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Book of lost spells 5e pdf download

Book of lost spells 5e pdf download

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But, more importantly, you desperately hope there is water, food, and relief from the unrelenting sun to be found therein. For without those basic necessities, your band will succumb not to some fell beast, but this harsh environment instead. Onward, as all heroes wish to meet their end while swinging a sword or unleashing arcane magic! So, check your weapons, adjust your armor, and inventory your precious remaining food and water supplies. High adventure awaits in the underground chambers and tiers of a pyramid covered by the sands of time. But what of the peculiar masked humans who rule the upper levels of the pyramid? And what of the dark master that rules these humans from the lower levels of the forsaken halls?


An adventure inspired by the classic pulp stories such as Robert E. Howard's famous Conan story Red Nails. This tome is an homage to the original dungeon crawl and sandbox setting first explored decades ago as B4: The Lost City. Herein, you will find high-quality scans of the original Basic edition adventure module, plus commentary by a variety of gaming luminaries. This includes an interview with Harold Johnson, the module's original developer, who also discusses his work on playtesting, Dragonlance, and other TSR titles. Also, herein is a full fifth edition conversion of the original adventure as well as brand new additional dungeons, such as the fully developed lower pyramid, additional details on the Lost City itself, and the dreaded Lower Catacombs.


Although converted for the most recent edition, this material is presented in a distinct early s style, tone, and presentation. This is the perfect setting for a fully playable fifth edition mini-campaign, starting at 1st level and reaching all the way up 7th level or beyond. The Book of Soyga also known as Aldaraia sive Soyga vocor or Soyga: the book that kills was written in the 16th-century and apparently lost until it was found at the British Library in The work consists of several books Liber Aldaraia, Liber Radiorum, and Liber decimus septimus and a … Mr Majeika And The Lost Spell Book Full Download Ebook 26,75MB Mr Majeika And The Lost Spell Book Full Download Looking for Mr Majeika And The Lost Spell Book Full Download … fifth Edition.


Such books contain astrological correspondences, lists of angels and demons, directions on casting charms and spells, on mixing medicines, summoning unearthly entities, and making talismans. Lost Spells of Egypt — Book Series Trailer — A STUDY of the remains of the native religious literature of ancient Egypt which have come down to us has revealed the fact that the belief in magic, that is to say, in the power of magical names, and spells, and enchantments, and formulÃ, and pictures, and figures, and amulets, and in the lost spells of egypt complete series PDF ePub Mobi The most often used spell in the series is the To Call a Lost Witch spell. d d book of lost spells download ebook download for mobile, ebooks download novels, ebooks library, book spot, books online to read, ebook download sites without registration, ebooks download for android, ebooks for android, advantages of your The Spell Of The Crystal Chair Seven Sleepers The Lost Chronicles 1 Ebook book will likely be to the purchasers who purchase it.


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compatible 5th Edition Rules, 1st Edition Feel Necromancer Games Book of Lost Spells Book of Lost Spells Authors: Faisal Abdullah, Scott Alvarado, Jose De La Puente Alvarez, d d book of lost spells download ebook download for mobile, ebooks download novels, ebooks library, book spot, books online to read, ebook download sites without registration, ebooks download for android, ebooks for android, discovered, or more properly re-discovered, the lost secret of the magical Art and I wrote The Book of Astarte from which the key passage that heads this chapter is drawn. Also included in the file with all these spells are copies of several texts on Chaos magic, eleven lessons on magick, a pdf copy of the Long Lost Friend a book of American folk spells and charms from the s and a copy of The Ancient Book of Formulas formulas for …. com [[PDF Download]] Mr Majeika And The Lost Spell Book Adding over psychic spell options for Occult Adventures classes, the third release of the Book of Beyond series is here: Book of Beyond — Spells of Boon and Burden!


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fifth Edition. appearance of any one species of beast of CR 1 or less, but only to members Area of Effect: 1 fire of that species. All creatures of that species perceive affected creatures not Saving Throw: None only as their own kind but also as members of their own pack, herd, flock, You cause an existing fire of Medium or smaller size to reduce in size or group. The spell does not guarantee safety; affected creatures might still and light to that of a match, or increase in brightness but not size to be challenged as rivals for mates or dominance, but such challenges are no that of a light spell. Reducing a fire also reduces its consumption of fuel by more severe than they would be for a genuine rival beast.


half, with the effect of doubling its remaining duration, while increasing a fire doubles its fuel consumption. This spell doesnt change the heat output of the fire. Annihilate Soul 9th-level necromancy Alter Scent Cleric Components: V, S, M a glass figurine worth 1, gp, which 1st-level transmutation is consumed by the spell Druid, Ranger Casting Time: 1 action Components: V, S Duration: Instantaneous see text Casting Time: 1 action Range: 30 ft. Duration: Concentration, up to 1 hour Area of Effect: 1 living creature Range: 30 ft. makes a successful Constitution saving throw. Creatures attempting to track the target by scent have tactical disadvantage If the creature is reduced to 0 hit points after failing the saving throw on ability checks to follow the target. The spirit shards prefer Duration: 1 minute intelligent creatures over unintelligent ones.


The creatures that become hosts Range: Self to these shards are unaware of their presence, but they can start having strange Area of Effect: Self dreams and displaying odd habits picked up from the soul shard. Each shard- Saving Throw: None bearer also gains proficiency in one random skill possessed by the original You summon power to protect yourself against outside magic. You get creature; if they already are proficient in the skill, they become expert in the tactical advantage on saving throws against magic that specifically targets skill, and if already expert, they gain tactical advantage on all uses of that skill. Arcane shield provides no protection against area-effect spells.


The original creature cant be resurrected unless all bearers of shards are gathered into the same area before the resurrection magic is used; shard-bearers lose all benefits gained from the spirit shards at that time. Arcane Spear If a shard-bearer dies, the spirit shard transfers to another creature within 10 miles. Sorcerer, Warlock, Wizard Area of Effect: 1 creature Components: V, S, M a diamond worth 1, gp Saving Throw: None Casting Time: 1 action You hurl a spear made of magical force at one creature within range. Duration: Concentration, up to 10 minutes Make a ranged spell attack against the target. If it hits, the spear does 3d10 Range: 60 ft. force damage. If the target is a spellcaster, the hit also wipes out one of its Area of Effect: 1 creature available, lowest-level spell slots as if the spell had been expended. Saving Throw: None Enhancement: For each spell slot used higher than 3rd level, damage You point at a creature and disrupt the ether around it.


For the duration of increases by 1d When you cast arcane spear using a spell slot of 6th arcane censure, the creature cant cast spells or use innate spellcasting. As an level or higher, a hit also wipes out two of the targets spell slots instead action, it can make an ability check using its spellcasting ability against your of one. spell saving throw DC. A successful save ends the arcane censures effect. Aspect Tattoo Arcane Obstruction 3rd-level abjuration ritual 6th-level abjuration Cleric, Druid Cleric Components: V, S, M special ink worth gp Components: V, S Casting Time: 10 minutes Casting Time: 1 action Duration: Permanent until discharged Duration: Concentration, up to 10 minutes Range: Touch Range: Self Area of Effect: 1 creature Area of Effect: Sphere, ft.


radius Saving Throw: None Saving Throw: None You scribe a tattoo on a willing creatures skin that holds a portion of You create an aura in a foot radius around yourself that is antithetical an animals energy and ability. A creature can only hold one aspect tattoo to arcane magic. Arcane spellcasters in the sphere require additional time at a time; scribing another eliminates the previous one. The animal being to cast their spells: spells that take a bonus action to cast now require 1 represented must be present when the aspect tattoo is created. action; 1 action increases to 1 round; and other spells have their casting The recipient of the tattoo can activate the tattoos effect as a bonus times doubled.


The sphere of effect moves with you. Once the tattoo is scribed, it remains until the effect is activated. The known tattoos are as follows: Badger: The recipient goes into a battle frenzy, gaining tactical Arcane Retribution advantage on melee attacks for 1 minute. Bear: The recipients Strength score increases to 19 for 10 minutes. Components: V, S, M a pinch of ash from a cremated spell- Panther: The recipient gains tactical advantage on Stealth checks for caster 10 minutes. Casting Time: 1 action Other animal tattoos could be discovered that grant different powers.


Duration: Concentration, up to 10 minutes Range: ft. For the duration of the spell, any creature casting an arcane spell within Warlock, Wizard the area of the sphere takes 6d6 fire damage, or half damage with a successful Components: V, S, M a coin Constitution saving throw, as their casting ignites the magic of your spell. Casting Time: 1 action Duration: Permanent until discharged Range: Touch Arcane Shield Area of Effect: 1 coin Saving Throw: None 5th-level abjuration A coin that you received in payment becomes imbued with a magical Sorcerer, Warlock, Wizard charm. Once the spell is cast, you must return the coin to the person or Components: V, S being who gave it to you. As an action, they can throw the coin into the air Casting Time: 1 action while speaking your name or whatever name you gave them. No message can be transferred along with squares. The area can be laid out as you wish, but it must be contiguous, the coin. at least 10 feet across at every point, entirely within the spells range, and entirely within your line of sight.


Assassins Mark Each creature in the area must make a Dexterity saving throw. If the saving throw fails, the creature takes 8d8 bludgeoning damage, falls prone, and is restrained beneath boulders until they escape or the stones Transmutation cantrip disappear. A successful save means the creature takes half damage and Warlock, Wizard isnt knocked prone or restrained. A restrained creature can escape from Components: V, S under the boulders by using an action and making a successful Strength Casting Time: 1 bonus action Athletics check against your spell saving throw DC. Duration: Permanent Range: 30 ft. The stones remain on the ground for 1 minute after they fall, making the Area of Effect: 1 creature area difficult terrain and providing plenty of places to find cover.


Saving Throw: None When cast upon a creature killed by you within one minute of its death, Association assassins mark reshapes the fatal wound in a way that unmistakably identifies you as the killer. You select the form this mark will take 4th-level enchantment when you learn the spell, and you cant change it later except through Bard, Cleric, Wizard exceptional magic such as a wish spell. No two creatures can share the Components: V, S, M a sketch of the target same assassins mark. Casting Time: 1 hour Duration: 1 day Assault of Stone Range: ft. Casting Time: 1 action Each creature within the spells range must make a Wisdom saving throw. Duration: Instantaneous; stones remain for 1 minute Each creature that fails the saving throw associates the person with the Range: ft.


animal, image, or ideal for as long as the spell lasts. A positive association Area of Effect: Up to 1, sq. Likewise, When you cast this spell, rocks, boulders, and other large stones are a negative association decreases the starting attitude by one. summoned from the Elemental Plane of Earth and rain down on the area This can be a subtle way to influence a group: By planting an association. Friendly advisers become A swirling mist of corrosive green vapor engulfs your body for the indifferent, for example, and unfriendly rivals become hostile. duration of this spell. Any creature that strikes you with a melee attack Enhancement: For each spell slot used higher than 4th level, the takes 4d6 acid damage, and you gain resistance to acid damage. association lasts for an additional day. As an action, you can make a melee spell attack against one creature within your reach; a hit does 10d6 acid damage and ends this spell. Assume True Form Axe of Destruction 4th-level transmutation Cleric, Druid, Ranger 3rd-level transmutation Components: V, S, M a sprig of wolfsbane Ranger Casting Time: 1 action Components: V, S, M an axe Duration: 1 minute Casting Time: 1 action Range: Self Duration: Concentration, up to 1 minute Area of Effect: Sphere, ft.


The spell affects lycanthropes, One axe becomes magically effective against objects. For the duration therianthropes, doppelgangers, mimics, and creatures under the effect of of the spell, the axe is considered to be made of adamantine and does an polymorph magic. A shapechanged creature that begins its turn within additional 2d6 damage against inanimate objects and constructs. the aura is forced to resume its natural form unless it makes a successful Constitution saving throw. If the saving throw fails, it reverts to its normal form immediately, and it cant alter its form voluntarily again until it Babels Curse leaves the spells area of effect. Druid, Wizard Range: ft. If the Range: ft. saving throw fails, the creature is cursed and becomes incapable of Area of Effect: Cone, 30 ft. long producing intelligible speech for the duration of the spell. At the end of each of You cause one normal fire to flare out in a foot cone in the direction the creatures turns, it can repeat the saving throw.


A successful save ends of your choice. Each creature in the cone takes 4d6 fire damage, or half the spell. A spell that removes a curse can also end Babels curse. damage with a successful Dexterity saving throw. Enhancement: If you cast Babels curse with a 5th-level or higher Enhancement: When you cast augment flames using a spell slot of 3rd spell slot, the creature is also unable to understand spoken language for level or higher, the damage increases by 1d6 for each slot level above 2nd. the duration of the spell. If you use an 8th-level or higher spell slot, the duration becomes permanent and the creature cant make saving throws to end the effect. Augment Skeleton 2nd-level transmutation Bad Luck Cleric, Wizard Components: V, S, M a small piece of metal 3rd-level enchantment Casting Time: 1 action Bard, Cleric, Warlock, Wizard Duration: 1 hour Components: V, S Range: Touch Casting Time: 1 action Area of Effect: 1 skeleton Duration: Concentration, up to 1 minute Saving Throw: None Range: 60 ft.


The affected 3rd level or higher, you can affect two additional skeletons for each slot creature has tactical disadvantage on saving throws for the duration of the level above 2nd. spell unless it makes a successful Wisdom saving throw when bad luck is first cast. The spell also ends if the creature rolls a natural 20 on a saving throw, or by magic that removes a curse. Both must be 4th-level enchantment within 60 feet of you. If the creature fails a Wisdom saving throw, it Cleric experiences an overwhelming desire to possess the object. On its turn, Components: V, S the affected creature must move directly toward the object, ignoring all Casting Time: 1 action danger.


Upon reaching the object, it does everything within its power Duration: Concentration, up to 1 minute to remain within 5 feet of the object and to prevent anyone else from Range: 30 ft. possessing it, even if that means taking it away from its current owner. Area of Effect: 1 creature The affected creature can repeat the saving throw at the end of each of its Saving Throw: None turns; a successful save ends the effect. One willing creature you can see rages like a barbarian. The creature is unable to cast spells or concentrate on spells when raging. Components: V, S, M a blindfold and a set of scales Casting Time: 10 minutes Duration: 8 hours Barbaric Yawp Range: Touch Area of Effect: 1 creature 3rd-level evocation Saving Throw: None Bard, Sorcerer, Wizard By calling on the gods of Law, you temporarily alter a willing Components: V, S creatures alignment to Lawful Neutral and remove all emotional Casting Time: 1 action attachments or biases the creature might have.


While under the effect of Duration: Instantaneous this spell, the creature gains tactical advantage on saving throws against Range: Self enchantment spells. All decisions the creature makes while under the Area of Effect: Cone, 30 ft. A creature under the effect of You release a hoarse cry that reverberates in a foot cone in front of balance of the mind can judge the actions of even his most hated enemy you. Each creature in the cone must make a Constitution saving throw. fairly and impartially. If the saving throw fails, the creature drops everything it is holding, is. A frightened creature can make a Wisdom saving throw at the end of each of its turns; Battle Wisdom a successful save ends the fright. Components: V, S, M a diamond worth at least 1, gp, Area of Effect: 1, 2, or 3 creatures which is consumed in the casting Saving Throw: None Casting Time: 1 hour You fill up to three creatures of your choice within range with battle Duration: Permanent insight and the ability to perform tasks better.


Each creature can add 1d4 Range: Touch to its attack rolls and Wisdom checks. Area of Effect: 1 structure up to sq. Enhancement: For each spell slot used higher than 1st level, you can Saving Throw: None affect one additional creature. When you touch a structure, a soft glow spreads from your hands and flows across the walls until it envelops the entire structure. The glow is absorbed into the building, leaving behind a faint, permanent sparkle to Bead of Blasting the stone, wood, brick, or clay. The structures current and maximum hit 4th-level evocation points are doubled. Bard, Sorcerer, Wizard Components: V, S, M a bone bead Battle Double Casting Time: 1 action Duration: Instantaneous 3rd-level illusion Range: 60 ft. Sorcerer, Warlock, Wizard Area of Effect: Sphere, ft. Range: Self Each creature in the radius takes 5d8 thunder damage and is deafened Area of Effect: 1 double for 1 minute, or takes half damage and is not deafened with a successful Saving Throw: None Constitution saving throw.


You create a shadowy double of yourself that superimposes itself on Enhancement: For each spell slot used higher than 4th level, bead of you. As a bonus action, you can move the double up to 20 feet away from blasting does an additional 1d8 damage. you; you can then use it as the source of any weapon attack you make or spell you cast, as if you were standing in the doubles spot. At the end of Bead of Blazing your turn, the double returns to your space. The battle double cant be damaged or even attacked. It has no real, 2nd-level evocation physical presence except in the moment when it attacks. Bard, Sorcerer, Wizard Components: V, S, M a handful of small glass beads Casting Time: 1 action Battle Guidance Duration: Instantaneous Range: ft.


The beads Casting Time: 1 bonus action can be divided between the targets as desired. Each target takes 1 bludgeoning Duration: Concentration, up to 3 rounds damage per bead, or half damage with a successful Dexterity saving throw. Range: 30 ft. Enhancement: For each spell slot used higher than 2nd level, you Area of Effect: 1 creature propel an additional 1d6 beads and can target one additional creature. Saving Throw: None You pray for insight into the defenses of one creature you can see. You have tactical advantage on your next two attack rolls against the target Bead of Frost before the spell ends. Components: V, S, M a small looking glass Area of Effect: 1 creature or object Casting Time: 10 minutes Saving Throw: None Duration: Concentration, up to 8 hours You create a small bead of elemental frost that you then hurl at a target Range: Self within range. If you make a successful ranged spell attack roll, the target takes Area of Effect: Self 5d6 cold damage and is unable to move until the beginning of your next turn.


Saving Throw: None Enhancement: When you cast bead of frost using a spell slot of 3rd You become supernaturally alert to danger. While the spell is in effect, level or higher, you deal an additional 1d6 damage for each slot level you can add 1d6 to your initiative rolls. above 2nd. The thought probably will reoccur to the creature naturally at some time in the future. For example, if a lady sees 6th-level abjuration someone running from her husbands room with a dagger, this spell Warlock, Wizard compels her to forget that image. But if the person with the dagger is still Components: V, S, M an iron bead strung on an oxen-hide visible a second later, shell wonder about it all over again. Similarly, thong an opponent in combat can forget what strike he was planning but still Casting Time: 1 action realizes hes in combat and attack on his next action. The spells effect Duration: Concentration, up to 1 hour ends at the start of the targets next action, so you must be quick to make Range: Self certain that something forgotten isnt instantly remembered.


Area of Effect: Self Saving Throw: None You imbue a small iron bead with a protective aura. For the duration of Bestow Speech the spell, while you wear the bead, you have resistance to bludgeoning, piercing, and slashing damage from nonadamantine weapons, and your 3rd-level transmutation AC increases by 2. Keep track of how much damage is prevented by Druid, Ranger this spells resistance; the spell ends once it has prevented points of Components: V, S, M a small lexicon damage. Casting Time: 1 action Duration: Concentration, up to 1 hour Range: Touch Bead of Luck Area of Effect: 1 beast Saving Throw: None 4th-level abjuration One beast gains the ability to speak and understand a single language Wizard you know. The spell does not increase the beasts intelligence, nor does it Components: V, S, M a bone bead with the rune of luck make the beast friendly toward you if it wasnt before.


carved on it Casting Time: 1 action Duration: 1 hour Bewildering Tracks Range: Self Area of Effect: Self 1st-level transmutation Saving Throw: None Ranger You imbue a small bone bead with an aura of luck. While you wear the Components: V, S bead, you can reroll any attack roll, ability check, or saving throw you Casting Time: 1 action make that results in a natural 1. You must keep the second result, even if Duration: 1 hour its another 1. Range: Touch Area of Effect: 1 creature Saving Throw: None Bee Sting By casting this spell on a creature, you cause the tracks they leave for the duration of this spell to assume the form of one natural animal or 1st-level conjuration humanoid that is within one size category of the creature, of your choosing.


Druid, Ranger Components: V, S, M a bumblebees stinger Casting Time: 1 action Bewitch Duration: Instantaneous Range: 60 ft. The Casting Time: 1 action stung creature must make a Constitution saving throw against poison. If Duration: Concentration, up to 1 hour the saving throw fails, the creature takes 2d8 poison damage and becomes Range: Self poisoned until the end of your next turn. If the save succeeds, the creature Area of Effect: Self takes half damage and is not poisoned. Saving Throw: None Enhancement: When you cast bee sting using a spell slot of 2nd level You become more likable, attractive, and easier to talk to. For the or higher, you do an additional 1d8 damage for each slot level above 1st. duration of the spell, you can add 1d4 to your Charisma Deception and Charisma Diplomacy checks.


Befuddle Billow the Sails Enchantment cantrip Wizard 5th-level transmutation Components: V, S Cleric, Druid Casting Time: 1 action Components: V, S, M scrap of sailcloth Duration: 1 round Casting Time: 10 minutes Range: 30 ft. Duration: Concentration, up to 8 hours Area of Effect: 1 creature Range: ft. If the Saving Throw: None saving throw fails, the creature becomes confused and loses its train of You gain control of the wind in a limited area, and can cause it to fill thought. the sails of a ship, even on a calm day. The wind blows in the direction Note that this spell does no real damage, doesnt affect the targets you desire, without weakening or shifting, for the duration of the spell. You must remain in range of the sails throughout the duration of the Duration: Instantaneous spell or the effect ends. Range: Self Area of Effect: Cone, 30 ft.


Each creature in the cone must make a Constitution saving throw against poison. If the saving 3rd-level conjuration throw fails, the creature takes 6d6 poison damage and loses 1d3 points of Wizard Intelligence. With a successful save, the creature takes half damage and Components: V, S, M a hooked chain from a torture loses no Intelligence. chamber A creature that loses Intelligence because of black exhalation must Casting Time: 1 action repeat the saving throw at the end of each of its turns. If the saving throw Duration: Concentration, up to 1 minute fails, it loses an additional point of Intelligence; if the save succeeds, the Range: ft.


spell effect ends. Intelligence loss is permanent until restored by magic. The chains lash at one creature within 10 feet of their location in an attempt to hook into its flesh, clothing, or gear. Each chain has AC 18, 10 hit 3rd-level abjuration points, resistance to bludgeoning, piercing and slashing damage from non- Warlock, Wizard adamantine weapons, and immunity to fire, necrotic, poison, psychic, and Components: V, S, M a smoky quartz crystal radiant damage. A chain disappears if it is reduced to 0 hit points. Casting Time: 1 action The creature being attacked by the chains must make a Dexterity saving Duration: 10 minutes throw. If the saving throw fails, all four chains attach themselves to the Range: 30 ft. creature and restrain it. At the beginning of each of the creatures turns, it Area of Effect: Sphere, ft.


radius takes 1d6 piercing damage per chain attached to it. As an action, a creature Saving Throw: None can make a Strength check against your spell save DC to break free from You gesture at a point within range. A sphere of shifting shadows with the chains; the DC increases by 1 for each chain attached to the victim. If a foot radius emanates from that point, visible only to those with the victim escapes, the spell ends. Creatures with darkvision cant see into or through this area. If the targeted creature avoids the chains, every other creature within Creatures without darkvision are not affected. reach of the chains must make a successful Dexterity saving throw or be hooked and restrained by one chain, with effects as described above. When Saving Throw: None you are struck by a metallic melee weapon, its wielder must make a You cause parts of your skin to exude a sticky sap that allows you to Dexterity saving throw or the weapon is absorbed into your flesh and you cling to wooden surfaces.


You can change which parts exude the sap take no damage from the attack. If the weapon is magical, its enhancement at will. This allows you to climb or perch on wooden surfaces with no bonus is added to the creatures saving throw. chance of falling. Climbing still costs double normal movement. An absorbed weapon is stuck in your flesh and cant be removed. You can have up to five weapons absorbed at one time. Once this limit is reached, you take damage normally from subsequent attacks. Biting Blade As a bonus action, you can expel all absorbed weapons. The weapons also are expelled when the spell ends. Expelled weapons fall to the ground 2nd-level transmutation around you. Ranger, Wizard Components: V, S, M a whetstone Casting Time: 1 action Blade of Light Duration: Concentration, up to 1 minute Range: 60 ft.


For the duration of the spell, its damage dice become one category Duration: 1 minute larger: d4 becomes d6, d6 becomes d8, and so on; d12 becomes 2d8. Range: Self Area of Effect: Self Saving Throw: None Black Exhalation You conjure a blade of light in your hand. evil creatures. The blade emits bright light in a foot radius. Blade Song Blades of Bone 3rd-level evocation 5th-level necromancy Bard, Wizard Druid, Warlock, Wizard Components: V, S, M a toy horn Components: V, S, M a needle made from bone Casting Time: 1 bonus action Casting Time: 1 action Duration: Concentration, up to 1 minute. Duration: 10 minutes Range: Self Range: Touch Area of Effect: 1 melee weapon Area of Effect: 1 creature Saving Throw: None Saving Throw: None You imbue your weapon with the essence of concentrated sound.


When One willing creature you touch sprouts long, sharp spurs of bone all it strikes a creature, it does an additional 2d6 thunder damage. The spell over its body. The creature does 2d6 piercing damage to its target when it ends if you relinquish or lose your grip on the weapon. successfully initiates a grapple. It does another 2d6 damage at the start of its turn to any creature it has grappled. Bladelust Blades of Jade 4th-level transmutation Bard, Wizard 6th-level transmutation Components: V, S Druid Casting Time: 1 action Components: V, S Duration: Concentration, up to 1 minute Casting Time: 1 action Range: Self Duration: Concentration, up to 1 hour Area of Effect: 1 bladed weapon youre holding Range: ft.


radius You cause a slashing or piercing weapon you are holding to achieve Saving Throw: Dex partial a form of limited sentience that hungers for blood. For every 4 points You cause all leaves, petals, and blades of grass within 30 feet of a rounded up of damage you inflict with the weapon on a living creature, point you can see to become unnaturally hard and sharp. that starts its turn in or enters the affected area has its speed reduced by 10 Non-Evil creatures damaged by your weapon also suffer a -2 penalty feet until the end of its turn unless it makes a successful Dexterity saving to hit you with their next attack, unless they make a successful Wisdom throw. In addition, any creature that moves in the affected area suffers 1d6 saving throw. slashing damage for every 5 feet moved. All attack Duration: Instantaneous rolls against you with forged or crafted items have tactical disadvantage, Range: 60 ft.


and you gain resistance to damage done by such items. Each creature takes 10d8 fire damage, or half damage with a successful Constitution saving throw. If the creature has 6th-level necromancy imbibed alcohol within the last hour, the damage increases to 10d10 fire Warlock damage. Components: V, S Creatures without blood are immune to this spell. Casting Time: 1 action Duration: Concentration, up to 1 minute Range: ft. Blessed Harvest Area of Effect: Sphere, ft. The mist is deadly to plants; normal plants wither immediately upon Components: V, S being touched by the fog. Range: Touch The magic is specifically designed to affect plants; it has no effect on Area of Effect: 1 acre other creatures. Saving Throw: None The cloud moves away from the caster at 10 feet per round. It is You bless a field of up to 1 acre, granting it unusual fertility. Crops dispersed by moderate wind 10 mph or greater. The area of the mist is grown on the field provide a harvest that is one-third more than the field heavily obscured.


would have produced normally; or up to 33 percent more animals can be grazed on it. Blindfold Blessed Watchman 2nd-level transmutation Warlock, Wizard 2nd-level enchantment Components: V, S, M Spirit doll Cleric Casting Time: 1 action Components: V, S Duration: 1 day Casting Time: 1 action Range: ft. checks and tactical advantage on saving throws against charm If the save succeeds, the creatures sight is impaired so that it has a -2 effects for the duration of the spell. In addition, the creature cant penalty on Wisdom Perception checks for the spells duration. Either be surprised. effect can be removed by any magic that cures blindness, such as lesser restoration.


Blessing of the Dawn Blinding Ash 2nd-level abjuration Cleric 3rd-level conjuration Components: V, S Cleric, Warlock, Wizard Casting Time: 1 action Components: V, S Duration: 10 minutes Casting Time: 1 action Range: Self Duration: Concentration, up to 1 minute Area of Effect: Sphere, ft. radius Range: 60 ft. Saving Throw: None Area of Effect: Sphere, ft. radius You create an aura that emanates from you in a foot-radius sphere Saving Throw: None and moves with you. This aura negates magical darkness within its area. You create a cloud of thick ash in a foot radius sphere around a point In addition, creatures inside the aura add 1d4 to their Wisdom Medicine you can see.


The cloud spreads around corners, and its area is heavily checks. The cloud lasts for the duration of You select a point on the ground that you can see. A geyser of blood the spell or until a wind of moderate or greater speed 10 miles per hour filled with the caustic anger of the defeated erupts from that point and disperses it. rains down in a foot high, foot radius cylinder. Each creature in the area takes 4d6 acid damage, or half damage with a successful Dexterity saving throw. Blinding Flare 3rd-level evocation Blood of the Hydra Wizard Components: V, S, M a bit of tinder 6th-level conjuration Casting Time: 1 action Druid Duration: Concentration, up to 1 minute Components: V, S, M a drop of venom Range: 20 ft.


Anyone within 30 feet of this eruption who can see it must make The edge of a piercing or slashing weapon that you touch becomes a Constitution saving throw or be blinded. A blinded creature can repeat poisoned. For the duration of the spell, each time the weapon hits a the saving throw at the end of each of its turns; a successful save ends the creature, that creature must make a successful Constitution saving throw blindness. against poison or take 3d8 poison damage and become poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns; on a successful save, it is no longer poisoned. Blood Bath 2nd-level necromancy Blood Purge Warlock, Wizard Components: V, S, M a drop of blood 5th-level necromancy Casting Time: 1 action Wizard Duration: Instantaneous Components: V, S, M a glass tube filled with blood Range: ft. One creature that you can see must make a Constitution saving throw. If You choose a creature you can see and try to make it violently disgorge the saving throw succeeds, it takes half damage and is not blinded.


blood from its body. The creature must make a Constitution saving throw. If the saving throw fails, it loses 2d4 points of Constitution. A creature reduced to 0 Constitution dies immediately. Creatures without blood are Blood Blade immune to this effect. unnaturally sharp. The Medicine last minute and hasnt yet received any healing. If the creature fails a check can be performed by the bleeding creature or by an adjacent ally. Constitution saving throw, the blood flowing from its wounds bursts into Creatures without blood are not affected by the blade. When the spell fire, inflicting 5d8 fire damage to the creature at the start of each of its ends, the blade returns to its natural sharpness, but bleeding caused by the turns and preventing it from receiving any healing while the spell is in blade doesnt end automatically.


The creature can repeat the saving throw at the end of each its turns; the spell ends when it has made two successful saves, which need not be consecutive. Blood Geyser 2nd-level transmutation Bloody Tentacles Cleric, Wizard Components: V, S 5th-level necromancy Casting Time: 1 action Warlock, Wizard Duration: Instantaneous Components: V, S, M a handful of dirt from a strangled Range: 60 ft. mans grave Area of Effect: Cylinder, ft. radius, 20 ft. Duration: 8 hours Range: 10 ft. Range: Self Area of Effect: 1 weapon Area of Effect: Sphere, ft. If the weapons wielder fails a Wisdom saving all dead or dying creatures within 30 feet of you. A dying creature must throw, then for the duration of the spell, the weapon does only half damage make a Constitution saving throw; a successful save negates the effect for and cant score critical hits. that creature, but a failure results in the creature dying immediately as its blood erupts from inside it.


Each tentacle has AC 15, 10 hit points, reach 5 ft. At the beginning of your turn, each tentacle attacks one creature within 10 feet of it using your spell attack bonus. You choose 2nd-level conjuration the targets if you can see the tentacles; otherwise they attack the closest Wizard creature, friend or foe. A tentacle doesnt attack any other Casting Time: 1 action target while its grappling a creature. Duration: 1 hour A grappled creature cant breathe, and is suffocating. A creature can Range: Touch escape from a tentacle by using an action and making a successful Strength Area of Effect: 4 ft. wide by 25 ft. long Athletics check against your spell save DC. Tentacles disappear when Saving Throw: None they are reduced to 0 hit points. You create a shimmering plank of force, 4 feet wide and up to 25 If no enemies are in reach, the tentacles retreat inside their hosts and feet long, originating from a point that you touch.


It doesnt need to be remain dormant until a creature approaches. The tentacles never attack supported physically at either end. The board keeps itself level at all times you. and can support up to 3, lbs. If the weight limit is exceeded, the spell ends immediately. You cause the natural poison of one willing creature or plant to increase in potency; the DC of its saving throw increases by 2 for the duration of the spell. Bone Armor 3rd-level conjuration Bound Hearts Cleric Components: V, S, M holy symbol 7th-level enchantment Casting Time: 1 action Cleric Duration: Concentration, up to 10 minutes Components: V, S, M holy symbol Range: Touch Casting Time: 1 hour Area of Effect: 1 creature Duration: 1 year Saving Throw: None Range: Touch You strengthen the bones of a willing creature you touch. The creature Area of Effect: 2 creatures gains resistance against bludgeoning damage for the duration of the spell. Saving Throw: None You cause two willing creatures to become linked with a psychic bond.


Each becomes perpetually aware of the others location Bone Blight accurately enough to find the other even when blindfolded. They are aware of each others physical and emotional condition at all times. You inflict a powerful curse on a creature you can see, unless that Enhancement: If bound hearts is cast using a 9th-level slot, the creature makes a successful Constitution saving throw. duration becomes permanent. Creatures cursed with bone blight have dangerously brittle bones. They gain vulnerability to bludgeoning and slashing damage, and if they take 20 or more damage from any attack, they must make a successful Constitution Bramble Armor saving throw or suffer a broken bone.


A broken bone reduces movement to half speed and imposes disadvantage on Dexterity checks. The penalties for 4th-level conjuration a broken bone are removed when the character receives magical healing or Druid finishes a long rest with all of their hit points and hit dice restored.



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