Download as pdf or txt
Download as pdf or txt
You are on page 1of 11

CREDITS

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

A spell book overlooking the light of the moon is a staple of the


busy crunch time of a student of Strixhaven as they study new
arcane knowledge.

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

Biblioplex, the university’s main library. Inside, almost

every surface from the floor to the high ceiling is jammed

with stacks of books. The interior of the Biblioplex is vast,

with long hallways, archive chambers tall enough to have

their own weather, and even pools and moat-passages

crossable only by boat.

Inside the Biblioplex is rumored to be first drafts of every

known spell in the multiverse. While there are five major

spells taught by students in the five colleges of Strixhaven.

There are far more lessons that the Biblioplex has to offer.

One of the seemingly ever-present students in the

Biblioplex is one Panuk Ansong. He seeks to transcribe as

much information about the Biblioplex as possible with his

time in the school. Panuk has been silently transcribing

spells from the annals of the Biblioplex. A notebook of the


ROLEPLAYING PANUK
spells he has transcribed is a resource he makes available For Panuk, the opportunity to learn at Strixhaven is an opportunity to
archive and research. Having wanted to learn all he could about the ways
for the students of Strixhaven who provide him spells are made. Panuk’s time spent in Silverquill College is likely motivated
by learning the nature of words in their relationship to spellcasting.
information.
Panuk is a curious person who seems to be a bit of a fly on the wall for the
most part. He has an eagerness to learn information and would often do
Biblioplex spells store both the history of the colleges, as just about anything to get any information he does not already know about
Strixhaven or the way magic works. He seems a bit foreign to basic
concepts involving the way the world works however… As if he is not from
well as the leaps and bounds of magic researched here. To
here.
Extracurriculars: Dragon chess Club, Strixhaven Star
students who can cough up worthwhile intel. The spells of
Job: Student curator of the Biblioplex
Bond Boon: Panuk will have all sorts of information about the school and
the Biblioplex are a fascinating prize.
the ins and outs of the student body and faculty.
Bond Bane: You will find your deepest secrets leaked to the student body.

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

A black beam of enervating inky energy from your finger


DEVASTATING MASTERY rushes toward a creature within range. Target creature
1st-level enchantment makes a wisdom saving throw. On a failed save the target
Casting Time: 1 action takes 5d8 psychic damage or half as much on a successful
Range: 60 feet save. For the next minute allies that come after you in
Components: V, S initiative get to add a d4 to spell attacks or saving throws
Duration: Instantaneous on their turns.
At Higher Levels: When you cast this spell using a spell
Channeling your knowledge of the destructive power of slot higher than 5 th this spell deals an additional d8 of
words you unleash that knowledge in a verbal barrage. damage, or an additional d4 to allied creatures for each
Make a ranged spell attack. If the attack hits it deals 1d8 spell level above 5th.
necrotic damage. Hit or miss the target must make a
wisdom saving throw. On a failure they take 2d6 psychic TIP: INKLINGS
damage and on a success, they take half as much. Inkling Mascot statblocks are available In Strixhaven: A
Curriculum of Chaos. Use that stat block for Blot Out the Sky
At Higher Levels: When you cast this spell using a spell
slot higher than 1st the damage dealt increases by 1d6 for
each spell level above 1st. If you cast this spell with a 5th
level spell slot or higher on a failed save target creature is
subjected to the incapacitated condition.

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

FRACTAL SUMMONING concentration. The illusion appears in an unoccupied space


that you can see within 30 feet of you. As a bonus action
1st-level conjuration (ritual)
you can move the illusion 15 feet away from you. It can be
Casting Time: 1 action
only 60 feet away from you before it dissipates.
Range: Self
Components: V, S, M (shard of glass)
For the duration, you can cast spells as though you were in
Duration: until dispelled
the illusion’s space, but you must use your own senses.
Honing your knowledge of patterns and animation you

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

Using your abilities with exponential magic, you can grow


VERDANT MASTERY
the strength of allies. Target an ally you can see and roll a
1st-level divination
d4. When they next do a damage roll, they can add a
Casting Time: 1 action
number of D6 equal to the number rolled on the d4.
Range: sight
At Higher Levels: When you cast this spell using a spell
Components: V, S
slot higher than 5 th add a d4 to your roll.
Duration: Instantaneous

Channeling your knowledge of the natural power of


mathematics you use that knowledge to manipulate the
TIP: FRACTALS
world around you. Target creature you can see must make
Fractal Mascot statblocks are available In Strixhaven: A
a Wisdom saving throw. On a failure they use their next
Curriculum of Chaos. Use that stat block for Fractal
action to either disengage or hide.
Summoning.
At Higher Levels: When you cast this spell using a spell
slot higher than 5 th on a failed save you may ask the DM
one of the following questions
- What is this creatures AC?
- What is this creatures highest save?
- What is this creatures HP?
“Quandrix’s focus on spell theory is a very
intriguing area I wish I could study more
DIVIDE BY ZERO myself. The more I learn of magic the more I
2nd level enchantment realize how volatile it can be, at least when
Casting Time: 1 reaction
Range: Sight venturing into unknown frontiers of spell
Components: V, S theory. I wish you could study under 2 colleges”
Duration: Instantaneous
– Panuk
Using your skills with spell theory you can disrupt the flow
of a spell being cast. When target opponent casts a spell
targeting you or an ally within 30 feet. Roll a D10. If you
roll below the level of the spell being cast. Counter target
spell, for the sake of this spell 10 counts as a 0 and an
automatic counter.
At Higher Levels: When you cast this spell using a spell
slot higher than 2nd roll an additional D10. If one of these
would counter the spell, counter target spell.

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

INGENIOUS MASTERY 8 Your choice


1st-level evocation
Casting Time: 1 action If the 2 beams have the same damage type of damage
Range: sight create an additional beam and roll damage for it. You can
Components: V, S choose a new target for the beam. It has the same damage
Duration: Instantaneous type as the other beams.
At Higher Levels: When you cast this spell using a spell
Channeling your knowledge of the wild and creative power slot higher than 3rd the damage dealt increases by 1d8 for
of elemental artistry, you can create a dazzling display. each beam.
Target creature you can see makes an intelligence saving
throw, on a failure they take 1d8 damage of your choice of
cold, fire, or thunder damage, taking half as much on a MAGMA OPUS
5th-level evocation
successful save.
Casting Time: 1 action
At Higher Levels: When you cast this spell using a spell
Range: 60 feet
slot higher than 1st the damage dealt increases by 1d8 for
Components: V, S, M (Match or other means to start a fire)
each spell level above 1st. If you cast this spell with a 5th
Duration: instantaneous
level spell slot or higher on a failed save target creature is
subjected to the blindness condition for one minute.
Displaying the heights of your elemental powers you
PIGMENT STORM perform a feat of magical prowess. A number of targets
2nd level evocation equal to your proficiency bonus each make a dexterity
Casting Time: 1 action saving throw. On a failure they take 4d8 fire damage, and
Range: 60 feet – sight. half as much on a success. Out of the flames comes a minor
Components: V, S, M (various colored paints) elemental of CR 2 or less. You can choose any beast stat
Duration: Instantaneous block to duplicate as an elemental with fire as the damage
tag for all it’s attacks.
At Higher Levels: When you cast this spell using a spell
Hurling multicolored pigments in the air lets you hit all slot higher than 5 th deal an extra d8 of fire damage for each
targets you can see within 60 feet for a burst of damage. spell level above 5th.
Each target makes a dexterity saving throw. On a failed
save target takes 3d4 damage of various elemental types
based on the color of paint thrown to use the spell, on a TIP: ELEMENTALS
successful save they take half damage. Paint types are red, Art Elemental Mascot statblocks are available In Strixhaven:
blue, yellow, and green which equate to fire, cold, A Curriculum of Chaos. Use that stat block for Resculpt.
lightning and acid damage.
At Higher Levels: When you cast this spell using a spell
slot higher than 2nd the damage dealt increases by 1d4 for
each spell level above 2nd.

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

Honing your knowledge of historical study, you can use


RIP APART
5th-level evocation
this spell to summon a spirit. You can roll for its initiative
Casting Time: 1 action
count. You can use a bonus action to command the spirit
Range: 60 feet
otherwise it spends its action taking the dodge action. The
Components: V, S
spirit stays until you finish a long rest.
Duration: Instantaneous
At Higher Levels: When you cast this spell using a spell
slot higher than 1st create another spirit for each level of
Your innate magic creates heat and radiant power. Make a
spell above 1st.
spell attack against target creature within 60 feet. On a hit

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.

MAKE YOUR MARK


2nd-level enchantment
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
“While most Lorehold spells are a bit to
Imbuing your Lorehold magic into a weapon. The next physical for my taste. I have to respect the
time you hit a creature with a weapon attack, you deal an
extra 2d8 radiant damage. The target of the attack must many applications for their spirit mascots.
make a wisdom saving throw or become frightened for a Though if you think about it too hard it tends
minute.
At Higher Levels: When you cast this spell using a spell
to get rather morbid honestly.” – Panuk
slot higher than 2nd the damage dealt increases by 1d8 for
each spell level above 2nd.

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.

Channeling your knowledge of the natural power of life


and death you harness that power in a devastating burst of
TIP: PESTS
energy. Make a ranged spell attack. If the attack hits it Pest Mascot statblocks are available In Strixhaven: A
deals 1d10 necrotic damage. Curriculum of Chaos. Use that stat block for Containment
At Higher Levels: When you cast this spell using a spell Breech.
slot higher than 1st the damage dealt increases by 1d10 for
each spell level above 1st. If you cast this spell with a 5th
level spell slot or higher if target creature was brough to 0
hit points by the attack they become a skeleton that fights
on your side moving after your turn until the end of a long
rest.

DEVOURING TENDRILS
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (Dying bark from a tree)
Duration: Instantaneous

Make a ranged spell attack on a target creature within


range. On a hit root like tendrils with bright green light rise
from the earth and ensnare and bite the target like a
monster’s jaws. These tendrils deal 2d8 necrotic damage.
When this attack hits you may roll a hit dice to heal
yourself.
At Higher Levels: When you cast this spell using a spell
slot higher than 2nd the damage dealt increases by 1d8 for
each spell level above 2nd.

8
EMERIC
FREQUENT LIBRARY
GOERS
Neutral Dhampir Second Year (Silverquill).

Emeric is a key part of Strixhaven’s nightlife. A well-

spoken, albeit overtly flirtatious dhampir, Emeric is often


While Panuk works to keep his secondhand copies of spells

eager to please, and eager to put on a show. He was torn


from the Biblioplex under wraps there are other students

between Silverquill and Prismari colleges but went with


who frequently come to him to learn more about the

Silverquill since he had built a better reputation with the


magical secrets that hide in Strixhaven’s grand library.

students there. He performs darker music with a grim


Here are some of them that you could work into your

comedy angle. He is also able to laugh at himself and his


game!

circumstances rather easily.


HARPER
Extracurriculars: Strixhaven Show Band Association
Chaotic Neutral Tiefling First Year (Witherbloom).
Job: Creates personal music and sells his EPs on campus.
Harper is a chaotic tiefling who seemed to join Strixhaven
Bond Boon: You have an in with any and all nightlife in the
more to enjoy the scenery and wildlife rather than to take
Strixhaven campus. If there is a party Emeric knows about
part in any of the classes. She is morbidly fascinated with
it.
rot and other dead things making her a natural fit for
Bond Bane: Emeric writes a mean-spirited song thinly
Witherbloom. Harper is socially inept and often wanders
veiled about you which becomes a massive hit with the
alone into any wooded area near the campus. She can get
student body.
lost for days on end only to appear back as if nothing

happened. She is referred to as the Witherbloom cryptid

which is a badge she wears with pride.

Extracurriculars: Self-made “Bugs are Neat” club

Job: None

Bond Boon: You are likely to receive many gifts including

sticks, shiny pebbles and the occasional dead rat

Bond Bane: You will find your personal belongings strewn

about in the woods with no explanation as to why.

9
10

You might also like