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The Libram of Lost Spells VII

Credits
Written by: Brian Berg and Mark A. Hart
Editing: Brian Berg
Cover Design: Brian Berg
Layout: Mike Beals
Artwork: Cover by Tithi Luadthong. All rights reserved. Interior artwork by Jacob Blackmon and Dean Spencer.

Legalese
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork,
graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are
not included in this declaration.)

Open Game Content: The Open content in this book includes the spell names and descriptions. No other
portion of this work may be reproduced in any form without permission.

Published by Total Party Kill Games, LLC. 1st printing, December 5th, 2020.

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Introduction Spell List
Affect Normal Fires (Druid 1, Sorcerer 1, Wizard 1)
The Libram of Lost Spells, vol. VII leaves off Blessings of Lady Luck (Bard 5, Cleric 5)
where volume VI ends. Within these Burial Shroud (Sorcerer 4, Warlock 4, Wizard 4)
moldering pages are twenty new spells ready to Burning Letters (Cleric 0, Druid 0, Warlock 0,
be unveiled in your campaigns, torn from the Wizard 0)
pages of history and resurrected to life once Ceaseless Vigil (Bard 1, Cleric 1, Druid 1, Paladin 1)
more at your table. Cloak of Acid (Druid 3, Sorcerer 3, Warlock 3,
Wizard 3)
Corpse Eruption (Cleric 3, Warlock 3, Wizard 3)
Dissension’s Feast (Bard 2, Cleric 2, Warlock 2,
Wizard 2)
Exorcism (Cleric 4, Paladin 4)
Fool’s Gold (Wizard 2)
Luck Thief (Bard 2)
Rusalka’s Embrace (Druid 3, Warlock 3, Wizard 3)
Shared Recovery (Cleric 0)
Silent Cacophony (Bard 2, Sorcerer 2, Warlock 2,
Wizard 2)
Sorcerous Origin (Sorcerer 0)
Strong Roots (Druid 2)
Toxin Extraction (Druid 3, Ranger 3, Warlock 3,
Wizard 3)
Unanchored Soul (Cleric 3, Warlock 3, Wizard 3)
Ventriloquism (Bard 1, Wizard 1)
Warning Shot (Ranger 2)

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Blessings of Lady Luck (Bard 5,
The Libram of Lost Cleric 5)
5th-level abjuration
Spells, Volume VII Casting Time: 1 Action
Range: Touch
Affect Normal Fires (Druid 1, Components: V, S, M (250 gp of diamond dust,
Sorcerer 1, Wizard 1) consumed in the casting)
1st-level transmutation Duration: Until dispelled
Casting Time: 1 Action
Range: 60 feet You grant the blessings of luck and good fortune
Components: V, S to the recipient of this spell. The creature gains
Duration: Concentration, up to 10 minutes advantage on the next three attack rolls, saving
throws, or ability checks of its choice, after
This spell enables you to increase the size and which the spell ends. You can only grant this
brightness, but not the heat, of one, some, or all blessing to one creature at a time, and a creature
normal fires you can see within range. Each can only benefit from one casting of this spell in
round as a bonus action, you can affect every a 30-day period.
flame you can see from as small as a torch to as
large as a bonfire, either reducing the light it
emits to that of a lit match or increasing its
radiance and area of effect to that of the light
spell, similar to the effects of the control
flames cantrip. Once you stop
affecting a flame source, it returns to
its normal size and brightness. A
reduced fire consumes half its
normal fuel, while an enlarged
flame consumes double its
normal fuel. In addition, you
can completely extinguish
any normal flame sources up
to a bonfire in size that you
can see. You cannot,
however, reignite these
extinguished flames.

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Burial Shroud (Sorcerer 4, Burning Letters (Cleric 0,
Warlock 4, Wizard 4) Druid 0, Sorcerer 0, Wizard 0)
4th-level enchantment Evocation cantrip
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: Self
Components: V, S, M (shred of a burial shroud) Components: V, S
Duration: Concentration, up to 1 minute Duration: 8 hours

You announce to a living creature you can see You write letters, symbols, or simple sketches in
within range that it is dead. The creature must fire on a surface or in mid-air. The letters can be
make a Wisdom saving throw. If it fails, it falls of any size in which you can write, but the
prone and becomes paralyzed. The creature message must fit within a 10-foot by 10-foot
appears dead and does not appear to breathe. square area. If you write your message in mid-air,
Another creature can spend an action by making the fiery letters hover where you created them.
an Intelligence (Medicine) check against your You can write the letters on any surface
spell save DC to discern the target creature still (including paper or cloth) since the flames do
lives. not emit heat and thus do not mar any surface.
The letters can be extinguished as normal
The affected creature can attempt a new saving flames.
throw at the beginning of each of its turns, with
a successful save ending the spell. Each turn the Ceaseless Vigil (Bard 1, Cleric 1,
creature fails this save, however, its hit point Druid 1, Paladin 1)
maximum falls by 3d6 points. 1st-level necromancy
Casting Time: 1 Action
This spell does not affect constructs or undead. Range: Touch
Components: V, S
At Higher Levels. When you cast this spell using Duration: 4 hours
a spell slot of 5th level or higher, you can target
one additional creature for each slot level above The creature you touch ignores up to three
4th. Creatures must be within 30 feet of each levels of exhaustion as long as the spell remains
other when you target them. in effect. This spell does not remove the
exhaustion, but merely allows the recipient to
function normally. If the creature accumulates
more than three exhaustion levels, the spell
ends immediately. While affected by this spell,
the target creature cannot gain the advantages
of a long rest and it cannot fall asleep naturally.

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Cloak of Acid (Druid 3, Sorcerer Corpse Eruption (Cleric 3,
3, Warlock 3, Wizard 3) Warlock 3, Wizard 3)
3rd-level conjuration 3rd-level conjuration
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 feet
Components: V, S Components: V, S, M (desiccated spider husk)
Duration: Concentration, up to 10 minutes Duration: Instantaneous

You surround yourself in a hazy, greenish acidic Each corpse you can see within range bursts
mist. You gain advantage on saving throws open and unleashes swarms of tiny, poisonous
against acid effects as well as resistance to acid spiders. The spiders crawl over and bite each
damage. In addition, a creature that strikes at creature in a space adjacent to the corpse. Each
you with a melee weapon attack or grapple creature so bit must make a Constitution saving
attempt must make a Dexterity saving throw or throw against your spell save DC or take 3d6
take 3d6 acid damage. A creature only takes this poison damage.
damage once per round, regardless of how many
times it attacks you. A creature that maintains a
grapple against you does not receive a saving
throw to avoid the acid damage.

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Dissension’s Feast (Bard 2, Cleric meal. In addition, the attitude of affected
2, Warlock 2, Wizard 2) creatures towards others at the meal worsens
2nd-level enchantment (ritual) by one step (e.g., from friendly to indifferent,
Casting Time: 1 minute from indifferent to hostile). The cursed meal
Range: Touch does not provoke actual violence, but it can
Components: V, S shatter alliances, ruin friendships, and destroy
Duration: 4 hours any hope of diplomacy.
Once the spell ends, the charmed
You cast this spell during meal preparation, participants remember all the events of the
placing a curse over the food that causes those meal, but they have no idea they were under a
who consume it to become magical curse. A creature that
belligerent, suspicious, and succeeds at the saving throw to
angry towards others resist this spell detects an off
likewise sharing the taste to the food as if it may
feast. You can affect have spoiled and realizes that
enough food to feed up the other participants
to five people suffered from a charm effect.
multiplied by your
proficiency bonus. Any Exorcism (Cleric 4,
creature that eats the Paladin 4)
food must make a 4th-level abjuration
Wisdom saving throw or Casting Time: 1 Action
become charmed. Creatures Range: Touch
immune to charm automatically Components: V, S, M (vial of holy
succeed at this save. water and powdered silver, consumed in the
The spell’s effects take time to manifest, casting)
with the earliest signs beginning five minutes Duration: Instantaneous
into the meal. Affected creatures become
increasingly irritable and agitated. After ten You attempt to drive out a possessing spirit,
minutes of rude manners, loud talking, and such as a ghost, from a creature you touch.
offensive jokes, those affected by the curse start With this spell, the possessed creature makes
to yell, insult, and threaten one another. another saving throw of the same type and DC
Creatures misunderstand one another and take as the one it failed when first possessed. If it
bitter offense at every perceived insult. Lovers succeeds at this save, the possessing spirit is
bicker and quarrel, friends trade threats, allies forced out and unable to possess another
break off alliances, and enemies may come to creature for the next hour. This spell can also
blows. Affected creatures suffer disadvantage on be used to try and drive out the caster of the
all Charisma ability checks made during the magic jar spell.

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Fools Gold (Wizard 2) advantage—the creature loses advantage on that
2 -level evocation
nd
roll. One ability check, attack roll, or saving
Casting Time: 1 Round throw of your choice you make within the next
Range: 10 feet minute receives advantage. Alternatively, if you
Components: V, S, M (5 gp of gold dust, use this effect to remove disadvantage from one
consumed in the casting) of these rolls.
Duration: Concentration, up to 10 minutes
Rusalka’s Embrace (Druid 3,
This spell enchants one or more gold coins that Warlock 3, Wizard 3)
weaken the willpower of their possessor. A 3rd-level conjuration
creature with one of these coins in their Casting Time: 1 Action
possession must make a Wisdom saving throw. Range: 120 feet
If they fail, they suffer disadvantage on Wisdom Components: V, S, M (hair of a drowning victim)
saving throws against your spells for the Duration: Concentration, up to 1 minute
duration of the fool’s gold. In addition,
you have advantage on Dexterity You target a body of water at least the
(Sleight of Hand) and Charisma size of a large puddle, summoning
(Deception) or Charisma to it a drowned spirit, known as a
(Persuasion) checks made rusalka. The rusalka calls out to
against that creature. You can a living creature you can see.
affect a number of creatures The target creature must
equal to your proficiency make a Charisma saving
bonus at a time, so long as throw. If it fails this save, it
each of them carries at becomes charmed. Each
least one of the enchanted round on its turn, the
coins. creature spends its action
moving to the body of water. A
Luck Thief (Bard 2) creature immune to being
2nd-level abjuration charmed automatically succeeds at
Casting Time: 1 Reaction this saving throw.
Range: 30 feet If the charmed creature reaches the body of
Components: S water, it submerges itself to the extent possible
Duration: Up to 1 minute and begins suffocating. A drowning creature
cannot cast spells with a verbal component,
You steal the luck from another creature you can cannot speak, and cannot maintain
see within range. When the target creature gains concentration on a spell. The creature can
advantage on an attack, ability check, or saving attempt a new saving throw at the end of each
throw, this spell allows you to steal that of its turns, with success ending this spell.

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Shared Recovery (Cleric 0) Sorcerous Origin (Sorcerer 0)
Evocation cantrip Divination cantrip
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Touch Range: 30 feet
Components: V, S Components: S
Duration: Until triggered Duration: Instantaneous

With this spell, you grant one or more of your You identify yourself as a sorcerer to a creature
Hit Dice to the target creature. Thereafter, the you can see within range. The recipient
creature can expend these Hit Dice as per the automatically knows you are a sorcerer and, if
normal rules, such as for regaining Hit Points you so wish, the origin of your magic. If the
after taking a short rest. When doing so, the recipient is also a sorcerer (whether they know it
recipient uses the better of either their or not), they can immediately respond with the
Constitution modifier or yours for determining same information without casting this cantrip—
total Hit Points recovered. You can grant any in which case you know they are a sorcerer, too.
number of your available Hit Dice to the Other creatures cannot detect this spell or any
recipient, but you do not regain these until after information shared—only you and the creature
a long rest. you contact are aware of the information.
In addition, you can impart a message of up
Silent Cacophony (Bard 2, to five words to the target creature, which only
Sorcerer 2, Warlock 2, Wizard 2) they can hear. They cannot, however, send a
2nd-level illusion return message to
Casting Time: 1 Action you. Magical
Range: 60 feet silence prevents
Components: V, S, M (small bell) sending this
Duration: 1 minute message.

You target a creature you can see within range,


filling their ears with a loud, raucous noise only
they can hear. The target must make a
Wisdom saving throw. If it fails, it
becomes deafened and suffers
disadvantage on all Intelligence-based
ability checks and saving throws. Finally,
the target creature cannot maintain
concentration on a spell while under the
effects of this magic. The creature can attempt a
new saving throw at the beginning of each of its
turns, with success ending the effect.
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Strong Roots (Druid 2) You magically extract poison from a creature
Strong Roots with the poisoned condition and apply it to a
2nd-level transmutation weapon you touch. After casting this spell, you
Casting Time: 1 Action touch a creature that is poisoned, removing the
Range: Self condition. If more than one poison affects the
Components: V, S target at the same time, choose one to
Duration: Concentration, up to 1 minute neutralize.
Alternatively, if you touch a creature that
When you cast this spell, you sprout thick, possesses a poisonous attack (i.e., inflicts
gnarled roots from your feet and legs. These poison damage or the poisoned condition), it
roots burrow deep into the must succeed at a Constitution
ground. As long as saving throw or lose its
this spell remains in ability to cause poison
effect, you are damage (or inflict the
restrained, but you poisoned condition)
cannot be forcefully until the end of its
moved by any spells next turn.
or effects. In addition, as
In addition, you a bonus action
gain advantage on after extracting
attack rolls to grapple the poison, you
or to break a grapple, can coat a
and your size is piercing or
considered one larger slashing weapon
for determining the with the poison.
maximum size of creature You or a creature
you can grapple. You gain adjacent to you must
advantage on contested be wielding the weapon
Strength (Athletics) checks made you wish to envenom. Until this
against a creature you are grappling. spell expires, the envenomed weapon causes an
additional 2d6 points of poison damage to a
Toxin Extraction (Druid 3, target upon a successful melee attack. Any
Ranger 3, Warlock 3, Wizard 3) creature can wield this poisoned weapon.
3rd-level necromancy
Casting Time: 1 Action At Higher Levels. When you cast this spell using
Range: Touch a spell slot of 4th level or higher, the poison
Components: V, S damage increases by 2d6 for each slot level
Duration: 1 minute above 3rd.

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Unanchored Soul (Cleric 3, separated. You can use this spell for a number of
Warlock 3, Wizard 3) minutes equal to your proficiency bonus plus
3rd-level necromancy your spellcasting modifier without harm. For
Casting Time: 1 Reaction each minute beyond this point, however, your
Range: Self Hit Point maximum falls by 2d6. You recover
Components: V this reduction after completing a long rest. If
Duration: Special your soul remains away until your current
maximum Hit Points drop to 0, your body
Your soul breaks free of its corporeal chains, dies—nothing short of a wish can prevent this
allowing it to wander free of the body for a brief death.
period. During this time, your physical form You can cast this spell as a reaction to being
automatically falls unconscious. Your spirit-self dropped to 0 hit points (and thus dying). If you
gains a fly speed equal to your movement speed. do so, your body must still make a death saving
It can move through solid objects as if they were throw at the end of each round as per the rules.
difficult terrain, but if you end your turn inside a If your body stabilizes, your soul is automatically
solid object, you suffer 1d10 force damage each pulled back to it and the spell ends.
round you remain there.
While in your spirit form, you can
communicate with other creatures. They
perceive you as a hazy outline with a ghostly
voice similar to your own. As long as you remain
disincorporated, you cannot be harmed or
affected in any way, but neither can you affect
the physical world in any way. You cannot cast
spells or use mentally-activated items.
Breaking your soul from its corporeal form
carries significant risk the longer the two remain

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Ventriloquism (Bard 1, Wizard 1) Warning Shot (Ranger 2)
1 -level illusion
st
2nd-level conjuration
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: 120 feet Range: 150 feet
Components: V, M (small cone parchment) Components: V, S, M (arrow)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

With this spell, you can cast your voice so it You shoot an arrow or similar missile at a
originates from a creature or object in range you creature you can see within range of this spell.
can see. In addition, if the target is a creature, The arrow automatically misses but comes
the spell also creates the illusion of the within a hair’s breadth of striking. As long as you
creature’s lips moving in synch with your words. maintain this spell and can see the creature, as a
The voice can either sound like your own, or it reaction you can make a ranged weapon attack
can sound similar to that of any creature you’ve against it with advantage. If your attack hits, you
heard speak before. do one additional die of weapon damage, at
A creature that uses its action to examine which point the spell ends.
the image or listen carefully can determine that If you lose sight of the target before taking
it is an illusion with a successful Intelligence this shot, the spell ends.
(Investigation) check against your spell save DC.
If a creature discovers the illusion for what it is,
the creature hears your voice but knows the
sound is coming from somewhere else. If you
target an unwilling creature with this spell, it
receives a Wisdom saving throw to avoid the
spell. Visit us at
www.totalpartykill.games for more products,
spell cards, dice and more!

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