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The Tome of Blood Magics

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489 views31 pages

The Tome of Blood Magics

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Rammos AnCom
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© © All Rights Reserved
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a3 “ne Macics ame? 1 Byrerey anlar ad yoraame)imnat mere Blood Magic with NCL Reto Re Comin at ee Bhi Ansa) i > rt — hl ‘THE BLOOD MAGE CLASS FEATURES PROFANE STUDIES. ‘The Bloodreaver. ‘The Martyr. ‘The Hemomancer. BLOOD Mace SPELL LisT. Eviar's Lost SPELLBOOK Cantrips ist-Levet SPELis 2np-Levet SrELts. 3RD-LEVEL SPELLS 478-LEVEL SPELLS. STH-LEVEL SPELLS 6TH-Levet SPELLS. 7TH-LEVEL SPELLS eTH-Levet SPELLS. STH-LEvEL SPELLS ECHOES OF THE ANCIENT BLOOD THE HoLtow 25 Tae SHAMAN. 25 THE TORMENTOR vero ze a7 EpITING THouGHTs & CHANGELOG 28 Peon sree ereted THE BLOOD MAGE hhooded halfelf overlooking a pallasade puts a kee through his hand and whispers an incantation, He watches as six droplets of blood fly from his outstretched palm into the backs of the guards stationed on the wall who then silently succumb to sleep. Grabbit a snow white bunny in one hand, a dying halfling mutters some few words of power, stealing life from his pet, and feeling it surge through his body as he rises to his feet ‘A human hiding behind a stalagmite brings his blood-red axe down on a surprised spider, feeling it lifeforce drain and granting him a momentary surge of vigor. Blood mages, through careful and dangerous studies, imbue the source oftheir life with arcane magic. By doing this they are able to empower their spelis to help their allies or decimate theit foes. An ANCIENT ART ‘A blood mage often being their journey inthe library or in the field Perhaps they learned their magic from the ruins of an ‘ancient civilization that practiced the eraft Proficiency Brus, 2 +2 2 Blood Dice Features (64) Spelicasting, Crimson Pact 1 Rejuvenation, Profane Study Level Ist 2nd ard 4th 32 Sth 43 6th 43 Sanguine Relief Endearing Visage Profane Study Feature, Tools ofthe Trade 1 2 Ability Score Improvernent 2 3 3 Tth Bho 3 Sth +4 10th +4 Bo Ability Score Improvernent Profane Study Feature, Ebb and Flow Vth 12th +4 1Bth 45 14th +5 15th 16 +4 Ability Score Improvernent Profane Study Feature Es) + +6 *6 Open Wounds +6 Ability Score Improvement Ability Score Improvement Exsanguinate ‘The descent into the profane art beings with enhancement of their own life essence, making them preternaturally fit ‘Their newly imbued arcane flesh allows them to study the sanguine substance without quite as much risk. SACRIFICE AND GROWTH Loss is second nature to blood mages. Study for this school of the arcane often involves rigorous testing usually on small ‘animal, though some turn to larger prey, before finally turing the experiments upon their own flesh Blood represents more than just death to these mages: it's loss, sacrifice, purity life, growth, and even the ability to cleanse. Through sacrificing their own body, these mages learn what it means to taste true power. CREATING A BLOOD MAGE When creating a blood mage, think of a reason as to why you feel the need to delve into the study of magic and blood. Perhaps itis due to the loss of a loved one, Maybe a friend sulfers from a genetic illness. Or you might be from a rich and powerful bloodline, seeking to prove its strength. Cantrips Known 3 Spells Keown 1st 2nd 3rd 4th Sth 6th 7th 8th Sth Quick Burp ‘You can quickly make a blood mage by following these suggestions. Fist, Intelligence should be your highest ability score followed by Constitution. Second, choose the Hermit background CLAss FEATURES ‘Asa blood mage, you gain the following class features: Hr Ponts Hit Dice: 246 per blood mage level Hit Points at 1st Level: 6 + your Constitution modifier + half ‘your Intelligence modifier (rounded up) Hit Points at Higher Levels: 16 (or 4) + your Constitution ‘modifier + half your Intelligence modifier (rounded up) per blood mage level after Ist ‘PROFICIENCIES Armor: Shields ‘Weapons: Daggers, darts, handaxes, sickles, and whips ‘Tools: Choose two from Alchemists Supplies, Healer's Kit, Herbalism Kit, and Poisoner's Kit ‘Saving Throws: Constitution, Intelligence ‘Skills: Choose three from Animal Handling, Arcana, History, Investigation, Medicine, Nature, and Survival EQUIPMENT You start with the following equipment, in adtion to the equipment granted by your background: (@)a simple weapon or (b)a dagger (@)ascholar’s pack or (b) a dungeoneer’s pack G@)abealer's kit or (b)a poisoner's kit A shield and two daggers Come ena aia r SPELLCASTING You have learned to alter the fabric of reality through study of ‘an ancient form of magic. Through careful study, you infuse your blood with arcane energy, allowing you to tap a vast resevoir of magic at wil See chapter 10 of the Player's Handbook for the general rules of spelleasting, CanTRips ‘You know three cantrips of your choice from the blood mage spell list. You learn additional blood mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table ‘SPELL SLors ‘The Blood Mage table shows how many spell slots you have to cast your blood mage spells of Ist evel and higher. To cast ‘one of these spells, you must expend a slot of the spel’ level or higher. You regain all expended spell slots when you finish along rest. For example, ifyou know the Ist level spell command and havea Lstlevel and a 2nd-tevel spell slot available, you can cast command using either slot ‘SPELLS KNOWN OF 1sT LEVEL AND HIGHER You know five Istlevel spells of your choice from the blood mage spell ist. The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice. Each of these spells must be ofa level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of Ist or 2nd level Additionally, when you gain a level inthis class, you can choose one of the blood mage spells you know and replace it with another spell from the blood mage spell ist, which also ‘must be of a level or which you have spell slots. SPELLCASTING ABILITY Intelligence is your spelicasting ability for your blood mage spells. Your magic comes from your knowledge and study of the inherent magic in your blood. You use your Intelligence whenever a spel refers to your spellcasting ability. In addition, you use your Intelligence modifier when seiting the saving throw DC fora blood mage spell you cast and when, ‘making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier ‘Spell attack modifier = your proficiency bonus + your Intelligence modifier Riruat CasTinc You can cast any blood mage spell you know as «ritual i that spell has the ritual tag. SPELLCASTING Focus ‘As a blood mage, you can use a bladed weapon as a spelleasting focus Crimson Pact Beginning at the 1st level after careful study, you have infused your blood with magic, granting you enhanced vitality and the ability to draw upon great wells of arcane energy, at the cost of your life essence. ARCANE FLESH ‘The magic coursing through your veins has granted you. supernal hardiness. Your hit points are equal to 1d6 (or 4) = ‘your Constitution modifier + half your Intelligence modifier rounded up per blood mage level and you gain an additional hit die per blood mage level Broop Dice Every tur, you have a number of "blood dice’, which are ds. ‘The maximum number of blood dice you can roll ina turn is determined by your blood mage level, as shown in the Blood Dice column of the Blood Mage table. These blood dice are tused in certain class features and are also be used to cast spells. ‘Whenever you roll a blood die, you take necrotic damage equal tothe roll This damage cannot be reduced or prevented, except by your Sanguine Relief ability, nor mitigated by temporary hit points. This damage also doesn't force you to make Concentration checks. You cannot roll blood dice, and therefore cannot east spells, ifyou are wearing any armor that is nota shield CasTING AND EMPOWERING SPELLS ‘Your blood is bursting at the seams with magic itching to escape. Whenever you cast a blood mage spell of Sth-level or lower, you must roll a minimum number of blood dice equal to the level of the expended slot, though you may choose to roll extra, though you must choose to do so as the spell is ‘east. You are not required to roll blood dice to cast spells of b6th-level or higher, but may still choose to do so. Tf that spells deals damage or provides healing, you add the amount rolled to the healing given or necrotic damage dealt toa single creature affected by the spell other than yourself. ‘Should the spell affect two oF more creatures, you may. choose to double the damage you took from your blood dice to have the extra damage or healing affect ll of those creatures, other than you. For example, ifyou are a Sth-level blood mage, and want to cast a burning hands spell at Sthlevel. you must expend ll five of your blood dice to do 80, which damage you and ‘empower your spell Ifyou, for whatever reason, do not have all five of your blood dice, you cannot east that spell REJUVENATION At Ind level once per day while you take a short rest, you may choose expencied spell slots of 5th level and below to recover. For each slot level, you must roll a blood die. For example, ifyou're a 3rdevel blood mage, you have two blood dice. You can recover either a 2nd-evel spel slot or two Istlevel spell slots. PROFANE STUDY ‘Once you reach 2nd level, choose a blood mage specialization: the Bloodreaver, the Martys, of the Hemomancer. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level SANGUINE RELIEF ‘At 3rd level, as you gain a more fine control ofthe arcane power coursing through your blood, low-levels of magic begin to mend your wounds rather than create them. Whenever you cast a cantrip, you may rol up to half of your blood dice, rounded up and, instead of damaging you, you heal for the rolled amount ‘You may use this ability the same number of times as the ‘maximum number of blood dice you can roll each turn and regain all spent uses whenever you take a short rest. At L4th level. you no longer need to roll blood dice to cast Istlevel spells and they activate this ability as well Asruity ScoRE IMPROVEMENT ‘When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,you can increase one ability score of your choice by2, or you can increase two ability scores of your choice by 1.As normal, you cantt increase an ability score above 20 using this feature, Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead ENDEARING VISAGE At Sth level you gain the ability to use your blood to influence other creature's thinking, Once per day, as an action, you may roll blood dice and, for the next hour, the shed blood is infused with enchantment magic and charms the first creature who comes in contact with it, A creature that makes, irect contact with the droplet must succeed on a wisdom ‘saving throw where the DC is equal to 8 + the total of your blood dice roll, though it eant be higher than your Spell Save DC, and does so with advantage ifyou or your companions are fighting i. It fails the saving throw it is charmed by you tuntl the blood loses its magic or until you or your companions do anything harmful to it. The charmed creature rogards you as a friend. When the effect ends, the creature is ‘unaware that it was charmed by you unless the memories are scrutinized. Peder ee ac Toots OF THE TRADE When you reach 6th level you learn to ereate solid objects, such a8 tools and weapons, out of your blood. To create a tool kit, such as a set of blacksmiths tools ora flute, you must complete a 1 hour ritual after which your hit point maximum is reduced by 9 You can also use this ritual to create a weapon, its appearance based on hit points spent, as shown in the chart below. This ritual takes 5 minutes for each hit point spent. If the weapon has the versatile property, use the larger damage die to determine the bit points that should be spent. ‘These tools and weapons are stored in your blood and as such they ean be hidden, don't take up space or weight, and ‘can be summoned as a bonus action. Your ereation automatically returns to your bloodstream if tis more than 5 feet away from you for 1 minute or if you dismiss the creation asa bonus action. You can use your action to consume the creation, destroying it until you perform the ritual agai. When you do, you regain your lost max hit points, but are not, healed This effect also occurs ifyou fail a death saving throw or die. Additionally, i'you ereate a weapon, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical atacks and damage Hit Point Cost Weapon Damage Die 3 1dé 6 1d6 9 1d8 2 1d10 5 1412 or 2d6 EBB AND FLOW Beginning at 10ch level. whenever you finish a long rest, you ccan choose one of the following + As long as you have more than half of your maximum hit points lef, you can add your Intelligence modifier to the total of any blood dice you roll for spells, once per turn. + As long as you have less than half of your maximum hit points left, you can subtract your Intelligence modifier from the total of any blood dice you roll for spells, once perturn. Oren Wounps Beginning at 18th level, whenever you roll blood dice to cast a spell until the end of your next turn you don't have to rol blood dice in order to cast another spell ofthe same level EXSANGUINATE When you reach 20th level, whenever a small or larger creature with blood dies within 50 feet of you, you heal for 15 hit points, Additionally, whenever you expend hit dice to heal yourself, you may use the max number they could roll instead of, rolling them. PROFANE STUDIES Over countless years of clandestine study, three major ivisons of blood mages arose: Those who would use their power to hunt and fight, those who would use it to save those around them, and those who would use it to prove the purity of blood THE BLOODREAVER Often when a blood mage finds themselves frequenting the front lines of combat, their magic tends to evolve into a more aggressive state. These practioners of blood magic become masters of their blade and their blood, using them to both stay in a fight longer and to end a fight quicker. These ‘warriors are called bloodreavers ‘When you choose this study at 2nd level you gain proficiency with simple and martial melee weapons. Additionally, you learn the following spells, which are ‘accounted for on the Spells Known column ofthe Blood Mage table, These spells are not on the blood mage spell lst but they are nonetheless a blood mage spel for you SpellLevel Spell Name 1 ‘Armor Of Agathys, Hex In addition, the following spells are added to the blood mage spell list for you Spell Level Spell Name Shadow Blade Elemental Weapon Chilling Scythe Destructive Wave Tenser's Transformation Mordekainen's Sword (Onmniscience Mlusionary Army ARCANE TRACKING ‘Additionally, when you choose this study at 2nd level you gain the ability to track creatures through their blood Once peer long rest, when you find bloodstains no more than a 48 hours old, you may use your aetion to force the owner of the bioodstains to make an Intelligence saving throw against {your spell save DC. Ifit fails, fr the next hour you can sense the direction of that creature as long as i's is within 10 miles, of you and ifthe creature.is moving, you know the direction ofits movement. [fa creature succeeds on this saving throw itis immune to this effect until it sheds more bloody Bioop Rusa ‘Beginning at 6th level you may use a bonus action on each of, ‘your urns to increase your abilities. When you do, roll three blood dice and, for a number of rounds equal to your blood dice total, your Strength score becomes equal to your Constitution score, Additionally, whenever you hit an enemy with a melee ‘weapon attack, your movement speed increases by 10 feet and attacks of opportunity made against you have disadvantage until the end of your turn, BuTcHERY Aso at 6th Ievel you can rall two blood dice to attack twice, instead of once, whenever you take the Attack action with a ‘melee weapon on your turn. Ifyour extra attack hits, you may add the blood dice total as necrotic damage to the attack. MENTAL ForTITUDE [Beginning at 10th level by enhancing the blood{low to your brain, you may Concentrate on two spells as long as they both hhave a range of Self. Whenever you make a Concentration ‘heck while Concentrating on two spelis this way, you immediately lose Concentration on one of them before the check. FRENZY Beginning atthe 14th level once per short rest, when you take the Attack action on your turn, you may cast any cantrip, fr a spell up to 3rd level as Jong as it has a range of Self, as a bonus action, Healing through the arcane, let alone through the oftthought-unclean source of ife, blood is often seen as © profane and unthinkable compared from the healing derivell from gods or from the powers of nature herself. Those who tembrace the practice of sacrificing their own well-being to assist their allies are called Martyrs. When you choose this study at 2nd level, you learn the following spells, which are accounted for on the Spells Known column of the Blood Mage table. These spells are not, fn the blood mage spell list but they are nonetheless a blood image spell for you: Spell Level Spell Name 1 Bless, Healing Word In addition, the following spells are added to the blood ‘mage spell list for you: Spell Level Spell Name Lesser Restoration, Silence Haste, Mass Healing Word Aura of Life, Aura of Purity Mass Cure Wounds, Greater Restoration Heal, Heroes’ Feast Resurrection, Regenerate Power Word: Stun, Mind Blank Power Word: Heal, True Resurrection ‘SENSE EssENCE Additionally at 2nd level,you gain the ability to sense the force of enemies through their blood. As an action, you focus on a single creature you can sce within 30 feet and force them to make an Intelligence saving throw. The target has the feeling that someone is watching them, though they 44a not Know the origin or even ifthe feeling is real. Ifthey are Aware of you, they can choose to fal the saving throw. On a failure, you sense the general health of the target and any Aiseases, poisons, or nonmagical conditions affecting them. A target that succeeds on this saving throw is immune to this elfect for 24 hours, Finally, you gain advantage on all Wisdom (Medicine) ‘checks you make with a healers kt HORAN BLOODLETTING AC6th level you may use your action to roll blood dice to give up to (wo creatures you can gee within 30, feet that many temporary hit points, You may use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain all spent uses upon finishing a long BLOOD BROTHERS Beginning at 10th evel, when you take a ong rest, choose up, to five creatures you can see. Until your next long rest, those creatures may use a bonus action on each oftheir turns to touch you and force you to rol blood dice. That creature heals itself equal to the amount rolled and yous hit point ‘maximum is reduced by the same amount until you finish a long rest. Once a creature is healed this way, they mu complete a short rest before healing this way again, Additionally, the chosen creatures may choose to use your hit dice as though they were their own during a short rest ‘LEECHING [Beginning at the 14th level, whenever you cast spell that heals a creature, you may force one enemy within 60 fect of that creature to make a Constitution saving throw against your spell save DC. On a failed save, they take necrotic damage equal to four times the slot level used, or half 8 ‘much on a successful one and you regain a number of hit points equal to the damage dealt. You may use this ability a ‘number of times equal to your Intelligence modifier (minimum 1) and regain all spent uses whenever you take a long rest ‘ ‘Tar HeMOMANCER ‘Some who practice blood magic fall deep into the study, Aesiring to use itt crush their enemies through the strength their blood gives them. They practice the skill of drawing the arcane energy out of their blood, allowing them to manipulate the elements toa greater degree than a standard blood mage. ‘Those who embrace this mindset call themselves, hemomancers. When you choose this study at 2nd level you learn the following spells, which are accounted for on the Spells Known column of the Blood Mage table. These spells are not fon the blood mage spell list but they are nonetheless a blood mage spell for you: Spell Level Spell Name 1 Thunder Wave, Witch Bolt Tn addition, the following spells are added to the blood image spel ist for you Spell Level Spell Narre Shatter, Flame Blade Tidal Borrb, Lightning 2 3 4 lee Storm, Blight 5 Blackflame Burst, Cone of Cold 6 Chain Lightning, Disintegrate 7 Finger of Death, Delayed Blast Fireball 8 Incendiary Cloud, Feeblemind 9 Fury, Tum to Lightning ‘TuicKEr THAN WATER Additionally when you choose this study at 2nd level you may’ use your blood as materials for casting a spell Whenever you cast a spell using a slot level equal to or less than your blood dice maximum, you may ignore any material components that spell would require, up to a cost of 15 gp times your level (CARNAGE Beginning at 6th level you may use a bonus action on each of your turns to roll a d6 instead of a d4 whenever you would roll a blood die that turn. You may use this feature thrice and. regain all spent uses whenever you take long rest. HEMORRHAGE At 10th level, whenever you roll atleast one blood die, you gain temporary hit points equal to half of the damage taken from them, rounded down. At the start of each of your turns, ifyou stil have temporary hit points gained this way, you lose 144 temporary hitpoints. PANACEA At Lath level your intense study into the arcane nature of your blood slows you to mimic spells that would otherwise be ‘impossible for you. Choose three spells from any classes, including this one. A spell must be of a level you can cast, as shown on the Blood Mage table, ora cantrip, ‘The chosen spells count as blood mage spells for you and don't count against your number of spells known, Additionally, once per long rest you can cast one of those spells atits lowest level without expending a spell slot, so Tong as that spellis of 4th level or lower. Muztictassinc Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: 13, Constitution, 13 Intelligence. Proficiencies. When you multiclass into the class, you gain the following proficiencies: daggers, Sickles, Herbalism kit, and Alchemist’s Supplies BLoop MAGE SPELLS CANTRIPS Blade Ward Bloodbridge Dancing Lights Dictation Encode Thoughts Enemies Friends Infestation Lightning Lure Mage Hand Mending Message Minor Illusion Poison Spray Shape Water Shocking Grasp Spare the Dying Sumeroning 1ST LEVEL Alarm ‘Arcane Tether Bane Bloodbond Burning Hands Char Person Color Spray Command Comprehend Languages Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Disguise Sef Earth Tremor Expeditious Retreat False Life Feather Fall Find Familiar Fog Cloud Grease Identity Ilasory Seript Jump Longatider Mage Armor Stumble uriy Food and Drink Shiela Shift Silent image Tenser' Floating Disk Tarow Voice Unseen Servant 2np LeveL [Aganazzar's Scorcher Alter Self Animal Aspect ‘Arcane Lock Blindness/Deafness Blur Crown of Madness Darkness Darkvision Detect Thoughts Double Sight Enthall Find Steed Gentle Repose Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Mirror Image Misty Step Nightscar Phantasral Force Rope Trick Saving Grace See Invisibility Spider Climb ‘3D LEVEL SPELLS ‘Animate Dead ‘Aura of Vitality Bestow Curse Blink Counterspel Dispel Magic Fear Feign Death Gaseous Form Glyph of Warding Hypnotic Pattern Leomund!s Tiny Hut Lifehunt Scythe Magic Circle Major tage Remove Curse Revivify Sending Slow Speak With Dead Stinking Cloud Teleportation Aura “Thunder Step Tongues Vampirie Touch Wall of Water Water Breathing Water Walk Note: Custom Spells are Bolded. 47H LeveL SPELLS ‘Arcane Eye Banishment Bloodsworn Retribution Burning Blooe Charm Monster Compulsion Confusion Control Water Death Ward Dimension Door Divination Dominate Beast Elemental ane Fabrcate Find Greater Steed Fire Shield Greater Irvsibilty Leomund's Secret Chest Locate Creature Mordenkainen's Faithful Hound Mordenksinen's Private Sanctum Phantasnal Killer Sickening Radiance Wall of Fire Watery Sphere StH LeveL SPELLS Antilfe Shell Bigby’s Hand Circle of Power Cloudkil Contact Other Plane Contagion Creation Danse Macabre Dispel Evil and Good Dominate Person Dream Enervation| Far Step Geas Hold Monster Immo Legend Lore Maelstrom Mislead Mindburn Modify Memory Negative Energy Flood Passwall Rain of Blood Raise Dead Rary's Telepathic Bond Reincarnate Serying Seering Telekinesis usory Dragon Maddening Darkness Maze Teleportation Circle Wall of Force 6rH LeveL SPELLS Animate Blood ‘Arcane Gate Blade Barrier Bones ofthe Earth Circle of Death Contingency Create Hornuncukis Create Undead Drawrns Instant Summons 5 Evebite Flesh to Stone 2 Forbiddance Guards and Wards Harm Investiture of ce Magic jar Mass Suggestion Mental Prison Nilspace Deorway Otiuke's Freezing Sphere Otto's Iresistible Dance Programmed lusion Scatter Soul Cage Transfusion True Seeing wallof ee 77H LeveL SPELLS Etherealness Finger of Death Fire Storm Forcecage Mirage Arcane Mordenksinen's Magnificent Mansion Plane Shift Power Word: Pain Prismatic Spray Project image Ravenous Darkness Reverse Gravity Sequester Sirpulacrurn Symbol Teleport 8TH LeveL SPELLS Abi-Dalzien’s Hort Wilting Antinagic Field Antipathy/Sympsthy Clone Demiplane Dorninate Monster Earthquake ZSteal Sout Mighty Fortress Onnipresence Telepathy Trap the Soul +, = Touma) yk orn Lever Speuis *, Astral Projection Conjure Colossus, + 2 Endure t - Gate e deprisonmgnt py Iphusejnféllect ‘Ormnipotence - Brsmatic Wall Time Stop Weird Peron see Etar's Lost SPELLBOOK: CANTRIPS BLOODBRIDGE ‘Necromaney cantrip Casting Time: 1 action Range: Touch ‘Components: V, S, M (;wo golden needies) Duration: Instantaneous ‘Source: Edited from Wizard's Spell Compendium ‘You touch two creatures, drawing blood out of one (the donor") and infusing it into the other (the “recipient") An ‘unwilling donor must succeed on a Dexterity saving throw or take 2d necrotic damage. The recipient then gains a number of temporary hitpoints equal to half of the damage dealt this ‘way unless either creature lacks blood (undead, constructs, plants, oozes, elementals, etc). ‘This spells damage increases by 244 when you reach Sth level 444) 11th level (644) and 17th level (8d4) Dictarion Transmutation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, 1 minute You enchant a pen or other writing instrument and it will begin to transcribe any words spoken in a language you know within 5 feet of it. ENEMIES Enchantment cantrip Casting Time: 1 action Range: Touch Components: V; M (a small doll) Duration: Concentration, up to 1 minute ‘Target creature must make a wisdom saving throw. On a failure, choose one ofthe following effects + Temust immediately use i's reaction to make an attack on nearby creature that it considers an ally, and then the spell ends. + It is convinced that another target creature is plotting Against it and becomes unfriendly, or perhaps hostile toward that creature, When the spell ends, the creature realizes that you used ‘magic to influence its mood. It gains advantage on all further saving throws caused by this spell for 4 hours and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at, the DMs discretion), depending on the nature of your interaction with i. Custom SPELLS PAIN ‘Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute ‘One creature you touch must succeed on a Constitution saving throw or be wracked by horrific pains. On a failed save, the creature has a-2 penalty on all attack rolls and ability checks. At the end of each of ts turns, the creature ‘may repeat the saving throws, ending the effect on a success, ‘This spell’ penalty increases by 1 when you reach 5th level (3) 11th level (4) and 17th level (5) Repmecr Abjuration cantrip Casting Time: 1 reaction, which you can take when a creature within 5 feet of you is targeted with a magical effect. Range: Touch Components: V Duration: Instantaneous When a non-hostie creature that you can touch is targeted with a magical effect, you may use your reaction (o change cone of the targets of that spell to you instead. SUMMONING Conjuration cantrip Casting Time: 1 action, or 1 reaction which you take at the ‘start of combat Range: Touch. Components: V, S, M (chalks worth 50gp) Duration: 48 hours You place a visible mark on an object that weigs no more than 5 Ibs and fits in a 5 foot cube. As an action, you may summon that object to you, so long as it's within 10 miles and not heing worn or carried. After the marked object is, summoned, after 48 hours have passed or ifyou create the mark fades. This spell's weight limit is increased by 5 pounds, and the distance by 5 miles at Sth evel (10 Ibs, 15 miles), 11th evel (15 tbs, 20 miles), and 17th level (20 ths, 25 miles) (oer erat Cobre 1sT LEVEL ARCANE TETHER Istlevel conjuration Casting Time: 1 action Range: 30 feet ‘Components: V, S, M (A needle and and pincushion) Duration: 1 minute {An ethereal chain springs from your hand and flies toward creature you can sce within range. That creature mus succeed on a Dexterity saving throw or take 148 force damage as the chain attaches itself to the creature's chest and ‘point within 5 feet ofthat ereature. The creature is anchored to that point, unable to move more than 5 feet away from it. As an action, a creature may attempt a Strength, saving throw, breaking the chain on a success. BLoopBonp Istlevel necromancy (ritual) Casting Time: 1 action Range: 30 feet, Touch Components: V, S, M(A length of red silk) Duration: 10 minutes, You link the health of two creatures. Choose one creature Within 30 feet, and then another creature you touch. An unwilling creature must succeed on a Constitution saving throw or be inked to the other. Any damage taken by one creature is divided evenly (rounded up) between all linked creatures, At Higher Levels. When you cast this spell using a spell Slot of 2nd level or higher, you may target one additional creature for each slot level above Ist up to a maximum of four. Additionally, ifcast using a spell sot of 3rd level the duration inereases to 1 hour. If cast using a spel slot of 4th level or higher, the duration increases to 8 hours. Sur Istlevel conjuration Casting Time: 1 action Range: Touch ‘Components: V, S Duration: Instantaneous Make a melee spell attack. On hit, the target takes 5 (1d10) force damage and must succeed on a Charisma saving throw, or be teleported up to 20 fect ro an unoccupied space you can ‘At Higher Levels: When cast using a spell slot of 2nd level or higher, the range the creature can be teleported is increased by 5 feet per spell slot evel above the first STUMBLE Astlevel enchantment Casting Time: 1 reaction, which you can take whenever @ ‘creature within range attempts to move, ora creature moves within range. Range: 20 feet Components: V Duration: 1 round Whenever a creature within range begins its movement or ‘moves within range, you may use your reaction to speak an ancient word of power. It must succeed on a Wisdom saving throw or use its movement to move the opposite direction it {intended and then fall tothe ground prone. Creatures immune to being charmed are immune to this effect. Turow Voice Istlevel illusion Casting Time: 1 action Range: 600 feet Components: VS Duration: Instantaneous ‘Source: Edited from Wizard's Spell Compendium You project your voice to any point you can see within, range. As you cast the spell speak up to 20 words to be thrown. You may choose to alter your voice so that itis loud and booming, gutteral and eldrtch, ete. You may also choose to imitate a creature you have heard A creature that uses its action to analyze the sound ean determine that its an illusion with a successful Investigation check against your spell save DC. If creature discerns the illusion for what itis, the sound becomes muffled for that creature. Ifthe spell is cast to imitate something, saving throws made by creatures familiar with the source you're imitating are made with advantage. 2ND LEVEL ANIMAL ASPECT 2ndevel transmutation Casting Ti Range: Self Components: V, S, M (a piece of the animal in question) Duration: Concentration, up to 1 minute [As you cast this spell choose a beast listed below. You alter your body by infusing it with bestil spirits. For the duration, ‘you gain aspects of the chosen beast. + Bear: you grow thick fur, gaining +2 to your AC + Cheetah: your legs lengthen and sprout spotted fur: Your base speed increases by 10, + Faleon: Your eyes grow larger and you grow feathers on your face. You gain advantage on perception checks. ‘Additionally attacking at long range does not impose disadvantage. + Frog: your legs become elongated and muscular and ‘mottled green. You gain advantage on Acrobatics and you can perform a long or high jump without a running star. + Gorilla: your arms become long and strong and covered swith dark hair. You gain a +1 bonus to your melee attack and damage ros for the duration + Nightingale: your tongue narrows and you grow small feathers on your face and throat. You gain advantage on performance and deception checks to mimick another creature + Otter: your hands and feet become flat and webbed. You gain a swim speed equal to your walking speed and can breathe underwater for the duration + Wolf your face grows gray-brown fur and your mouth lengthens and fangs become more pronounced You gain advantage on survival checks to track other creatures, as well as perception checks that rely on smell Additionally, your tunarmed strike can be a bite attack that deals 146 piercing damage, Dousiz Sicur 2nd level enchantment Casting Time Range: 60 fect ‘Components: V, M (a pair of peeled grapes) Duration: concentration, up to 1 hour You touch a creature (the "recipient”) and target another (dhe "donor") An unwilling donor must succeed on a Wisdom saving throw or become blind to their own senses for the aration. On a failed save, the recipient is able to see from the eyes of the donor and able to freely distinguish between the two eyesights. The donor may repeat the saving throw at the end of each of te turns, or whenever it takes damage, ending the effect on a success. Custom SPELLS PRSeRe re eg ULC aad Nicurscan™s Mier aoa Casting Time: 1 cine Range! 0 fet Conponeata:V.S Damar eee = BSouron Ete fom Wieans Spel You place a magical mark on a creature which ean only be seen by you and up to seven other individuals named by you ‘when you cast the spell It can also be seen by a creature able to see through invisibility. The mark remains on the target and visible to those who can see it no matter what efforts are made by that creature to hide the mark, including attempting tomask it with clothing, illusions, invisibility, or shapeshifting. Savinc Gracg 2ndtlevel abjuration Casting Time: 1 action Range: 30 fect Components: V, S Duration: Instantaneous ‘Source: Baited from /u/SwordMeow You leap to the air, flying toward a creature within range, taking their hand and shielding them. The creature gains 146 your spellcasting ability modifier temporary hit points. Additionally, each other creature within 15 feet of your target ‘must succeed on a Strength saving throw or be pushed back 15 feet ‘At Higher Levels: When cast using a spell sot of ed level or higher, the casting range increases by 15 feet and the creature gains 146 extra temporary hit points for each slot level above 3rd ‘TRANSFOSITION 2ndJevel conjaration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pair of dice connected by twine) Duration: Instantancous One creature within 60 feet that you can see and you ‘magically ewitch positions. Ifthe target is unwilling, it must succeed on a Charisma saving throw to resist the effect. 3RD LEVEL LireHuNT ScyTHE Srd.level necromancy Casting Time: 1 action ‘Range: Self (15 foot radius) ‘Components: V, S Duration: Instantaneous ‘Source: Inspired by Dark Souls You create a spectral scythe that sweeps around you, dealing damage and healing you. All creatures within a 15 foot radius of you must succeed on a Dexterity saving throw of take 2d10 necrotic and 2d10 cold damage, or half as much fon a successful save, Ifa cresture is damaged this way, you heal for half ofthe damage dealt to any single creature. ‘TELEPORTATION AURA Srd-level conjuration Casting Time: 1 action Range: Self ‘Components: V, S Duration: Instantancous (Choose a point you can see within range. You and each, creature within 10 feet of you is teleported to an unoccupied space within 10 feet ofthat point. Any unwilling creatures ‘must succeed on a Charisma saving throw to resist the effect, ‘Tipat Bom 3rdb-level conjuration Casting Ti Range: 100 fect ‘Components: V, S Duration: Concentration, up to 1 minute You create a wave of tidal pressure thi and then explodes. Choose a 50 foot by 10 foot line, oriented fas you choose centered on a point in range, or a 20 foot radius sphere. Whenever a creature enters this area for the first time or starts its turn there, it must make a Dexterity saving throw. A creature takes 248 cold damage on a failed save or half as much damage on a successful one, As a bonus action on any turn after the first turn you cast this spell, you may eause the area to explode in a wave of force. Each creature in the area must succeed on a Dexterity saving throw or take 346 bludgeoning damage and 346 cold damage or half as much on a successful eave, Then the spell ends, wilds fora time 4TH LEVEL BioopsworN RETRIBUTION Atdslevel necromancy Casting Tim« Range: 30 feet Components: V, S, M (a gold dagger worth at least 200gp) Duration: Instantaneous ‘Source: Edited from d20pfsrdcom action You speak an oath and shed your own blood inflict §, 10, or 20 points of damage to yourself and reducing your bit point total by that amount, Until the oath is completed or intentionally forsaken, you gain a bonus to all attack rolls, saving throws, and ability checks made while specifically and directly attempting to fulfil the oath (at the DM's discretion). ‘This bonus is equal to, #2, or “3 depending on the amount of hit points sacrificed. Additionally, you cannot recover the spell slot used to cast this spell until forsaking or completing the oath, at which point your hit point total is restored to normal as well. Burninc BLoop 4th level necromancy Casting Time: 1 action Range: Self ‘Components: V, S, M (A drop of blood and a pinch of, saltpeter) Duration: Concentration, up to 1 minute ‘Source: Edited from Wizard's Spell Compendium You cause the open, bleeding wounds ofa target you can see within range to burst into blood-red flame. Ifthat creature is below it’s hit point maximum it must make a Constitution saving throw each round. The creature takes 246 fre damage and 106 necrotic damage on a failed save, or half as much damage on a successful one, This spell ends alter the target succeeds a saving throw three times. At Higher Levels. When you cast this spell using a spell slot of Sth level or higher, the fire damage increases by 146 for each slot level above 4th. Citic ScyrHe Athslevel necromancy Casting Time: 1 bonus action Range: Self ‘Components: V, S, M (a gem-encrusted bone worth atleast 2508p) Duration: 1 minute ‘Source: Faited from Priest's Spell Compendium You create an oversized but weightless scythe made of lowing, blue-black force. The scythe is considered to be a ‘woshanded +1 magic weapon with which you are proficient. Ie deals 2410 slashing damage + 1d8 cold damage on a hit and has the reach property. Ifyou drop the weapon, it dissipates at the end of the turn. ‘Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. 5TH LEVEL f BLACKFLAME BURST Suvlevel evocation Casting Time: 1 bonus action Range: 300 feet ‘Components: V, S, M (A pinch of ash and sulfur) Duration: Concentration, up to 1 minute ‘Source: Inspired by /u/SwordMeow ‘You channel a writhing mass of naturally ‘opposed energies. For the duration, the energy {grows stronger and becomes harder to contain, On any subsequent subsequent turn for the aration, you may use an action to cause the storm] to disappear from your hands and reappear at a location you can see, where it bursts from the ground Each creature in a 20-footradius sphere must make a Dexterity saving throw, taking 446 necrotic and 4d6 radiant damage on failed save or half as much damage on a successful fone. Then the spell ends. ‘Alternatively, you may use a bonus action fon each of your subsequent turns to channel more energy into the storm. Each time you do this, make a DC 13 Constitution saving throw. Ifyou succeed, the spell is treated as though it were cast using a spell lot one level higher, up your highest level spell slot plus one. Ifyou channel energy this ‘way, you may not release the storm that tur At Higher Levels. When you cast this spell spell slot of 6th level or higher, the radiant and necrotic damage both increase by 1d6 for each slot level above the 5th, MINDEURN Stbslevel enchantment < (Casting Tim« Range: 60 feet Components: V, S, M (a diamond worth at least 150 gp) Duration: Instantaneous ‘Source: Edited from Magic of Eberron bonus action Itarget creature can cast spells, it must make a saving. throw using its spellcasting modifies, depending on its spelleasting ability: On a failure, its highest-evel spel slot is expended For each level of that spell slot, that creature takes 148 psychic damage. RAIN OF BLOOD Sthvlevel necromancy Casting Time: Range: 150 feet Components: V, S, M (a vial of blood) Duration: Concentration, up to 1 minute Source: Wizard's Spell Compendium action A storm of sticky lif-leeching, glowing red blood appears in a location you choose within range. The area of the storm consists of upto five 10-foot cubes, which you can arrange as you wish. Each cube must have atleast once face adjacent to the face of another cube. Ifa creature moves into the spells the first time on a turn or starts its turn there, that creature takes 346 necrotic damage at the end of each ofits tums for 1d4 rounds. This effect does not stack, though the creature must reroll the number of rounds and take the: higher one. 7 6TH LEVEL ANIMATE BLOOD ‘te-level necromancy Casting Time: 1 minute Range: 150 feet ‘Components: V, S, M (up to 6 drops of your blood) Duration: Instantaneous ‘Source: Wizard's Spell Compendium ‘You animate up to six drops of your own blood and turn, ‘them into inchtall minions. Each droplet has the statistics found below. A droplet that moves more than 150 feet away from you becomes inert. You are mentally inked to each of the droplets and may issue them commands. A droplet “without command will remain inert. As an action, you may switch your perception to one of theirs in order to use their ‘senses as your own. While doing so, you are blinded and, deafened to your own surroundings. You may also use a bonus action to direct one of the droplets to attack, using ‘your spell attack modifier. If the attack succeeds, the droplet ‘deals 4d10 necrotic damage and then the spell ends on it. NILSPACE DooRWAY ‘thr-level transmutation Casting Time: 5 hours Range: Touch ‘Components: V, Teast 2,000 gp) Duration: Permanent ‘Source: Edited from The Great Net Spellbook ‘Toast this spell you must first build a stone archway inscribed with arcane runes. The arch may be of any’ appearance and design of your choice. This archway does not hhave to be set up as part of a wall although it ean be. When you finish casting this spell, the door then permanently opens. toan extradimensional space 40 feet wide * 60 feet long, ‘with a 10 foot high ceiling. Ifyou wish, you may ater its dimensions as long as it remains that size (he floor ean take ‘up no more than 2400 square feet) Unless you take additional methods to hide and lock the doorway, anyone ean ‘use it and enter your space. S,M (a stone and iron doorway worth at ‘The interior ofthis room is completely featureless, however ‘you may furnish it as you wish. It will continuously provide fresh air and a temperature anywhere between 50° and 100° Fahrenheit. Ifyou wish (and have the ability) you may add any of the following spells to the final result while preparing this spell: alarm, continual flame, guards and wards, magic mouth, ‘major image, minor illusion, silent image, unseen servant, and other, similar spells of the DM's diseretion. Each spell increases the cost of the doorway by 100 gp +50 gp per spell level and increases the casting time by 1 hour, but causes those spells tobe permanent. You are still bound by any limitations of those spells other than range. Ifan added spell is dispelled or suppressed, it will return to full strength the following day at dawn. Bringing an extradimensional item such as a bag of ‘holding into this room suppresses the magical properties of the item until it exits the room. ‘TRANSFUSION 6thvlevel necromancy Casting Time: 1 action Range: Self (20 feet) Components: V, S Duration: Instantaneous You attempt to siphon blood from nearby creatures. All, creatures within 20 feet of you must succeed on a constitution saving throw or take 10d6 necrotic damage and you regain half that many hit points. 7TH LEVEL Ravenous DARKNESS 7thlevel evocation Casting Time: 1 action Range: 100 feet ‘Components: V, S, M (a dozen teeth of various animals) Duration: Concentration, up to 1 minute ‘Source: d20pfsrdeom “Magical darkness spreads from a point you choose within range to fill a 50-foot radius sphere for the duration, spreading around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. Additionally if any ofthis spells area overlaps ‘with an area of light created by a spell of 6th level or lower, the created the light is dispelled. ‘The area of darkness is filled with toothy, ravenous jaws that bite at anything in the area. Itattacks using your spell attack modifier and may attack each creature other than you inside it once at the end of your turns; roll one attack with advantage, regardless of the number of creatures inside, and ‘compare it to each creature's AC individually. On hit, the target takes 348 slashing damage and its hit point maximum. is reduced by that amount. This damage counts as magical for the purposes of calculating resistances and immunities, 8TH LEVEL OMNISCIENCE Sth-evel divination 120 feet ‘Components: V, S, M (golden tarot deck worth atleast 1,000 ap, which this spell consumes) Duration: 1 minute ‘You channel divine knowledge directly into your mind For ‘the duration, you gain Truesight out to a range of 120 feet. ‘Additionally, when you cast this spel roll ten 420s and record the results. For the duration, you may replace any ability cheek, attack rol, or saving throw a creature within range ‘ould roll with any number recorded You must choase to do so before the roll and each number may only be wsed once, Additionally, for the duration, whenever you would roll an Intelligence check, you may replace your die rll with a 20. Finally, you gain expertise in every tool and gain the ability o flawlessly speak and understand all languages. A creature other than you must make a dexterity saving throw, taking 646 (magical) slashing damage or half as much, fon a successful eave, whenever it enters the area forthe first time or ends its turn there, and its hit point maximum is reduced by that amount. If the creature's hit point total is reduced to 0, the creature is eaten and disappears, dropping all magical items it was carrying, This reduction to a creature's hit point maximum lasts until the creature finishes, along rest or until it is affected by a spell lke greater restoration, At Higher Levels: When you cast this spell with an 8th- level or higher spell slot, the attack damage increases by 148 per slot level above 7th, OMNIPRESENCE Sthvlevel divination Casting Time: 1 hour Range: 30 feet Components: V, S, M, (Up to four golden pins worth 1,000 gp ‘each, which this spell consumes) Duration: Permanent ‘Choose up to four creatures within 30 feet of you. Upon, casting this spell.you permanently gain knowledge ofthe precise location of those creatures’ bodies, even if you are on separate planes of existance or if they're hidden by a spell such Nondetection. This effect cannot be dispelled or detected by a spell of Sth level oF lower. ‘As an action, you may expend an Sh-level spel siot and another golden pin to teleport yourself to an unoccupied space within 30 feet of one of the marked creatures. Ifyou cast this spell and mark new creatures, the old cenchantments fade. Fe 9TH LEVEL Conyure Corossus ‘Stilevel conjaration Casting Time: 1 action Range: 300 feet _ Componente: S, MV (a diamond worth at least 500 gp, which the spell consumes, and a ball of clay) Duration: Concentration, up to 10 minutes ‘The head, torso, and arms of a truly enormous, humanoid ‘construct rises from the ground It is easily $0 feet tall lacks facial features, and is made of the same substance as the ‘terrain itis summoned in, The creature is under your command It rolls its own initiative. On each of your turns, you can use a bonus action fo mentally command the creature ifits ‘within 1,000 feet of you. You decide what action the ereature wil take or you can issue a general command such as to guard a particular chamber or corridor Ifyou issue no commands, the creature ‘only defends itself against hostile ‘eatures. Once given an order, the ‘reature continues to follow it until its task is complet. You may use an action to cause the Colossus to retreat into the ground and emerge in another tunoceupied space you can see ‘within 1,000 feet CoLossus Gargantuan construct, unaligned ‘Armor Class 18 (natural armor) Hit Points 310 (20420 - 100) Speed 0 ft STR DEX CON INT WIS CHA 28 (+9) 6(-2) 26(+8) 3(-4) 3(-4) 18(+4) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Damage immunities psychic Condition Immunities Blinded, charmed, deafened, ‘exhaustion, frightened, petrified, poisoned, prone, ENDURE Sthvtevel abjuration Casting Time: 1 action ‘Range: Touch ‘Components: V, S, M (A set of arcane inks worth 2.500 gp, which the spell consumes, and a platinum needle worth 5000 gp) Duration: Concentration, up to 1 hour You choose a spell that is affecting a creature you can. touch, freezing it in time, Until you lose your concentration, that spell has a duration of 1 hour. Ifyou maintain concentration for the full hou, the duration becomes 1 year, ‘san arvane tattoo inscribing the spell appears on the creature's body. The tattoo fades if diapelled by a Dispel ‘Magic spell of Sthdevel or higher, or ifthe spell ends. ‘the target in another way (or example, if creature affected by Invisibility attacks, the spell tends and the tattoo fades). tise Credits Hou iss Senses truesight 60 ft (blind beyond this radius), passive perception 9 Languages Challenge 18 (20000 x) Siege Monster. The colossus deals double damage to objects and structures. Immutable Form The colossus is immune to any spell or effect that would alter its form. Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects. Actions. ‘Slam. Melee Weapon Attack-+15 to hit, reach 50 ft, up 10 5 creatures. Hit 48 (6d12 + 9) bludgeoning damage. Fory Sth-level evocation Casting Time: 1 action ‘Range: Self (15-fo0t sphere) ‘Components: V Duration: Concentration, up to 1 minute ‘Speaking a few ancient words to manipulate the fabric of universe, you unleash a pure, elemental force of destruction. ‘You create a 15-fo0t sphere of hateful energy around you for up to1 minute. All nonmagical structures and objects that aresit being worn of carried that enter the sphere are instantly incinerated. ‘Whenever a creature other than you enters the spell's area forthe first time on a turn or ends it's tur there it must make 1 Dexterity saving throw. On a failed save, it takes 1d6 of all 13 damage types (Bludgconing, Piercing, Slashing, Acid, Fire, Cold, Poison, Necrotic, Radiant, Lightning, Psychic, Thunder and Force) or half as much on a successful one. ‘The ground beneath your feet becomes lifeless and acrid ‘Any water or plants that grow in that area for the next year becomes toxic. Any creature that drinks the affected water or eats any vegetation from the area must make a Constitution saving throw or become poisoned for 24 hours. Likewise, any creature that sleeps in an affected area must make a Constitution saving throw or become poisoned for 24 hours. ‘After one year, the toxic effects begin to fade, disappearing completely over the next week. TLuUsTONARY ARMY Sthvlevel illusion Casting Time: Range: Self Components: V, S, M(a sapphire worth at least 1,000 gp, which the spell consumes) Duration: 6 hours You split your soul to create 10 semi-realilusionary uplicates that appear utterly indistinguishable from you ‘Your ‘prime body" disappears at the same time. The duplicates appear in unoccupied spaces you can see within 30 feet of you. Each illusion has your statistics, but will, disappear upon taking damage. You have the senses ofall illusions simultancously and can easily differentiate between ‘them. Bach iflusion moves on the same turn bat collectively can take only one action, one bonus action, and one reaction er round, 2s well as sharing your current spell slots. When there is only one illusion remaining, your real body replaces that remaining illusion and this spell ends. Ifthe spell ends and there are two or more illusions remaining, you choose ‘which one you replace minute InFuse INTELLECT Stdvlevel transmutation action Components: V, S, M (a sapphire worth at least 1,000 gp, which the spell consumes) Duration: Concentration, up to 10 minutes You diffuse arcane power into your bloodstream, where it finds its way to your brain, increasing your thought capacity greatly for the duration and giving yourself the following + Your Intelligence and Wisdom scores become 26 and you gain advantage on these saving throws and ability checks. + You can concentrate on two additional spells during this time, and you gain advantage on saving throws to maintain + Spells with a casting time of 1 action can be cast as a bonus action, + You may cast the following spells at their lowest level at will, without requiring material components or having them. prepared or known: Mage Hand Unseen Servant, Silent Image, Message, Identify, Locate Object, Suggestion, Locate Creature, Mislead, Rary’s Telepathic Bond Scrying, Telekinesis, Fear, Mass Suggestion, and True Seeing. + You may cast the following spells at their lowest level once. These spells require no material components, and their effects dissipate when this spell stops: Telepathy, Power Word Stun, Mind Blank, Feeblemind Dominate Monster, Geas, Dispel Magic, Bighy's Hand, Creation, Dominate Person, Wall of Force, and Modify Memory. ‘When the spell ends, you must make a constitution saving throw. On a success, your movement speed is halved until you take a long rest and you must choose to take either an action or bonus action on each of your turns, but not both. On a failure, you fall unconscious for 1d$ hours or until damaged, and you recieve the above effects as though you succeeded on the save upon waking. 2 OMNIPOTENCE Sth-level divination Casting Time: 1 action Range: Self Components: V Duration: 1 minute You temporarily ascend to near-godhood For the duration, ‘whenever you cast a spell using a spell slot Sth level or lower, its cast as though it used a Sthdevel spell slot. When you cast a spell of 6th level or higher, it's cast as though it used a Sth- level spell slot. These spells count as though they were cast ‘with their lowestevel spell slot for the purposes of class abilities. Sreat Sout Sthlevel necromancy Casting Tim Range: Touch ‘Components: V, S, M (a diamond, worth at least :500 gp) Duration: Special You reach into a creature near death and steal their soul If a creature has lost at least 100 hit points, they must make a charisma saving throw. On a failure, you pullout their soul ‘and can enact one of the following effects: + Rend You rip apart the creature's soul, destroying it and it's material body completely. The ereature may not be returned (0 life by any means short of divine intervention or a ‘Wish spell resto Artist Credit: Jason + Seal You seal the creature's soul in the diamond sed to cast this spell Each diamond may only be used to hold one soul releasing the first ereature trapped should another attempt to be sealed A creature is trapped until the diamond is shattered The diamond has an AC of 15 (natural armor) and 10 hit points. Light can pass through the gem normally (allowing the target to see out and other creatures to sec in), ‘but nothing else can pass through, even by means of teleportation or planar travel While the soul is trapped, the body disappears, dropping everything i's wearing or carrying, butis recreated upon the sou!’ release + Consume. You infuse yourself or another creature you ‘ean touch with the soul restoring 10d4+10 hit points to that creature instantly and damaging the target by the same amount. + Twist. You twist the soul, and restore ito the creature. ‘The creature falls unconscious for 1 round. Upon awakening it must succeed on a Charisma saving throw or it's alignment and morals change until the diamond used to cast this spell is shattered The diamond has an AC of 15 (natural armor) and 10 hit points. For example, ifthe creature was lawful evi it becomes chaotic good Ifit was chaotic neutral it becomes: lavwful neutral. If you try to cast this spell on a creature with a ‘rue neutral alignment, the diamond shatters and the spell fails

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