Professional Documents
Culture Documents
The Biblioplex Archive
The Biblioplex Archive
THANK YOU!
Designer: Beeba17 Thank you so much for looking into this book! If you
Graphic Designer: Crowva want to see more of me, you can find my work on
Template: Simple Microsoft Word Template by Laura @P2Anywhere or @Wyldrvir on Twitter. You can find
Hirsbrunner Crowva on @Crowva on Instagram
Cover Illustrator: Shutterstock
Interior Illustrators: Shutterstock Creators, DMs Guild Art Packs,
Crowva.
Special Thanks: The cast and crew of the Frost Walkers Podcast,
and the Clara Fantasia 7th Run Team.
Playtesters: The cast and crew of the Frost Walkers Podcast
ON THE COVER
Disclaimer: The spells of the Bibloplex are made by some of the brightest minds of Strixhaven’s elites as well as firsthand drafts
from various mages around the worlds of the multiverse. Test these ancient magical theories at your own risk! I hold no
responsibility for anything that happens to you.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA an d
other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Robert Montelongo and published under the Community Content
Agreement for Dungeon Masters Guild.
1
TABLE OF CONTENTS
Credits .................................................................................... 1
Table of Contents.................................................................. 2
Welcome to the Biblioplex ................................................... 3
Roleplaying Panuk ...................................................................... 3
Using This Book .................................................................... 4
Silverquill Spells ................................................................... 4
Quandrix Spells………..…………………………………………………..5
Prismari Spells ...................................................................... 6
Lorehold Spells ..................................................................... 7
Witherbloom Spells .............................................................. 8
Frequent Library Goers ........................................................ 9
Harper ............................................................................................ 9
Emeric ...................................................................................... 9
2
WELCOME TO THE
BIBLIOPLEX
One of the shining features of Strixhaven University is the
There are far more lessons that the Biblioplex has to offer.
3
USING THIS BOOK
LASH OF MALICE
This book is a collection of spells from the hallowed halls 2nd-level Necromancy
Casting Time: 1 action
of the Biblioplex. Some of them refined by the best mages Range: 120 feet
Components: V
of Strixhaven, and some the scribblings of impulsive and Duration: Instantaneous
reckless mages. Panuk has documented them all here for An inky lash of dark energy springs from your person
striking the target with harsh words and criticism. A target
you to study and use in your time at Strixhaven. Use at within range has to make a charisma saving throw, on a
failed save they take 3d8 psychic damage, and half as much
your own risk and don’t let the librarians know about this as a success. On a failed save the target feels hurt and
defeated giving it disadvantage on its next turn.
secondhand documentation, and all will be well. At Higher Levels: When you cast this spell using a spell
slot higher than 2nd this spell deals an additional d8 of
SILVERQUILL
damage for each spell level higher than 2nd.
VANISHING VERSE
Silverquill spells focus on the power of words, both to 3rd-level Enchantment
bolster and to defile. Silverquill spells can be learned by Casting Time: 1 action
Silverquill students, as well as Bards, Sorcerers and Range: 30 feet
Warlocks. Components: V, S
Duration: Instantaneous
BLOT OUT THE SKY
1st-level conjuration (ritual) Make a ranged spell attack. On a hit deal 3d10 psychic
Casting Time: 1 action damage. If the spell hits target creature makes a charisma
Range: Self saving throw. On a failure they immediately use their
Components: V, S, M (A vial of ink) reaction to disengage and use their full movement to move
Duration: 1 minute away from the caster of the spell.
At Higher Levels: When you cast this spell using a spell
Honing the innate magic of ink and verse known to slot higher than 3rd this spell deals an additional d10 of
Silverquill students you create an Inkling creature that goes damage for each spell level higher than 3rd.
immediately after you in initiative order. They can move
up to 120 feet from you before they dissipate. At the end of CLOSING STATEMENT
the duration any inklings made this way return to being 5th -level Necromancy
ink in the vial used for the spell. Casting Time: 1 action
At Higher Levels: When you cast this spell using a spell Range: 60 feet
slot higher than 1st create another inkling for each level of Components: V
spell above 1st. Duration: 1 minute
4
DOUBLE MAJOR
3rd level illusion
Casting Time: 1 action
QUANDRIX Range: Self
Components: V, S, M (a mirror or other reflective surface.)
Duration: Concentration, up to 1 minute
Quandrix spells focus on the power of mathematics. Both
in nature and on paper. Quandrix spells can be learned by
As you cast this spell you create a semi perfect illusion or
Quandrix students, as well as Druids, Rangers and Wizards.
yourself that lasts for 1 minute, or until you lose your
EXPONENTIAL GROWTH
unleash a fractal creature. Roll initiative for the fractal. You
can use a bonus action to command the fractal otherwise it
5th level enchantment
uses its action to dodge.
Casting Time: 1 bonus action
At Higher Levels: When you cast this spell using a spell
Range: 100 feet
slot higher than 1st create another fractal for each level of
Components: V, S,
spell above 1st.
Duration: Instantaneous
5
PRISMARI CREATIVE OUTBURST
3rd -level evocation
Prismari spells focus on the power of elemental artistry. Casting Time: 1 action
Both the form and the freedom. Prismari spells can be Range: 120 feet
Components: V, S
learned by Prismari students, as well as Bards, Sorcerers,
Duration: Instantaneous
and Wizards.
RESCULPT Honing innate elemental chaos, you create two rays of wild
1st-level conjuration (ritual) elemental magic and hurl them at targets within range.
Casting Time: 1 action You can hurl them at one target or several. Make a ranged
Range: Self spell attack for each ray. On a hit, the target takes 2d8
Components: V, S, damage. When you roll for each beam choose one of the d8
Duration: until dispelled to determine the damage type of the beam.
Roll Damage Type
Honing your knowledge of elemental magic, you can use 1 Lightning
this spell to sculpt a Prismari elemental. You can roll for its
2 Fire
initiative count. If you have an elemental creature already
via a higher-level spell such as Conjure Minor Elemental or 3 Cold
Conjure Elemental. You can use this spell to change the 4 Thunder
elemental type and or damage it will deal.
5 Force
At Higher Levels: When you cast this spell using a spell
slot higher than 1st create another elemental for each level 6 Acid
of spell above 1st. 7 Poison
6
LOREHOLD
REDUCE TO MEMORY
3rd level Conjuration (ritual)
Prismari spells focus on the knowledge gained from
Casting Time: 1 bonus action
history Both the order and chaos of the past. Lorehold
Range: Touch
spells can be learned by Lorehold students, as well as
Components: V, S, M (Some bit of natural stone)
Artificers, Clerics, and Wizards. Duration: Instantaneous
RECONSTRUCT HISTORY Using your magic to preserve the minds of the departed,
1st-level conjuration (ritual)
you can turn a fallen creature into a spirit. The spirit goes
Casting Time: 1 minute
after your turn in the initiative order. The spirit you make
Range: Self
this way dissipates after a long rest.
Components: V, S, M (Pieces of a stone statue)
Duration: Instantaneous
FERVENT MASTERY
they take 4d12 radiant damage. Regardless of hit or miss
the metal or other physical armor attached to the target
1st-level evocation
breaks losing its durability and strength. You may also
Casting Time: 1 action
sacrifice spirits you have created to add an additional d12
Range: sight
of radiant damage.
Components: V, S
At Higher Levels: When you cast this spell using a spell
Duration: 1 minute
slot higher than 5 th the damage dealt increases by 1d12 for
each spell level above 5th.
Channeling your knowledge of great warriors of the past
you can use elemental magic in your attacks. For the next
minute if you make an attack roll with a weapon add 1d6
radiant damage.
At Higher Levels: When you cast this spell using a spell
slot higher than 1st the damage dealt increases by 1d6 for TIP: SPIRITS
each spell level above 1st. If you cast this spell with a 5th Spirit Statue Mascot statblocks are available In Strixhaven: A
level spell slot or higher the attack you roll with this spell Curriculum of Chaos. Use that stat block for Reconstruct History
counts as a crit with a roll of 19 or 20. and Reduce to Memory.
7
MORTALITY SPEAR
3rd -level necromancy
Casting Time: 1 action
WITHERBLOOM Range: 120 feet
Components: V, S
Witherbloom spells focus on the manipulation of life and Duration: Instantaneous
death. Both honed through the power of nature.
Witherbloom spells can be learned by Witherbloom Channeling your mastery of death, you wield it with wild
students, as well as Clerics, Druids, Sorcerers and Wizards. fury. You deal 1d6 necrotic damage to yourself. Make a
spell attack roll. On a hit target takes 2d6 necrotic damage
CONTAINMENT BREECH plus the amount of damage you dealt to yourself.
1st-level conjuration (ritual) Regardless of hit or miss the target must make a
Casting Time: 1 action constitution saving throw, on a failed save they take 3d12
Range: Self, 20 feet poison damage, and half as much on a successful save.
Components: V, S, M (A glass jar with slime) At Higher Levels: When you cast this spell using a spell
Duration: Instantaneous slot higher than 3rd the damage dealt in the spell attack
increases by 1d6 for each spell level above 3rd.
Breaking a jar with a specialized slime brew inside it a pest
rises from the slime. You can roll initiative for the pest. HARNESS INFINITY
You can use a bonus action to command the pest otherwise 8th-level necromancy
it will take the dodge action. The pest lasts until the end of Casting Time: 1 action
a long rest. Range: touch
At Higher Levels: When you cast this spell using a spell Components: V, S
slot higher than 1st create another pest for each level of Duration: Instantaneous
spell above 1st.
Silently honing the balance of nature, itself you
BALEFUL MASTERY manipulate the fabric of life and death on a target. Target
1st-level necromancy creature must make a constitution saving throw (Allies can
Casting Time: 1 action willingly fail). On a failed save their current HP total
Range: sight changes to be the amount of HP they have lost. (Max Hp-
Components: V, S Current HP total). If the target was brought to 0 HP this
Duration: Instantaneous way. They immediately decompose.
DEVOURING TENDRILS
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (Dying bark from a tree)
Duration: Instantaneous
8
EMERIC
FREQUENT LIBRARY
GOERS
Neutral Dhampir Second Year (Silverquill).
Job: None
9
10