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ENCYCLOPAEDIA
         FORMULAE
                                    ARCANA
                 M AGIC YOU MIGHT LIKE BUT CAN ’ T FIND IN A 5 E
                                               CORE RULEBOOK
 Since the beginning, when Gygax and Arneson et al gathered around tables, there have been thousands of
                       spells developed for the world’s most popular roleplaying game.
This work attempts to take as many spells as possible from previous-edition sourcebooks and update them
  for 5e. Those spells which are already found in a 5e hardback, deal damage in a way inconsistent with 5e
   mechanics (such as ability-score damage), affect alignment, or duplicate class abilities have not been
                                                  included.
            If you know of a spell which should be here but has been omitted, contact the author.
                     PLAYERS: Do not use these spells without your DM’s permission!
                                              DMs: Have a blast!
                                     V OLUME 2 A : T HE "B" L IST
                                   BY   R P DAVIS
THE AUTHOR IS NOT RESPONSIBLE FOR MISSING EYEBROWS OR OTHER FACIAL HAIR RESULTING FROM
MAGICAL EXPERIMENTS. EYE OF NEWT, TONGUE OF TOAD, UNICORN TEARS, AND 1000GP DIAMONDS
NOT INCLUDED. USE AT OWN RISK.
                                                                                                                                  `
                     SOME "B" MAGIC FOR YOU!
BESTOW CURSE                                                                 The target must carry something designated by the caster
                                                                              or suffer disadvantage on all saving throws. The item can
We all know and love bestow curse. It's a wonderfully useful spell            be vague (such as "a holy symbol of Bane") or specific
to make our foes' lives interesting (and shorter). But the curses             (such as "the Crown of King Imphras VII"), but it cannot
specifically listed in the Player's Handbook spell description can            be something harmful or deadly for the target to carry
leave one feeling a bit...underwhelmed. Here are some alternate               (such as a massive boulder or lava).
curses for your delectation.
                                                                             Each time the target uses the Help action, they impose
Note: Some of these are only effective if bestow curse is cast using          disadvantage on the check rather than grant advantage.
a high-level spell slot. Additionally, as always, your DM has the final
say on whether or not an alternate curse is allowed.                         The target is always considered to be wearing heavy
                                                                              armor, even if it is wearing no armor at all.
         The target is wracked with pain. It has disadvantage on            The target’s sight, of all types, is reduced to 20 feet.
          Dexterity checks and saving throws, and its speed is               The target has a fit of uncontrollable sneezing whenever
          reduced by 10 feet.                                                 it tells a lie.
         The target is convinced it is a were-creature, though it           The creature gains a deadly touch. Every living thing it
          most certainly isn't. Whenever the moon is full, it strips          touches takes 1d10 necrotic damage. It cannot turn off this
          naked and mindlessly attacks other humanoids. It gains              ability.
          none of the powers and abilities of a lycanthrope, and a
          creature the target bites doesn’t contract lycanthropy.            The first the target sees a magical item it must try to use
                                                                              it. If it sees a scroll, it must read it. If it sees a sword, it
         The target's Strength score is reduced by 10 (minimum 1).           must try to hit a creature with it.
          This might cause the target to suddenly collapses under
          the weight of its own equipment.                                   The target loses all its racial abilities.
         The target is rendered sterile.                                    One of the target's limbs ceases to function. A
                                                                              nonfunctional arm cannot hold or wield any item and
         Whenever the target kills a humanoid, it gains a new                cannot be used to perform somatic spell components,
          facial or body feature of the humanoid it killed. For               while a nonfunctional leg prevents the target from
          example, if the target kills an orc, one of its teeth turns         walking without a crutch (and even then the target can
          into an orc’s tusk. If it kills a female human, it gains one        only move at half speed). A nonfunctional wing prevents
          breast (or an extra one). Over time, albeit slowly, the             the target from flying if it uses wings to fly.
          target’s Charisma score is reduced as it becomes a
          hideous amalgamation of races: For every ten creatures             The target becomes a plague vector. Anyone the target
          killed, its Charisma score is reduced by 1 (minimum 3).             touches or who touches the target must make a
                                                                              successful DC 16 Constitution saving throw or contract
         The target becomes a magic sink. Beneficial spells with a           sight rot or cackle fever. The target is immune.
          duration longer than instantaneous which affect it end at
          the beginning of its next turn.                                    When the target makes a d20 roll, a result of 20 counts as
                                                                              a result of 1.
         The target can only communicate by singing, and can only
          sing in American country music.                                    The target develops an obviously supernatural and
                                                                              disturbing (and often ironic) physical trait, such as a
         You curse a creature to have every movement and action              pig’s noise, pure black eyes, have its hair turn into
          accompanied by dramatic theme music.                                serpents, smell like sulfur, and so on. While cursed, the
         The target must always walk backwards. Its speed is                 target has disadvantage on Charisma-based checks.
          reduced to half normal, and if it takes the Dash action it         Holy symbols, holy water, and consecrated ground cause
          must make a successful DC 16 Dexterity check or fall                the target great pain. It cannot willingly touch holy
          prone.                                                              symbols or carry holy water and cannot enter holy
         You curse the target's armor, shield, or one of their               ground. If forced into contact, it takes 1d4 psychic damage
          weapons. Its enhancement bonus is reversed, it becomes              a round.
          non-magical, and it loses any other special abilities. Thus,       The target is stricken with cowardice. Each time the
          a +2 flaming battleaxe becomes a nonmagical -2 battleaxe.           target rolls for initiative, it must immediately make a
          If it’s already nonmagical, the weapon, shield, or armor            Wisdom saving throw against your spell save DC or
          instead becomes a -1 weapon, shield or armor.                       become incapacitated. It can repeat the saving throw at
         The target exudes an aura of antipathy, causing creatures           the beginning of each of its turns. If it takes damage while
          to have hostile feelings towards it. While cursed, the              cursed, it must repeat the saving throw or become
          target has disadvantage on Deception and Persuasion                 paralyzed with fear.
          checks.                                                            Beasts refuse to be within 10 feet of the target and ignore
         Whenever the target tells a lie, its nose grows by 1 inch.          the target’s commands or requests.
         Whenever the target speaks, it must be in rhyme or it              The target loses all weapon and armor proficiencies.
          takes 1d6 psychic damage.
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     The creature becomes insatiable. Whenever food or drink                     with somatic components, it must make a successful DC
                                                                                  16 Constitution saving throw or the spell fails (and the
      is present, the creature must make a Wisdom saving                          spell slot is consumed).
      throw or stop whatever it is doing in order to eat or drink.
     The target gains a level of exhaustion until it has                        The target gains vulnerability to a damage type of your
      consumed 1 pint of humanoid blood. Thereafter, it gains a                   choice.
      thirst for blood. Normal food and drink no longer provide                  The target is inflicted with a madness of your choice.
      nourishment. The target awakens each morning with 1
      level of exhaustion and must drink 1 pint of humanoid                      Whenever the creature encounters a particular
      blood to remove the condition. If it doesn’t drink the blood,               substance, it becomes incredibly nauseated. It must make
      it gains another level of exhaustion.                                       a Constitution saving throw or become incapacitated for
                                                                                  1d6 rounds due to vomiting and dry heaves.
     All creatures of a certain kind (owlbears, goblins, red                    The target loses the ability to heal naturally, and healing
      dragons, beholders, zombies) are invisible to the victim.                   magic only heals half as many hit points as normal.
     The target has uncontrollable shakes. It has disadvantage
      on ranged attacks. In addition, each time it casts a spell
A NEW SPELL
I have always been inspired by the great archwizard Bigby. His various hand spells have been a staple in my travelling spellbooks for
many years, and I have become quite adept at using them.
Here is a variation on one of Bigby's spells made with the advice of a planes-walking mendicant who claimed to come from a warm
tropical island which in his native tongue translates as "Port Richard." He said that everyone where he comes from would understand
it, and he was not mistaken. Truly it strikes terror into the hearts of any native to that land, though I am at a loss to fully explain
why.
                                                                                         Federec Serrell, Archmage of Timbertown
BIGBY'S MAMA'S CHANCLA
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tiny woman's sandal)
Duration: Instantaneous
You conjure a ghostly female hand wielding a sandal. As part of casting the spell, make a ranged spell attack against a creature you
can see within range. On a hit, a disembodied female voice shouts "Don't you talk to me like that!", the sandal slaps the target in the
back of the head, the creature takes 1d8 psychic damage, and is incapacitated until the end of its next turn.
                                                                                                                                                                   `
CREDITS
ABOUT THE AUTHOR
R P Davis is a freelance writer, editor, and adventure designer. He has been a tabletop RPG player and referee the entire time he's been
sentient, and a role-playing addict for more than 30 years. In that time he's written countless things, from simple spells and effects to
complete game worlds to complete roleplaying games.
You can find R P Davis on Facebook, Twitter, and his website.
R P Davis is the creative brain behind products like these (click for links):
                                                  This is the work that started it all – the first installment in the Encyclopaedia
                                                  Formulae Arcana, my attempt to update all the spells it's possible to find from
                                                  previous editions to the 5th Edition of Dungeons & Dragons.
                                                  Look for the full Volume B soon!
Cover background by Patrick E Pullen, found here. Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Other
interior art courtesy of Wizards of the Coast’s Stock Art Packs.
This book couldn't have happened without the help and support of Tina Connell, whose encouragement on Twitter was and is totally
awesome. Thank you!
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          ALL OTHER ORIGINAL MATERIAL IN THIS WORK IS COPYRIGHT© 2019 BY R P DAVIS AND PUBLISHED UNDER THE COMMUNITY CONTENT AGREEMENT FOR DUNGEON MASTERS GUILD.
                                    NOT FOR RESALE. PERMISSION GRANTED TO PRINT OR PHOTOCOPY THIS COMPLETE DOCUMENT FOR PERSONAL USE ONLY.