effects of magical items if they have melded Components: V, S, M (A small pair of wings)
into you. While in this form you cannot wield weapons, but Duration: Special
you gain a Bludgeon attack that deals 1d6 + strength modifier Available for: Wizard
bludgeoning damage. The water maintains your general
sillouette, but you can drop your own shape to seep through You combine two spells you know and cast them at the
small spaces, so long as you keep yourself as one singular same time. The combined level of the spells cannot exceed 7.
body of water. While in this shape you have immunity to The casting time, duration, range, and the number of targets
poison damage, weakness to lightning damage, and is whichever is most restrictive from the two spells. If both
resistance to acid, cold, fire, thunder, bludgeoning, piercing, spells require concentration, you have disadvantage on
and slashing damage. You can also move through enemies, checks to maintain it.
and use the Disengage action as a bonus action. You are
considered invisible while merged within bodies of water, Mycontil's Last Resort
your attacks are not hampered by being underwater, and you 9th level Evocation
do not need to breathe while in this form. You gain a Casting Time: 1 Action
swimming speed equal to your walking speed. Range: 5 ft Radius
Components: None
8th level Duration: Inst.
Available for: Sorcerer
Finding the Center
8th level Enchantment When you cast this spell, deplete all of your spell slots.
Creatures within range must roll a dexterity saving throw,
Casting Time: 1 Action taking 1d10 force damage per spell slot used, up to 20d10, or
Range: Self half on a success. You then take a level of exhaustion.
Components: S
Duration: Inst.
Available for: Wizard