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Spells from

Hell
T
he gifts devils grant their

mortal servants are as unnerving

as they are destructive. Whether

cast by a scheming villain or a

tortured antihero, these spells offer

a glimpse of the infernal realm from

which they spring. Some allow the

spellcaster to adopt the appearance

of a denizen of Hell and others

summon a fragment of the infernal

realm to the Material Plane, but

whatever form these magics take they

all strike terror into the hearts of those

who witness them. WRITING William Fischer


COVER ART Julio Rocha
EDITING Mike Myler
LAYOUT Frank Michienzi

Spells from Hell  |  EN World EN5ider


Cackling Skull Each animated chain is an object with an Armor
3rd-level conjuration (sorcerer, warlock, wizard) Casting Class equal to your spell save DC, 20 hit points,
Time: 1 bonus action resis-tance to piercing damage, and immunity to
Range: 60 feet psychic and thunder damage. An animated chain
Components: V, S disappears when the spell ends or if the chain or the
Duration: 1 minute spell’s target is reduced to 0 hit points.
You summon a spectral hellfire-wreathed Until the spell ends, you can use your action to
skull within range. The skull lasts for the duration cause the chains to lash out at nearby creatures.
or until you cast the spell again. At the end of For each animated chain, make a melee spell attack
each of your turns, the skull unleashes a maniacal against either the original target or another creature
cackle. Each creature within 15 feet of the skull within 10 feet of the target. A creature hit by the attack
that can hear it must make a Wisdom saving takes 2d6 slashing damage and is grappled. Until the
throw. On a failure, a creature is frightened of the grapple ends, you can’t make attacks with that chain,
skull until the end of your next turn. On a success, and the target is restrained and takes 2d6 piercing
the creature is immune to this spell for 24 hours. damage at the start of each of its turns. A creature
As a bonus action on your turn, you can move grappled by the chain can use its action to make a
the skull up to 30 feet. Strength or Dexterity check (its choice) against your
spell save DC. On a success, it frees itself.

Chain Devil’s
Embrace Feast on Fear
5th-level conjuration (warlock, wizard) 4th-level illusion (sorcerer, warlock, wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M (a link of chain) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You cause four barbed, animated chains to You cloak yourself— including your clothing,
burst from the body of one creature you can see armor, weapons, and other gear — in an illusion that
within range. The creature makes a Constitution makes you appear like a terrifying denizen of Hell.
saving throw, taking 8d6 slashing damage on a Creatures you choose within 30 feet and who can
failed save, or half as much damage on a success. see you must succeed on a Wisdom saving throw or
become frightened of you for the duration. A
fright-ened creature can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success. Once a creature makes a
successful saving throw against the effect, it
becomes immune to the spell for 24 hours.
Open Game Content | The game rule information in this When you first cast the spell and again at the start
article is designated Open Game Content. All other material of each of your turns, you gain temporary hit points
in this article, including maps and illustrations (including equal to the number of frightened creatures you can
illustrations in the public domain), in-character and out-of- see within 30 feet of you.
character narrative and descriptive text, character and place
names, trade dress, “EN Publishing,” “EN World,” “EN5ider,”
EN Publishing product and article titles, and
EN World and EN Publishing logos, are designated
Product Identity.

Spells from Hell  |  EN World EN5ider


Heart of Dis Fiends make the saving throw with advantage. On
8th-level necromancy (warlock, wizard) a failed save, the creature refuses to touch the object
Casting Time: 10 minutes and becomes frightened of the object until the start of
Range: Self its next turn. On a successful save, the creature can
Components: V, S, M (a replica iron heart worth at touch the object and becomes permanently immune
least 1,000 gp) to that hellmark’s effect.
Duration: 24 hours The hellmark lasts for the duration or until you use
You magically replace your heart with one forged an action to dismiss it. A remove curse spell cast on the
on the second layer of Hell. While the spell lasts, you object also ends the effect.
are immune to fear and can’t be poisoned, and you At Higher Levels. If you cast this spell using a spell
are immune to fire and poison damage. You gain slot of 3rd-level or higher, the duration is 8 hours. If
resistance to cold damage, as well as to bludgeoning, you use a spell slot of 5th-level or higher, the duration
piercing, and slashing damage from nonmagical is 24 hours. If you use a spell slot of 7th-level or higher,
weapons that aren’t silvered. You have advantage the hellmark is permanent until removed.
on saving throws against spells and other magical
effects. Finally, while you are conscious any creature Imp Guises
hostile to you that starts its turn within 20 feet of you 3rd-level transmutation (warlock, wizard)
must make a Wisdom saving throw. On a failed save, Casting Time: 1 action
the creature is frightened of you until the start of your Range: Self
next turn. On a success, the creature is immune to the Components: V, S, M (an imp’s eyelash)
effect for 24 hours. Duration: Concentration, up to 10 minutes
Casting this spell magically transports your mortal For the duration, you can see normally in darkness,
heart to the lair of one of the lords of Hell. The heart both magical and nonmagical, to a distance of 60 feet.
returns to your body when the spell ends. If you die Until the spell ends, you can use an action to poly-
while under the effects of this spell, you can’t be brought morph into a rat, a raven, a spider, or back into your
back to life until your original heart is retrieved. true form. You automatically revert to your true form
if you fall unconscious, drop to 0 hit points, or die.
Hellmark Your game statistics, including mental ability
1st-level necromancy (warlock, wizard) scores, are replaced by the statistics of any new form
Casting Time: 1 action you take. You retain your alignment and personality
Range: Touch while transformed.
Components: V, S You assume the hit points of your new form. When
Duration: 1 hour you revert to your normal form, you return to the
You touch an unattended, nonmagical object no number of hit points you had before you transformed.
larger than a 5-foot cube and claim it for the lords However, if you revert as a result of dropping to 0
of Hell. The object visibly transforms in a way you hit points, any excess damage carries over to your
choose that is obvious to any creature who sees it. For normal form. As long as the excess damage doesn’t
example, you might mark the cover of a book with an reduce your normal form to 0 hit points, you aren’t
unsettling rune or cause a door you touch to weep a knocked unconscious.
foul-smelling ichor. Such changes are only cosmetic; While transformed, you can’t speak, cast spells, or
they can’t alter the fundamental nature of the object take any other action that requires hands or speech.
or change the object’s overall size and shape. You gear melds into your new form, and you can’t
Whenever a creature tries to touch the hellmarked activate, use, wield, or otherwise benefit from any of
object, it must first make a Wisdom saving throw. your equipment.

Spells from Hell  |  EN World EN5ider


Infernal Weapon Lemure
6th-level evocation (warlock, wizard) Transformation
Casting Time: 1 bonus action 2nd-level transmutation (sorcerer, warlock, wizard)
Range: Self Casting Time: 1 bonus action
Components: V, S Range: Self
Duration: Up to 10 minutes Components: V
A weapon formed from the essence of Hell appears Duration: 1 turn
in your hands. You must use two hands to wield the Your body melts into a humanoid-shaped mass of
weapon. If you let go of the weapon, it disappears and liquid flesh. Each creature within 5 feet of you that
the spell ends. can see the transformation must make a Wisdom
When you cast the spell, choose one of the following saving throw. On a failure, the creature can’t take
options. While the spell lasts, you can use an action to reactions and is frightened of you until the start of
make a melee spell attack with the weapon against a its next turn. Until the end of your turn, your Speed
creature within 10 feet of you. On a hit, you deal 5d8 becomes 20 feet, you can’t speak, and you can move
damage of a type determined by the weapon’s form. through spaces as narrow as 1 inch wide without
On a critical hit, you inflict an additional effect. squeezing. You revert to your normal form at the end
• Flame Fork. The weapon deals fire damage. On a of your turn.
critical hit, the target catches fire, taking 2d6 fire
damage at the start of each of its turns. The effect Raise Hell
lasts until either the target or another creature 9th-level transmutation (warlock, wizard)
uses its action to put out the flames. Casting Time: 1 action
• Ice Spear. The weapon deals cold damage. On a Range: Touch
critical hit, for 1 minute the target is slowed. A Components: V, S, M (a drop of blood from a fallen
slowed creature reduces its Speed by half, can angel, which the spell consumes)
take only an action or a bonus action on each of Duration: Concentration, up to 24 hours
its turns (not both), and it can’t take reactions. You transform the land around you into a blasted
At the end of each of its turns a slowed creature hellscape. The affected area can be as large as a
can make a Constitution saving throw, ending 300-foot-cube. When you cast the spell, all nonmagical
the effect on itself on a success. vegetation in the area immediately dies. In addition,
A creature reduced to 0 hit points by an infernal you can create any of the following effects within the
weapon immediately dies in a gruesome fashion. area. Fiends are immune to these effects, as are any
For example, a creature killed by an ice spear might creatures you specify at the time you cast the spell.
freeze solid, then shatter into a thousand pieces. Each A successful dispel magic ends a single effect, not the
creature (other than you) within 60 feet of the creature entire area.
and who can see it when it dies must make a Wisdom • Brimstone Rubble. You can fill any number of
saving throw. On a failure, a creature becomes fright- unoccupied 5-foot squares in the area with smol-
ened of you until the end of your next turn. dering brimstone. These spaces become difficult
terrain. A creature that enters an affected square
or starts its turn there takes 2d10 fire damage.

Spells from Hell  |  EN World EN5ider


• Field of Fear. Dread pervades the entire area. Unholy Star
A creature that starts its turn in the area must 7th-level conjuration (sorcerer, warlock, wizard)
make a successful Wisdom saving throw or be Casting Time: 1 action
frightened until the start its next turn. While Range: 120 feet
frightened, a creature must take the Dash action Components: V, S
to escape the area by the safest available route on Duration: Instantaneous
each of its turns. On a successful save, the crea- A meteor ripped from diabolical skies streaks
ture becomes immune to this effect for 24 hours. through the air and explodes at a point you can see
• Spawning Pits. The ground opens to create 100 feet directly above you. The spell fails if you can’t
up to six pits filled with poisonous bile. Each see the point where the meteor explodes.
pit fills a 10-foot cube that drops beneath the Each creature within 120 feet of you who can see
ground. A creature that enters a pit or starts its the meteor (other than you) must make a Dexterity
turn there takes 15d6 poison damage, or half saving throw or be blinded until the end of your next
as much damage on a successful Constitution turn. Fiery chunks of the meteor then plummet to the
saving throw. A creature reduced to 0 hit points ground at four different points you choose within
by this damage immediately dies and rises as range. Each creature in a 5-foot-radius sphere centered
a lemure at the start of its next turn. Lemures on each point must make a Dexterity saving throw. A
created this way obey your verbal commands, creature takes 6d6 fire damage and 6d6 bludgeoning
but they disappear when the spell ends or if damage on a failed save, or half as much damage on
they leave the area for any reason. a successful one. A creature in the area of more than
• Unhallowed Spires. Up to four spires of black one fiery burst is affected only once.
ice rise from the ground in unoccupied 10-foot The spell damages objects in the area and ignites
squares within the area. Each spire can be up flammable objects that aren’t being worn or carried. e
to 66-feet tall and is immune to all damage and
magical effects. Whenever a creature within 30
feet of a spire would regain hit points, it does
not regain hit points and instead takes 3d6
necrotic damage.
If you maintain concentration on the spell for the full
duration, the effects are permanent until dispelled.

Spells from Hell  |  EN World EN5ider

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