INCANTATIONS
HTTPaladin
                                                          Kiersten Bell
                                                    Metal Weave Games
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                                       Credits
Project Director: HTTPaladin
Designers: Kiersten Bell, HTTPaladin, Lucia Versprille
Editing: Elias Veren, Sebastian Yue
Graphic Design and Layout: HTTPaladin
Cover Illustration: Syd Mills
Interior Illustration: Zander Barcelo, Cher Chen, Stephanie Cost, Riel Hye, Genel Jumalon, Maïwenn Kasprzyk,
    Allaine Kate B. Leoncio, Erika Lundrigan (Mizomei), Patricia Maura L. Mercado, Anna Moshak, Mike Pape,
    Devon Ste Marie Rubin, The_Gobbo, Lauren Walsh
Metal Weave Games Executive Producer: Andreas Walters
Spells by Writer
HTTPaladin
A Door That Waits, A Fruit of Labor, Always On Your Mind, Circle of Comfort, Cocoon Bastion, Cosmic Finality,
Deathbound Speaker, Dweller Among Clouds, Enchantment Passage, Eternal March, Grace of the Coinslinger, Guide the
Stars, Houndmaster’s Nightmare, Imbue Resilience, In Hands Unseen, Irreparable Soul, Maelstrom Steed, Memory of
Completion, Lethality Bound, Protection Bound, Scribe’s Delight, Skybound Sails, Struggle to Remember, To Call Forth
A Raven, To Grasp the Sun, The Trick of Light, What Blood is Worth, Wild Growth, Words That Ring
Kiersten Bell
A Fickle Memory, Blockade, Boon of Protection, Chains of Penance, Dreamscape Convergence, Exhumation, Glass Ink,
Ivory Speech, Master Forgery, Mimic Mimicry, Nine Lives Parade, Planar Arch, Preparation, Seelie Circle, Shackles of
Time, Speak With Departed, Terraneous Seeking, Traveler’s Grace, Underwater Refuge, Visions of Antiquity, The Mage’s
Assistant, The Threads That Bind, Thermal Control, Tripwire
Lucia Versprille
Bolstered Shoulders, Cloak Field, Hypermnesia, Nurture Island, Specialized Steward
                       Thank you to all of our backers. This would not have happened without you.
                                                                         Syd Mills paints the casting of Guide
                                                                         the Stars, acting as a guide for readers
                                                                         old and new into this book’s pages.
ISBN (print): 978-1-952885-55-6								                                                              PDF Version 2.5
ISBN (digital): 978-1-952885-56-3
Copyright © 2022 Metal Weave Games
INCANTATIONS and its logo are trademarks of Metal Weave Games in the U.S.A. and other countries. This material
is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of Metal Weave Games. This
product is a work of fiction. Printed in Hong Kong by PrintPlus Ltd. First Printing.
          2             Prepared exclusively for natureclaw@gmail.com Transaction: MWG-19626
                    Table of Contents
Credits .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  2        Perilous Binding .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 40
Spells by Writer .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 2                Planar Arch .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 41
Content Notice .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  3                 Preparation .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  41
List of Incantations .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4                                   Protection Bound .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
Foreword .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5                                Scribe’s Delight .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
Chapter One: It’s A Kind Of Magic .  .  .  .  .  .  .  .  . 7                                           Seelie Circle .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  43
   Incantations .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8                                  Shackles of Time .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  43
      New Rules and Restrictions .   .   .   .   .   .   .   .   .   .  8                               Skybound Sails . . . . . . . . . . . . . . . . 44
      Learning and Using Incantations .  .  .  .  .  .  .  . 8                                          Speak With Departed .   .   .   .   .   .   .   .   .   .   .   .   .  46
      Researching an Incantation .   .   .   .   .   .   .   .   .   .  9                               Specialized Steward .  .  .  .  .  .  .  .  .  .  .  .  . 48
      Casting a Spell with Longer Casting Time .   .   .   .  9                                         Struggle to Remember .   .   .   .   .   .   .   .   .   .   .   . 49
      Casting a Spell with Other Casters .   .   .   .   .   .   .  9                                   Terraneous Seeking .  .  .  .  .  .  .  .  .  .  .  .  . 50
   The Incantations Themselves .   .   .   .   .   .   .   .   . 11                                     The Mage’s Assistant .   .   .   .   .   .   .   .   .   .   .   .   .  50
      A Door That Waits .   .   .   .   .   .   .   .   .   .   .   .   .   . 11                        The Threads That Bind .   .   .   .   .   .   .   .   .   .   .   .  50
      A Fickle Memory .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  11                     Thermal Control .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  54
      A Fruit of Labor .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 11                     To Call Forth A Raven .  .  .  .  .  .  .  .  .  .  .  . 54
      Always On Your Mind .  .  .  .  .  .  .  .  .  .  .  . 12                                         To Grasp the Sun .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  56
      Blockade .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12                                  Traveler’s Grace .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  56
      Bolstered Shoulders .  .  .  .  .  .  .  .  .  .  .  .  . 12                                      The Trick of Light .   .   .   .   .   .   .   .   .   .   .   .   .   . 56
      Boon of Protection .   .   .   .   .   .   .   .   .   .   .   .   .   .  12                      Tripwire .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 57
      Circle of Comfort .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13                                  Underwater Refuge .   .   .   .   .   .   .   .   .   .   .   .   .   .  57
      Chains of Penance .   .   .   .   .   .   .   .   .   .   .   .   .   . 13                        Visions of Antiquity .  .  .  .  .  .  .  .  .  .  .  .  . 57
      Hearted Guardian .   .   .   .   .   .   .   .   .   .   .   .   .   . 13                         Wary of Eyes .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 57
      Cloak Field .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  15                 What Blood is Worth .   .   .   .   .   .   .   .   .   .   .   .   .  58
      Cocoon Bastion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15                                  Wild Growth .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 59
      Cosmic Finality .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 16                      Words That Ring .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  59
      Deathbound Speaker .   .   .   .   .   .   .   .   .   .   .   .   .  18                     Chapter Two: Go Your Own Way .  .  .  .  .  .  .  .  . 63
      Dreamscape Convergence .   .   .   .   .   .   .   .   .   .   .  18                           Bard: College of Antiquity .   .   .   .   .   .   .   .   .   .   .   . 64
      Dweller Among Clouds .   .   .   .   .   .   .   .   .   .   .   . 22                          Barbarian: Path of Vehemence .   .   .   .   .   .   .   .   .   . 65
      Enchantment Passage .  .  .  .  .  .  .  .  .  .  .  . 22                                      Cleric: Supernova Domain .   .   .   .   .   .   .   .   .   .   .   .  67
      Eternal March .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  23                Druid: Circle of Dust .  .  .  .  .  .  .  .  .  .  .  .  .  . 68
      Exhumation .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  24               Fighter: Artifact Eater .   .   .   .   .   .   .   .   .   .   .   .   .   . 69
      Glass Ink .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 24             Monk: Way of the Cosmic Grasp .   .   .   .   .   .   .   .   .  71
      Grace of the Coinslinger .  .  .  .  .  .  .  .  .  .  . 24                                    Paladin: Oath of Dreams .   .   .   .   .   .   .   .   .   .   .   .   .  72
      Guide the Stars .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26                                 Ranger: Vespertine .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  73
      Houndmaster’s Nightmare .   .   .   .   .   .   .   .   .   . 26                               Rogue: Figment .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  74
      Pack of Dogs .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  27             Sorcerer: Harbinger Bloodline .   .   .   .   .   .   .   .   .   . 76
      Hypermnesia .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 28                   Warlock: Whispered One .   .   .   .   .   .   .   .   .   .   .   . 77
      Imbue Resilience .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 28                  Wizard: School of Travels .   .   .   .   .   .   .   .   .   .   .   . 78
      In Hands Unseen .  .  .  .  .  .  .  .  .  .  .  .  .  . 28                                  Chapter Three: I Love Playing With Fire .   .   .   .   . 81
      Irreparable Soul .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 31                  Magic Items .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 82
      Ivory Speech .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  32             Memento .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
      Master Forgery .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32                                  Relic .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 82
      Maelstrom Steed .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  32                  A Tragedy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 83
      Memory of Completion .   .   .   .   .   .   .   .   .   .   .   .  33                         Antiquity .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 83
      Mimic Mimicry .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 33                   Chapter Four: Under Pressure .  .  .  .  .  .  .  .  .  . 85
      Nine Lives Parade .   .   .   .   .   .   .   .   .   .   .   .   .   . 36                     Designer Notes .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  86
      Nurture Island .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  38               License .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 87
Content Notice
Be warned that the following content is found in the mentioned pages.
   Blood. Page 30
   Skeletons. Page 17, 19, 25
   Spirit or Ghosts. Page 47
   Afterlife or Death. Page 16
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List of Incantations
         Spell Name            Level         School                                Description
A Door That Waits             5th      Conjuration      Create an expanding doorway network.
A Fickle Memory               4th      Enchantment      Once more, become a stranger to someone.
A Fruit of Labor              2nd      Conjuration      From the sweat of your brow, a restorative morsel.
Always On Your Mind           1st      Abjuration       Never misplace what is rightfully yours.
Blockade                      2nd      Conjuration      Obstruct others.
Bolstered Shoulders           2nd      Transmutation    Like the workhorse or the carriage, easing a burden.
Boon of Protection            4th      Conjuration      Guardians at your summon and command.
Circle of Comfort             1st      Abjuration       Fresh air, ease, serenity. A small reprieve.
Chains of Penance             5th      Conjuration      Capture even the most potent of foes.
Cloak Field                   5th      Abjuration       How to disappear the land completely.
Cocoon Bastion                4th      Conjuration      Save another, release them later.
Cosmic Finality               6th      Necromancy       Allow a certain kind of sanctity to the deceased.
Deathbound Speaker            4th      Necromancy       Create an undead assistant.
Dreamscape Convergence        1st      Illusion         Get more hours in the day while resting.
Dweller Among Clouds          6th      Transmutation    Create a castle in the sky.
Enchantment Passage           3rd      Transmutation    Empower your tools with the spoils of war.
Eternal March                 1st      Abjuration       The burdens of effort and travel take less and less from you.
Exhumation                    4th      Necromancy       Create an array of helpers and soldiers.
Glass Ink                     2nd      Enchantment      Transport ink from object to object, creature to creature.
Grace of the Coinslinger      1st      Transmutation    Find new value in old coins.
Guide the Stars               1st      Divination       Move the heavens to guide you more directly.
Houndmaster’s Nightmare       3rd      Transmutation    From you, hounds upon hounds.
Hypermnesia                   4th      Divination       View the memories of the past.
Imbue Resilience              3rd      Transmutation    Shield an object from one of the world’s harms.
In Hands Unseen               1st      Transmutation    A staggering show of sleight and subtlety.
Irreparable Soul              7th      Necromancy       You create a tragedy.
Ivory Speech                  3rd      Enchantment      A fun game where none may say the word.
Master Forgery                2nd      Transmutation    Create a replica so fine and perfect, it must be magic.
Maelstrom Steed               4th      Transmutation    Imbue your mount with the power of storms.
Memory of Completion          3rd      Transmutation    Restore an object to former glory.
Mimic Mimicry                 3rd      Transmutation    The creation of monstrosities at your whim.
Nine Lives Parade             5th      Conjuration      A deluge of cats to delight and distract in disbelief.
Nurture Island                6th      Conjuration      Create a piece of land to call your own.
Perilous Binding              3rd      Evocation        Imbue your weapons with a talent for bloodshed.
Planar Arch                   9th      Conjuration      Create a doorway into another plane of existence.
Preparation                   6th      Transmutation    Collapse time and ready your magic faster.
Protection Bound              3rd      Abjuration       Imbue your protections against threat and bloodshed.
Scribe’s Delight              2nd      Conjuration      A place only for the studious and diligent.
Seelie Circle                 4th      Conjuration      A trick of nature and magic, allowing those most meek to survive.
Shackles of Time              3rd      Abjuration       Undo, rewind, try again.
Skybound Sails                4th      Transmutation    From sea to sky, sail the world.
Speak With Departed           3rd      Necromancy       Have one last talk with those who have left.
Specialized Steward           3rd      Conjuration      An item becomes the most stalwart of aides.
Struggle to Remember          1st      Illusion         New memories of you are difficult to form.
Terraneous Seeking            2nd      Divination       See through the cloak that the dirt provides.
The Mage’s Assistant          3rd      Conjuration      Create an extension to your reach, aiding your daily fights.
The Threads That Bind         2nd      Divination       Share with another your wellbeing, and theirs to you.
Thermal Control               2nd      Transmutation    Control heat and cold for ease and living.
To Call Forth A Raven         3rd      Conjuration      Send out a raven, whose eyes you use, whose place you swap.
To Grasp the Sun              4th      Transmutation    Halt time, delay the dawn, finish your task.
Traveler’s Grace              1st      Conjuration      The pinnacle of rest, in the world or in magic.
The Trick of Light            2nd      Evocation        Take control of flame for flare and fashion.
Tripwire                      2nd      Abjuration       Create an unseen, untouchable and identifying trap.
Underwater Refuge             3rd      Conjuration      Safety and comfort far below the sea.
Visions of Antiquity          6th      Illusion         See history, as told by its antiques and trophies.
Wary of Eyes                  4th      Divination       Gain awareness of scriers and their prying eyes.
What Blood is Worth           4th      Necromancy       Trade magic with another.
Wild Growth                   4th      Transmutation    Nature provides, heals, shelters, as it always does.
Words That Ring               1st      Divination       Be found without lies.
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                                   Foreword
Growing up, I always loved magic. Not in the sense that I       tabletop session with my friends. At my job, I was the
fell in love with the world of Tolkien, but in that I wanted    target of absolute spite and hatred, but with fiction and
fantastical magic to exist in the world. Like many kids,        friends, I experienced true love and camaraderie.
when I saw a magician perform a trick, I wanted it to be            I now work in fiction all the time, creating things to
magic—for real. Today when I listen to someone claim to         read and play, and my absorption of media is no longer
know the true ways of sorcery and hexing, I wish it to be       an escape, but to enrich my life. To better understand
real. As a kid, young adult novels captivated me because        friendship through fiction, to better understand the views
they spoke to me and told me what I longed to hear: “Yes,       of others, to make my heart deeper and wider for others.
there is magic, and yes, you will learn it because yes, you     In turn, I try to do the same, be it through prose writing
were always meant to.”                                          or game writing, because through fiction, we touch on
    There’s a gentle romanticism in that, and I feel as         real things in a way we don’t normally allow ourselves to
though it is one of the first many of us feel as children.      embrace. Truth be told, it’d be awkward as hell to start
That the world is bigger and wider and much more                spouting about love being real magic to someone you
mysterious than our mundane lives. That we can tap into         didn’t know. But hey, fiction permits that.
wonderful and powerful forces to help us, or entertain us,          So this all said, I can get to my main point:
or save us.                                                         I made this book to appeal to the romantic notion
    Of course, no one came to deliver this mysterious           of fiction, the kind of fiction that draws you into the
revelation to me. There was no messenger or                     unknown and wonderful. The kind of fiction many people
message, there was no inciting incident of wondrous             embrace as children, when you know the world is wide
command over fire, or birds, or telekinesis. It’s one           and vast, and the notion of goblins and gremlins and
of the first heartbreaks I experienced, but one that I          faeries and wizards being real is something you can totally
begrudgingly accepted.                                          accept and trust, despite not meeting any in your day to
    Yet still, many of us embrace fantasy wholeheartedly!       day life outside of books. I wanted this book to touch on
After all, the project you’re holding is a result of this       the very real idea that through fiction, we can become
enduring love of the fantasy genre—a love that many             better people, by better understanding things that are
others embrace as well. Despite our acceptance of what          intangible, such as love and loyalty.
is real and what is fiction, it is here because of that first       Not to say that reading this book of game mechanics
endearment of ours towards the fantastical and unreal.          is going to make you a better person, per se (but hey, if
Many people embrace fiction for work, for entertainment,        you think it did, feel free to let me know: I’ll tuck that
and for some people, a lifestyle. But none of it is real. So    away for a rainy day), but I want you to know that this
why embrace it?                                                 book was made with friends, was made with love, and was
    I propose that, despite eye-rolling or guesses at           made for you.
endings, we still retain much of the heavy handed                   I hope you enjoy it.
lessons of the stories we were first exposed to as                  Gratefully,
children. Abstracts like loyalty are only tangible through          Joshua “HTTPaladin” Mendenhall
selflessness when we help others, yet I only hear about it
in my day to day from fiction. I may love someone, but I
fully admit that my understanding of love is founded on
its depictions in fiction. Emotions and bonds that many
works of fiction told us were the “real magic all along”
(as opposed to literal magic like teleportation, fireball,
weather control, barriers, telekinesis, demons, elementals,         P.S. My father introduced me to three things early
witches, golems, mind reading, various forms of undead          in my life: fantasy, tabletop gaming, and classic rock.
or undeath, or even speaking with animals) were and are,        If you’re wondering why the chapters are named the
in fact, real.                                                  way they are, please know that I saw an opportunity to
    I used to work a slurry of dead-end, nowhere jobs.          include all three things my father gave me in this book,
Things that would never offer advancement, would never          and I don’t know when else I’ll get to use the title “I Love
allow me to do much beyond paying bills and taxes and           Playing With Fire”.
food, and would do nothing but grind me away. But in my
off hours, I would turn to fiction. Yes, I would get chewed
out at these jobs by customers, would work long hours on
my feet doing mundane and performative tasks, and assist
people who would rather I dropped dead rather than take
up more than an iota of their time, but hey, I got a new
book, and this weekend? I was going to play a 12-hour
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    Do you remember when you first started out,
    and you kept fumbling your somatic gestures?
    I guided your hands through the basics and in
    a week, you were better than your classmates.
    You’ve always been good at this stuff. Talented,
    yes, but you worked hard, too. I got lucky. I could
    do that thing with the light, you remember. One
    snap, and I could dim the whole house! They
    never taught that in the school, and if I know
    you, and I do, then I know you tried to find it
    yourself. You asked your teachers, you tried to
    look it up in textbooks.
         But you learned so much in the process that I
    didn’t have the heart to tell you. There’s so much
    out there, out here—magic that you wouldn’t
    believe. Things people talk about in legends!
    Things people talk about in history books! I got
    lucky when I was young, around your age, and I
    got something that let me be like that. Something
    that let me be incredible. I never knew how to tell
    you about it when you were a kid.
         But by the time this letter gets to you, you’ll
    be older, and I think you’d make better use of this
    than me. I want you to see the world. I want you
    to have your own adventures.
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      Chapter One
 It’s A Kind Of Magic
A Selection Of Spells For Your Usage
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                            Incantations
For the burgeoning arcanist or divine conduit, their magic       spells require their casters to expend immense effort and
capabilities can open the world. To call forth fire, to create   some even mandate more than one caster, with some of
something from nothing, to move through air or even heal         the spell’s most powerful forms only manifesting with
what is harmed. Any one spell is a wonder by itself, with        whole groups focusing as one.
greater and stranger powers awaiting only further practice          These spells demand more, take more, require more
and experience. But the spells learned through traditional       than standard spells, but their effects are fantastical
means provide effects that are instant and dwindling. A          and companionate, endearing and enduring. While any
fireball burns and is no more, a ray will find its mark, and     spellcaster can learn their craft’s spells, few will learn
a conjured creature will eventually return to its original       the majesty and wonder of incantations. And for good or
location, or simply vanish.                                      for ill, these spells change their casters’ lives, forging an
    But there exist spells of different purpose and intent.      inextricable new magic bond.
These spells change how their caster approaches the
world. Compared to the short-lived bursts of power that          New Rules and Restrictions
are so commonly taught, these spells and their effects           This section contains new spells called incantations that
live on, with some effects permanent and others in need          the DM may add to a campaign, making them available to
of renewal each month. These spells often hunger for             player characters and enemy spellcasters alike as they see
sustenance—magical reserves, pieces of their casters’            fit and as appropriate for their game.
lives, days or weeks, or esoteric reagents.—and produce              This section introduces new rules for casting
more and more potent effects the more they are fed.              incantations.
    These spells are hot and vibrant, requiring focus
and dedication found only in the most determined and             Learning and Using Incantations
disciplined of casters. Such a spell demands the sole focus      Characters can learn incantation spells by using relics and
of its caster, and while many practitioners of magic taper       mementos (see Chapter 3, “I Like Playing With Fire”).
their focus to the casting of rituals, these spells can take     Any character can learn an incantation, regardless of
much longer to cast—multiple days, in some cases. These          whether their class grants spell slots. A character with
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                                                                                                                               Allaine Kate B. Leoncio
spell slots who has learned an incantation spell casts it           Additionally, a character may spend a week
as normal: at a level for which they have spell slots. If a     researching, asking around, or searching for the location
character doesn’t have spell slots, they can cast the spell     of an incantation. At the end of this week, they gain a +1
once at its lowest level, and must finish a long rest before    bonus on the next attempt they make to learn about the
they can cast it again. A character without spell slots is      location of an incantation. This bonus is cumulative for
unable to cast an incantation spell if its level is higher      each week spent this way, up to a maximum equal to the
than what a full spellcaster of their level would be able to.   character’s level.
For example, a 5th-level character can’t cast sensor gate,
but would be able to upon reaching 7th level.                   Casting a Spell
    Relics and mementos follow the normal rules of
attunement, except for some that have properties that
                                                                with Longer Casting Time
                                                                Some spells, such as a door that waits or memory of
allow for instant attunement. As normal, characters who
                                                                completion, have more powerful effects when cast with a
don’t meet the class requirements for a relic or memento
                                                                longer casting time, as detailed in the spell’s description.
can’t attune to it, even if the item is cursed or has a
                                                                If you choose to extend the casting time of an incantation
property that allows for instant attunement.
                                                                spell and you are interrupted at any time during its
                                                                casting, the spell slot is expended and the spell doesn’t
Researching an Incantation                                      produce an effect.
When a character comes across a rumor, a fable, or a story
that describes the capabilities of an incantation, they can
learn more about it with the ultimate goal of finding it. A
                                                             Casting a Spell
character may spend 8 hours researching an incantation.      with Other Casters
Activities that count towards this research time include     Some spells, such as to call forth a raven or wild growth,
asking people who might know more, tracking down             allow other spellcasters to contribute spell slots to the
information on its whereabouts, or reading about it. At      casting of the spell to achieve shared or more powerful
the end of the 8 hours, they may make either a Charisma      effects, as detailed in a spell’s description. Spellcasters
(Persuasion), Intelligence (Investigation), or Wisdom        who expend their spell slots in this way must be present
(Perception) check. The DC equals 20 + three times the       for the entire duration of the spell’s casting.
level of the incantation. On a success, they learn the rough
whereabouts or last known location or sighting of the
incantation they are searching for.
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                                                                            Genel Jumalon
10   Prepared exclusively for natureclaw@gmail.com Transaction: MWG-19626
                 The Incantations
                   Themselves
A Door That Waits                                                  include you from the target’s mind, or blur your face
5th level conjuration                                              and name in the target’s memories. The target becomes
                                                                   completely unaware that they’ve ever met you, and treats
Casting Time: 3 hours                                              you like a stranger. Their mind fills in any gaps in their
Range: Touch                                                       memory created by your absence.
Components: V, S, M (a compass gifted by a friend, a                  When the spell ends, the creature remembers
 peacock feather quill, ink that was bartered for without          everything, and is aware they were affected by a spell. A
 coin, a key)                                                      remove curse or greater restoration spell cast on the target
Duration: Instantaneous                                            restores the creature’s memory before the end of the
The chalk lights up as you finish the final word of the spell.     spell’s duration.
A litany of writing and magic circles flare with soothing             With Longer Casting Time. Casting this spell for
tones in front of you as another door elsewhere in the world       12 hours increases the duration of the spell to a week.
lights up in response. Space and distance tear apart at your       Casting this spell for 48 hours changes the duration of the
asking as the installed mechanism of the door blooms with          spell to a month. Casting this spell for 168 hours changes
magnificent power. Miles and miles are removed as space            the duration to one year.
distorts, letting you cross vast distances with the opening of a
patient door.                                                      A Fruit of Labor
    As you cast the spell, you either draw, carve, inscribe,       2nd level conjuration
or otherwise create lasting sigils on the frame of a               Casting Time: 1 hour
doorway that ties it to any number of doorways you have            Range: 5 feet
already cast this spell on. When you open a doorway                Components: V, S, M (rich soil, a bottle holding sunlight)
inscribed with this spell you may choose for it to open a          Duration: Instantaneous
linked doorway, allowing you to travel from one to the
other instantly. You may dismiss a connection between              Sweat beads on your brow as you funnel your magic into
two doorways as an action. Casting this spell again allows         complex forms and lattices, into blooming buds, and reaching
you to form new connections between doorways. Anyone               roots. The shape of the plant, its form, and its aesthetic are
else opening these doors will simply open it as normal.            little more than set dressing to the performance of its fruit:
    Longer Casting Time. For every additional hour you             raw and delicate magic spun slowly, and filtered through your
spend casting this spell, you may allow another creature           plant to become sweet flesh wrapped in a skin of beautiful
the ability to use your doorways to travel. This creature          shades and hues. Finally, exhausted, you see your hard
must be present for the entirety of the spell’s casting.           work pay off: a single piece of succulent and reinvigorating
                                                                   sustenance.
A Fickle Memory                                                        You create a single portion of fruit fit for consumption.
4th level enchantment                                              The fruit’s appearance, taste, feel, and smell are
                                                                   determined by you at the time of casting this spell, though
Casting Time: 6 hours                                              they are at all times palatable to those who consume it.
Range: Self                                                        A creature who consumes the majority of this piece of
Components: V S M (A burnt candle stub and a ring)                 fruit removes one level of exhaustion, restores a singular
Duration: 24 hours                                                 lost memory, and removes all effects and spells affecting
 It takes a surgical precision to venture so deeply into a mind,   it that can be removed by dispel magic or remove curse.
and an even more keen blade to cut out only the faces that         Upon finishing this spell, you gain one level of exhaustion.
tie your lives together. The anger. The betrayal. But also the     The fruit lasts for 24 hours, or until you take a long rest, at
love. With every slice, you feel recollection fade between you,    which point it disperses into air.
replaced by the sterile chill of complete strangers. By the            At Higher Levels. When you cast this spell using
end, they will not even remember your name, and though the         a spell slot of 3rd level or higher, the fruit removes
thought gives you hope, it also sends a shiver down your spine.    one additional level of exhaustion for each spell slot
     Choose a creature you know who is on the same                 above 2nd.
plane of existence as you. You attempt to remove any                   With Other Casters. When another creature
recollection of yourself from the creature’s mind for the          contributes a spell slot of 3rd level or higher, another fruit
spell’s duration. The creature makes a Wisdom saving               is created by this spell. Any spellcaster who contributes a
throw. On a failed save, you can erase all memories that           spell slot gains one level of exhaustion.
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Always On Your Mind                                                   With Longer Casting Time. For each additional 30
1st level abjuration                                               minutes spent casting, the maximum height and width of
                                                                   the barricade is increased by 5ft.
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (smelling salts, adamantine chain
                                                                   Bolstered Shoulders
                                                                   2nd-level transmutation
 link, a vial of gold dust, a vial of gunpowder)
Duration: 1 month                                                  Casting Time: 30 minutes
                                                                   Range: Touch
Taking on a few symbols, writing out a few inscriptions, or
                                                                   Components: V, S, M (a dung beetle, the horn of an ox,
even engraving the odd glyph or two, and there you go. Never
                                                                    and three strands of rope braided around a link of an
lost, never missing, just simply waiting for you to pick it back
                                                                    anchor chain)
up in case you drop it. Thieves beware! Pickpockets pack it
                                                                   Duration: 1 day
up! A magical tether for any weather, the perfect spell to keep
things alway at hand.                                              Your might fortifies—not a potency of muscle, but a feeling
    Select an item in your possession that you own. This           akin to numbness, despite the strain of your body. Your
item gains a visible marking or inscription of your choice.        physicality is able and strong, moving objects as if they are
This marking or inscription can only be removed by                 weightless. The incantation whispers at you, bearing the load
passing the item’s ownership to someone else, and the              triumphantly.
new owner casting an application of always on your mind.               For the duration of this spell, you touch either yourself
At any point, you may think of the marked object as long           or a willing creature and imbue them with vitality and
as it is within the same plane as you, and picture the             stamina. The target’s carrying capacity is doubled.
object’s location with perfect clarity, knowing its exact              At Higher Levels. When you cast this spell using
distance from you in whichever unit of measurement you             a spell slot of 3rd level or higher, a creature’s carrying
choose, as well what container it resides in, if any.              capacity increases by 100 pounds for each slot level
    At Higher Levels. When you cast this spell using a             above 2nd.
spell slot of 4th level or higher, items marked by this spell
can be pictured even if the item is on a different plane.          Boon of Protection
    With Other Casters. When another creature                      4th level conjuration
contributes a spell slot of 2nd level or higher, the item can      Casting Time: 3 hours
be tracked by the contributing caster as well.                     Range: Self
                                                                   Components: V S M (An owlbear feather and 100
Blockade                                                            gold pieces)
2nd level conjuration                                              Duration: 12 hours
Casting Time: 30 minutes                                           You hear the rumblings of a low, unearthly voice, whispering
Range: 30 feet                                                     of an attack upon your ward. Blinking, you can suddenly
Components: V S M (A bloody red banner and a book                  see the battle on the back of your eyelids, clear as day: The
 of fiction)                                                       glowing guardian pounces at a cloaked figure, pushing
Duration: 2 hours                                                  them back with its massive, glowing sword, and pinning
A heart thrumming to the steady beat of a war drum. The            them against a stone wall. A woman rushes out of the small
crack of splintering wooden chairs. The pungent smell of           farmhouse, shrieking and brandishing a spear, before
charcoal and blood. Your senses are flooded with these things      plunging it into the heart of the now pinned assailant.
as you erect the barricade. Soon, the violence of battle will      They crumple, and the guardian releases their limp form,
send the structure crumbling, but for now you bask in the          returning to its post.
semblance of security it offers.                                       You call forth a Hearted Guardian and assign them to
    A barricade constructed from all manner of                     protect a willing creature or location on the same plane
furnishings: barrels, chairs, tables, ladder, is erected. It       as you. The target creature must remain within 200ft of
stands up to 15 feet tall, and spans up to 30 feet wide. You       their homestead or typical resting place in order to gain
and your companions can climb and cross the barricade              the protective benefits of the Hearted Guardian. For the
without taking a movement penalty, though it does block            duration of this spell, the Hearted Guardian will attack
line of sight. To hostile creatures the barricade counts as        hostile creatures within 30 feet of the protected target
difficult terrain. If the barricade is blocking an entryway        or location.
or door, hostile creatures cannot move through the                     When a Hearted Guardian identifies a hostile creature,
entrance or doorway until the barricade is removed.                you will be immediately alerted through a mental alarm.
    The barricade has an AC of 12, and a hit point total of        The alert informs you of who, when, and where an attack
50. When the barricade reaches 0 hp, it disappears.                is taking place against the protected creature or location.
    At Higher Levels. When this spell is cast with a                   Longer Casting. For every additional 2 hours you
spell slot of 3rd level or higher, the barricade gains 15          spend casting this spell, you may protect one additional
additional hit points and its AC is increased by 1 for each        willing creature with a Hearted Guardian.
slot above 2nd.
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                                                           Circle of Comfort
                                                           1st level abjuration
                                                           Casting Time: 1 hours
                                                           Range: 20 feet (20 foot radius sphere)
                                                           Components: V, S, M (a tablecloth given in a moment of
                                                            kindness, a candle bought fairly and happily, a quill well
                                                            used and well loved)
                                                           Duration: 8 hours
                                                           Some magic requires complex machinations of imagination,
                                                           staggering upon one another like an archway made from
                                                           falling stacks of books until stable enough to perform some
                                                           impossible dream. Some magic is precise and demanding, like
Hearted Guardian                                           a cart rolling down a hill or an arrow flying from its bow. But
                                                           some magic, this magic, your magic comes in with a relieved
Medium celestial
                                                           sigh. A gentle breeze to help form a perfect environment, kind
                                                           weather for safe passage, and the slow sounds of nature.
Armor Class 11 + the level of the spell (natural armor)        Soothing air and clean soil burst forth from a point you
Hit Points 78 + 10 for each spell level above 4th          choose within range, creating a hospitable environment
Speed 35 ft                                                to fill a 20-foot-radius sphere, temporarily displacing any
                                                           natural objects that were once there. The temperature
  STR     DEX     CON          INT      WIS       CHA      and air is hospitable within this sphere, any outside gas
 18 (+4) 15 (+2) 10 (+0)      6 (−2)   12 (+1)    6 (-2)   or water does not enter into this sphere, and anything
                                                           that spreads across the ground such as fire or moss does
Damage Resistances poison, bludgeoning,                    not spread to the ground within the sphere. Food and
  thunder, lightning.                                      drink consumed within the sphere is delicious and filling.
Damage Immunities cold, fire.                              Aches,pains and one level of exhaustion are removed from
Condition Immunities exhaustion, grappled, paralyzed,      all allied creatures who remain in the sphere for at least
  petrified, poisoned, unconscious                         half of its total duration.
Senses darkvision 60 ft., passive Perception 12                At Higher Levels. When you cast this spell using
Languages Celestial, Understands the                       a spell slot of 2nd level or higher, the radius of the
  languages you speak                                      spell increases by 10 feet for each slot level above 1st.
Challenge — Proficiency Bonus equals your bonus            Additionally, you may extend the duration of this spell by
                                                           2 hours for each slot level above 1st.
                                                               With Other Casters. When this incantation is cast
Actions                                                    alongside other spellcasters, they may contribute one spell
Multiattack. The hearted guardian makes a number of        slot equal to or greater than the spell slot you used. For
attacks equal to half this spell’s level (rounded down).   each additional spell slot contributed, the radius of the
                                                           spell increases by 10 feet for each slot level above 1st.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 2d10 + the spell’s level radiant damage       Chains of Penance
                                                           5th level conjuration
Reactions
                                                           Casting Time: 5 minutes
Shield. When a creature makes an attack against a          Range: 120ft
protected creature, the hearted guardian grants a +2       Components: V S M (a rusted locket and a vial of
bonus to the protected creature’s AC if they are within     gryphon blood)
10 feet of the hearted guardian.                           Duration: 1 hour
                                                           The beast thrashes against the shoreline, its tentacles
                                                           pummeling the rocky ridge, and anyone foolish enough to
                                                           wander upon it. Chunks of earth tumble into the sea around
                                                           you, stirring its murky depths into rough waves. You raise
                                                           your arms towards the sky, and bellow a command. The
                                                           ground quakes beneath your feet, swelling in time to the
                                                           ocean. You feel your arms shaking with exertion. You squeeze
                                                           your palms shut, and arcane chains rise from the cracks in
                                                           the stone and begin to curl around the tentacles of the beast,
                                                           choking its spirit, and pinning its lashing form to the rocks.
                                                              Choose a creature you can see within range. The target
                                                           creature must succeed on a Wisdom saving throw, or
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                                                                            Zander Barcelo
14   Prepared exclusively for natureclaw@gmail.com Transaction: MWG-19626
become bound by the arcane chains. On a failed save, the        While these three creatures are within the spell’s area,
chains prevent the target from using any magical abilities      you are aware of them and their whereabouts and you
or spells, or from changing form. The target’s movement         and your allies have advantage on any Dexterity (Stealth)
speed also becomes 0. The arcane chains remain active for       checks you make to conceal yourself from them.
1 hour, or until dispelled.                                        With Other Casters. When you cast this incantation
    With Longer Casting Time. For each additional               with the support of other spellcasters, each spellcaster
5 minutes you spend casting this spell, the chains will         involved in the casting can contribute one spell slot
remain active for 1 additional hour.                            equal to or greater than the spell slot you use. For each
    Assisted By Other Casters. When this incantation            additional spell slot contributed, the duration of this
is cast, any number of other spellcasters may choose to         spell increases by 1 week. If three additional spellcasters
assist. Assisting casters may contribute one spell slot         contribute a spell slot, the duration increases by two
equal to or greater than the spell slot used to cast this       months. If eight additional spellcasters contribute 9th-
spell. For each additional spell slot contributed, the chains   level spell slots, the duration becomes permanent.
will remain active for an additional hour. Otherwise, the
chains will dissipate.                                          Cocoon Bastion
                                                                4th-level conjuration
Cloak Field                                                     Casting Time: 1 hour
5th-level abjuration                                            Range: Touch
Casting Time: 2 hours                                           Components: V, S, M (silk from a satisfied worm, silk
Range: Self (1 acre radius)                                      from a spider mid-celebration, needle and thread from a
Components: V, S, M (a black bird’s feather, a compass           laughing mage)
 with an ebony needle, a blanket that’s been grown over         Duration: 16 hours
 with moss)                                                     You weave how it should look, how it should be finished..
Duration: 1 week                                                Yet it always feels too fragile as you spin out the magic in
Spreading the green coated mantle over the patch of unsettled   soft but durable thread in your palm. If wind can push it so
dirt, your knees gently come to rest on the ground. The pull    easily, how is it supposed to protect against a blade? How is it
of the wind and the draw of the earth settles with you as you   supposed to protect against a fire? You spin it into how it will
draw symbols in the air with a crow’s feather between your      look once released. It’s almost pillow-like, like a pearlescent
fingers. The needle of the compass follows your movement, no    wreath of cloth. It always works, in the end, it always heals.
longer pointed true north, but to you. Your dominion, your      But if you don’t show that extra concern, who will?
awareness. The woods around you answer, a beckon to shield          You prepare yourself to protect another creature.
and conceal you. Releasing the pressure you’ve built, walls     When you cast this spell, you gain a charge that you can
like soft breaths amplify over the bramble. The leaves scoot    expend as a reaction at any point in the spell’s duration.
in closer, the sun dimming over the floor. The roots of trees   When you expend the charge, hundreds of silk threads
burrow deeper, leaving a pathway for you to walk. The forest    explode from your hand, wrapping a willing creature
regards you as their own and share their observations with      into a cocoon. The cocoon is one size category larger
you in whispers as you now have the lay of the land.            than the creature it holds, and floats 5 feet above the
    You choose an undisturbed area of land without              ground in unoccupied space. The cocoon follows you at a
settlements or buildings on or in it. You establish a cloak     distance of 5 feet.
over the land centered on you and form a circle, for a total        While inside the cocoon, the target cannot take
of an acre in area. For the duration, any harmful effects       actions, reactions, or bonus actions, and its speeds is
originating from the land itself protect you instead. You       reduced to 0. Any condition or spell affecting the target
and up to 8 creatures of your choice are immune to the          ends, the target is immune to all damage, and is stabilized.
effects of severe weather, you traverse difficult terrain as        If the cocoon is targeted by an attack, you must make
if it were normal, and any other effects that are directly      a Constitution saving throw. The DC is equal to your spell
tied with the natural land, such as geysers, grasping vines,    save DC. On a success, the cocoon remains safe. On a
or exploding spores, do not affect you or your allies.          failure, the cocoon suffers a rupture When the cocoon has
Additionally, you and your allies have advantage on any         suffered 3 ruptures, it is destroyed.
Wisdom (Perception) checks you make to see or identify              The cocoon lasts for 24 hours, but can be dismissed by
other creatures within range. This spell does not affect        you or the target at any time, no action required. If the
the behavior of creatures within the area that are not          target spends at least 4 hours inside the cocoon, it gains
allied with you. Wherever your cloak edges lie, you are         the benefits of a long rest. A creature can only gain the
able to tell if any creature enters or exits but they are       benefits of a long rest once per casting of this spell.
otherwise unaffected.                                               At Higher Levels. When you cast this spell using a
    At Higher Levels. When you cast this spell using a          spell slot of 5th level or higher, the number of ruptures
spell slot of 6th level or higher, you can chose up to three    that the cocoon can sustain before being destroyed
creatures who enter the cloak after you’ve cast the spell.      increases by 1 for each slot above 4th.
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          Cosmic Finality
          6th level necromancy
          Casting Time: 8 hours
          Range: Touch
          Components: V, S, M (a multitude of flowers, two gold
           coins, a vial of fresh rain, letters from someone who
           enjoys your company)
          Duration: Instantaneous
          The magic does not come from your hands, but from your
          entire being: radiant and nearly overwhelming. It bends and
          weaves from a flood to blanket, wrapping around the body of
          the departed, as a ring of starlight shines above. The words
          spill from your tongue in droves, quiet and barely above your
          laborious breathing, but still so loud. You have to fit the
          shape of a goodbye in what you say, and hope it travels to
          them safely. The starlight descends, and the weight is nearly
          crushing, despite how it passes right through you. It spins
          around the body, blurring everything in your sight, and then
          it is all gone.
               You touch a dead creature that has been deceased
          for no more than a year. If the creature has granted
          permission, either pre- or post-humously, and is still
          willing at the time of casting, you permanently block
          its body from being affected by any spells or effects of
          reanimation such as animate dead or deathbound speaker,
          from being turned into any form of undead, from any
          spell or effect that allows a creature to possess or control
          it, from granting any knowledge or power to any creature
          who attempts to devour it, from providing sustenance
          except to beasts and vermin, from any spell or effect to
          glean information from it such as speak with dead, and
          from being resurrected. If the creature’s soul is held or
          trapped from where it is meant to go, it is released and
          permitted to go there directly and immediately.
               The effects of this spell cannot be undone, dismissed,
          or dispelled.
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Zander Barcelo
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                Deathbound Speaker                                               Dreamscape Convergence
                4th-level necromancy                                             1st level Illusion
                Casting Time: 2 hours                                            Casting Time: 1 hour
                Range: Touch                                                     Range: Self
                Components: V, S, M (a knife made of stone, a hammer             Components: V S M (an hourglass filled with sand and a
                 made of bone, and feathers from a creature you beat in           page from a dream journal).
                 a game of chance)                                               Duration: 8 hours
                Duration: Instantaneous                                          Clouds stretch as far as your eyes can see, a kaleidoscope of
                The ink dries and becomes permanent, the written messages        colors bleeding out from the center of the billows and casting
                seeping into air. The skull inhales, ink-tinted air entering     a faint glow. With a snap of your fingers, the clouds around
                and sparking it alight. You speak, and with a groan, it          you begin to swell and stretch, transforming into more
                responds, its voice like gravel at first but becoming clear      sturdy, recognizable features.
                as more air enters it, until it talks with clarity and ease,         Falling into a deep slumber, you can interact
                as though death had not dried a now non-existent throat.         consciously with a dreamscape of your making. You
                Awareness seeps into it as the magic takes hold, and a sigh      may bring identical copies of physical objects such as
                comes out from non-existent lips. It speaks the name you give    books, weapons, or magical items into this realm as long
                it, and offers you assistance.                                   as you have interacted with them, or had them in your
                    You animate the skull of a deceased creature with            possession. The effects of these copies are limited to the
                a semblance of life. It possesses a rough personality of         scope and duration of the dreamscape spell.
                the creature it came from, though it has no definitive               You may also allow sleeping creatures access to your
                memories. It has a general intelligence resembling               dreamscape. Choose at least one willing creature you
                the creature it came from. It can communicate in all             know on the same plane as you. This creature may enter
                languages you know, as well as all the languages the             your dreamscape as they rest. Such creatures are aware
                creature it came from knew, though it only communicates          that they are within your dreamscape, and act with full
                around other creatures when directed to do so by you. It         autonomy while within it.
                possesses the same Intelligence, Wisdom and Charisma                 Within dreamscapes, you can partake in activities that
                scores the creature it came from had. It is loyal and            don’t change the physical world. For example, learning
                friendly to you.                                                 skills from a mentor, practicing with new weapons,
                    When placed on top of a book, it is able to read it.         identifying magical items, learning languages, and training
                    Once per day, the skull may cast speak with dead.            animals can all be accomplished within your dreamscape,
                    At Higher Levels. If you cast this spell using a spell       though you must spend the same amount of time on them
                slot of 5th level or higher, the skull is able to cast speak     in the dreamscape as you would normally be required to
                with dead one additional time for each spell slot above          in the real world. Skills and knowledge acquired in the
                4th. If you cast this spell using a spell slot of 7th level or   dreamscape are transferable to your waking self, though
                higher, the skull is able to cast speak with dead at will.       material items are not affected by their copies having
                                                                                 been altered or used. Any magical effect or condition
                                                                                 that affects you while within the dreamscape ends when
                                                                                 you wake up.
                                                                                     You may end this spell and wake up whenever you
                                                                                 choose. Any other creature inside the dreamscape
                                                                                 can choose to wake up as well. Any time spent in the
                                                                                 dreamscape counts towards a long rest.
Devon Ste Marie Rubin
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Anna Moshak
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                                                                            Devon Ste Marie Rubin
20   Prepared exclusively for natureclaw@gmail.com Transaction: MWG-19626
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Dweller Among Clouds                                                Enchantment Passage
6th-level transmutation                                             3rd level transmutation
Casting Time: 14 hours                                              Casting Time: 8 hours
Range: 30 feet                                                      Range: Touch
Components: V, S, M (a flagstone carved with a map of               Components: V, S, M (an ounce of powdered precious
 your surroundings, moss gathered in a castle dungeon,               metals, a diamond carved with a symbol that represents
 a prize earned on the land of a ruler, a knife from a               you, gloves worn from use, a vial filled with fire)
 poacher who wanted it first)                                       Duration: Instantaneous
Duration: Instantaneous                                             Will is the key to all magic, and only the strongest wills
A hum, a hymn, a chant. There’s rhythm as you circle the            bring about everlasting change. Your mind was introduced
grounds of the building, the wind picking up with each              to this truth when you first learned this spell, a dangerous
wordless beat. A choir of zephyrs join you and rush around          machination that brings joy to trophy hunters, families
the structure as you continue, the chorus seeping through its       looking to reignite the heirloom close to their name, and even
rooms and halls, moving through its doors and windows, and          the odd mage looking to expand their horizons from their
then down into its foundations, wedging into gaps. You can          peers. Sweat from your brow gathers as you hold a rapier
feel the air take up space again as the building begins to shift    stained with your own blood, dried now ever since your fallen
and tilt. You finish your spell, and see the structure high, high   foe struck you, pointing it downward at your own weaponry.
above, resting on a cloud.                                          Lightning gathers around the rapier’s point, crackling and
    You enchant a building or structure that you or, with           sizzling the air around you, ozone pervading the room. In
permission, a willing creature owns to rise into the air            an instant, it turns to howling gales, tossing loose objects to
and rest upon clouds. The rise of this building does not            and fro around the room, the danger that chases all sailors
cause compromise or damage surrounding buildings, and               present around you. As the rapier makes contact with your
dirt fills the ground where any underground section once            own blade, all is still aside from a harsh flow of light falling
lay. The building rests on a series of clouds a mile above          downward from the weapon in your hand. It pools on your
the ground. The clouds extend thirty feet out from the              own weapon, and you see the stormbound power your foe once
building itself, and are treated as a hard surface when on          wielded against you now a part of your own might.
top of them. You can direct the clouds to move, though                  You tear the magic out of one object and place it in a
it can only move three miles a day. The cloud and the               similar and suitable item of your choosing. The first object
building it holds may be teleported, but count as six               loses all of its magical abilities and properties while the
creatures for the purpose of creature limits.                       second object gains them. You are able to transfer the
    If the clouds are dispelled, either by you or the effect        magic of a common, uncommon, or rare magic item. In
of dispel magic or similar spells, the building falls slowly        order for the magic to be transferred, the recipient object
as if under the effects of feather fall. If the building lands      must still be usable with the new properties without
unevenly, it will collapse as appropriate.                          sacrificing its usability, though some functions may
    At Higher Levels. When you cast this spell using a              change. For example, a ring of protection does not need
spell slot of 7th level or higher, the clouds may travel            to be transferred into a ring to still confer its benefits,
an additional three miles each day for each spell slot              but its new form must still be worn or easily wearable
above 6th.                                                          to grant them. A mace of disruption’s magic does not
                                                                                                                                 Erika Lundrigan
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need to be placed into another mace, but it must still           Eternal March
must be a weapon you hit with. Magic from armor must             1st level abjuration
be transferred into another suit of armor, though if the
magic requires certain physical traits, such as needing          Casting Time: 1 hour
to be made of metal, or leather, the armor receiving the         Range: Self
magic must have the same traits.                                 Components: M (trail rations)
    As another example, a magic weapon that relies on            Duration: 24 hours
ammunition would lose functionality if it’s magic would          You crouch low and steady yourself, sensing the world around
be transferred into a weapon that cannot use any or the          you. Wind against your body, the feel of the ground beneath
same kind of ammunition, resulting in the magic being            your feet. You turn inward, pulling memories of exertion
unable to be transferred.                                        and victory. The fatigue of spirit and the earned soreness of
    You must remain in contact with both objects for the         muscle. Drills, practice, weaponry, you sigh, magic running
entirety of this spell’s casting time. If this spell’s casting   across your hands and feet. You could always go a little
is interrupted or halted, the magic remains in the first         further, each day. Especially now, especially today, you know
item. If the item to receive magic already possesses             you can go further still.
magical properties and abilities, they are removed upon              Your travel pace is improved, regardless if it is with a
completion of the spell.                                         group, on mount or on a vehicle. Your distance per minute
    You gain one level of exhaustion.                            is increased by 100 feet, your distance traveled per hour
    At Higher Levels. If you cast this spell using a spell       is increased by an additional mile, and your distance
slot 5th level or higher, you are able to transfer the           traveled per day is increased by eight miles. If you have
properties of a very rare magic item. Transferring the           Proficiency in Stealth, you are able to use Stealth while
properties of very rare magic item causes you to gain            traveling at Normal Pace. When traveling for longer than
two levels of exhaustion. If you cast this spell using a 9th     8 hours in a day, you only roll a Constitution saving throw
level spell slot, you are able to transfer the properties of     at the end of every two hours, and the DC increases by +1
a legendary magic item. Transferring the properties of a         for every two hours, rather than each hour past 8 hours.
legendary magic item causes you to gain three levels of          If you succeed on your saving throw, you may select one
exhaustion. If you cast this spell using a 9th level spell       other creature traveling with you. This creature succeeds
slot, you are able to transfer the properties of an artifact.    on their saving throw automatically. When you cast this
Transferring the properties of an artifact causes you to         spell, you may select one type of Difficult Terrain and
gain five levels of exhaustion.                                  ignore its movement penalty.
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    When making a Long Jump, you may add your level             above 4th level. When you cast this spell using a spell slot
to the number of feet you cover. When making a High             of 7th level or higher, skeletal creatures remain under
Jump, you may add half your level to the number of              your control for one week. When you cast this spell
feet you leap.                                                  using a 9th level spell slot, one creature that is animated
    You ignore the effects of a number of levels of             remains permanently under your control.
Exhaustion equal to your Constitution score, up to
a maximum of 5. Additionally, you have advantage                Glass Ink
on saving throws against effects that inflict levels            2nd level enchantment
of Exhaustion.
                                                                Casting Time: 10 minutes
    You must have at least one level of fighter in order to
                                                                Range: Touch
learn this spell. A majority of your levels must be fighter
                                                                Components: V S M (a stained glass jar, and a phoenix
in order to cast this spell.
                                                                 feather quill)
                                                                Duration: Instantaneous
Exhumation
4th level necromancy                                            Your ink-smudged fingers drag tenderly over an old map, ink
                                                                pooling like liquid metal wherever your digits brush. Lifting
Casting Time: 12 hours                                          one corner of the page, you guide the ink as it trickles down
Range: Self (30-foot radius)                                    the paper, and runs into a tiny glass jar. Hundreds of similar
Components: V S M (A carved set of bone dice and a              jars clink from within your coat pockets, whispering of the
 black cat’s whisker, freely given)                             secrets they hold.
Duration: 64 hours                                                  You remove the ink from a book, paper, map, tattoo, or
Amongst worms and squirming maggots, beneath mounds             similar surface. The ink is removed from the surface, and
of dirt and shattered headstones: this is where you seek your   is deposited into a small glass jar. The surface is left blank,
favored companions. The living can keep no promises, but        with no indication that text has previously graced it.
death and decay are predictable. With your hands pressed            The contents of the jar can be poured onto an object
to the earth, you seek to wake these dead, and beckon them      or willing creature. Doing so will display the original text
to the surface. Skeletal limbs breach the soil around you,      or image upon the item or creature. The text is formatted
clawing at the earth for purchase. Greeting them with a hand    as closely to the original as possible, although it may be
of your own, you hoist them to the surface one by one. Their    resized, warped, or cut off if necessary. For instance, if a
empty eye sockets look to you for approval and command, and     surface is too small to display the entirety of the original
you smile, filled with a sense of peace and purpose.            text, only the text that can fit is displayed. The rest of
    You reanimate and befriend up to 10 skeletal creatures      the ink remains in the bottle, and can be poured onto
of your choice buried within a 30 foot radius. Creatures of     another surface.
all shapes and sizes can be affected by this spell, including       Removing the ink from a living creature, or depositing
humanoid and non-humanoid creatures.                            new ink onto a creature requires them to be willing.
    If skeletal stat blocks do not exist for the reanimated
creatures, you may use the stat blocks of creatures of the      Grace of the Coinslinger
living species, with the following modifications: Skeletal      1st-level transmutation
creatures do not retain any abilities. Skeletal creatures
                                                                Casting Time: 1 minute
do not have flesh or blood, so any effects regarding their
                                                                Range: Touch
living counterpart’s flesh or blood are not retained.
                                                                Components: V, S, M (a copper coin, a silver coin, a
Skeletal creatures can only make melee or ranged weapon
                                                                 wooden coin, an iron coin, only one of which shouldn’t
attacks. Skeletal creatures cannot deal poison, acid, fire,
                                                                 be counterfeit)
or cold damage. Skeletal creatures lose all vulnerabilities,
                                                                Duration: 5 minutes
damage immunities and condition immunities it
possessed in life, and instead gain the following:              Convenience is at the heart of it. So is simplification. So is
vulnerability to bludgeoning damage, immunity to poison         wanting to flash some of the nicer mint in the world, and
damage, and immunity to exhaustion and poisoning.               perhaps so is wanting to cause a little bit of strife for someone
    If a creature of small size or smaller is affected by       else. You cup your magic, form ridges with its edges, and
this spell, you can choose to make it your familiar. If you     make lassos that go out into the world and the great beyond,
unearth a creature above the small size category that you       all tied to your own coins. You send the coins on their way,
wish to be your familiar, it shrinks until it is small, and     hope for the best, and usually it works out. Convenience is at
takes on the stats of the small sized skeletal creature most    the heart of it, sure, but as you see your coins flicker out of
similar to it.                                                  existence, you wonder whose convenience is it, really.
    Non-familiar creatures will follow your command                 You can exchange coins in your possession for coins of
for 64 hours, after which they will fall into lifeless          a different type, but of similar value. You can exchange
piles of bone.                                                  currency such as copper, silver, gold, or platinum for
    At Higher Levels. When you cast this spell using a          other coins in their equivalent exchanged amounts. The
spell slot of 5th level or higher, skeletal creatures remain    coins you trade out are replaced by coins you seek to
under your control for 24 additional hours per spell slot       possess. The new coins you receive come from elsewhere
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Allaine Kate B. Leoncio
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around the same plane as you, unless you specify to              • The constellation will move across the sky, guiding
exchange them with other coins you can see, in which case          and directing you to the location of a willing
equal totals of coins swap places instantly.                       creature. The constellation will alert you when the
    Exchanging coins outside of standard currency                  creature is on a different plane than you, or notify
will still give you coins of equal values, though which            you upon this creature’s death.
coins you receive, and what those values are, are not            • The constellation will move across the sky, guiding
determined by you.                                                 and directing you to a specified location you are at
    For the duration of this spell, you can throw coins as         least familiar with.
though they are weapons you are proficient with. You             • The constellation will move across the sky, guiding
may use either your Strength, Dexterity, or spellcasting           you to the nearest settlement that is not hostile
modifier when attacking with them. Copper coins deal               towards you.
1d4 damage, silver coins deal 1d6 damage, gold coins             • The constellation will move across the sky, pointing
deal 1d8 damage, and platinum coins deal 1d10 damage.              in the direction of a landmark you are at least
Coins thrown this way have a range of 60 feet. Copper              familiar with.
coins make no sound if they hit an object when thrown,           • The constellation stays affixed to a point, guiding
and objects they hit make no sound until the end of                you in either a cardinal or intercardinal direction of
your next turn.                                                    your choice.
    At Higher Levels. If you cast this spell using a spell
slot of 2nd level or higher, coins you throw gain a +1 bonus   Houndmaster’s Nightmare
on their attack and damage rolls for each spell slot above     3rd level transmutation
1st, up to a total of +3.
                                                               Casting Time: 1 hour
                                                               Range: Self
Guide the Stars                                                Components: V, S, M (dog fur)
1st level divination                                           Duration: 12 hours
Casting Time: 1 hour                                           With a howl and burst of joy, the spell releases, your form
Range: Self                                                    dissipates, and your consciousness and awareness are now
Components: V, S, M (iron powder, astrolabe, a map that        split among dozens and dozens of hounds of all different
 shows where you’re heading or a map that shows where          looks, sizes, and speeds. They scatter from where you stood,
 you’re from)                                                  each one sniffing, barking and trouncing wherever they
Duration: Instantaneous                                        go, and your senses are scattered between them all. As they
You whisper and reach out, magic pulls at your fingertips,     swarm out from the single point of where you cast the spell,
and tugs at the sky. You can feel each point of light in the   you search the area they congregate in, and, upon finding
night sky above you, feel each one’s resistance when you       what you sought, the hounds dissipate into nothingness, and
move your finger over it, a safe warmth radiating to your      the magic reforms your body at a point you choose.
fingertips. Pull, push, the ability to move them all around        You gain a charge that you may expend at any point
just for you. Who knows what stars are truly made of? What     during the spell’s duration as a reaction. When you
matters, here and now, is that you can give them a meaning     expend this charge, you turn into 1d4+4 pack of dogs. You
just for you. It’s all anyone’s ever done, anyways.            are able to perceive the world through all of the packs,
    You rearrange stars to create a new constellation.         though you may only directly control one pack at a time.
The appearance of this constellation is determined by          At the end of the spell’s duration you appear in one of
you, forming what imagery you want or need them to             the packs’ spaces, and all other packs dissipate. You lose 5
take, be it animal, weapon, a familiar symbol, or even a       hit points if a pack dies while under your direct control.
tool. Once made, it is visible only to you, and remains        When you turn into the packs, you may leave a general
permanently in the sky until dismissed. You can summon         command for them from one of the following:
it back into view as an action. When summoned back                 Scatter. Each dog will move its full movement and
into view, you can make it visible to any number of            take the dash action away from where you cast the spell. If
willing creatures within 30 feet of you. You can have a        they meet a dead end, they will attempt to find some way
number of constellations made equal to your level. At          to circumvent it, or backtrack enough to find a new path
any point you may permanently dismiss a constellation.         away from the initial casting point.
Upon dying, one of your constellations, either selected            Rush. Each dog will move its full movement, and take
by you or determined by chance, becomes permanent.             the dash action, to move in a specific direction as best as
This constellation does not rearrange existing stars and       they are able. If they meet a dead end, they will attempt
constellations to become permanent, and is visible to all.     to find some way to circumvent it, or backtrack enough to
    While a constellation is visible to you, it may give one   find a new path in the chosen direction.
of the following benefits, determined at the time it is            Search. All dogs will move away from the casting spot,
rearranged and formed:                                         making Wisdom (Perception) checks to find a designated
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                Pack of Dogs
                Large swarm of Medium beasts, unaligned
                Armor Class 12
                Hit Points 36 (6d10 + 6)
                Speed 40 ft
                  STR     DEX     CON        INT      WIS      CHA
                 17 (+3) 14 (+2) 12 (+1)    3 (−4)   12 (+1)   7 (-2)
                Skills Perception +5
                Damage Resistances Bludgeoning, Piercing, Slashing
                Condition Immunities Charmed, Frightened, Grappled,
                  Paralyzed, Petrified, Prone, Restrained, Stunned
                Senses Passive Perception 15
                Languages -
                Challenge 1/2 (100 XP)
                Proficiency Bonus +2
                Pack. The pack can occupy another creature’s space and
                vice versa, and the pack can move through any opening
                large enough for a Medium mastiff. The pack can’t
                regain hit points or gain temporary hit points.
                Keen Hearing and Smell. The pack has advantage
                on Wisdom (Perception) checks that rely on
                hearing or smell.
Genel Jumalon
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object or person you specify. If your bonus to Wisdom              and the metal it weaponizes against its owner. You think of
(Perception) checks is higher than theirs, they will use           the smoke it causes, the hazards it creates, and the way it
your bonus to make the checks. Once the designated                 spreads and spreads maliciously. You think of sparks and the
object or person is found, you may reform at a designated          stomping of feet, the steam from water, and the gust of air.
dog or designate a new object or person to search for.             You think of flame, and you think of stopping it.
   At Higher Levels. When you cast this spell using a                  Select an object whose mass can take up to 10 cubic
spell slot of 4th level or higher, you create one additional       feet in space, as well as one damage type. The selected
pack of dogs for each slot above 3rd.                              object gains damage immunity to the selected damage
                                                                   type. Should the incantation be dispelled, it reappears
Hypermnesia                                                        after 1d10 hours. An object may only have one damage
4th-level divination                                               immunity given by this spell at a time; if a second casting
                                                                   of this spell is applied to it, it retains only the second
Casting Time: 1 hour
                                                                   casting’s selected damage immunity. For purposes of
Range: Touch
                                                                   selecting objects to cast this spell on, liquids and gasses
Components: V, S, M (a sprig of dried lavender, a mirror
                                                                   are not considered objects.
 dipped in ink with a metal frame, and a locket with eyes
                                                                       At Higher Levels. When you cast this spell using a
 painted in oil on each side)
                                                                   spell slot of 4th level or higher, the object mass you can
Duration: 4 hours
                                                                   affect increases by 10 cubic feet for each slot above 3rd.
You run your hand gently over the shoulder of a companion.
This spell allows you to share in their pain and thoughts. Like    In Hands Unseen
the laying of mortar and bricks, a memory becomes tangible.        1st level transmutation
The voices of this place, the smell of the air, the sights clear
and nearly authentic to touch. Like watching a theater             Casting Time: 30 minutes
unaffected by your presence, this reality has passed, but every    Range: Touch
detail is clear and you carry each one with you.                   Components: S, M (a tattoo, worn or carried)
    You touch a willing creature and you learn which of            Duration: Instantaneous
their memories is at the forefront of their mind in the            Cleverness, guile, a smile. Subterfuge is one thing: knowing
moment. For the spell’s duration you have access to one            which way to place your steps one way or another another,
of their most significant memories and both you and the            or even the way to craft a convincing lie. But this? This could
target can view the event, played back in perfect detail.          be flagrant, this would hide in plain sight, and this wouldn’t
Neither you or the target can affect the outcome of this           really be lying, per se. But as you wrap this breeze of shadow
event; you can only watch it happen. Neither of you can            around your items they slowly turn into something new. A
speak to anyone who appears in the memory, but you can             longsword? Now a wooden coin, carved with a lion’s face. A
speak to each other while viewing. When the memory has             potion? Now a small prayer book written in a language few
ended, you are able to perfectly recall each detail of it as if    can understand. And your thieves’ tools? Now just another
you lived it yourself.                                             bracelet. All tools of your trade, now hidden until needed.
    At Higher Levels. When you cast this spell using a             Who would need to lie, when the truth is so plain in front
spell slot of 5th level or higher, you can choose another          of another?
of the target’s memories to experience. The number of                  Three objects of your choice are transformed into
memories you can view in this way increases for each slot          trinkets. While transformed, they do not appear magical.
level above 4th, to a maximum of three memories.                   If the effect is dispelled, they resume their transformed
                                                                   state after 1 minute. The trinkets turn back into their
Imbue Resilience                                                   original form only when a keyword, key phrase, or
3rd level transmutation                                            gesture is spoken or performed by you, or others you
                                                                   give permission to. The keyword, key phrase, or gesture
Casting Time: 3 hours
                                                                   as well as what creatures aside from you, if any, have
Range: Touch
                                                                   permission to turn the object back are all chosen upon
Components: V, S, M (five nails made from different
                                                                   casting the spell.
 metals, twine made from a carnivorous creature,
                                                                       You must have at least one level of rogue in order to
 diamond dust)
                                                                   learn this spell. A majority of your levels must be rogue in
Duration: Instantaneous
                                                                   order to cast this spell.
Images of flames and catapult assaults play in your mind as            At Higher Levels. When you cast this spell using
you hold onto the door. Twine wrapped nails make a fine tool       a spell slot of 2nd level or higher, you may transform
to etch runes and scriptures of protection into it. You focus      another object for each spell level above 1st.
on flames and the damage they can cause, the blistering wood
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                        Cast not my spell
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                                                                            Anna Moshak
30   Prepared exclusively for natureclaw@gmail.com Transaction: MWG-19626
Irreparable Soul
                                                                                                                                  Devon Ste Marie Rubin
7th level necromancy
Casting Time: 24 hours
Range: Self
Components: V, S, M (a knife, a letter from someone who
 once loved you, an object taken from one you hate, a
 tool you use often)
Duration: Instantaneous
You feel it fading away, slowly, surely, the strife and troubles
slowly ebbing away from you. Your altar, dedicated and
crafted by you and for you, hums. Your sigil stands above
it, your chosen antiquity sits on top, with all the sacrificial
pieces below. One by one they collapse and burn away, flames
of cold,violent, and careless hues robbing them of form.
One by one their meanings are burned from you as well, the
flames taking them too. Form and meaning are burned and
swallowed by the antiquity, as it becomes more and more of
you. You push through, as forms and meanings are taken
                                                                   are becoming. For this rite, you must take an object that
by the spell and fed into your antiquity, until finally there is
                                                                   represents your future. Such an object may be a weapon
only you and it remaining, with your sigil above you both. You
                                                                   you favor, may be an arcane focus, or a holy symbol.
retain your form, but now it possesses your meaning.
                                                                   This item must be placed upon your altar and stabbed,
     You begin the process of becoming a lich. You gain
                                                                   whereupon it will become transfigured into a scarred
resistance to necrotic damage, and immunity to poison
                                                                   and damaged version of itself. A weapon may have its
damage. You gain knowledge of three rites to complete
                                                                   metal become rusted or jagged, an arcane focus may take
the process. Casting this spell marks you, and failure to
                                                                   on appearance that unnerves onlookers, a holy symbol
complete the first rite within a year’s time kills you, and
                                                                   may appear profane. Regardless of what object is chosen,
prevents all attempts to return you to life. Spells such as
                                                                   it retains all function despite its outward appearance.
dispel magic or wish do not remove the spell’s effects or
                                                                   Additionally, you may designate a set of clothing or armor
the mark, and it is not suppressed by antimagic field.
                                                                   to become marred in this way as well. This item becomes
     All rites must be performed at an altar you construct,
                                                                   your antiquity.
which must be constructed of at least 10,000 gold worth
                                                                       Upon finishing this rite, you have one year to complete
of material. You must choose a sigil for yourself which
                                                                   the third rite. Failure to complete the rite within a year
must be carved on the ground in front of it, and you must
                                                                   will cause the spell’s mark to kill you.
place upon and around it a number of candles equal to
                                                                       The third rite requires that you take revenge against
your age. On the altar’s surface a knife must be placed,
                                                                   one who has wronged you. You must take a person who
as well as an item to become your antiquity (See Chapter
                                                                   has wronged you, be it through harming a loved one or
3, Page 83).
                                                                   comrade, injuring you directly, robbing or destroying
     The first rite requires that you sever ties with who
                                                                   a precious item to you, or turning others away from
you were, unshackling yourself from the person you once
                                                                   you, to your altar. There, you must kill them with your
were, and unmooring who you are from your past. For this
                                                                   altar knife.
rite, you must gather seven accouterments, trinkets, or
                                                                       Upon completion of the third rite, your altar knife
items of your past. Each one must be tied to a memory or
                                                                   slays you, destroying your body. You reform in 1d10 days
event of your past that helped shape the person you are
                                                                   within 5 feet of your antiquity, forming from your marred
today. Each must be placed upon the altar and stabbed
                                                                   object and a selected set of clothing or armor, if any. Your
with your altar knife. Each item stabbed upon your altar
                                                                   type becomes undead. You gain all damage resistances,
with your altar knife is destroyed, and the memory of it
                                                                   damage immunities, condition immunities and senses
damaged from any and all who remember it, except for
                                                                   of a lich. You gain the rejuvenation and turn resistance
you. Should a creature attempt to recall the memory tied
                                                                   abilities of a lich. You gain the paralyzing touch action
to an object you destroy, they must make a Wisdom saving
                                                                   of a lich, which uses your choice of either Intelligence,
throw in order to remember it. On a failure, the creature
                                                                   Wisdom, or Charisma modifier to determine its attack
is unable to recall the memory for a month. Additionally,
                                                                   roll and DC. While not wearing armor, your AC becomes
creatures who have at least one memory of you damaged
                                                                   14 + Dexterity Modifier.
in this way are unable to recognize you. Creatures who
                                                                       For each day from then on, you must make a DC 5
have seven memories of you damaged in this way are
                                                                   Wisdom saving throw to still feel attachment and care
unable to remember you on their own.
                                                                   for your allies. On failure, you feel distant to them, and
     Upon finishing this rite, you have one year to complete
                                                                   depart, pursuing your own vested interests and pursuits.
the second rite. Failure to complete the rite within a year
                                                                   Each day you succeed permanently increases this DC by 1.
will cause the spell’s mark to kill you.
     The second rite requires that you embrace what you
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Ivory Speech                                                      appear. This spell can be used to make non-magic items
3rd level enchantment                                             such as documents, antiquities, artwork, and weaponry
                                                                  appear authentic to even the most keen of appraisals.
Casting time: 1 hour                                              For example, you can forge a painting from a canvas
Range: Self                                                       and frame as long as you’ve seen it, or a document from
Components: V S M (A ivory statuette of an elephant,              a scroll and ink so long as you’ve read it or heard of its
 and a thimble of elvish wine)                                    contents. The exact writing in a written work or minor
Duration: 4 hours                                                 details in a piece of art may be altered at your discretion.
Any bard worth their salt knows of the dangers of a loose             Creatures must succeed a Wisdom saving throw with
and adept tongue. Fewer, however, know of the power and           disadvantage when attempting to appraise the legitimacy
pleasure of stopping such a tongue. You happen to be one of       of your forgery. On a failure, a creature is unable to tell
them. Brandishing a glowing glyph, you watch with no small        that the work they are appraising is a forgery. The DC
amount of satisfaction as those around you begin to choke         to detect this as a forgery is increased by +10 if you have
on their tongues, and stumble over their words. They stare at     proficiency in a relevant tool kit. For example, if you
one another, slack jawed and glossy-eyed for a long moment,       are creating a map, you receive the bonus if you have
without even the slight notion of what they had just been         proficiency in Cartographer’s tools.
talking about.
    Choose a word pertaining to a specific topic and              Maelstrom Steed
inscribe it upon a magical glyph. For the duration,               4th level transmutation
creatures within a 60-foot radius of you find that
                                                                  Casting Time: 30 minutes
communications pertaining to the etched word or topic
                                                                  Range: 30 feet
are restricted. Creatures who attempt to communicate
                                                                  Components: V, S, M (lightning struck wood, a lantern)
about the restricted topic find themselves unable to do
                                                                  Duration: Instantaneous
so, and immediately forget what they had meant to say.
All forms of communications are affected by this spell,           With the creature’s head in your hands, you whisper words
including oral communication, signed communication,               of magic to it, half-lullaby and half assurance, promising
telepathic communication, and written communication.              protection and power, ensuring safety and health. A long life
    Upon exiting the zone of effect affected creatures            awaits it, a loved life awaits it, and glory, travel, sustenance
remember what they intended to relay. Creatures that              and companionship await it. As sigils begin to cover its
leave the zone of effect make an Intelligence saving throw.       surface along with whatever equipment it bears, you whisper
On a success, creatures are aware that their inability to         to it the speed of lightning, the strength of the wind, and the
speak about the topic was caused by a spell. On a failure,        heart of a storm.
creatures are not aware that their inability to do so was             You imbue the essence of wild and untamed nature
caused by a spell.                                                into a steed, elevating your bond to magical heights. A
    You must have at least one level of bard in order to          warhorse, pony, camel, elk, mastiff (or other animal, as
learn this spell. A majority of your levels must be bard in       allowed by your GM) retains its statistics, though it is
order to cast this spell.                                         an elemental instead of its normal type. Additionally, if
    With Longer Casting Time. For each additional                 your steed has an Intelligence of 5 or less, its Intelligence
2 hours spent casting this spell, you can inscribe one            becomes 6. Your steed understands all languages that
additional word/topic onto the glyph. This word/topic is          you do. It gains a flying speed of 60 feet, and immunity
also restricted.                                                  to cold, fire, lightning, and thunder damage. Any attacks
                                                                  it possesses deal either cold, fire, lightning, or thunder
Master Forgery                                                    damage instead of its normal type. Additionally, yoursteed
2nd level transmutation                                           gains a bonus to its hit point maximum equal to half of
                                                                  your hit point maximum.
Casting Time: 1 hour                                                  Your steed serves you as a mount, both in combat
Range: touch                                                      and out, your instinctive bond allowing you to fight
Components: V S M (A vial of ink and a hunk of                    as a seamless unit. While mounted on your steed, you
 living clay)                                                     can make any spell you cast that targets only you also
Duration: Instantaneous                                           target your steed.
Brushing your palm against the cold stone, the slab of rock           When the steed drops to 0 hit points, it can begin
and clay splinters and cracks. The loose rock dislodges itself,   making death saving throws. Should it perish, you may
quivering, and carefully remolds itself into an exquisite bust.   decide whether it leaves behind a physical form.
To even the most discerning eye, it appears identical to the          If the chosen steed is one created by find steed,
bust that had sold for a thousand gold pieces the year before.    this spell persists on the summoned steed if it is
You hum with satisfaction. The room may smell of sulfur           summoned after being dismissed. The range of your
now, but that’s a small price to pay for sublime creation.        telepathy increases to a number of miles equal to your
    You permanently convert an object into a master               spellcasting modifier.
forgery of similar size and material so long as you have
a clear mental picture of how the item is supposed to
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   You cannot have more than one steed affected by this                An object is transformed into a mimic at your
spell at a time. As an action, you can release a steed from        command. Choose one object that you can touch. The
this enchantment at any time. If the steed is airborne             object becomes a mimic loyal to you that follows your
after this spell is dismissed, it falls slowly as if affected by   commands to the best of its abilities. Like natural-
feather fall.                                                      born mimics, these creatures can utilize their outward
                                                                   appearance as ordinary items to fool unsuspecting
Memory of Completion                                               creatures, and attack foes when they are least
3rd level transmutation                                            suspecting it.
                                                                       Mimics created with this spell are identical to a
Casting Time: 3 hours
                                                                   normal mimic, unless altered using casting points. Each
Range: 15 feet
                                                                   casting of this spell provides you with 4 casting points to
Components: V, S, M (powdered maidenhair tree leaves,
                                                                   spend customizing your mimic. You can only have one
 rosemary tea, a mithril nail , sovereign glue, and a
                                                                   mimic created by this spell at a time.
 hammer made in a hallowed area)
                                                                       Size. Transforming an object that is medium or small
Duration: Instantaneous
                                                                   in size does not require spending additional casting
Entropy, carelessness, malice, it matters not. You see how         points. Objects that are smaller or larger are more difficult
fracture lines formed, you see how the impact created dents        to transform, and require the spending casting points:
and damage, you see how rot and erosion have taken their             • Tiny objects can be transformed for 1 casting point.
toll. But it matters not. You can see what is missing, you can          Mimics of these size categories have an HP total of
see what it was meant to be, what it could be. Your weaving             40, but an AC of 15.
of magic does not dabble in the reversal of time, it does not        • Large or Huge sized objects can be transformed for 2
handle the turning back of a clock, but rather, a fulfilment. A         casting points. Mimics of these size categories have
return to form. A return to glory.                                      an HP total of 75.
    You repair an object to its original shape or form,              • Gargantuan sized objects can be transformed for 3
removing damage caused by the ravages of time or by the                 casting points. Mimics of these size categories have
willful destruction of another. Select an object of medium              an HP total of 100.
size or smaller within range. All breaks, tears, or fractures          Stats. Mimics created with this spell naturally possess
are repaired. If the item was magical, its magic may be            a Strength of 17, a Deterity of 12, a Constitution of 15, an
restored provided that an additional, appropriate spell            Intelligence of 5, a Wisdom of 13, and a Charisma of 8.
is supplied to the item (appropriate spells subject to GM          Increasing any one of these base stats by 1 point costs 1
discretion).                                                       casting point. Increasing any one of these base stats by 2
    At Higher Levels. When this spell is cast with a spell         points costs 2 casting points.
slot of 4th level or higher, the casting time (in hours) is            Physical Features. You may assign additional physical
equal to the level of spell slot expended. In addition, at         features not normally present in natural born mimics.
the 4th, 5th,and 6th, the size of objects to be repaired           Each physical feature costs 2 casting points:
increases by one category. At the 9th level, objects larger          • The mimic legs grow sturdier, allowing it to scurry
than gargantuan can be repaired using this spell.                       and move quickly, even in its object form. Its
    Extended Casting Time. When you cast this                           movement speed increases to 30ft.
incantation, every additional hour you spend casting                 • The mimic can unfurl a pair of wings, even whilst in
increases the range of this spell by 15 feet.                           its object form. It gains a flying speed of 15ft.
                                                                     • The mimic possesses an enlarged bulbous eye,
Mimic Mimicry                                                           hidden in its object-design. Its passive perception
3rd level transmutation                                                 increases to 15.
                                                                       Additional Abilities. You may assign new abilities
Casting Time: 30 minutes
                                                                   and knowledge to your mimic.
Range: touch
                                                                     • The mimic gains the ability to speak 2 languages of
Components: V S M (a venomous creature and a handful
                                                                        your choice, for 1 casting point.
 of finger bones)
                                                                     • The mimic gains the “Multiattack” ability, which
Duration: 24 hours
                                                                        grants the mimic 2 bite attacks per round for 2
The ship shutters, its boards cracking and popping out                  casting points.
of place right down its center. It looks as though the ship            With Longer Casting Times. If cast for 12 hours, the
could sink and disappear beneath the rippling tides, and           object is permanently transformed into a mimic.
for a moment you suspect it just might. But as the waves               At Higher Levels. If you use a 5th level spell slot or
threaten to overtake it, the wood parts to reveal not a flooded    higher, you have 6 casting points to use in creating your
sinking ship, but a wide toothy grin. The boat’s sails twitch,     mimic. If you use a 7th level spell slot or higher, you have
as if waving, and the little window on its side turns into a       8 casting points to spend. If you use a 9th level spell slot
blinking, watchful eye.                                            you have 10 casting points to spend.
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Cher Chen
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                                                                            Genel Jumalon
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         Nine Lives Parade
         5th level conjuration
         Casting Time: 1 hour
         Range: self
         Components: V S M (a cat eye marble and a bowl of raw
          owlbear meat)
         Duration: 1 hour
         They rise like a tidal wave, strutting along the streets in a mass
         of vibrating fluff. On their own, these cats are adorable little
         creatures, but amassed together, they pave a terrifying path of
         destruction. Glassware shatters all around, as it is pushed from
         tables and shelves. Kittens paw at the coattails of passersby,
         and trip wanderers by scampering too close underfoot. Rats and
         birds squawk and shriek, as the mass of cats leap from every
         possible vantage towards them, claws and teeth posed to strike.
         The howling of the pack begging for table scraps drowns out
         the normal sounds of the city. You pick up a cat and give him
         a kiss on the forehead, before turning and disappearing into
         the chaos.
             You gain a single charge upon finishing this spell. By
         using this charge, you conjure a deluge of cats to conceal,
         distract, and enthrall. Hundreds of cats appear, and the
         swarm then disperses in a 120ft radius. Within this 120ft
         radius, you and your companions have advantage on stealth
         checks amongst the chaotic, yowling kittens. You and your
         chosen companions gain the ability to navigate through
         the swarm of cats with no issue. Anyone else attempting to
         make their way through the cats does so as though moving
         through difficult terrain.
             Additionally, any scrying attempts in the area of the spell
         are rendered useless as any scrying orb is batted around like
         balls of yarn by the cats. Creatures scrying in the affected
         area must succeed a Constitution saving throw or become
         incapacitated for 1 minute.
             With Longer Casting Times. For each additional hour
         you spend casting this spell, its radius increases by 30 feet.
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Lauren Walsh
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Nurture Island
6th-level conjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a glass bowl, a raw clear quartz
 worth 1,000 gp, a sapling of a tree from a fruit you’ve
 eaten, a stone that moss has grown over)
Duration: Instantaneous
Filled with greenery, the glass bowl placed atop your clear
quartz teems softly with life, the edges coated in condensation.
Like watering a plant, your magic pours from your fingertips           The terrarium has an AC of 13 and 10 (3d6) hit points.
in a shower. The warmth of the sun at its peak fills the center    If the terrarium is destroyed, the magic is dispelled, and
of your chest. That warmth grows like roots from your veins        its plant life withers and dies.
to your hands where the spell takes its form. The crystal              Once it has reached its maximum size, you can plant
cracks and shatters into shimmering pieces as they hover           it in the ground. Over the next hour, the terrarium walls
to coat the edges of this terrarium. The bonds between each        dissolve and transform into a gem of a color and shape
piece reform until they are a perfect sphere. The warmth and       decided by you. This gem lifts up the contents of the
the grounded feeling of the earth begin to feel weightless, as     terrarium, which turns into an island. The gem gives the
the tether holding you to the land beneath you begins to flex,     island the ability to float, and its hit points and AC are the
so too does it stretch from your magic. The bowl filled with       same as the original terrarium’s. It floats up to 120 feet
greenery dangles in the sky. You give this warmth to your          above the ground it was planted in and can travel up to
little spell—though it may not thank you for this transfer of      200 feet per day.
ardor, you watch each dewdrop in its vessel trail down the             Once per day, you can perform one of two rites to grow
sides. A part of you swears the movement is the same as your       the island further. Each rite takes an hour to perform.
blood, and you know as your heart beats, so too does this          If you are interrupted, the rite produces no effect. Any
incantation.                                                       components that are used within the rite are consumed
    You create a sphere of clear crystal measuring 6               whether or not the rite is completed.
inches in diameter and weighing 3 pounds that houses a                 The rites are as follows:
terrarium filled with small stones, soil, and sproutlings of          • By feeding the island a gallon of fresh water and
young plants. The terrarium can float in the air and follow             fertilizer, the island’s radius increases by one foot.
you up to 5 feet away, be held, or set down to be stored.             • By feeding the island tea leaves and a piece of bark
The terrarium’s diameter expands by 3 inches each day,                  the size of your palm, the total distance the island
with the plant life inside becoming more lush and full                  can travel a day increases by 10 feet.
with plant life. The distance that the orb can float and               At Higher Levels. When you cast this spell using a
follow you increases by 5 feet each day. The terrarium             spell slot of 7th level or higher, the amount the terrarium
will expand this way each day until it reaches 5 feet in           grows each day is doubled.
diameter and, upon reaching this size, will no longer be               Assisted By Other Casters. When this incantation
able to float in the air and follow you.                           is cast alongside other casters, they may contribute one
                                                                   spell slot equal to or greater than the spell slot you use.
                                                                   For each additional spell slot contributed, you can choose
                                                                   to increase the terrarium’s hit point maximum by 5, or
                                                                   increase its AC by 2. If three or more casters contribute
                                                                   additional spell slots,you can choose to increase the
                                                                   terrarium’s hit point maximum by 10, or increase its AC
                                                                   by 3. If at least eight 9th-level spell slots are contributed,
                                                                   the island is immune to all damage once the terrarium
                                                                   walls dissolve into a gem.
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Stephanie Cost
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Perilous Binding                                                      You enchant a weapon to have a +1 bonus. Doing so
3rd level evocation                                               requires 1,750gp of rare reagents and materials, which
                                                                  are expended upon completion of the spell. Gems or
Casting Time: 8 hours                                             other valuable items may be used to supplement the cost,
Range: Touch                                                      but only if their combined worth is at least half of the
Components: V, S, M (a map of a battlefield, fur from             required reagents and materials. The weapon must not
 a large predatory cat who acknowledges you, petrified            already confer a bonus to attack and damage rolls from an
 oak sharpened into a dagger, a boar’s tusk, feathers of a        pre-existing magic enchantment.
 griffin, and a handful of gladioli)                                  At Higher Levels. When this spell is cast using a spell
Duration: Instantaneous                                           slot of 6th level or higher, you may expend 7,000 gp worth
Rapid aggression and adrenaline. The cost of casting              of rare reagents and materials to increase the bonus to
this spell is worrying and sudden: your sense of danger           +2. When this spell is cast using a spell slot of 9th level
going haywire, the sudden smell of iron, sweat and battle         or higher, you may increase the bonus to +3, at the cost
invading your lungs and mind, the sensation of fatigue and        of 28,000gp.
desperation seeping into your muscles. The presence of safety
and serenity vanish as your breath quickens, the words of
the spell struggling against you to be screamed out. Whether
out of desperation to put an end to this feeling, or the desire
to overcome the oppression of this spell’s casting, you finish.
Now, before you, lies a tool of victory.
                                                                                                                           Erika Lundrigan
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Planar Arch                                                         Protection Bound
9th level conjuration                                               3rd level abjuration
Casting Time: 12 hours                                              Casting Time: 8 hours
Range: 60ft                                                         Range: Touch
Components: V S M (a demon’s horn and a jar of ash)                 Components: V, S, M (a drawing of a labyrinth, an
Duration: Instantaneous                                              amicable turtle who thinks well of you, a fossilized shell,
The archway begins to peek above the treeline, its size and          feathers given by a crow, deer velvet given by a deer, fur
strength a testament to your power and prowess. Exhausted            or teeth from a bear you earned them from, and a knife
from a full day of casting, you nonetheless smile at your            given to you by someone who wishes you safety)
efforts. Hundreds of creatures will pass through the portal’s       Duration: Instantaneous
massive, glowing entrance when you are done and find                Brute force and sweat. The toil of casting this spell is
themselves in a strange new world, and that is reason enough        frustratingly literal: a weight upon your mind, as well as a
to continue.                                                        weight upon your body. Disparate thoughts are sloughed off,
    You establish a permanent arch linking an unoccupied            and your movements are labored - as though your arms were
space within range to an unoccupied location of your                laden with iron. You hum out the words with clarity despite,
choosing on a different plane of existence.                         perhaps even in spite, of this, as you feel the pressures of
    Choose a location you can see. An archway appears in            battle begin to ease. The spell finishes, and now a life saving
this location, and it is made of sturdy stone. Within its           tool is made all the better.
opening is a portal that measures anywhere between 10                  You enchant a suit of armor or a shield with a +1 bonus.
and 40 feet in diameter. You may choose for the portal              Doing so requires 2,500gp of rare reagents and materials,
to be invisible or to take on a shimmering hue. The                 which are expended upon completion of the spell. Gems
portal can be positioned in any direction, and may be               or other valuable items may be used to supplement the
entered through its front or back. The portal lasts until           cost, but only if their combined worth is at least half of
the stone arch loses structural integrity, or the spell is          the required reagents and materials. The suit of armor or
otherwise dispelled.                                                shield must not already confer a bonus to AC from a pre-
    Another identical archway is simultaneously created             existing magic enchantment.
at a precise location of your choosing on another plane.               At Higher Levels. When this spell is cast using a spell
This location must be unoccupied, and be known to                   slot of 6th level or higher, you may instead enchant a
you in some manner. Both archways are linked with a                 suit of armor or shield to have a +2 bonus, at the cost of
sigil that only you are aware of. The archways cannot be            9,000gp worth of rare reagents and materials. When this
linked to another portal or archway, and only connect to            spell is cast with a spell slot of 9th level or higher, you
one another. If one arch is destroyed, the other becomes            may instead enchant a suit of armor or shield to have a +3
inoperable until it is restored. An archway has an AC of 20         bonus, at the cost of 40,000gp.
and 300 hit points.
    You may cast this spell again on an existing archway to         Scribe’s Delight
restore its structural integrity.                                   2nd level conjuration
                                                                    Casting Time: 10 minutes
Preparation                                                         Range: Touch
6th level transmutation                                             Components: V, S, M (a used set of writing implements, a
Casting time: 4 hours                                                drawing of home, and a symbol of your magic)
Range: Self                                                         Duration: 3 days
Components: V S M (A sapphire and bag of teeth)                     A breath of fresh air, tinged by the familiar scent of page
Duration: Instantaneous                                             binding and ink, fills your room. Where once there lay bare
Over and over you trace the spell on a piece of parchment.          walls and empty corners, simply the carpet and bedding of
By now you’ve memorized every word, every instruction,              your rented abode, now is some further comfort. Ink just as
every move. You could cast the spell in your sleep. But it is not   you left itwith the pens and nibs you’ve so carefully become
good enough. Your hand aches, but you trace the spell again,        accustomed to - lie near a messy stack of papers you had
muttering. It has to be even quicker, yet.                          finished. Tomes of accumulated knowledge, dust removed but
    You can prepare a spell of 4th level or lower that has a        their wear and tear still evident, rest on shelves, tables and
casting time of up to 1 hour. The next time you attempt             the newly reformed desk. Like returning to sanctuary, like
to cast this prepared spell, its casting time is reduced to         finding solace, you return to a bit of the familiarity of home.
one action. Casting prepared spells does not expend a                   You conjure a 30 foot radius area of safety and comfort
spell slot.                                                         dedicated to work and rest. When cast indoors, the radius
    With Longer Casting Time. When you cast this spell              stops at the walls, ceiling, and floor of whatever room you
for an additional 20 hours, you can prepare a spell that            are in. The spell automatically fails if cast outdoors.
has a casting time of up to 12 hours.                                   While within this area, ink only dries when applied
                                                                    to pages, food and drink remain at their preferred
                                                                    warmth or coolness, and the room remains a comfortable
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                                                                            Maïwenn Kasprzyk
42   Prepared exclusively for natureclaw@gmail.com Transaction: MWG-19626
temperature. You are able to stop sounds within the area        feel the pull of the circle, beckoning you to take refuge within
from leaving it, stop disruptive noise from outside the         its ring. As you near its edge, you find your mind wandering,
area from entering, and close, lock, or open doors and          and wondering silly things: Does it smell more of rain, or
windows connected to the chamber the area occupies.             sunshine, or the first cold freeze of winter? Does the moss
    While inside the area of the spell, copying spells          in the circle feel as soft as it looks? Softer? Will it be warm?
into your spellbook takes half as much time, and half as        You shake your head and take a step back, banishing the silly
much gold as the magic of the area clears your thoughts         thoughts, and forcing yourself back to your casting.
and grants clarity. In addition, the spell stores a perfect         A ring of fungi appears in an unoccupied location you
replica of your spellbook that only you may perceive            can see. The circle is 5 ft in diameter, and forms a perfect
or interact with. At any time, you may take the replica         circle. Any creature within the fungal circle is unable
spellbook as your own; doing so instantly destroys your         to take damage, reach 0 hp, or die. A creature within
previous spellbook. When the replica is taken, the spell        the circle does not make death saving throws within
creates another.                                                the circle, and cannot be affected by spells, attacks or
    Additionally, you are able to store furniture, tools,       abilities from other creatures. A creature within the circle
food, drink and books within this area. While it is active,     is unable to attack, cast spells, or make hostile actions.
you may link furniture, tools, food, drink and books inside     Instead of taking a turn in combat, creatures within the
the area to it. Linked items disappear when the spell is        ring instead have 1 point of HP restored each round.
dismissed or expires. When the spell is cast again, linked          You must have at least one level of cleric in order to
items reappear, and are placed safely in the room. All          learn this spell. A majority of your levels must be cleric in
perishable goods are preserved while the spell is inactive.     order to cast this spell.
If there are unneeded duplicates of furniture, or if the            With Longer Casting Time. For an additional hour
new area cannot support all present furniture and linked        of casting time, the ring expands an additional 5 feet, and
items, redundant items are held in stasis in a small            can accommodate 2 creatures at a time.
extradimensional space.
    For example, if a room already has a writing desk and       Shackles of Time
bed, but you have linked both a desk and a bed to this          3rd level abjuration
spell, you can have the present desk and bed to be held in
                                                                Casting Time: 1 hour
stasis out of the room to make way for your linked desk
                                                                Range: Self
and bed. Additionally, you may choose not to recall linked
                                                                Components: V S M (a stopwatch made of brass, and a
items upon casting this spell.
                                                                 living flower frozen in a block of ice)
    You must have at least one level of wizard in order to
                                                                Duration: Instantaneous
learn this spell. A majority of your levels must be wizard
in order to cast this spell.                                    Too much blood. Your companion keels to the ground before
    At any given point, you may only have a number              you, coughing and wheezing. They reach out a hand, but as
of linked furniture pieces equal to, or less than your          you try to take it, their eyes roll back in their head, and they
wizard level.                                                   fall into a lifeless heap. You gasp and panic, shutting your
    This spell may be dismissed early.                          eyes and stumbling back. You clasp your hands together, and
    At Higher Levels. When you cast this spell using a          the world begins to spin as if you’d been tossed down a hill.
spell slot of 3rd level or higher, the radius of the spell      Everything goes blindingly bright, and you watch as your
increases by 10 feet and its duration increases by one day      companion begins to rise, blood returning to their body, and
for each spell slot above the 1st. If you use a spell slot of   life returning to their eyes. You see them smile, and you trip
3rd level or higher, the DC to break down windows or            over your own feet. This time you will do better. This time you
doors, or to pick any of their locks, increases by 10. If you   will save them.
use a spell slot of 5th level or higher, this spell becomes         You gain a single charge upon finishing this spell. You
immune to dispel magic regardless of the level at which         can choose to use this charge once at the end of your
it is cast.                                                     turn as a reaction. When activated, you turn back time,
                                                                enabling you to redo the entirety of your turn. All actions,
Seelie Circle                                                   spell slots, ki points, etc. that were used within your turn
4th level conjuration                                           are returned to you, and all other effects and actions that
                                                                occurred during your turn are undone. Other creatures
Casting Time: 1 hour                                            fail to remember the undone turn, and are unaware that
Range: touch                                                    time was reversed at all.
Components: V S M (a slip of paper with your true name              You must have at least one level of monk in order to
 and a precious stone.)                                         learn this spell. A majority of your levels must be monk in
Duration: 1 hour                                                order to cast this spell.
Morning dew glistens upon the toadstools, which spring from
the earth at your behest. Even casting the incantation, you
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            Skybound Sails
            4th level transmutation
            Casting Time: 2 hours
            Range: 20 ft.
            Components: V, S, M (a sailor’s holy book and 8,000gp
             worth of meteoric dust, explosive powder, and wine in
             an iron brazier)
            Duration: 1 week
            The sailor’s hymn, a chant of good tidings and blessing
            eight stanzas long, is the eighteenth in a long line of songs
            and rhymes and verbalized work efforts. As your spell
            begins to take root, explosive powder sparks and sends dust
            and wine from the brazier into the air where raw magic is
            molded by your voice and intent. A breeze moves across you,
            imperceptible to others, as you continue your song, magic
            taking shape from a dream borne of seabound souls and
            dreamers. You finish your song when you finish your spell, the
            timing preternatural, the magic undeniable. The ship you’ve
            chosen now rests in front of you, a foot of air separating it
            from the water’s surface.
                A ship of your choosing is now able to fly. Its flight
            speed is equal to its normal speed in water, including
            any adjustments or modifications made to increase
            the ship’s standard speed or speeds. Proficiency with
            Vehicle (Water) is used to control the ship in various
            circumstances as normal. When ascending or descending,
            its movement speed is halved. For spells and effects that
            teleport creatures and objects, the ship may count as one
            creature rather than an object.
                You may only affect one ship in this way at a time.
                At Higher Levels. When you cast this spell using
            a spell slot of 5th or higher, the flight speed of the ship
            increases by one additional mile per hour.
                With Other Casters. When this incantation is cast
            alongside other spellcasters, they may contribute one
            spell slot equal to or greater than the spell slot you used.
            For each additional spell slot contributed, the duration
            of this spell increases by one week. If three additional
            spellcasters contribute their own spells, the duration
            increases to two months. If eight additional spellcasters
            contribute 9th level spell slots, the duration becomes
            permanent.
                Longer Casting Time. When you cast this
            incantation, every additional 2 hours you spend casting
            increases the DC to dispel the effect by 1. If 22 additional
            hours are spent casting this incantation, the incantation
            cannot be dispelled or suppressed.
                          Water In The Skies?
                If your campaign or game makes use of the Vehicle
            (Air) proficiency, it is encouraged to either allow it as a
            substitute for proficiency Vehicle (Water) for Skybound
            Sails, or at least an alternate option.
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Genel Jumalon
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     Speak With Departed
     3rd level necromancy
     Casting Time: 2 hours
     Range: Self
     Components: V S M (the still-beating heart of a raven, a
      satchel of salt, and a sentimental item)
     Duration: 15 minutes
     Amongst a circle of candles and salt, you clutch a tarnished
     locket to your chest. As the incantation ends, you feel your
     extremities go cold and rigid, and the token begins to burn
     red hot. A shout. You instinctively drop the searing token, and
     watch in horrified slow motion as it crumbles to ash in the
     air. You feel your heart start to stammer. A shadow flickers
     around the circle, slamming itself against the edges with
     wild animalistic howls and groans. The candle flames dance
     wildly, pushed and pulled in whichever direction the shadow
     lunges, roaring to a rapturous flame whenever it nears them.
     Finding no escape, the shadow eventually settles in the middle
     of the circle, and the flames still. And all is silent.
         As you cast the spell, you draw a 10-foot-diameter
     circle on the ground with salt, and place a sentimental
     item within it. This item must be associated with the
     creature you wish to speak to, and is then consumed
     by the spell.
         The circle fills with shadows, and allows the spirit of
     a deceased creature of your choice to temporarily appear
     on your plane. When the spirit appears, it retains the
     memories and personality of its living self, and is not
     bound to help you or answer your questions truthfully.
     It has no knowledge of events that occurred after their
     death, but can speculate on the future and learn new
     information. The spirit also maintains their emotional
     and cognitive capabilities, though they cannot interact
     with anything physically or leave the salt circle.
         At Higher Levels. When you cast this spell using a
     spell slot of 4th level or higher, the duration of the spell
     lasts for an additional 10 minutes for each slot level
     above 3rd.
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Maïwenn Kasprzyk
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Specialized Steward                                               that vehicle. The helmsman is considered proficient in
3rd-level conjuration                                             these checks if they make them by themselves.
                                                                      When you and any number of creatures of your choice
Casting Time: 4 hours                                             that you can see enter combat while aboard your ship, you
Range: Touch                                                      can command the helmsman to take one of the following
Components: V, S, M (an empty ledger journal, an apron            two special actions on its turn:
 with three pockets, and the object you wish to animate,             • Brace. When you or your allies take damage from
 which the spell consumes)                                             an attack or effect targeting your vehicle, the
Duration: 30 days                                                      helmsman’s protection allows you to reduce the
Laid before you is an artisan broom, with an assortment of             damage by an amount equal to your proficiency
bundled feathers for the bristles. Considering your options for        bonus. This effect lasts until the end of the
the journey ahead, your mind channels your own willingness             helmsman’s next turn.
to serve. A desire for friendship, or an inquiry for assistance      • Defend. Until the end of the helmsman’s next
compels you to will a small and precious personality to life.          turn, attacks that target the vehicle itself have
The pages of your empty ledger suddenly turn with a sudden             disadvantage.
gust of wind, and that breeze fills each piece of paper with          Domestic Butler (A Porcelain Tea Set and a
words and diagrams. The study of a craft, instructions on a       Broom). As the most versatile of all stewards, the butler
task you are unequipped for, appear suddenly before you. The      is adept at all things domestic one may need. The butler
ledger flies into an empty pocket of the apron and ties itself    can cook, clean, and care for gardens, and desires to make
around your broom, as though it were floating on your words.      you and your allies as comfortable as possible. If the
Infused into your broom, the knots of the wood on the handle      butler is present during a long rest, they provide you and
morph to lines like wrinkles on a face and the feathers act       allied creatures with a proper meal that they can conjure
as dancing feet, gleefully celebrating their birth. The broom     regardless of the availability of ingredients. Any creatures
is ready to assist, their face imbued with whimsy. They smile     who partake in the meal can add 1d4 to the result of the
and wait for your command.                                        first Constitution check that they make within 24 hours
    You breathe an ounce of life into an inanimate object         of consuming the meal.
of your choosing, which becomes overjoyed to assist you               The butler has no special actions during combat.
in your adventures. Unlike other animated objects, these              Carpenter (A Set of Ten Iron Nails, a Hammer
stewards are capable of performing specific tasks and             Wrapped in Cured Leather). A carpenter steward is
are proficient in their designated craft. The steward uses        happiest when they are given something to repair or fix.
your proficiency bonus and ability scores for this check.         This steward can perform simple repairs in structures,
Choose one option from the list below.                            such as holes or damage to items sustained in combat.
    Stewards are not hostile creatures and cannot attack.         The steward can repair damage in an area no larger than
They have a fixed initiative of 10 and can take other             a 5-foot cube. Repairs done in this way take an hour for
actions on their turn, such as Dash or Hide. Some                 the steward to accomplish. This steward can also repair
stewards have special actions they can use during their           armor, weaponry, or gear, so long as the damage is not too
turn, which are detailed below. Stewards don’t have hit           complex and the item is not magic. This carpenter has
points; rather, they exist until you dismiss them, or the         proficiency in checks made to repair items, and can give
item they inhabit is completely destroyed.                        creatures advantage on any checks made to ascertain the
    Stablehand (Horse’s Bridle and Saddle). The                   material of any items or buildings that are nonmagical.
stablehand steward is adept at caring for beasts that             The carpenter is considered proficient in these checks
typically serve either as mounts or pull vehicles for             if they make them by themselves. The carpenter is also
travel. For the duration, the stablehand steward gives            capable of casting mending once a day.
creatures advantage on Wisdom (Survival) checks to                    The carpenter has no special actions during combat.
steer their carriage for the easiest path to travel, and              Healer (A Bundle of Collected Herbs and a Roll
on Wisdom (Animal Handling) checks to train, calm,                of Gauze). The healer takes on the job of soothing others
and communicate with their animals. The stablehand is             and ensuring their absolute best health. During a short
considered proficient in these checks if they make them           rest, the steward provides you and each allied creature
by themselves.                                                    with the ability to spend one extra hit die than normal.
    For the spell’s duration, you or allied creatures within      While the healer is present, you and all other creatures of
15 feet enter combat while on horseback or within the             your choice within 15 feet of the healer gain full benefits
appropriate vehicle, the steward can take the Hide or             of a long rest, even if it is interrupted or cut short by
Dash action while within the cart, or attempt to calm the         an external force. To gain this benefit, a creature must
animals with a Wisdom (Animal Handling) check.                    remain within range for the entire rest.Additionally, this
    Helmsperson (Compass and a Fathom of Rope).                   steward can cast spare the dying once per day.
The helmsman is adept at sailing aquatic or airborne                  It has no other special actions during combat.
vehicles. When the helmsman is conjured, they can helm                Tailor (A Needle Made of Gold and a Spool of
any given vehicle so long as it is in working condition. The      Silken Thread). The seamstress is most skilled at
helmsman gives friendly creatures advantage on Wisdom             fabricating with cloth. They are capable of repairing entire
(Survival) checks to find the safest and fastest route with       clothing pieces from all types of damages. This repair
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takes the steward an hour to perform. Larger repairs,              Paying the seamstress more gold allows them to make
such as sails or tents, can be made by the seamstress and      higher quality clothing. Paying the seamstress in this
takes them one extra hour per 5-foot square of fabric          way consumes the gold. Once the item is complete, its
they must repair. The seamstress makes checks to repair        value is equal to twice the amount of gold you paid for it.
fabric with proficiency and gives you and allied creatures     This item takes the seamstress a day to make, the time
advantage on checks made to ascertain the material of          increasing to another day per 100 gold they receive to
anything made of fabric, yarn, or hair. The seamstress is      improve the quality.
considered proficient in these checks if they make them           The seamstress has no special actions during combat.
by themselves. Seamstresses are also able to craft entire         At Higher Levels. When you cast this incantation
pieces of clothing from scratch by magically conjuring the     using a spell slot of 4th level or higher, the steward you’ve
materials. The piece of clothing they create is fair quality   chosen is a master in whatever craft they specialize in.
and worth 1 gold piece if given no other funds to construct    They now add twice your proficiency bonus to any ability
it. The clothing item remains even after the spell ends.       check they make that uses your proficiency bonus.
                                                               Struggle to Remember
                                                               1st level illusion
                                                               Casting Time: 1 hour
                                                               Range: Self
                                                               Components: V, S, M (a white poppy encased in glass,
                                                                which must not be looked at during the casting or
                                                                duration of the spell)
                                                               Duration: 6 hours
                                                               You hold the glass covered poppy in your hand, thumbing
                                                               it while it remains out of sight in your pocket or bag, as
                                                               you recite your spell’s words of power. It hums softly with
                                                               your words and pulls your voice down to a whisper. Tenuous
                                                               sightings, chance exchanging of glances, even peripheral
                                                               vision begin to be blurred and removed around you. While
                                                               those you call friend and comrade remain unaffected, the
                                                               spell binds and restricts you from the memory of strangers.
                                                                   You wreathe yourself in subtle magic, making it harder
                                                               to look at you, remember you, or discern your features.
                                                               Creatures will not be able to recall your presence or
                                                               appearance. If they are given specific descriptions or
                                                               depictions of you, they must make a Wisdom saving
                                                               throw. On a failure, they are unable to remember seeing
                                                               you at all. Creatures must succeed on another Wisdom
                                                               saving throw in order to recall anything you were doing.
                                                               If they fail to remember seeing you at all, they are
                                                               automatically unable to recall anything you have done.
                                                                   Attacking, harming, or otherwise aggressive actions
                                                               towards a creature will disrupt the spell, allowing said
                                                               creature and any creatures who are witness to such
                                                               actions, able to see you, remember you, and discern who
                                                               you are. As well, any illegal or taboo actions that would
                                                               draw attention to yourself, such as trespassing or theft,
                                                               disrupt the spell during the act, and break it for anyone
                                                               who catches you in the act. For example, should you steal
                                                               an item from a store, creatures who witness you stealing
                                                               it remember that it was you who stole it. But if they
                                                               are unable to witness it, then they will not recall your
                                                               presence in the store at all.
                                                                   At Higher Levels. If you cast this spell using a 2nd
                                                               level spell slot or higher, you may cause a creature who
                                                                                                                               The_Gobbo
                                                               makes their saving throw to remember you to fail instead
                                                               for each spell level above the 1st. Additionally, if you cast
                                                               this spell using a 4th level spell or higher, the duration of
                                                               this spell becomes 24 hours.
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Terraneous Seeking                                                     Additionally, you can use your action to control the
2nd level divination                                               hand in various ways. The Mage’s Assistant can lift, carry,
                                                                   and drop items or willing creatures up to its carrying
Casting Time: 1 hour                                               capacity of 75 pounds. The Mage’s Assistant can also be
Range: Self                                                        used to cast spells with a range of touch, manipulate
Components: V S M (a mosquito stuck in amber and a                 objects, open unlocked doors and containers, or stow
 dagger forged by a dead dwarf )                                   and retrieve items. The hand cannot wield a weapon,
Duration: Instantaneous                                            activate magic items, or make unarmed strikes against
The earth trembles beneath you. The packed dirt feels              opponents in combat.
distinctly different from the rock, and the long, twisting roots       As a bonus action or reaction, items in your possession
of the trees vibrate at a different tune than the heavy metal      can instantly be teleported to the spectral hand if it is
sheets buried for so long under the earth. You can feel the        within eyesight. Willing creatures can also be teleported
twists of a tunnel beneath you, and can picture its layout so      to the hand, but only if they are within 5 feet of you, and
clearly in your mind’s eye.                                        are under the hand’s carrying capacity.
    Pressing your hands to the earth, you are able to                  With Longer Casting Time. If cast for an additional
discern the layout of the surrounding area, including              half an hour, the carrying capacity of The Mage’s Assistant
things buried beneath you. Roads, buildings, tunnels,              increases to 150 pounds. If cast for an additional 2 hours,
passages, and other large objects can be sensed through            the carrying capacity of the Mage’s Assistant increases to
this spell, and you are aware of their vague shape and             300 pounds. If cast for an additional 5 hours, the carrying
the type of materials they are composed of. Both objects           capacity increases to 800 pounds.
interred within the ground and touching the ground may
be sensed, as long as they are within 60 feet of you.              The Threads That Bind
    You maintain a detailed mental map of the                      2nd level divination
information you discern whilst casting this spell, and may
                                                                   Casting Time: 4 hours
transfer it to a physical map, or relay information from
                                                                   Range: 120ft
memory at will.
                                                                   Components: V S M (a spool a golden thread and a
    You must have at least one level of ranger in order to
                                                                    strand of hair)
learn this spell. A majority of your levels must be ranger
                                                                   Duration: 24 hours
in order to cast this spell.
    At Higher Levels. When you cast this spell using a             The dull shock of vicarious pain echoes through your gut. It
spell slot of 3rd level or higher, you may sense things an         feels like a string tied too tight: it tugs on you, forcing you
additional 60 feet from you for each slot above 2nd.               to feel every breath of your companion, every limb twitch
    With Longer Casting Time. If this spell is cast for            of their limbs, every thrash of their agony. You feel the
an additional 1 hour, you are able to sense medium sized           numbness in their limbs, the heaviness of their eyes, and the
objects as well. If this spell is cast for an additional 2         thump of their body upon the earth as they go prone.
hours, you are able to sense small objects. If this spell              Choose one willing creature. For the duration, you
is cast for an additional 5 hours, you are able to sense           have an uncanny ability to sense the wellbeing of your
tiny objects.                                                      chosen companion, regardless of their location. You are
                                                                   aware of their general health, and know approximately
The Mage’s Assistant                                               how close to 0 hit points they are at any given time. You
3rd level conjuration                                              can also identify when they are affected by a condition
                                                                   or spell, and can tell what condition they are currently
Casting Time: 30 minutes                                           affected by. Likewise, the target creature is also aware of
Range: 60ft                                                        your general health and conditions.
Components: V S M (a jar of honey and a                                With Longer Casting Time. For every additional
 mummified hand)                                                   hour you spend casting, choose another willing creature to
Duration: 4 hours                                                  be targeted by this spell.
A glowing, spectral arm extends your reach. You feel its
energy course through your own arm, as if it were nothing
but an extension of you.
   A giant, spectral hand appears at a point you choose
within range. You can use your own movement to move
the hand, or dismiss it as an action.
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Cher Chen
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                                                                            Anna Moshak
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Allaine Kate B. Leoncio
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                   Thermal Control                                                   You summon wind and guile, spinning it in your hands into
                   2nd level transmutation                                           the form of feathers, talons and a beak. You pour intention
                                                                                     and freedom and sight into it, forming function and eyes. And
                   Casting Time: 10 minutes                                          finally, you wrap into it a tether to you, tying this vehicle of
                   Range: Touch                                                      freedom and flight to you before it sets off, soaring high and
                   Components: V, S, M (charcoal made from a blessed tree)           away from your body.
                   Duration: 1 hour                                                      You create a spectral raven that obeys your
                   A swirl of steam rises from your cup, warming your                commands for the duration of the spell. It manifests in
                   frostbitten cheeks and nose. It’s a small comfort, but having     an unoccupied space that you can see within range. This
                   a bubbling kettle of tea where fires cannot be set is a comfort   spectral raven uses the raven stat block. At any time
                   nonetheless.                                                      during the duration of the spell, you may choose to see
                       Choose an object or an area of up to 60 square feet           through the raven’s eyes and control its actions, without
                   in volume. For the duration, the object or area remains           losing sight or control of your own body. While controlling
                   warmed or cooled according to your specifications.                the raven in this way, all checks you make with your own
                       Items and areas cannot be heated or cooled in order to        body are made with disadvantage.
                   inflict direct damage, but otherwise can be used for varied           At any point during the duration of the spell, you may
                   purposes. For example, if moist or wet ground is cooled,          teleport to the raven, trading places with it. You must be
                   it freezes over and becomes slick ice, creating a patch           able to fit into the space the raven was occupying when
                   of difficult terrain. If clothing or armor is warmed, its         you trade places with it. The raven disappears when
                   wearer becomes resistant to cold damage for the duration,         it drops to 0 hit points or when the spell ends. When
                   on top of becoming more comfortable in cool climates. If          the raven disappears, you may teleport to where it was
                   clothing or armor is cooled, its wearer becomes resistant         as a reaction.
                   to fire damage for the duration, on top of being more                 At Higher Levels. If you cast this spell using a 4th
                   comfortable in warm climates.                                     level spell or higher, the raven gains 10 additional hit
                       With Longer Casting Time. For each additional 10              points for each spell level above 3rd. If you use a spell slot
                   minutes spent casting this spell, you may heat or cool one        of 4th level or higher, the duration is concentration, up to
                   additional object, or an area an additional 60 square feet        4 hours. If you use a spell slot of 5th level or higher, the
                   in volume.                                                        duration is 8 hours.
                                                                                         With Other Casters. When this incantation is cast
                   To Call Forth A Raven                                             alongside other spellcasters, they may contribute a spell
                   3rd level conjuration                                             slot equal to or greater than the spell slot you used. Each
                                                                                     spellcaster that contributes a spell slot is also able to look
                   Casting Time: 1 hour
                                                                                     through the raven’s eyes.
                   Range: 30 feet
                   Components: S, M (raven feathers that were freely given)
                   Duration: Concentration, up to 1 hour
Patricia Maura L. Mercado
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Maïwenn Kasprzyk
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To Grasp the Sun                                                   In conjunction with tiny hut, the dome of force created
4th level transmutation                                         by tiny hut springs into existence around the extent of the
                                                                campsite and remains there for the duration of traveler’s
Casting Time: 1 Action                                          grace, even if you leave its area.
Range: Self                                                         In conjunction with rope trick, the campsite is pulled
Components: V, S, M (a stone carved with a prayer by            into the rope trick’s extradimensional space, as well as
 someone who loves you)                                         any creatures within the encampment.
Duration: Concentration                                             Longer Casting. For each additional hour you spend
Desperation? Confidence? Brashness? All melt away as you        casting this spell, you can expand your encampment to
reach up. It should burn, to even attempt to come close to it   accommodate 10 additional creatures.
with magic, but your hand feels only warmth and calm. You          At Higher Levels. When you cast this spell using a
feel the clouds against your knuckles, the wind against your    spell slot of 2nd level or higher, the amount of temporary
fingertips, and the sun against your palm. You find a grip on   hit points gained increases by 1d6 for each slot level above
the world’s curtains, and draw them to a close for a while.     the 1st. When you cast this spell using a spell slot of 5th
    Upon casting this spell, select one other spell to cast.    level or higher, you can remove all levels of exhaustion
Time comes to a halt except for you alone while you cast        when you take a long rest in the spell’s encampment.
the selected spell. The only actions or movements you
are able to make during this time are those required to         The Trick of Light
cast the selected spell. Time resumes upon completing           2nd level evocation
the casting of the selected spell, or if you end the spell’s
                                                                Casting Time: 2 hours
casting before it is finished.
                                                                Range: Touch
    You experience the passage of time as normal, and face
                                                                Components: V, S, M (200gp of dyes, powdered
the same risks of exhaustion if you take longer than 24
                                                                 snapdragon, powdered onyx, a controlled source of fire
hours to cast your chosen spell. Additionally, once time
                                                                 such as a bonfire, torch, or candle)
resumes you must make a Constitution saving throw
                                                                Duration: 7 days
against your spell DC. If you fail this save, you gain one
level of exhaustion.                                            With a flick of the wrist and careful gesture, the preparations
    At Higher Levels. If you cast this spell using a spell      are laid bare: symbols of powerful meaning and magic come
slot of 5th level or higher, one additional creature is         into focus and flare with power the air as your words come
pulled into the spell’s effect for each spellslot above the     to an end. Crushed flowers and gemstones burn away from
4th, and may assist you in casting your selected spell.         powdered portions, their smoke carving those same symbols
Anyone assisting this casting must make the same saving         into the candle. Light bursts from the candle and subsidies to
throw against one level of exhaustion as well.                  leave behind a lit flame, a presence you feel as though it was
                                                                part of your skin.
Traveler’s Grace                                                    For the duration of this spell, you gain control
1st level conjuration                                           over a chosen source of fire and can produce the
                                                                following effects:
Casting Time: 1 hour                                              • You instantaneously cause it to give off no heat or sap
Range: 15 feet                                                       heat in a 30 ft. radius.
Components: V S M (An old blanket and a trinket that              • You instantaneously command it to produce no light.
 reminds you of home)                                             • You cause it to remove light in a 60 ft. radius,
Duration: 12 hours (see text)                                        creating a light level equal to moonlight or starlight.
There’s no place like home, but a well stocked encampment is      • You cause it to remove all light in a 60 ft. radius,
the next best thing.                                                 interfering with other light sources.
   You conjure an encampment, complete with anything              • You can cause the light to obscure you, giving
you may need for a good night’s rest. Tents, bedrolls, food,         you advantage on Dexterity (Stealth) checks
campfires, supplies, and other amenities appear for you              against either creatures with low-light vision or
and up to 10 friendly creatures of your choice.                      creatures with darkvision. This effect ends upon
   Any creature who takes a long rest in this encampment             attacking a creature, casting a spell, or interacting
gains 1d6 + their level temporary hit points, and removes            with an object.
two levels of exhaustion instead of one. Temporary hit            • You cause all shadows within a 30 ft. radius to move
points last for 24 hours and do not stack.                           and flit about, changing all of their directions,
   If this spell is cast in conjunction with tiny hut or             lengths and severity at the same time.
rope trick, the creature and creature size limitations are          All effects last for the duration of the spell unless
replaced by those of traveler’s grace.                          changed, dismissed, or stated otherwise.
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Tripwire                                                        beds, tables, and even recreational items. Food and drink
2nd level abjuration                                            are stockpiled in this refuge in quantities sufficient
                                                                enough to feed 10 medium sized creatures for up to two
Casting Time: 3 hours                                           weeks. The refuge is meant to supply accommodation for
Range: 60ft                                                     even a lengthy, comfortable stay, and does not run out
Components: V S M                                               of fresh air.
Duration: Instantaneous                                             Friendly creatures may enter and leave the hideaway
Hints of magic cling to the tripwire, hinting at the secrets    by breaching one of the bubble walls. Hostile creatures
within the coats and under the caps of those who’ve passed      cannot enter the hideaway without permission.
through. You’ve wound your tripwire cords through the land,
like a spider carefully weaving a web. Any movement across      Visions of Antiquity
your particular web will alert you immediately, and you will    6th level illusion
have the advantage in knowing what particular brand of
                                                                Casting time: 15 minutes
threat they may possess.
                                                                Range: Touch
    You set a magical tripwire of up to 60ft in length. It
                                                                Components: V S M (A burnt match, a handful of blue
is invisible and incorporeal. Until dispelled, the tripwire
                                                                 sea glass)
gathers information about creatures that cross its
                                                                Duration: 15 minutes, see text.
threshold, and alerts you of intrusions. When you cast
the spell, you can designate creatures that won’t activate      The bauble trembles in response to your touch. Lights flicker
the tripwire.                                                   from its surface, coalescing into a humanoid form: an image
    The tripwire can identify if an intruding creature is       from a far distant past. The hologram dances past you, and
wielding magic or carrying a magical item. The tripwire         you watch with rapt attention, attempting to solve a mystery
cannot discern the exact specifications of the magic            that has been all but lost to the ages.
or items that pass through its threshold, though it can            Choose one inanimate object. This object must have
discern general information such as the school of magic.        been held throughout the casting of the spell. You gain
When tripped, a mental alarm alerts you of the intrusion        access to memories of the past, as seen through the
and provides the information gathered by the tripwire.          perspective of the object. These memories manifest in the
    Further, the tripwire can identify when aberrations,        form of illusions, and are of high enough quality to allow
celestials, elementals, fey, fiends, or undead creatures pass   you to make out facial features and writing on documents.
through it and tells you what type has done so.                 You may choose a specific point of time within the object’s
    With Longer Casting Time. For every additional              memory that you wish to view, or you may influence
hour you spend casting this spell, you can increase the         which events are revealed through meditating on specific
length of your tripwire by 20ft, or place a new tripwire of     people, events, or strong emotions.
up to 20ft in length.                                              Visions are shown in real time, and last for however
                                                                long you choose to continue casting.
Underwater Refuge                                                  With Longer Casting Time. For each additional 15
3rd level conjuration                                           minutes spent casting this spell, you may go back another
                                                                year into the object’s memories, up to when the object
Casting Time: 4 hours                                           was first created.
Range: Self (5-foot diameter)
Components: V S M (liquid mercury and a flying fish)
Duration: Two weeks
                                                                Wary of Eyes
                                                                4th level divination
A quiet calmness envelops you as you float in the vast sea.
                                                                Casting Time: 1 hour
Fish swim past, casting curious glances in your direction as
                                                                Range: Self
you finish the incantation. A bubble begins to expand around
                                                                Components: V, S, M (a ring of gold intertwined with a
you, pushing the water out, and filling with sweet smelling
                                                                 ring of silver, a ring of stone carved by you, and a ring of
air. You pop through its surface, suddenly dry and standing
                                                                 mithril that has been bargained for)
on firm ground.
                                                                Duration: 12 hours
    You create an underwater refuge within range that
lasts for the duration. A hideout in the shape of a bubble      Paranoia? No, not in this life, not in this way. Maybe. If the
appears around you, undetectable to those on the surface.       fear was invalid, why would such a thing exist? You expel
To creatures in the water, the hideout appears to be            doubt as you recite the words for the spell, the rings spinning
a bubble of about 5-feet in diameter. However, upon             between your hands, creating a wicked gyre before you as you
entering the bubble, it becomes clear that it is much           infuse it with magical power. You create a space around you,
larger on the inside. The inside of the bubble is made of       spreading it outwards, until a zone exists around you. You
sturdy materials, and resembles the inside of a building of     breathe a sigh of relief: none may spy upon you now.
your choice, or an outdoor area of your choice. The floor          You create a 120 ft. radius, centered on you, where
plan of the refuge is up to you, but overall it must be less    divination magic becomes fragile and tenuous. While
than 500 square feet in total size. Any object found in a       this spell is active, you become immediately aware when
typical dwelling or home can be conjured here: chairs,          someone attempts to scry either on you, anyone or
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anything in the area of the spell. If you choose to fail the   What Blood is Worth
save, you gain a single charge, which may be expended to       4th-level necromancy
achieve one of the following effects:
  • You or another creature cannot be seen or heard            Casting Time: 1 hour
    through the sensor                                         Range: Touch
  • Appear and sound like a beast to the sensor                Components: V, S, M (a stretch of cloth dyed in your
  • Cause the sensor to be visible to all creatures within      preferred color, an iron key)
    your spell’s range                                         Duration: Instantaneous
  • Make all creatures within range of your spell unable       Translating languages is difficult, as intent and nuance can
    be seen or heard through the sensor                        be lost, and this equally applies to the translation of magic.
  • Push the sensor to the edge of the spell area. If the      Your hand is outstretched to the person across from you, both
    scrying was cast to target you, it remains at the          of your breaths rising and falling together. Magic flows from
    border of the spell for its duration. If the scrying was   one of you to the other, replenishing drained resources, and
    cast to target another creature within range of the        reinvigorating one’s power.
    spell, the sensor will move to the creature should it          You open a channel between you and one other willing
    move outside the range of the spell                        caster. While this channel is open, you can transfer spell
  • Cause one object of large size or smaller to become        slots from you to them, or from them to you. A transferred
    unseen and unheard through the sensor                      spell slot that is higher than the highest level spell slot
   Anyone whose scrying you tamper with is unaware of          available to a recipient instead receives a spell slot of
the reason for these changes to their spell.                   their highest available spell slot. A caster cannot receive
   At Higher Levels. When you cast this spell using a          spell slots in excess of what they can normally possess,
spell slot of 5th level or higher, you may choose to either    and any spell slots transferred that would put it over its
expand the radius of the spell by 30 feet or gain another      normal daily limit are lost. If this spell is interrupted,
charge for each spell slot above 4th.                          all transferred spell slots are lost. A transferred spell
   With Other Casters. When this incantation is cast           slot is instantly available and ready to be used once this
alongside other spellcasters, they may contribute one          spell concludes.
spell slot equal to or greater than the spell slot you used.       This spell may be cast as part of taking a short rest.
For each additional spell slot contributed, you may                You must have at least one level of sorcerer in order to
expand the radius of the spell by 30 ft or gain another        learn this spell. A majority of your levels must be sorcerer
charge. Additionally, if a caster contributed a spell of a     in order to cast this spell.
higher level than your own, they may choose whether the            At Higher Levels. When you cast this spell using a
spell expands or gains a charge, and may choose what the       5th level spell slot or higher, another willing caster may
charge is used for.                                            give or receive spells as part of the spell for each slot
                                                               above 4th.
                                                                                                                          Devon Ste Marie Rubin
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Wild Growth                                                     Words That Ring
4th-level transmutation                                         1st-level divination
Casting Time: 30 minutes                                        Casting Time: 2 hours
Range: Touch                                                    Range: Self
Components: V, S, M (A waterskin of milk and honey, a           Components: V, M (a silver coin from someone who once
 stone from a keep, a spear carved from a walking stick,         betrayed you)
 and seeds from three different trees dipped in gold, a         Duration: 24 hours
 bottle of torrential air)                                      A peace crashes against you, like waves against the coast,
Duration: 8 hours                                               as you complete the spell. Divine energy fills your lungs and
A breeze comes from your breath and swirls around you,          grants you a fragment of unerring truth, one which you know
rustling grass and leaves to verdant life. From your breath     will endure the test of time and the blunted repetition of
comes a renewal and reinvigoration of the flora around you,     others, regardless of how far your words may travel.
calling it to your senses, which expand out from you: into          Once during the duration of this spell, you can
earth and roots below, and rising up into the air above. The    use the energy of this spell to enter a period of total
grove that forms moves with you, sighs with you, and bids you   comprehension for one minute. During this time,
relaxation from the outside world. Here, the dominant power     anything you communicate will be understood in full by
is yours, and your command is for peace.                        anyone who sees, hears, or otherwise senses what you
    Nature surges and comes to life in a 30 ft. radius from     wish to convey, and all Wisdom (Insight) checks against
a point you touch, the grass becoming soft, the shade of        the meaning of your words automatically succeed.
the trees moving to the exact right spot, and the wind              Creatures who repeat your words that were said during
moving gently at just the right force. In this zone, nature     this minute find it hard to reword or misconstrue them
shelters and eases the aches and pains of you and your          into falsehood, and any attempts to do so automatically
allies. While in this area, you and allied creatures heal an    fail, regardless if it is spoken, signed, written or repeated
additional number of hit points equal to your level when        through any other method.
you take a short rest.                                              You must have at least one level of paladin in order to
    You must have at least one level of druid in order to       learn this spell. A majority of your levels must be paladin
learn this spell. A majority of your levels must be druid in    in order to cast this spell.
order to cast this spell.                                           At Higher Levels. When you cast this spell using a
    At Higher Levels. When you cast this spell using a          spell slot of 2nd level or higher, you get another minute of
spell slot of 5th or 6th level, the duration is 24 hours. If    total comprehension for each slot level above 1st. These
you use a spell slot of 7th or 8th level, the duration is a     minutes do not have to be consecutive. If cast with a 5th
week. If you use a spell slot of 9th level, the duration is     level spell slot, you can enter total comprehension as
a month. Using a spell slot of 5th level or higher allows       often during the spell’s duration as you wish.
creatures who take a long rest in the spell’s area to regain
all spent Hit Dice.
    Longer Casting Time. The radius of this spell
increases by 5 feet for every additional hour you take to
cast this spell.
    With Other Casters. When this incantation is cast
alongside other spellcasters, they may contribute one
spell slot equal to or greater than the spell slot you used.
For each additional spell slot contributed, the zone can
provide food for one creature and expands by another 5
feet for each spell slot level contributed.
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Zander Barcelo
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     You’ll meet so many people when you finally
     set out, more than the people you’ll meet in the
     village. More than you’ve read about in the books
     or that you’ve met in school. The people out here,
     they’re more varied than you could ever imagine.
     So many of them are lovely, and so many of them
     could be people you could help, even befriend.
     I want that for you. I want you to have an
     abundance of friends, and a plethora of people
     who can love and care for you, and you for them.
          But then there are monsters and creatures
     that want to harm you. Sometimes, you won’t
     even be able to tell when you’re talking to one, so
     be ready if one pretends to be your friend. You’ll
     need to be wary of people because of them, I’m
     afraid. But you were always more clever than I
     was. I’m sure you’ll figure out who goes where
     in no time.
          What I think is lovely, despite having to
     harden your heart to those who wish you harm,
     is that sometimes those that may once have
     been a rival may be a friend waiting to happen.
     And that those you find friendship with may be
     someone you never could expect. Life has these
     surprises for us too, and I hope you are always
     pleasantly surprised.
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      Chapter Two
    Go Your Own Way
A Selection Of Subclasses For Your Usage
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      Bard: College                                                   A Beckoning Future
                                                                      3rd-level College of Antiquity Feature
      of Antiquity                                                    You learn how to tamper with time, looking to the past
      For bards of the College of Antiquity, magic and time are       for guidance. When rolling for initiative, you can roll
      inextricably tied. They learn that age and degradation are      your Bardic Inspiration die to give all friendly creatures
      features to be studied, not flaws to be scorned. In rust        engaged in the combat a bonus on their initiative. Any
      and cracked leather, in fissures and dust, in mold and rot,     friendly creature within 30ft of you may add half of
      lie the secrets of time itself, and energy stored from eons     the result to determine their place in initiative order.
      past. These bards study ancient items to draw from the          You do not expend any uses of Bardic Inspiration to use
      energy accumulated within them over time, to make their         this ability.
      magics even more potent.
                                                                      Damage of Yore
      Antique Intelligence                                            6th-level College of Antiquity Feature
      3rd-level College of Antiquity Feature                          You are able to harness missed potential to deal
      When you join the College of Antiquity, your studies of         devastating blows. When a friendly creature within 60
      aged items make you an expert at identifying properties of      feet of you makes an Attack roll and misses, you can use
      the past. You gain proficiency in the Arcana and History        your reaction to expend one use of Bardic Inspiration
      skills, as well as one other Intelligence-based skill of your   to harness the potential damage of the missed attack.
      choice. If you are already proficient with one or both of       Make note of the dice that would have been rolled on a
      these skills, your proficiency is doubled when making           successful attack, and add these dice to your Potential
      these checks.                                                   Damage Pool. This potential damage pool can be added
                                                                      to each round if it is not expended, but is automatically
                                                                      depleted once combat ends.
                                                                         As an action, you can use the stored potential damage
                                                                      in your potential damage pool. Roll all of the dice in your
                                                                      potential damage pool. You deal force damage equal to
                                                                      the number rolled to a target of your choice within 30
                                                                      feet of you.
                                                                         Alternatively, you can use your potential damage pool
                                                                      when you cast a spell that deals damage. You must declare
                                                                      your choice to expend your potential damage pool before
                                                                      make your attack roll or force creatures to make a save.
                                                                      On a successful attack or a failed save, roll all of the dice
                                                                      in your potential damage pool. You deal that much force
                                                                      damage to a creature of your choice that was also damaged
                                                                      by your spell attack. On a missed attack, your stored
                                                                      potential pool is depleted, and deals no damage.
                                                                      The Claws of Time
                                                                      14th-level College of Antiquity Feature
                                                                      You are able to warp time around items and weaken their
                                                                      effects. You can use your action to rapidly age the items of
                                                                      any hostile creatures within 60ft. All targets must make a
                                                                      Constitution saving throw. On a failure, all items they are
                                                                      wearing or carrying become thousands of years older. This
                                                                      effect lasts for 1 minute. For the duration, items are aged
                                                                      in ways that affect their respective usefulness:
                                                                        • Armor stiffens and erodes, losing all magical
                                                                          properties. All increases to AC derived from a
                                                                          magical effect are halted, though the base non-
                                                                          magical AC increase remains. Additionally, any
                                                                          creature wearing armor affected by this feature has
                                                                          their movement speed halved.
                                                                        • Weapons succumb to entropy, losing their edge and
                                                                          magical properties. All magical bonuses and effects a
Riel Hye
                                                                          weapon possesses are rendered inert, and creatures
                                                                          cannot add their proficiency bonus to attack rolls
                                                                          made with affected weapons. For example, a magic
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     longsword no longer provides a bonus to attack and           Joy: Contagious Laughter. When this state is
     damage rolls. Instead, the weapon would instead deal      activated, all hostile creatures that can see or hear you
     the damage of a typical non-magic longword.               within 30 feet of you must succeed on a Wisdom saving
   • Potions become moldy, and reek of vinegar. For the        throw against your Emotional Source DC, or fall prone
     duration, affected potions deal 2d10 poison damage        in a fit of laughter. Whilst caught in a fit of laughter,
     to anyone who consumes them.                              creatures are unable to stand for the duration, and are
   • Magic items that are not weapons, armor, or potions       incapacitated. At the end of each of their turns, affected
     become drained of their potency, losing magic to the      targets may make another Wisdom saving throw. On a
     eons. When a target attempts to use a magic item’s        success, their laughter ends. If a creature succeeds on
     effect, they must roll a d20. On a 1, the magical item    their save, they are immune to yourContagious Laughter
     misfires and deals 4d10 force damage to the creature      for the next 24 hours. When your rage ends, this effect
     attempting to use it. On a 2-15, the magical item fails   also ends.
     and produces no effect. On a 16-20, the item works
     as intended. Passive effects of magic items are not
     affected, unless the target attempts to interact with
     the passive effect. For example, a bag of holding will
     continue to store items, but an effected target must
     make a roll to successfully put an item within a bag
     of holding, or remove it.
    A creature affected by the Claws of Time can use
its action to make a Constitution saving throw against
your spell save DC. On a success, their armor, weapons,
potions, and magic items return to their normal state.
Once you use this feature, you can’t use it again until you
finish a long rest.
Barbarian: Path
of Vehemence
While the fiery power of rage is undeniable,
barbarians of the Path of Vehemence do not
limit themselves to a single emotive source. Joy,
grief, and fear are all emotions that stir heightened
states of feeling, and drive barbarians of the Path of
Vehemence to incredible feats of strength and resolve.
Even peace holds power for a barbarian of this path, as
they search for greater control over their rages.
Fits of Passion
3rd-level Path of Vehemence feature
Choose an Emotional Source: Fear, Grief, or Joy.
Emotional Sources activate when you enter your rage, and
end when your rage ends. You can change your Emotional
Source each time you gain a level in this class. You can’t
have more than one Emotional Source active at any
given time.
   If your Emotional Source effects require a saving
throw, your Emotional Source DC equals 8 + your
proficiency bonus + your Constitution modifier.
   Fear: On the Run. After you hit with a melee attack,
you gain an additional 15 feet of movement. You may
choose whether any movement you make after gaining
this additional movement provokes opportunity attacks.
When your rage ends, this effect also ends.
   Grief: Lashing Out. When in this state, melee attacks
                                                                                                                            Mike Pape
against you can trigger an attack of opportunity. Once
per round, you may make an opportunity attack against
a creature making a melee attack against you. When your
rage ends, this effect also ends.
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Emotional Mimicry                                              Peacemaker Spell List
6th-level Path of Vehemence feature                              Spell Level    Spells
Your Emotional States gain potency and provide an                     1st       command, jump
additional effect.
                                                                     2nd        calm emotions, flame blade
    Fear: No Respite. You emit an aura of menace,
striking terror into the hearts of your foes. Hostile                3rd        counterspell, revivify
creatures within 30 feet of you must succeed on a
Constitution saving throw or become frightened for                 Fear: Them or You. Running will not always protect
1 minute. If an affected creature ends their turn in a         you; you must muster the courage to strike before you
location where you aren’t within their line of sight,          are struck. You have advantage on attack rolls against a
they can repeat the saving throw, ending the effect on         creature affected by No Respite.
themselves on a success.If the creature succeeds on its            Grief: Companion’s Grace. The bitter loss of a
saving throw, they are immune to your No Respite for the       companion has come one too many times before, but now
next 24 hours. When your rage ends, this effect also ends.     you are strong enough to keep death’s doors at bay, if only
    Grief: Lacrimosa. You emit an aura of devastation,         for a moment. You can grant an ally the ability to reroll
driving creatures nearby to share in your pain. Hostile        a saving throw they’ve failed. You can use this feature a
creatures within 10 feet of you have disadvantage on           number of times equal to the number of Rages you have.
Charisma, Intelligence and Wisdom saving throws. This          They must use the new roll.
aura and its effects end when your rage ends.                      Joy: Lots to Live For. Life has not always been kind,
    Joy: Rapture. You emit an aura of exhalted joy,            but you find joy in the simple pleasures that come with
steeling you allies with renewed determination.                living. When you are reduced to a number of hit points
     Friendly creatures within 30 feet of you can’t be         equal to twice your Barbarian level or lower, you instead
frightened while you are raging. If any friendly creatures     remain or go up to a number of hit points equal to thrice
within 30 feet of you are frightened when you enter your       your Barbarian level. You can use this feature once,
rage, the effect is suspended for the duration of your rage,   regaining use of it when you finish a short or long rest.
so long as they remain within range.
                                                               The Gentle Tides
Introspection                                                  14th-level Path of Vehemence feature
10th-level Path of Vehemence feature                           You enjoy complete control over your rages. Your
You become more in control of your rages and their             emotional state gains another effect.
effects. Your Emotional Source gains another effect.               Peace: Expand your Mind. You gain advantage on
Instead of taking the 10th-level effect for Fear, Grief, or    all Wisdom saving throws. Additionally, your Peacemaker
Joy, you may instead take the 10th level Peace feature.        spell list expands to include 4th and 5th-level spells.
   Peace: Meditative Focus. Years of introspection have        Peacemaker Spell List
led to a greater understanding of your emotions and how
                                                                 Spell Level    Spells
to harness them. You can now cast and concentrate on
spells while raging. Additionally, you gain access to the            4th        wall of fire, phantasmal killer
Peacemaker Spell List. Spells you cast from this list do              5th          mass cure wounds, dispel evil and good
not require spell slots, and must be cast while you are            Fear: Push Back. Your weapon attacks score a critical
raging. Your spellcasting ability is Constitution and your     hit on a roll of 19 or 20. Additionally, when you deal melee
spell save DC is equal to 8 + your proficiency bonus + your    damage to a creature on a critical hit, you can knock the
Constitution modifier. You can cast a number of spells         target back 15 feet away from you.
equal to your Constitution modifier (minimum of one).              Grief: Absolution. You do not have to attack or be
You regain use of this feature when you finish a short or      attacked each turn to maintain your rage. If you have not
long rest.                                                     killed a creature in this round or the last, your attacks
   Additionally, you can use your bonus action to emit         deal an extra 1d10 damage.
an aura of calming energy. Hostile creatures within 30             Joy: Share the Wealth. Once per round, you can
feet of you must succeed on a Wisdom saving throw              willingly take 2d10 force damage to grant an equal
against your Emotional Source DC, or take the Disengage        number of temporary hit points to each of up to five
action on their next turn. Affected creatures cannot take      creatures of your choice.
any additional actions or bonus actions other than the
Disengage action. You can use this ability twice, regaining
any expended uses when you finish a short or long rest.
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           Cleric:                                                       Bonus Proficiencies
                                                                         1st-level Supernova Domain feature
           Supernova Domain                                              You gain proficiency with martial melee weapons, and one
           Clerics of the Supernova Domain are tasked with               type of artisan’s tools of your choice.
           maintaining and controlling the natural entropy of things.
           Amid roiling heat and dust, endless sky, boundless sea,       Elemental Strike
           creaking forests, and dark ravines, supernova clerics reign   1st-level Supernova Domain feature
           supreme. These clerics are gifted with knowledge of the
           divine spark, the essence of all creation wielded by the      When you make a melee attack, you gain +1 bonus to
           most powerful and revered of gods.                            attack and damage rolls, and can choose the type of
              Supernova clerics typically worship gods of creation,      damage you deal from cold, fire, lightning, or thunder
           the elements, energy, or order.                               damage instead of your attack’s normal damage type.
                                                                         Whenever you make a successful melee attack, choose
           Domain Spells                                                 one type of damage: fire, cold, lightning, or thunder. The
                                                                         target gains vulnerability to your chosen damage type
           1st-level Supernova Domain feature                            until the end of your next turn.
           You gain domain spells at the cleric levels listed in the
           Supernova Domain Spells table. See the Divine Domain          Channel Divinity: Supernova
           class feature for how domain spells work.                     2nd-level Supernova Domain feature
           Supernova Domain Spells                                       Starting at 2nd level, you can use Channel Divinity to
             Cleric Level    Spells                                      create a small supernova with your strike. When you
                  1st        burning hands, hellish rebuke               take the Attack action on your turn, you can create a
                                                                         supernova at a point you choose up to 30 feet away from
                 3rd         flaming sphere, magic weapon
                                                                         you. Each creature in a 15-foot radius centered on that
                 5th         call lightning, fireball                    point must make a Dexterity saving throw. Creatures
                 7th         conjure minor elemental, ice storm          take 1d8 + a number equal to twice your cleric level of
                                                                         force damage on a failed save, or half as much damage
                 9th         animate objects, destruction wave
                                                                         on a successful one. Affected creatures are pushed back 5
                                                                         feet on hit.
Riel Hye
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      Crystalline Armor                                               Fault Lines
      6th-level Supernova Domain feature                              2nd-level Circle of Dust feature
      You are able to create your own set of crystalline armor as     You become sensitive to the slow decay that time brings.
      a bonus action. Hunks of precious stone crystallize upon        Once per round, you can expend a use of your wild shape
      your chest, forming the shape of a breastplate. This armor      as a bonus action to learn the damage immunities, damage
      lasts for up to a week, or until you dismiss it.                resistances, or condition immunities of a creature you
          Crystalline armor counts as heavy armor. While              can see within 60 feet of you. You may then choose to
      wearing it, your AC is 13 + your Wisdom modifier. You           remove one single damage immunity, damage resistance,
      are considered proficient with this armor even if you lack      or condition immunity of that creature for one minute.
      proficiency with heavy armor. If your Wisdom score is           Alternately, you can cause a creature to gain only half as
      equal to or above 13, wearing the crystalline armor doesn’t     many hit points from any effect that restores them.
      impose disadvantage on your Dexterity (Stealth) checks.
          You can use a bonus action to instantly dismiss
      the armor. You can choose to have your armor quietly
      disappear, or to explode with a burst of energy. If you
      choose for it to explode, any creature within 5 feet of you
      takes 2d8 piercing damage from the exploding shards
      of crystals.
      Focused Purpose
      8th-level Supernova Domain feature
      You gain resistance to cold, fire, lightning, and thunder
      damage. Once per round when you hit with a melee
      attack, your attack deals an extra 2d8 damage. You
      can choose the attack’s damage: cold, fire, lightning,
      or thunder.
      Strike Back
      17th-level Supernova Domain feature
      You are immune to cold and fire damage while wearing
      your Crystalline Armor. If you are hit with a melee attack,
      energy pulses from your armor and deals 3d8 thunder
      damage to the creature that struck you. Any creature
      that takes damage from Strike Back must succeed on a
      Dexterity saving throw, or fall prone.
      Druid: Circle of Dust
      Druids of the Circle of Dust embrace the passing of time
      and all things, in all the ways they live and change, and all
      the ways things end. From plants and animals to rivers
      and oceans, members of this circle see the place of each
      thing within the flow of forever as just stepping stones
      or building blocks for the things to come. Their role in
      the world is much more visible to them and their future-
      oriented perspective makes them more aware of the
      consequences of their actions and inactions. Through this
      awareness and devotion, they gather both entropy and
      eternity slowly at their fingertips.
Riel Hye
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Perspective                                                    Everpresence
2nd-level Circle of Dust feature                               14th-level Circle of Dust feature
When you choose this circle time naturally flows through       You can push your body into moments of the past,
you. You may, instead of walking, glide 1 foot above any       present, and future, becoming witness to all that
surface you would normally be able to walk over. While         surrounds you. You gain truesight, blindsight, and
moving this way you gain the following benefits:               tremorsense out to 120 feet.
  • You ignore the effects of difficult terrain.
  • You don’t trigger any mechanism that requires
    weighted pressure to activate.
                                                               Fighter:
  • You have advantage on all saving throws you make
    that are triggered by touching the ground.
                                                               Artifact Eater
  • You have advantage on all saving throws you make to        Many are born without the use of magic, and who will
    avoid being knocked prone.                                 never study or bargain for it. Yet still—be it through curse,
  • You gain proficiency in the Perception skill. If you       blessing, training, or sheer exposure—magic attracts
    are already proficient in Perception, your proficiency     those who lack natural aptitude for it. Its presence is a
    bonus is doubled for all checks you make with it.          constant to such people and, even if they’re unaware, it
  • You can see in all directions, and you cannot be           draws them closer. One such manifestation of this is the
    surprised while you are conscious.                         Artifact Eater, one whose lifeblood and prowess is mighty,
                                                               suffused and improved by magic—not by casting it, not by
Reins of Entropy                                               receiving it, but by consuming it. Artifact Eaters bear the
                                                               risk of harm for the powerful fuel it provides.
6th-level Circle of Dust feature
You gain the ability to manifest shards of one of the          Attack and Adapt
constant forces in the universe: entropy. These shards are     3rd-level Artifact Eater feature
composed of an element or material of your choice. They
appear as misshapen masses of raw material. Whenever           When you embrace your innate nature you become more
a spell effect restores hit points to a creature, a creature   sensitive to the magic in the world around you. You gain
scores a critical hit, a creature dies, or you take damage     the following benefits.
from an attack, you can use your reaction to create one            Uncharging Strike. When you hit with a weapon
shard of entropy. You can have a number of shards up to        attack against a creature with an ability with the recharge
a maximum equal to half your druid level, rounded down.        notation, its recharge range is reduced by 1 until the end
These shards last for a number of hours equal to your          of your next turn.
Wisdom modifier, and any unused shards are removed                 Rupture Flow. When you hit a creature with a
after you finish a short or long rest.                         weapon attack, any hit points they regain until the end of
    As part of its creation, or as an Action on your turn,     your next turn is halved.
you may detonate shards up to the number you have                  Heartsliver. When you hit with a weapon attack
available. Choose any number of targets within 120 feet        against a creature that has temporary hit points, you
of you. For each creature targeted, choose one of the          deplete them and you regain a number of hit points equal
following effects:                                             to the number of temporary hit points depleted. Any
  • Make a ranged spell attack. On a hit, the shard deals      damage you deal with the attack affects the creature as
     force damage equal to 2d6 + your Wisdom modifier .        normal, as if it never had temporary hit points.
  • The target must succeed on a Constitution saving
     throw against your spell save DC, or be poisoned          Devourer’s Talents
     until the end of its next turn.                           3rd-level Artifact Eater feature
  • The target is unaffected by the next spell you cast.       You gain proficiency in the Arcana skill. If you are already
  • The target regains hit points equal to 2d6 + your          proficient in Arcana, your proficiency bonus is doubled to
     Wisdom modifier.                                          checks that you make with it. If a spell is cast that targets
                                                               you, an item you are wearing or carrying, or includes you
If Things Had Been Different                                   in its area of effect, you can identify it immediately after
10th-level Circle of Dust feature                              it is cast, before the spell takes effect. If the spellcaster
You can pull from past and future unused energy reserves,      is within sight, you can use your reaction (if available) to
tapping into them in the present. Whenever you and your        make an attack against them.
allies finish a short rest, you can select up to two allies
to regain one use of a class feature that would ordinarily     Magic Accumulation
require a long rest to recover. A creature cannot regain a     7th-level Artifact Eater feature
spell slot through use of this feature.                        Whenever a creature within 30 feet of you casts a spell
                                                               or uses an ability with the recharge notation, you absorb
                                                               some of their residual magic and power, creating a single
                                                               charge, which expires at the end of your next turn. You
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can hold a number of charges equal to the number of         throw to take only half damage, you instead take no
attacks you can make when you take the Attack action,       damage if you succeed on the saving throw, and only half
and can expend them after learning the result of your       damage if you fail.
damage roll or saving throw. You choose how many held
charges are expended at a time. You may expend this         Chimeric Engine
charge in one of the following two ways:                    15th-level Artifact Eater feature
  • Your next weapon damage roll deals an extra 3
    damage of its usual type.                               The possibilities of combat explode in numbers. Weapons
  • You gain a +1 bonus to the next saving                  and armor that you attune to don’t count against your
    throw you make.                                         attunement limitation. You can summon any attuned
   Additionally, when a creature within reach attempts      weapon to your hand as a free action, causing it to
to use a single-use magic item, such as a potion or a       teleport to your hand instantly. If you are already holding
scroll, they provoke an opportunity attack. If your         a weapon, the two weapons exchange places instead.
attack hits, the item they attempted to use is destroyed    Additionally, you can instantly don attuned armor. If you
without granting its benefit, and you gain a charge. This   are already wearing a suit of armor, the two suits of armor
charge does not count against your maximum number of        exchange places instead.
charges held.                                                  When you score a critical hit with a weapon you are
                                                            attuned to, you may summon another attuned weapon
Imbued Body and Mind                                        from up to 1 mile away from you. The summoned weapon
                                                            appears in the air and you can use it to make an attack
10th-level Artifact Eater feature                           against the target on whom you scored a critical hit. If
You stand stronger against effects that would harm your     this attack hits, it deals force damage equal to half its
health and mind. When you are subjected to an effect        damage roll. Any effects it would normally apply on a hit
that allows you to make a Constitution or Wisdom saving     apply as normal.
                                                            Annihilation
                                                            18th-level Artifact Eater feature
                                                            You can remove magic from the world, unbinding it
                                                            from objects through aggression and will. You can force
                                                            a creature within 120 feet of you to make a Constitution
                                                            saving throw. If the save fails, you can choose one magic
                                                            item held or worn by the creature and strip it of its magic,
                                                            destroying it entirely. If the creature was attuned to the
                                                            item, it takes 6d10 force damage.
                                                               You can use this feature three times, regaining all
                                                                 expended uses when you finish a long or short rest.
                                                                                                                      Mike Pape
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Monk: Way of the                                                  Gated Departure
                                                                  17th-level Way of the Cosmic Grasp feature
Cosmic Grasp                                                      Your mastery of the planes has granted you access to
Monks of the Cosmic Grasp are gifted with sight beyond            many different lands and habitats and has hardened your
the Material Plane. After years of intense training, these        skin and mind against damage. Gain immunity to two
monks learn to watch as the universe shifts, and are able         types of damage of your choice.
to spot and take advantage of fissures in the planes. Some
call them Walkers of Planes, though their abilities
extend far beyond movement.
Walker of Planes
3rd-level Way of the Cosmic Grasp feature
Whenever you use your Step of the Wind, you can slip
through cracks in the fabric of your plane as means of
instantaneous teleportation. You may teleport up to
your speed to an unoccupied space. For example, if your
movement speed is 30 feet, you can appear up to 30 feet
away. You don’t have to be able to see a location to appear
there, but if you attempt to travel to an occupied location,
the ability fails and you remain at your original location.
Banishing Blow
6th-level Way of the Cosmic Grasp feature
You can attempt to strike a creature to another plane of
existence. When you make a successful Unarmed Strike
or Flurry of Blows attack, you may spend 2 ki points to
pummel a creature to another plane of existence. The
target creature must succeed on a Dexterity saving throw
against your Ki save DC, or be expelled to another plane.
    If your target is native to the plane of existence you’re
on, your strike sends them to a harmless demiplane for
up to 1 minute. While there, the target is incapacitated.
When the effect ends, the target reappears in the space
they left, or in the nearest unoccupied space if that space
is occupied.
    If your target is native to a different plane of
existence than the one you’re on, they are sent
to their home plane. You can spend an additional 4 ki
points to seal them on that plane for up to 24 hours, after
which the creature can choose to return to the nearest
unoccupied location. Otherwise, they return to the
nearest unoccupied location after 1 minute.
Secured Exits
11th-level Way of the Cosmic Grasp feature
You gain the ability to choose who is permitted to travel
through the planes around you. Within a 120 foot radius,
you can force a creature attempting to teleport or travel
through the planes to make a Wisdom saving throw
against your Ki save DC. On a failure, their attempted
teleportation fizzles, and they are unsuccessful. If they
fail, they still expend their spell slot, feature use, or other
resource that they were using for their teleportation.
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Paladin:                                                      Channel Divinity
                                                              3rd-level Oath of Dreams feature
Oath of Dreams                                                You gain the following Channel Divinity options. See the
The Oath of Dreams is a shout and a vow to push forward,      Sacred Oath class feature for how Channel Divinity works.
and to uplift and bolster those around you. No matter            Righteous Cooperation. You can use your Channel
the opposition, no matter the danger, and no matter           Divinity to fuel the hopes and efforts of another. As a
the obstacle, a paladin of the Oath of Dreams endures         reaction, you can use your Channel Divinity to grant
and persists, with each step they take lighting the way       another creature a +10 bonus to their next ability check.
for those they protect and support. The true duty of the         Strike of Holy Fire. You can use your Channel
Oath of Dreams is not inherently violent, nor is it to face   Divinity to augment your divine power. Your Divine
dangerous odds. It is to see the impossible goal, to see      Smite deals an extra 1d8 fire, force, or radiant damage
the struggling dream, and to light yourself aflame to help    (your choice). Additionally, you gain a number of
others flourish and make them real.                           temporary hit points equal to the damage you deal with
                                                              this Divine Smite.
Tenets of Dream
The tenets of the Oath of Dreams dares paladins to
achieve higher and higher feats of aid and victory.
   Inner Fire. Within me is a fire that can save and
comfort others. It must never go out.
   Others Can Only Slow You. Obstacles and enemies
are only temporary. I must always push past.
   Strength Upon Strength. The support I give others,
and the support I receive in turn, allows us to overcome
any hardship and troubles.
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Oath Spells                                                       Ranger: Vespertine
3rd-level Oath of Dreams feature
                                                                  Many Vespertine rangers claim a special connection
You gain oath spells at the paladin levels listed in the Oath     to the monstrous, otherworldly, undead, or otherwise
of Dreams Spells table. See the Sacred Oath feature for           supernatural creatures. Perhaps you had a brush with
how oath spells work.                                             death, spent some time among the oozes, or saw a
 Oath of Dreams Spells                                            loved one corrupted by an evil necromancer. Either
                                                                  way, Vespertine rangers employ tactics none other
 Paladin Level     Spells
                                                                  would consider to track, control, placate, and dispatch
       3rd         faerie fire, find familiar                     troublesome supernatural creatures.
       5th         misty step, prayer of healing
       9th         crusader’s mantle, haste                       Vespertine Magic
      13th         aura of life, staggering smite
                                                                  3rd-level Vespertine feature
      17th         dream, wall of force                           You learn an additional spell when you reach certain
                                                                  levels in this class, as shown in the Vespertine Spells table.
Aura of Resolution                                                The spell counts as a ranger spell for you, but it doesn’t
                                                                  count against the number of ranger spells you know.
7th-level Oath of Dreams feature
                                                                  Vespertine Spells Table
You emanate an aura of tenacious will. Whenever you
finish a long rest, choose two ability scores. Creatures           Ranger Level     Spell
within 15 feet of you who make ability checks using those                3rd        bless
two ability scores gain a bonus equal to your Charisma                   7th        see invisibility
modifier to the result. This bonus cannot exceed your
                                                                        11th        magic circle
proficiency bonus.
    At 18th level, the range of this aura increases to 30 feet.         15th        banishment
                                                                        19th        planar binding
Souls Alight
15th-level Oath of Dreams feature
You can expend 5 hit points from your Lay on Hands pool
of healing to use the Help action once per round for free.
Steward of Ambition
20th-level Oath of Dreams feature
You take upon yourself a mantle of vivid flame, igniting
the efforts of you and your companions. You create
an aura with a range of 30 feet, and gain the following
benefits for 1 minute:
  • Once per round, when you or a creature within your
    aura would take damage, you can reduce the damage
    to 0. Hostile creatures within your aura cannot
    take opportunity attacks against you and friendly
    creatures within your aura.
  • Your weapon attacks deal an extra 1d8 radiant
    damage, and allies within your aura regain a number
    of hit points equal to the result of this die.
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Understanding the Enemy                                        Rogue: Figment
3rd-level Vespertine feature
                                                               Fading, flickering, forgetting things in the dark, emulation
You can communicate with any monstrosity, regardless           is your top talent. While bravado is the trade of some,
of whether or not you share a language. For some               and unseen guile the tradition of others, many forget the
monstrosities, this may mean communicating through             terror that the dark holds: a thing barely seen and hardly
sign language, tactile languages, or mime and gestures. You    witnessed, waiting at the periphery of sight, and moving
can even use telepathy to communicate with creatures           uncomfortably in the back of the mind. You possess this
whose only form of communication is such.                      power, harkening back to fear of the unknown, and fear of
                                                               the imperceptible. Your talent takes you to supernaturally
Unnatural Shackles                                             chilling heights as you open yourself up, willingly or
7th-level Vespertine feature                                   unwittingly, to the power of those things that originated
                                                               this fear to begin with.
Your connection with the spirit world allows you to call
forth spectral chains. As an action, you can attempt to
bind a creature you can see. The target creature must          Just the Wind
succeed on a Dexterity saving throw against your spell         3rd-level Figment feature
save DC, or take 2d6 radiant damage and be restrained by       You’ve learned how to shroud yourself even against those
the chains until the effect ends. A restrained creature can    who sense you. You gain proficiency in the Intimidation
use its action to repeat the saving throw, freeing itself on   skill. If you are already proficient in this skill, your
a success.                                                     proficiency bonus is doubled for checks you make with it.
   If a creature is bound for 3 rounds or longer, they         Additionally, If a creature’s passive Wisdom (Perception)
automatically fail Dexterity or Strength checks and saving     is higher than your Dexterity (Stealth) check, you may
throws, and are bound until the chains are dismissed, or       make a Charisma (Intimidation) check against the
until they disappear after 1 minute.                           creature’s passive Wisdom (Perception). If you succeed,
   A creature affected by this ability cannot be bound         you remain hidden. The creature believes they saw
again for another 24 hours.                                    something else instead of you, and is frightened for the
                                                               next minute or until it takes damage.
Supernatural Symbol                                                Additionally, when you first enter a creature’s line of
11th-level Vespertine feature                                  sight, your features are unidentifiable unless it is actively
                                                               looking for you or is already aware of your presence.
You learn to create symbols of protection and strength. By
inscribing a symbol onto your armor or person, you gain
one of the following permanent effects of your choice:         Erosion of Nerves
  • You make Charisma checks at advantage.                     3rd-level Figment feature
  • When you are subjected to an effect that allows you        You know how to strike a creature in such a way as to
    to make a Constitution saving throw to take only           shake their resolve. Whenever you deal your Sneak Attack
    half damage, you instead take no damage if you             damage to a creature on your turn, the target takes a
    succeed on the saving throw, and only half damage          penalty on their next saving throw, ability check or
    if you fail.                                               attack roll. This penalty is equal to the number of Sneak
  • You gain resistance to two types of damage of              Attack dice you rolled. Additionally, any creature that
    your choice.                                               takes Sneak Attack damage from you cannot discern your
                                                               appearance beyond vague details for the next minute, and
Secondary Symbol                                               is unable to identify or recognize you.
15th-level Vespertine feature
You may choose a second Supernatural Symbol effect.            Blood Run Cold
  • When you fail a saving throw, you can reroll it. You       9th-level Figment feature
    must use this new roll. You can use this ability twice,    You are able to hide among other senses, such as
    regaining all expended uses when you finish a short        blindsense or tremorsense. Additionally, if a creature
    or long rest.                                              gains the frightened condition from Just The Wind, you
  • When you deal damage with an attack, you can               can attempt to instill in them a fear of would-be terrors
    choose to double the damage. You can use this ability      and nightmares, forcing that creature to make a Wisdom
    twice, regaining all expended uses when you finish a       saving throw. The DC for this equals 8 + your proficiency
    short or long rest.                                        bonus + your Intelligence modifier. On a failure, the target
  • You are no longer vulnerable to any damage type,           is paralyzed for the next minute. This paralysis ends when
    and cannot be made vulnerable to any damage type.          they take damage.
                                                                   You can use this feature twice, and you regain all
                                                               expended uses of it when you finish a short or long rest.
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                                      The Shaking of Leaves
                                      13th-level Figment feature
                                      You become transient—something that escapes
                                      understanding and evades scrutiny. Any spell or effect you
                                      create ignores immunity to the frightened condition, and
                                      creatures with truesight cannot perceive you while you
                                      are in darkness or have any measure of cover.
                                         Additionally, if a bright light is shone on you while you
                                      are undetected in a place of dim light or darkness, you
                                      become invisible until the end of your next turn or until
                                      you attack or cast a spell.
                                      Afraid of the Dark
                                      17th-level Figment feature
                                      Your emulation and mimicry of the darkness evolves
                                      and becomes one with you. When you exit an area that
                                      is heavily obscured—out of darkness, or out of dim light,
                                      shadows cling to you for 1 round, obscuring your visage
                                      and person. As a bonus action, you can expand your
                                      shadow, creating an aura of darkness with a radius of up
                                      to 30 feet centered on you.
                                          You can force any number of creatures of your choice
                                      that look at you or try to sense you through other means,
                                      such as blindsight or tremorsense, to make a Wisdom
                                      saving throw. The DC is equal to 8 + your proficiency
                                      bonus + your Intelligence modifier. On a failure, they
                                      are frightened of you. This condition lasts for 7 days.
                                      If an affected creature dies and is brought back to life
                                      or becomes undead, the frightened condition doesn’t
                                      end for them.
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Sorcerer:                                                  Ruination
                                                           1st-level Harbinger Bloodline feature
Harbinger Bloodline                                        Your magic becomes mordant, crackling the air at your
Your birth heralded the end of the world—the omen          fingertips. When you cast a spell that requires you to
from which you draw your innate magic. Having such         make a ranged spell attack roll, you may instead force a
raw power flow through you is certainly dangerous,but      creature to make a Charisma saving throw against your
its origin is a pressing concern. Perhaps your ancestor    spell save DC. On a failure, the spell deals its normal
was a primeval force present in the creation of            damage and effects. On success, the spell deals no
everything, returning in your lifetime to undo a grand     damage and has no effect.
work. Or as the world begins to crumble, its raw power        Once you use this feature, you can’t do so again until
suffused with you at the time of your own arrival.         you finish a short or long rest, unless you spend 2 sorcery
    Some view those of Harbinger Bloodlines as threats     points to use it again.
and monsters with uncontrollable power. Despite
being living warnings of the end of all things, how they   Proclamation
embrace or shun these notions is ultimately up to them.    1st-level Harbinger Bloodline feature
                                                           You learn how to speak with the full might of the end of
                                                           all things. You learn one extra language of your choice
                                                           and you gain proficiency in the Intimidation skill. If you
                                                           are already proficient in Intimidation, you add double
                                                           your proficiency bonus to checks you make with it.
                                                               Additionally, you can utter up to 25 words imbued
                                                           with your magic. Any creature who hears these words
                                                           understands them, even if you don’t share a language.
                                                           These words cannot be used to create, or contribute to,
                                                           a deliberate lie. You can use this feature with spells and
                                                           abilities that allow you to speak across distances, such as
                                                           message, sending, or telepathic bond.
                                                           Cataclysmic Heart
                                                           6th-level Harbinger Bloodline feature
                                                           Your heart becomes infused with the magic that winds
                                                           through your soul. Your spell attacks score a critical hit
                                                           on a roll of 19 or 20.
                                                           Peaceful Moira
                                                           14th-level Harbinger Bloodline feature
                                                           You gain peace and closure with the power you represent
                                                           and control, granting it a smoother flow throughout your
                                                           being. Whenever you cast a spell using a spell slot, you
                                                           regain a number of hit points equal to the level of the
                                                           spell slot used.
                                                              Additionally, your Proclamation no longer has a word
                                                           limit, unless you are casting a spell that specifies a word
                                                           limit, such as sending.
                                                           Apocalyptic Horizon
                                                           18th-level Harbinger Bloodline feature
                                                           The difference between you and the power you wield
                                                           blurs. When you cast a spell, you can decide that it gains
                                                           the siege property. Spells that gain the siege property in
                                                           this way deal damage to the environment within range,
                                                           even if it normally wouldn’t. When you cast a spell with
                                                           the siege property, you gain an aura until the end of
                                                           your next turn with a 30 foot radius, or you can spend 4
                                                           sorcery points to expand this aura to 60 feet. Your spell
                                                           attacks against creatures within your aura score a critical
                                                           hit on a roll of 18–20.
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       Warlock:                                                        Expanded Spell List
                                                                       1st-level Whispered One feature
       Whispered One                                                   The Whispered One lets you choose from an expanded
       Your patron is one that skitters behind the curtain of          list of spells when you learn a warlock spell. The following
       reality, feeding on magics and seeping its influence            spells are added to the warlock spell list for you.
       through the cracks in the fabric of the planes. You feel
       your patron’s presence as a constant static buzz in the         Whispered One Expanded Spells
       back of your mind, though you do not have the capability
       to perceive it any further or understand its purpose in           Spell Level     Spells
       any meaningful capacity. Perhaps your mind is a bit less               1st        comprehend languages, disguise self
       hospitable now, but it is all worth it to be offered glimpses         2nd         alter self, blindness/deafness
       of the true meaning of magic and power.
                                                                             3rd         blink, glyph of warding
                                                                             4th         black tentacles, confusion
                                                                             5th         modify memory, reincarnate
Riel Hye
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Otherworldly Intuition                                          Feed the Whispers
1st-level Whispered One feature                                 14th-level Whispered One feature
Your patron’s strange cosmic form offers you insight            You gain the ability to drain creatures of their magical
on arcane matters. You gain a 1d4 bonus to Intelligence         potency. Anytime you succeed on a saving throw against
(Arcana) checks.                                                a spell or magic effect, you regain 1d10 hit points.
    When you see a creature casting a spell, you                Additionally, you can use your reaction to regain a spell
instinctively know what it is. You can use your reaction        slot immediately after you succeed on your save against
to identify all spells the target is capable of casting. When   the spell or magic effect. You can use this feature twice,
you use this ability, you can force the target to make an       regaining all expended uses when you finish a short or
Intelligence saving throw against your spell save DC. On a      long rest.
failure, you can force them to instead cast a different spell
from their spell list. Choose another spell from their spell
list of the same level or higher. If the spell you choose
                                                                Wizard: School
doesn’t target the original target, then the caster must
choose a new target. Spell slots consumed by the effect
                                                                of Travels
are determined by the successfully cast spell, not the          The vast majority of those who study the arcane and its
one originally attempted. You can use this ability twice,       powers do so in the comfort of universities, libraries, and
regaining all uses when you finish a short or long rest.        the occasional well-studied tutor. But the information
                                                                contained in these sources are, in the end, found in the
Arcane Mind and Body                                            wild world beyond those walls and people. The world
                                                                at large contains the experiences and knowledge that
6th-level Whispered One feature
                                                                founded these places and people of higher learning, but
The constant buzz of your patron’s presence becomes             also things not yet seen or learned. For those arcane
more familiar to you. You gain resistance to psychic            students with a penchant for travel, to visit horizons
damage. In addition, whenever you deal damage with a            beyond what they see, or who want to see what the world
spell attack, you deal additional damage equal to half your     may have to offer, the tradition of the School of Travel is
warlock level (rounded down).                                   the best answer.
A Glimpse Beyond                                                Worldly Knowledge
10th-level Whispered One feature                                2nd-level School of Travels school
You cannot become charmed or frightened. If a creature          You add one additional wizard spell of your choice to your
attempts to charm or frighten you, they must make               spellbook for free. Additionally, when you copy a spell
a Wisdom saving throw. On a failure, they catch a               from a spellbook belonging to a friendly creature, the
glimpse of The Whispered One, and have a difficult              process takes 30 minutes and 10 gp per level of the spell.
time perceiving you, and have disadvantage on Wisdom
(Perception) and Intelligence (Investigation) checks            Traversing The Land
against you. Instead, they see you as a mass of writhing,       2nd-level School of Travels school
blurry static, and feel compelled to look away. This effect
ends if they make a successful Wisdom saving throw. If          You become attuned to the weariness and rush of
an affected creature ends its turn within 5 feet of you         traversing unfamiliar environments. Whenever a creature
whilst in this state, they roll with disadvantage on their      is affected by a spell you cast using spell slots, you can
next attack.                                                    choose to raise or lower their speed by 10 feet until the
   If a creature attempts to cast detect thoughts on you,       end of your next turn. If you affect a creature with a spell
or use an ability or spell to gain access to your mind, you     using a spell slot of 4th level or higher, they are unable
can choose for their spell to automatically fail and force      to benefit from any teleportation spells or effects. If a
them to make a Wisdom saving throw against your spell           spell affecting a creature lasts longer than one round, the
save DC. On a success, you deal 2d10 psychic damage to          change in their speed or inability to benefit from teleport
the caster, and you learn their location.                       spells or effects end at the end of their next turn.
   If a creature attempts to target you with the scrying
spell, they must make a Charisma saving throw against           Broad Horizons
your spell save DC. On a failure, you notice the invisible      6th-level School of Travels school
sensor and deflect it. For 30 seconds, you are able to see      You learn tricks of your trade, allowing you to push your
and hear the creature who attempted to observe you. You         magic past what others have learned. You may cast spells
can also hear their surface thoughts for 30 seconds.            with a range of Touch as though they have a range of 30
                                                                feet. You may use this feature a number of times equal to
                                                                your Intelligence modifier (minimum of once). You regain
                                                                all expended uses when you finish a long rest.
                                                                    Additionally, your movement speed can’t be reduced
                                                                by any means.
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       Arcane Pathways
       10th-level School of Travels school
       Arcane magic spurs your reflexes and senses, granting you
       a margin of safety and passage. When you take damage,
       you can use your reaction to reduce the amount of
       damage done by your wizard level, and move up to your
       speed. When you move up to your speed in this way, you
       don’t provoke opportunity attacks.
           You may use this feature a number of times equal to
       your Intelligence modifier (minimum of once). You regain
       all expended uses when you finish a long rest.
       Vast, Infinite, Wondrous
       14th-level School of Travels school
       Your senses flood with arcane potency, granting you
       awareness of distances and the emptiness between them.
       You add the teleport spell to your spellbook, if you don’t
       already have it. When you cast teleport, your familiarity
       with the destination is treated as “Associated Object” if
       you have been there at least once, and “Very Familiar” if
       another creature willingly describes it to you.
          Additionally, when you deal damage with a spell you
       cast that has a range from Touch up to a range of 150
       feet, you can force the target to make your choice of an
       Intelligence or Charisma saving throw. On a failure, they
       are paralyzed until the start of your next turn as you
       mesmerize them with stories and memories from your
       travels. If the spell damages more than one creature, you
       must select one target.
          You can use this feature twice, and you regain any
       expended uses when you finish a long rest.
Riel Hye
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     Magic takes some strange forms, and there’s no
     book that will ever prepare you for that. The
     world is diverse and wonderful and the shape
     and form of magic is no different—varied and
     unpredictable. We may live and die, but magic
     lives on across the generations and the seasons,
     and those of us still here have to live with what
     the past has created. This can be a gift or a curse,
     depending on what was made, and wrapped in
     this letter is—as best as I can hope for it to be—a
     gift. I know it looks like a candle, but it’s so much
     more than that.
           Not every spell is gained from a person.
     Not every piece of magical knowhow is taken
     from a book or a lesson or a sermon. There are
     certain spells in this world that live. They live in
     a variety of forms and secrets, and they are rare.
     So rare, in fact, that even seeing one is considered
     a boon. They ask for more, they want more, and
     in exchange, they give more. Things that you’d
     never learn from a tutor. Things you’d never
     learn in a school.
           Like I said, I was lucky when I was younger.
     I’m not so lucky now. But just know that you have
     always been precious to me. Know that, with this
     candle, I’ll always be with you to light the way.
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      Chapter Three
 I Love Playing With Fire
An Assortment of Artifacts For Your Usage
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                              Magic Items
Incantations are varied and diverse, though the methods      you, you are able to cast the incantation spell held within
of their learning are highly limited. Through the acquisi-   it, following all rules . As well, you are able to attune to
tion and use of relics and mementos, creatures are able to   one further magical item before hitting your attunement
cast and make use of these powerful spells. While many       limit. Some mementos are cursed, and have been known
a scholar has found rumor of there being other methods,      to attune to a person upon being touched. The memento
from tales of bargains with malevolent entities, to boons    reappears in the world upon your death.
and favors granted by powers beyond the world’s edge.
But given that the acquisition of these known methods        Relic
are hard to come by as is, such hearsay rumors are rarely    Wondrous item, artifact (requires attunement)
given chase.                                                 A relic holds the chant for a single incantation, typically
                                                             written on a piece of vellum or parchment, but sometimes
Memento                                                      etched on stone or metal. The relic is unintelligible to
Wondrous item, artifact (requires attunement)                anyone who is not attuned to it. Some relics are cursed,
A memento holds the knowledge and understanding              and have been known to attune to a person upon being
to a single incantation in an object that holds relevant     touched. When a relic becomes attuned to someone,
meaning to the spell it holds, with no two mementos          its physical form disintegrates. Once attuned, you may
looking alike. A memento of trick of the light may be held   cast the spell, though you still must provide all material
within a candle, while a memento of lethality bound may      components necessary. If the spell allows for greater
be a rusted dagger. In order to learn what incantation       effects with an extended casting time, or with the
spell is held within a given memento, you must succeed       assistance of other casters, you may gain those benefits
on a Charisma (Persuasion), Charisma (Intimidation),         as appropriate. The relic remains attuned until the
Intelligence (Arcane), Intelligence (Nature), Intelligence   incantation spell it holds is cast. Once the incantation
(Religion), or Wisdom (Insight) check against a DC of 15 +   spell held within the relic is cast, following all restrictions
Incantation Spell Level.                                     for casting it, you are no longer attuned to it.
   Upon attuning to a memento, it disappears from the
world, its magic being absorbed by you. While attuned to
                                                                                                                         Stephanie Cost
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                                                      A Tragedy
                                                  Such pride! Such confidence! Elements to make a play of renown.
                                                     Unrivaled bargaining chips with the powers you toy with.
                                                             The necessary meat for any great tragedy.
                                                                                   Antiquity
                     Why did you not listen?                                       Wondrous item, artifact
                                                                                   Antiquities are not found nor are they taken as trophies.
                                                                                   They are created through the use of the irreparable soul
                                                                                   incantation, born into reality upon completion of its
                                                                                   second rite. They are representations of the life that its
                                                                                   creator once had, and beacons of what they have become.
                                                                                   Antiquities house the soul of their creators, serving as
                                                                                   both bastion and barricade for their life and undeath, and
                                                                                   as shepherd should its creator perish.
                                  Magic always has its costs.                          Antiquities have an AC of 28 and 400 hit points.
                                                                                   Antiquities heal themselves over time, healing 20 points
                                                                                   of damage each turn. Antiquities have resistance to acid,
                                                                                   cold, fire, force, lightning, piercing, poison, psychic,
                                                                                   radiant, slashing and thunder damage, immunity to
                                                                                   nonmagical damage, and any amount of necrotic damage
                                                                                   it would receive heals the antiquity for an equal amount
                                                                                   of hit points. Creatures who damage an antiquity with a
                                                                                   weapon attack roll, spell attack roll, or spell must make a
                                                                                   DC 20 Intelligence saving throw or take an equal amount
                                                                                   of damage as inflicted upon the antiquity.
                                                                                       Should the creator of an antiquity die, they gain a new
                                                                                   body over the course of 1d10 days, regaining all its hit
                                                                                   points and becoming active again. This new body appears
                                                                                   within 5 feet of the antiquity. While the creator is dead
                                                                                   and the body is forming, they are able to see out of the
                                                                                   antiquity, and may communicate as normal from the
                                                                                   antiquity. Should the new body be destroyed before it
                                                                                   is completed, another new body begins to form over the
                                                                                   course of another 1d10 days.
Devon Ste Marie Rubin
                                                                                      Are you happy with yours?
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        Chapter Four
       Under Pressure
   Commentary and Legal Text
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                     Designer Notes
PALADIN                                                          plot and action. Dreamscape answers that handily, and I
Something that’s missing from this book, as stated in the        wish I had thought of it first.
original Kickstarter, is an alternative to Vancian Casting.         Working with Kiersten has been great. As it’s her first
After three different works at it, I’m still left deeply         book, and her first foray into TTRPG writing, I feel like
unsatisfied with the results I was producing. Because of         this was an especially hard project. The first step was
this, while I’m still tinkering away to create something         seeing how familiar she was with functional mechanics
that is clean, easy to follow, and not derivative of someone     in 5E, and then encouraging her to do what she wanted
else’s system, the final result will be released later on to     with the phrase: “Yeah, you can pretty much do whatever
backers. I didn’t want something half-assed or lacking           you want.” It’s hit or miss whether or not that variety of
present in this book.                                            advice actually helps anyone, but Kiersten consistently
    Working on this book, as it’s my second ever, has been       checked in to get feedback and critique, two things that
a bit odd. Freed from many of the restrictions of standard       many newcomers won’t seek for fear of rejection. Overall,
5E design, working without much of the default mindset           she’s spectacular, and someone I’ve been overjoyed
that comes from making 5E supplements, it’s easy to feel         to work with.
aimless. There aren’t any guides for what I wanted to do,           When she isn’t tormenting me.
there aren’t any instructions to make what I had in mind,
and honestly, the original pitch that I was given for this       KIERSTEN
book was “ritual spells (as per 4E) but for 5E”. It’s why        So, the cats pictured in the artwork for “Nine Lives
the vast majority of these spells are able to be learned by      Parade” are actually mostly based on my own 3 cats.
anyone, and why they can’t be cast in (typical) combat.          Except the gray one in front. That’s my housemate’s cat,
    The book truly became “real” when we got the finished        Pinot. When the spell was originally written, it included
cover art from Syd Mills. I had vague notions about what         an ability that would straight up eliminate any birds or
this book could be before it, but once it was acquired, this     rodents within the area of effect. Realistically, cats are
book gained a tone all its own. Looking at Syd’s work, I         great at wiping out species, but within the confines of
wanted to hear music, and I wanted to feel the way I feel        D&D, that ability could absolutely break the game in a
when I consume a piece of media that makes my heart              million ways. Not to mention that it’d make a lot of druids
ache. And I wanted that for this book in some small way.         supremely unhappy.
I don’t know if I succeeded, but I am happy, which is a              My dog, Shiloh, unexpectedly passed late last year.
success in and of itself.                                        I took her death pretty hard. The one black dog amidst
    Gosh, we wound up with a lot of spells all about             the million Shiba Inus was drawn to her likeness in
making a home for yourself, huh? Completely                      Houndsmaster’s Nightmare. The artwork makes me smile
unintentional, but I really like it.                             every time I look at it, now. She was a very good girl.
    The mass amount of Shiba Inu’s present in                        Honestly, I’m not a huge fan of writing flavor text.
Houndsmaster’s Nightmare are there in reference to my            Most of my flavor text started out as cheeky nonsense
own Shiba Inu, Saki, who at the time of writing this, is 16      meant to annoy Paladin. For instance, the original flavor
years of age. I tend to put him in most things I do in some      text for “Ivory Speech” was:
way. I’ve had him since he was only a few months old. He         It’s no crime to have a piece of paper on your person during
means a lot to me, y’know?                                       a trial. And you know what they say-- If you can’t name the
    Cosmic Finality was a spell that I thought of early on       crime, you won’t do the time. Or, if you can’t speak of it, you
in the project, and went back and forth on as to whether         must acquit. You really need to work on your one-liners.
or not I would actually finish. In September 2021, I lost
                                                                    Obviously this couldn’t stay in the book, but it
a dear friend of mine, and losing them threw me into
                                                                 successfully made Paladin sigh and facepalm, so I
debilitating grief for months. Working on this spell wasn’t
                                                                 consider that a win.
therapeutic, and it wasn’t cathartic, but it felt like putting
                                                                    Working with Paladin on my first published book has
the final period on a letter, which I feel is good enough.
                                                                 been an absolute dream. When I first agreed to write for
    When we commissioned the art for Nine Lives Parade,
                                                                 Incantations, the book was projected to be super small,
I requested that a few cats be included into the art itself.
                                                                 which would allow me to learn and grow as a writer with
Namely those of Kiersten, and the one belonging to her
                                                                 relatively low stress. When the book was overfunded I was
roommate. Included as well is the cat of someone else in
                                                                 ecstatic, but also absolutely terrified. Thankfully, Paladin
the TTRPG industry, doneso with their permission. While
                                                                 was so supportive and patient every step of the way, and
the beloved cat has since departed, he remains in the
                                                                 really took the time to make sure I felt comfortable. He
final piece.
                                                                 taught me a lot. He’s a really lovely person and I am so
    I think my favorite spell comes from Kiersten, the
                                                                 honored to call him my friend and writing partner. <3
spell Dreamscape Convergence. When I was able to be a
                                                                 Also, if you have a chance to work with Paladin, take it.
player in games, I have faced a severe lack of downtime or
                                                                 You will not ever regret it.
character development, leashed to a nonstop downpour of
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License                                                           and/or You have sufficient rights to grant the rights conveyed
OPEN GAME License Version 1.0a The following text                 by this License.
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