0%(1)0% found this document useful (1 vote) 489 views31 pagesThe Tome of Blood Magics
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
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 eretedTHE 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 SthQuick 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 focusCrimson 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 wellAsruity 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 seeEtar'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 Cobre1sT 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 time4TH 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.
76TH 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.
Fe9TH 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