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Mythmaker's Grimoire Vol. 3 V 1.0 - 9.30.22
Mythmaker's Grimoire Vol. 3 V 1.0 - 9.30.22
Mythmaker's Grimoire Vol. 3 V 1.0 - 9.30.22
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Version 1.0 | A collection of spells for the world's greatest roleplaying game
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Welcome! Patron Shoutouts
Welcome to Mythmaker's Grimoire Volume 3! This installment A massive thank you to all those who have supported me in
of my homebrew spell series features just over 90 spells, every way, but especially those who are part of the patreon
bringing the total for the three volumes to well over 300. community <3
Your support has helped make this content and the tons of
Using These Spells content before it possible. There are big things to come!
Worried one of these spells might not be a good fit for your
table? Overwhelmed by the number of options? You don't have Distinguished Guests
to give your players access to this entire compendium at once! Cpt Demos
Loot. The easiest way to use this content is to give out one or Daniel T.
a few spells as loot. You might put them on magic scrolls, Dogtag34
limited charge magic items, or even turn them into potion Kamryn S.
effects. Mechanaght
Turn the Befoul Flesh 2nd level spell into a sketchy looking MelaninMacguyver
but powerful potion, or the Memory Surge 8th level spell into a Risque Rhino
gamechanging 1x use consumable! Rusty
Monsters. These spells also make for easy additions to Spider Queen
monster abilities! Want something cool for the basic monsters
of vanilla 5e to spice them up? Pick a spell from this grimoire VIPs
and let the monster cast it. Candles
Throw Necrosphere onto your undead, Chaos Armor on a Strangest Of Them
goblin chief, or Dazzling Barrage on some guard constructs, for Zirm
a few examples.
Traps. Like monsters, you can also attach the spells found
Innkeepers
Natara
here to magical traps or glyphs in your dungeons. Players might
S1R1U5
expect a fireball or lightning bolt trap, but a 3rd level Hand Rot
Soshiro
spell that causes the players hand to fall off and run away from
them... now that's a memorable trap!
Other favorites for traps include Haunt, Intoxicate, Burden, Playtest Disclaimer
Obsidian Tomb, Creeping Cage, Necrosmaug, and Volcanic Rift, All content within this compendium is playtest
Ghostlance, and Hellhounds. content. Although utmost attention was given,
Worldbuilding. Should you really wish to dive deep, you balance issues might be found. Add these options to
might also find worldbuilding inspiration in these spells. your games with discretion. Any feedback you can
For example, spells like the 6th level Archive Mind or 9th provide after playtesting would be hugely
level Extradimensional Exile spell could raise questions about appreciated!
magic, science, mortality, and the universe itself! Even a simple
spell like Tidecall (1st level) could change the way entire
societies communicate. OGL Disclaimer
Mythmaker's brews adhere to the Open Game License
Flexible Spell Lists (OGL). More info can be found at the end of this
The class lists presented here are suggestions. If a spell fits document.
your player really well, feel free to let them learn or prepare it,
even if it isn't on their class list. Spells that heal are the main
exception to this rule; they should stick with their listed classes
in most cases.
A Note on Artificers
I do not include artificer in the class lists of my spells
as I have no experience with the class or real desire to
learn or brew for it. Many of the wizard spells in this
supplement might be fitting to artificers. Work with
your DM to use those instead, with this note in mind.
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Conditions Damage Conditions
Each of the following conditions is tied to a specific damage
Dazed type, noted in parentheses after the condition name. A
A dazed creature can't take reactions. On its turn, it can take creature resistant or immune to that damage type is
only an action or a bonus action -- not both. It also has also immune to the condition.
disadvantage on saving throws against being Stunned.
Afflicted (Poison)
Exposed An afflicted creature also has disadvantage on saving throws
An effect which imposes this condition always specifies one or while it is poisoned. If an afflicted creature would gain this
more damage types. While exposed: condition again, it instead takes 1d6 poison damage.
Any immunity the target has to a specified damage type is
Branded (Radiant)
reduced to resistance
Any other resistance it would have to a specified damage A branded creature sheds bright light in a 5 foot radius and dim
type is nullified light for an additional 5 feet, and has disadvantage on Wisdom
(Perception) checks. If a branded creature would gain this
Shaken condition again, it instead takes 1d6 radiant damage.
A shaken creature can't willingly move closer to the source of
its condition, and has disadvantage on saving throws against
Chilled (Cold)
being frightened. Any feature which grants advantage against A chilled creature can't increase its speed or gain additional
or immunity to the frightened condition can also affect this movement. If a chilled creature would gain the condition again,
condition it instead takes 1d6 cold damage. The condition ends early if
the creature becomes Scorched.
Sickened
A sickened creature can not roll ability checks or attack rolls
Corroding (Acid)
with advantage; if it would roll twice due to advantage, it rolls A corroding creature loses 1 AC when it gains the condition and
normally instead. It also has disadvantage on saving throws whenever it takes acid damage. This penalty can stack and
against being poisoned. Any feature which grants advantage resets at the start of each of the creature's turns while
against or immunity to the poisoned condition can also affect corroding, or when the condition ends. If a corroding creature
this condition would gain this condition again, it instead takes 1d6 acid
damage.
Decaying (Necrotic)
When a decaying creature would regain hit points, it regains
only half as many. If a decaying creature would gain this
condition again, it instead takes 1d6 necrotic damage.
Resonant (Thunder)
A resonant creature is deafened and has disadvantage on
Dexterity (Stealth) checks. If a resonant creature would gain
this condition again, it instead takes 1d6 thunder damage.
Scorched (Fire)
A scorched creature has disadvantage on Constitution saving
throws to resist exhaustion or maintain concentration. If a
scorched creature would gain this condition again, it instead
takes 1d6 fire damage. The condition ends early if the creature
becomes Chilled.
Shocked (Lightning)
A shocked creature can't take reactions. If a shocked creature
would gain the condition again, it instead takes 1d6 lightning
damage.
Stupefied (Psychic)
A stupefied creature has disadvantage on Intelligence saving
throws. If a stupefied creature would gain this condition again,
it instead takes 1d6 psychic damage.
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Master Spells List
Name Level School Classes
Abjure Element Cantrip Abj Druid, Sorcerer
Arcane Arsenal Cantrip Conj Bard, Sorcerer, Wizard
Cinder Kiss Cantrip Evoc Druid, Sorcerer, Wizard
Dizzy Cantrip Ench Bard, Sorcerer, Warlock, Wizard
Focus Force Cantrip Evoc Sorcerer, Warlock, Wizard
Glacial Grasp Cantrip Evoc Druid, Sorcerer, Wizard
Imbue Element Cantrip Evoc Sorcerer, Wizard
Leaping Lightning Cantrip Evoc Druid, Sorcerer
Runespark Shield Cantrip Abj Sorcerer, Wizard
Shimmershard Blade Cantrip Evoc Bard, Sorcerer, Warlock, Wizard
Soul Burst Cantrip Abj Cleric
Wildspear Cantrip Evoc Druid
Windbind Cantrip Evoc Druid, Sorcerer, Warlock, Wizard
Aberrant Arms 1st Conj Sorcerer, Warlock, Wizard
Abyssal Gaze 1st Evoc Sorcerer, Warlock, Wizard
Arms of Atlantea 1st Conj Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard
Call of the Wild 1st Ench Bard, Druid, Ranger
Dazzling Barrage 1st Illu Bard, Sorcerer, Wizard
Ghostlight 1st Conj Cleric, Paladin, Sorcerer, Warlock, Wizard
Haunt 1st Necro Bard, Sorcerer, Warlock, Wizard
Intoxicate 1st Trans Bard, Sorcerer, Warlock, Wizard
Lingering Wound 1st Necro Cleric, Sorcerer, Warlock, Wizard
Minor Necromancy 1st Necro Cleric, Wizard
Moonharvest Blade 1st Conj Druid, Ranger
Moonsprout 1st Conj Druid
Pyrolash 1st Evoc Sorcerer, Warlock, Wizard
Sludgeskin 1st Trans Druid, Ranger, Sorcerer, Wizard
Stormcall Smite 1st Conj Paladin
Summerswell 1st Conj Druid
Tidecall 1st Evoc Sorcerer, Warlock, Wizard
Transfer Charge 1st Trans Sorcerer, Wizard
Bamboo Barrage 2nd Conj Druid, Ranger
Battering Smite 2nd Evoc Paladin
Battlebeard's Ballista 2nd Trans Sorcerer, Wizard
Befoul Flesh 2nd Necro Sorcerer, Warlock, Wizard
Blackscale's Bite 2nd Conj Sorcerer, Warlock, Wizard
Blighted Smite 2nd Necro Paladin
Bond of Battle 2nd Abj Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard
Booming Bludgeon 2nd Conj Sorcerer, Warlock, Wizard
Burden 2nd Conj Cleric, Sorcerer, Warlock, Wizard
Emberbeast 2nd Conj Druid, Ranger
Flaming Flail 2nd Conj Druid, Sorcerer, Warlock, Wizard
Geomancer's Greatclub 2nd Conj Druid, Sorcerer, Warlock, Wizard
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Name Level School Classes
Glacial Glaive 2nd Conj Druid, Sorcerer, Warlock, Wizard
Grasp of the Deep 2nd Conj Druid, Sorcerer, Warlock, Wizard
Gravity Knives 2nd Conj Sorcerer, Warlock, Wizard
Ironblood 2nd Abj Druid, Ranger, Sorcerer
Lacerate 2nd Necro Sorcerer, Warlock, Wizard
Radiant Blade 2nd Conj Cleric, Paladin, Sorcerer
Runebolts 2nd Trans Druid, Ranger, Sorcerer, Wizard
Spectral Smite 2nd Necro Paladin
Spellforce Greatsword 2nd Conj Sorcerer, Warlock, Wizard
Stormlance 2nd Conj Druid, Sorcerer, Warlock, Wizard
Sun/Moon Bow 2nd Conj Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock
Swordsquall 2nd Conj Druid, Sorcerer, Wizard
Warmage's Memories 2nd Div Bard, Sorcerer, Wizard
Chaos Armor 3rd Abj Bard, Sorcerer, Warlock, Wizard
Elemental Arrows 3rd Trans Artificer, Druid, Ranger, Sorcerer, Wizard
Evolve 3rd Trans Druid, Ranger, Sorcerer, Wizard
Fragment 3rd Ench Sorcerer, Warlock, Wizard
Hand Rot 3rd Necro Sorcerer, Warlock, Wizard
Hunter's Smite 3rd Div Paladin
Necrosphere 3rd Necro Cleric, Sorcerer, Warlock, Wizard
Phantom Blade 3rd Necro Sorcerer, Warlock, Wizard
Rites of the Dead 3rd Necro Cleric
Sonic Shield 3rd Abj Sorcerer, Warlock, Wizard
Splitting Slime 3rd Conj Sorcerer, Warlock, Wizard
Thunderwells 3rd Conj Druid, Sorcerer
Twisting Torrent 3rd Conj Druid, Sorcerer, Wizard
Water Weird 3rd Conj Sorcerer, Warlock, Wizard
Collossal Strikes 4th Trans Sorcerer, Warlock, Wizard
Fatigue 4th Necro Cleric, Druid, Sorcerer, Wizard
Obsidian Tomb 4th Conj Cleric, Sorcerer, Warlock, Wizard
Resplendent Shield 4th Abj Bard, Cleric, Paladin, Sorcerer
Solidarity 4th Abj Sorcerer, Warlock, Wizard
Vortex 4th Conj Druid, Sorcerer
Chant of the Ancient Voice 5th Ench Bard, Cleric
Creeping Cage 5th Conj Druid, Ranger
Glorious Smite 5th Ench Paladin
Stormrage Strikes 5th Conj Druid, Ranger, Sorcerer, Wizard
Submerse 5th Trans Druid, Ranger, Sorcerer, Warlock, Wizard
Temporal Atrophy 5th Trans Sorcerer, Warlock, Wizard
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Name Level School Classes
Archive Mind 6th Div Warlock, Wizard
Meteor 6th Evoc Sorcerer, Warlock, Wizard
Necrosmaug 6th Conj Cleric, Sorcerer, Warlock, Wizard
Volcanic Rift 6th Conj Druid, Sorcerer, Wizard
Ghostlance 7th Necro Cleric, Sorcerer, Warlock, Wizard
Hellhounds 7th Conj Cleric, Sorcerer, Warlock, Wizard
Create Deathguard 8th Necro Cleric, Sorcerer, Wizard
Memory Surge 8th Div Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Star Spears 8th Evoc Cleric, Druid, Sorcerer
Arboreal Ally 9th Conj Druid
Extradimensional Exile 9th Abj Sorcerer, Warlock, Wizard
6
Abjure Element Dizzy
Abjuration cantrip
Enchantment cantrip
Range: Self
Sorcerer, Warlock, Wizard
Components: V, S
Duration: 1 minute Casting Time: 1 action
Range: 60 feet
You manifest a weapon of pure arcane energy in your hands. It
Components: V, S, M (an arcane spellcasting focus worth at
counts as a simple melee weapon with which you are
least 5 gp)
proficient. It has the versatile property and deals 1d6 damage
Duration: Instantaneous
on a hit, or 1d8 damage if you wield the weapon with two
hands. When you cast the spell, you choose whether the This spell is a basic offensive magic used by many novice
weapon deals bludgeoning, piercing, or slashing damage. spellcasters. Using an arcane spellcasting focus, you create a
Additionally, you can use your spellcasting ability instead of mote of magical energy and launch it from the focus towards a
Strength for the attack and damage rolls of melee attacks using target within range. Make a ranged spell attack. On a hit, the
the weapon. target suffers 1d6 force damage. Depending on which focus you
If you drop the weapon or throw it, the spell ends. use, the spell also has one of the properties below. If you use an
arcane focus not listed, choose the closest equivalent property
Cinder Kiss with the help of your GM.
Evocation cantrip
7
The ball jumps one additional time to a target within 15 feet
Glacial Grasp of the most recent target when you reach 5th level (2 jumps),
Evocation cantrip
Sorcerer, Wizard
Shimmershard Blade
Casting Time: 1 action Evocation cantrip
1st-level conjuration
Evocation cantrip
9
Call of the Wild Ghostlight
1st-level enchantment
1st-level conjuration
or different ones, for the creatures you call. Additionally, this Bard, Sorcerer, Warlock, Wizard
spell's range increases when you use certain higher level spell
Casting Time: 1 action
slots: 5 miles using a 3rd level slot, 10 miles using a 5th level
Range: 60 feet
slot, 25 miles using a 7th level slot, and Unlimited using a 9th
Components: V
level s Duration: Concentration, up to 1 minute
Dazzling Barrage You call forth a ghostly spirit to haunt a creature you can see
1st-level illusion
10
When you cast the spell, and on each of your turns as a bonus
Intoxicate action, you can mentally command the creature if it is within 60
1st-level transmutation
feet of you. You decide what action the creature will take and
Bard, Sorcerer, Warlock, Wizard
where it will move during its next turn. If you don't issue a
Casting Time: 1 action command, at the start of the undead creature's turn, you must
Range: 30 feet succeed on a DC 13 ability check using your spellcasting ability,
Components: V, S, M (a pint of alcohol worth at least 1 cp, otherwise the spell ends. On a successful check, the creature
which the spell consumes) takes the Dodge action and ends its turn.
Duration: 1 minute When the spell ends, the creature returns to its lifeless,
You attempt to intoxicate a creature you can see within range. inanimate state.
The target must make a Constitution saving throw. On a failed At Higher Levels. When you cast this spell using certain
save, for the duration, the target is poisoned due to the magical higher level spell slots, you can create a more powerful kind of
drunkeness caused by this spell. Additionally, the first time undead. Using a spell slot of 2nd level or higher, you can create
each the turn the target attempts to move, it must succeed a a ghoul (MM pg 148). Using a spell slot of 3rd level or higher,
Dexterity saving throw or fall prone and have its speed reduced you can create a poltergeist (MM pg 279). Using a spell slot of
to 0 for the rest of the turn. 4th level or higher, you can create a mummy (MM pg 228) or
The target can repeat the saving throw against this spell at wight (MM pg 300)
the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot Moonharvest Blade
of 2nd level or higher, you can target one additional creature for 1st-level conjuration
Components: V, S
Cleric, Sorcerer, Warlock, Wizard Duration: Concentration, up to 1 minute
Casting Time: 1 action This spell must be cast under the light of the moon. You
Range: 30 feet manifest a sickle of solidified moonlight in your hand. This
Components: V, S, M (a nightshade) magic sickle lasts until the spell ends. It counts as a simple
Duration: Instantaneous melee weapon with which you are proficient. It deals 2d12
A tendril of necrotic energy lashes from your hand towards a radiant damage on a hit and has the finesse and light
creature you can see within range. Make a ranged spell attack. properties. Targets are also exposed to radiant damage dealt by
On a hit, the creature suffers 1d12 necrotic damage and this weapon.
becomes wounded by this spell. While wounded, the creature When you hit a creature with this weapon and that creature
can't regain hit points. At the end of each of its turns while is not reduced to 0 hit points by the attack, the spell's damage
wounded, the creature must make a Constitution saving throw. dice decrease by one size category: from a d12 to d10, then to a
On a failed save, it suffers 1d10 necrotic damage from the d8, d6, and finally d4. If the dice are already d4 and would be
wound, then 1d8 on a subsequent failure, followed by 1d6, 1d4, reduced, the spell ends. When you reduce a creature to 0 hit
and 1 damage, after which time the effect ends for it. On a points with the weapon, increase the die size by one category,
successful save, it takes no damage and the effect ends early for not exceedin
it. At Higher Levels. When you cast this spell using a spell slot
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals one additional die of
of 2nd level or higher, the number of damage dice rolled for damage for every two slot levels above 1st.
each instance of damage increases by 1 for every two slot levels
above 1st. Moonsprout
1st-level conjuration
11
The new tree lasts for the duration or until you cast this spell
again. It is a magical plant with an AC of 12, 40 hit points, and
Stormcall Smite
1st-level conjuration
At Higher Levels. When you cast this spell using a spell slot
Sorcerer, Warlock, Wizard
of 3rd level or higher, the damage of the lightning bolt increases
Casting Time: 1 action by 1d10 for each slot level above 2nd.
Range: 15 feet
Components: V, S, M (a short wooden handle) Summerswell
Duration: Instantaneous or Concentration, up to 1 round (see 1st-level conjuration
below) Druid
A tendril of fire lashes out from you like a whip towards a Casting Time: 1 action
creature within range. Make a melee spell attack. On a hit, the Range: 60 feet
target suffers fire damage equal to 2d6 plus your spellcasting Components: V, S, M (a sunflower)
ability modifier. If the target is Large or smaller, it is also pulled Duration: Instantaneous
up to 10 feet towards you. You gather primordial energy into a swirling orb within your
If the attack hits, you can choose to concentrate on this spell, hands and launch it towards a point you can see within range.
causing the fiery whip to grapple the target for the duration. Creatures within 5 feet of the point must succeed on a Dexterity
Use your spellcasting ability modifier plus your proficiency saving throw or take 2d6 fire damage.
bonus in place of Strength (Athletics) for any ability check A 10-foot radius sphere around the point then becomes filled
made to maintain this grapple. At the start of your next turn, with a swarm of spectral butterflies, flowers, and leaves until
the grappled target suffers 1d6 fire damage, and the spell ends. the start of your next turn. The sphere spreads around corners,
If the target escapes the grapple, the spell ends early. and its area is heavily obscured. It also sheds bright light in a
At Higher Levels. When you cast this spell using a spell slot 10-foot radius, and dim light for an additional 10 feet.
of 2nd level or higher, the damage increases by 1d6 for each At Higher Levels. When you cast this spell using a spell slot
slot level above 1st. of 2nd level or higher, the damage increases by 1d6 for each
slot level above 1st.
Sludgeskin
1st-level transmutation
Tidecall
Druid, Ranger, Sorcerer, Wizard 1st-level evocation
2nd-level evocation
13
If you spent one or more sorcery points as part of casting this
Befoul Flesh spell, it also gains the following feature: As an action, you can
2nd-level necromancy
It has advantage on saving throws against being poisoned or Casting Time: 1 bonus action
sickened. Range: Self
Components: S
A creature that touches it must succeed on a Constitution Duration: 1 minute
saving throw or become Sickened until the end of its next
The next time you hit with a melee weapon attack during this
turn.
spell's duration, your attack deals an extra 2d6 poison damage.
It gains no benefit from magical healing, except healing Additionally, the target must succeed on a Constitution saving
specifically intended for undead creatures. throw or be poisoned until the spell ends. While poisoned in
this way, the target also can not regain hit points. The spell ends
A sickened creature can not roll ability checks or attack rolls early if you cast another Smite spell.
with advantage; if it would roll twice due to advantage, it rolls At Higher Levels. When you cast this spell using a spell slot
normally instead. A sickened creature also has disadvantage on of 3rd level or higher, the extra damage increases by 1d6 for
saving throws against being poisoned. Any feature which grants each slot level above 2nd.
advantage against or immunity to the poisoned condition can
also affect this condition. Bond of Battle
At Higher Levels. When you cast this spell using a spell slot 2nd-level abjuration
of 3rd level or higher, the temporary hit points granted to an Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard
undead target increase by 5 for each slot level above 2nd.
Casting Time: 1 bonus action
Range: 10 feet
Blackscale's Bite Components: V, S
2nd-level conjuration
14
At Higher Levels. When you cast this spell using a spell slot
Booming Bludgeon of 3rd level or higher, the size category of creatures you can
2nd-level conjuration
You concentration sonic energy around you into a mace or Druid, Ranger
hammer of solidified sound in your hand. It counts as a simple Casting Time: 1 bonus action
melee weapon with which you are proficient. It deals 2d8 Range: 60 feet
thunder damage on a hit and has the light property. In addition, Components: V, S
when you attack a deafened creature with the weapon, the Duration: 1 minute
attack has advantage. When you hit a creature with the weapon,
You create a spectral, flaming, bestial spirit, within range that
that creature becomes deafened.
lasts for the duration or until you cast this spell again. The
If you drop the weapon or throw it, it dissipates at the end of
spirit sheds bright light in a 20-foot radius, and dim light for an
the turn. Thereafter, while the spell persists, you can use a
additional 20 feet. When you cast the spell, you can make a
bonus action to cause the weapon to reappear in your hand.
melee spell attack against a creature within 5 feet of the spirit.
If you spent one or more sorcery points as part of casting this On a hit, the target takes fire damage equal to your spellcasting
spell, it also gains the following feature: As an action, you can ability modifier and catches fire. Until someone takes an action
unleash the sonic energy inside the weapon in a 20-foot radius to douse the fire, the creature takes fire damage equal to your
around you. Creatures in that area must make a Constitution
spellcasting ability modifier at the start of each of its turns.
saving throw. On a failed save, a creature takes 2d8 thunder
As a bonus action on your turn, you can move the spirit up to
damage, becomes deafened, and is knocked prone. A creature
20 feet and repeat the attack against a creature within 5 feet of
takes half as much damage and suffers no other effects on a
it.
successful save. The spell then ends.
The spirit can take whatever Large or smaller bestial form
At Higher Levels. When you cast this spell using a spell slot
you choose.
of 3rd level or higher, the damage of the sonic burst increases
As a reminder, while the spirit's appearance is described as a
by 1d8 for every slot level above 2nd. Additionally, when you
creature, it does not count as a creature. It does not occupy its
cast it using a 3rd- or 4th-level spell slot, the damage of the
space or have statistics. Treat the spirit like other spell effects
weapon increases to 3d8. It increases again to 4d8 using a 5th-
such as spiritual weapon and mage hand.
or 6th-level slot, and to 5d8 using a spell slot of 7th level or
At Higher Levels. When you cast this spell using a spell slot
higher.
of 3rd level or higher, the damage of each attack increases by
1d8 for every two slot levels above 2nd.
Burden
2nd-level conjuration
15
If you spent one or more sorcery points as part of casting this You breath becomes icy frost and manifests an icy polearm into
spell, it also gains the following feature: As an action, you can your hands. This magic weapon lasts until the spell ends. It
wind up the flail and launch a ball of fire from it towards a point counts as a simple melee weapon with which you are
you can see within 30 feet. Creatures in 20-foot radius centered proficient. It deals 2d10 cold damage on a hit and has the two
on that point must make a Dexterity saving throw, taking 2d8 handed and reach properties. In addition, when you hit a
fire damage on a failed save, or half as much on a success. A creature that isn't resistant or immune to cold damage with the
creature more than 10 feet from the center of the radius has glaive, that creature becomes chilled until the end of its next
advantage on its save. The spell then ends. turn.
At Higher Levels. When you cast this spell using a spell slot If you drop the weapon or throw it, it dissipates at the end of
of 3rd level or higher, the damage of the ball of fire increases by the turn. Thereafter, while the spell persists, you can use a
1d8 for every slot level above 2nd. Additionally, when you cast bonus action to cause the glaive to reappear in your hand.
it using a 3rd- or 4th-level spell slot, the damage of the weapon If you spent one or more sorcery points as part of casting this
increases to 3d8. It increases again to 4d8 using a 5th- or 6th- spell, it also gains the following feature: As an action, you can
level slot, and to 5d8 using a spell slot of 7th level or higher. swing the glaive in a wide arc, creating a wave of frost magic in
a 30-foot cone centered on you. Creature's in the area must
Geomancer's Greatclub make a Dexterity saving throw. On a failed save, a creature
2nd-level conjuration
takes 3d6 cold damage and becomes chilled until the end of its
Druid, Sorcerer, Warlock, Wizard next turn. A creature that succeeds its save takes half as much
Casting Time: 1 bonus action damage and doesn't become chilled. The spell then ends.
Range: Self Chilled. A chilled creature can't increase its speed or gain
Components: V, S additional movement. If a chilled creature would gain the
Duration: Concentration, up to 1 minute condition again, it instead takes 1d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot
Spreading mud on your hands, a large greatclub made of
of 3rd level or higher, the damage of the cone of frost increases
earthen magic forms in your grip. This magic weapon lasts until
by 1d6 for every slot level above 2nd. Additionally, when you
the spell ends. It counts as a simple melee weapon with which
cast it using a 3rd- or 4th-level spell slot, the damage of the
you are proficient. It deals 7d4 bludgeoning damage on a hit
weapon increases to 3d10. It increases again to 4d10 using a
and has the two handed property. When you hit with an attack
5th- or 6th-level slot, and to 5d10 using a spell slot of 7th level
with this weapon, the target's speed is reduced by 10 feet until
or higher.
the end of its next turn, and the damage of this spell decreases
by 1d4, to a minimum of 1d4 unless the attack is a critical hit,
Grasp of the Deep
as chunks of the weapon break off.
2nd-level conjuration
If you drop the weapon or throw it, it dissipates at the end of Druid, Sorcerer, Warlock, Wizard
the turn. Thereafter, while the spell persists, you can use a
bonus action to cause the glaive to reappear in your hand. Casting Time: 1 action
Range: 60 feet
If you spent one or more sorcery points as part of casting this
Components: V, S
spell, it also gains the following feature: As an action, you can
Duration: Instantaneous
animate the splintered chunks of the weapon and launch them
at targets you can see within 60 feet. The number of chunks You conjure massive spectral tentacles from the plane of water,
equals the number of d4s removed from this spell's weapon which reach up and grab a Large or smaller creature or object
damage through the duration. You can hurl them at one target you can see within range. The target must make a Strength
or several. Make a ranged spell attack for each chunk. On a hit, saving throw. An object automatically fails this save. On a failed
the target takes 1d4 piercing damage. The spell then ends. save, the target takes 4d6 bludgeoning damage and is pulled
At Higher Levels. At Higher Levels. When you cast this spell directly downward at a harmless speed up to 60 feet, or twice
using a 3rd- or 4th-level spell slot, the damage increases to 9d4. as far while it is underwater. On a successful save, the target
When you cast it using a 5th- or 6th-level spell slot, the damage takes half as much damage and is pulled half as far. If the save
increases to 11d4. When you cast it using a spell slot of 7th succeeds and exceeds the DC by 5 or more, the target is
level or higher, the damage increases to 13d4. unaffected.
At Higher Levels. When you cast this spell using a spell slot
Glacial Glaive of 3rd level or higher, the damage increases by 1d6 for each slot
2nd-level conjuration
16
Gravity Knives Lacerate
2nd-level conjuration
2nd-level necromancy
by 1d4 for every slot level above 2nd. Additionally, when you Cleric, Paladin, Sorcerer
cast it using a 3rd- or 4th-level spell slot, the damage of the Casting Time: 1 bonus action
weapon increases to 3d4. It increases again to 4d4 using a 5th- Range: Self
or 6th-level slot, and to 5d4 using a spell slot of 7th level or Components: V, S
higher. Duration: Concentration, up to 1 minute
17
If you spent one or more sorcery points as part of casting this
Runebolts spell, it also gains the following feature: As an action, you can
2nd-level transmutation
At Higher Levels. When you cast this spell using a spell slot
Druid, Sorcerer, Warlock, Wizard
of 3rd level or higher, the number of pieces of ammunition you
can affect with this spell increases by two for each slot level Casting Time: 1 bonus action
above 2nd. Range: Self
Components: V, S
Spectral Smite Duration: Concentration, up to 1 minute
2nd-level necromancy
At Higher Levels. When you cast this spell using a spell slot
Sorcerer, Warlock, Wizard of 3rd level or higher, the damage of the line of lightning
increases by 1d8 for every slot level above 2nd. Additionally,
Casting Time: 1 bonus action
when you cast it using a 3rd- or 4th-level spell slot, the damage
Range: Self
of the weapon increases to 3d8. It increases again to 4d8 using
Components: V, S
a 5th- or 6th-level slot, and to 5d8 using a spell slot of 7th level
Duration: Concentration, up to 1 minute
or higher.
You manifest a spectral greatsword out of pure magical energy.
This magic weapon lasts until the spell ends. It counts as a Sun/Moon Bow
simple melee weapon with which you are proficient. It deals 2nd-level conjuration
2d10 force damage on a hit and has the two handed property. Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock
In addition, when you attack with this weapon against a Casting Time: 1 bonus action
creature that is currently under the ongoing effects of a spell, Range: Self
you make the attack with advantage.
Components: V, S
If you drop the weapon or throw it, it dissipates at the end of Duration: Concentration, up to 1 minute
the turn. Thereafter, while the spell persists, you can use a
bonus action to cause the glaive to reappear in your hand. You call down celestial light to form a magic bow in your hands.
If you cast this spell in sunlight, you conjure a sun bow. If you
cast this spell in moonlight, you conjure a moon bow. If you are
in neither sun or moonlight when you cast the spell, it has no
effect.
18
The magic bow lasts until the spell ends. It counts as a simple Additionally, for the spell's duration, you can perform the
ranged weapon with which you are proficient. It deals 2d8 somatic components of spells even when you have weapons or
radiant damage on a hit and has a range of 150/600 feet. it also a shield in one or both hands.
sheds bright light in a 10-foot radius and dim light for an At Higher Levels. When you cast this spell using a 3rd level
additional 10 feet. spell slot or higher, you can also choose one fighting style from
Additionally, magical ammunition of pure light forms along the Fighter class list to gain the benefits of until the spell ends.
the bowstring as part of making an attack with it, and You can't choose a style you already have.
disappears after the attack. When you cast this spell using a 4th level spell slot or higher,
If you conjured a sun bow, on a hit, the damage counts as you can attack twice, instead of once, whenever you take the
radiant or fire (your choice). In addition, when you use the bow Attack action on your turn during the spell's duration.
to attack a target that is in sunlight, you make the attack roll
with advantage. Chaos Armor
If you conjured a moon bow, on a hit, the damage counts as 3rd-level abjuration
radiant or cold (your choice). In addition, when you use the Bard, Sorcerer, Warlock, Wizard
bow to attack a target that is in moonlight, you make the attack Casting Time: 1 action
roll with advantage. Range: 60 feet
If you drop the weapon or throw it, it dissipates at the end of Components: V, S
the turn. Thereafter, while the spell persists, you can use a Duration: Concentration, up to 1 hour
bonus action to cause the sword to reappear in your hand.
You touch a willing creature who isn't wearing armor, and a
At Higher Levels. When you cast this spell using a 3rd- or
protective magical force surrounds it until the spell ends. The
4th-level spell slot, the damage increases to 3d8. When you cast
target's base AC becomes 13 + its Dexterity modifier. The spell
it using a 5th- or 6th-level spell slot, the damage increases to
ends if the target dons armor.
4d8. When you cast it using a spell slot of 7th level or higher,
the damage increases to 5d8. Additionally, whenever the target is hit by an attack, roll 1d6
and consult the table of effects below.
Sword Squall 1 - The attacker suffers 3d6 damage of a random type,
2nd-level conjuration
of 3rd level or higher, the attacks you make with the spell deal Druid, Ranger, Sorcerer, Wizard
an additional 1d8 damage for each slot level above 2nd.
Casting Time: 1 action
Range: Touch
Warmage's Memories Components: V, S
2nd-level divination
19
Fire. The target takes an extra 1d6 fire damage. If the attack is a While affected, the target's vision is warped so that
critical hit, the target also starts burning and takes 1d6 fire everything it sees appears as though through a shattered
damage at the end of its next turn, unless it uses an action to mirror. The target has disadvantage on attack rolls, ability
extinguish the fire. checks, and saving throws, and attack rolls against it have
Ice. The target takes an extra 1d4 cold damage, and its speed advantage. Additionally, if the target would make an attack, cast
is reduced by 10 feet until its next turn ends. If the attack is a a spell, or use a similar feature that requires it to choose a
critical hit, the ice shatters, dealing 1d4 cold damage to the target, the feature has a 50% chance to fail due to the
target, and to any creature within 5 feet of the target that fails a disorienting nature of this spell. Any action or resource to be
Dexterity saving throw. used for the feature is wasted.
Storm. The target takes an extra 1d4 lightning damage and At Higher Levels. When you cast this spell using a spell slot
cant take reactions until its next turn ends. If the attack is a of 4th level or higher, you can target one additional creature for
critical hit, you can cause the lightning damage and reaction each slot level above 3rd.
effect to jump to another creature of your choice within 5 feet
of the target. Hand Rot
At Higher Levels. When you cast this spell using a spell slot 3rd-level necromancy
of 4th level or higher, the number of pieces of ammunition you Sorcerer, Warlock, Wizard
can affect with this spell increases by two for each slot level Casting Time: 1 action
above 3rd. Range: Touch
Components: S, M (A skeletal hand, wearing a lead ring, worth
Evolve at least 5 gp)
3rd-level transmutation
20
If you spent one or more sorcery points as part of casting this
Necrosphere spell, it also gains the following feature: As an action, you can
3rd-level necromancy
sword, fashioned to the hilt of a sword, gilded with at least 25 Sorcerer, Warlock, Wizard
gp of gold trim)
Casting Time: 1 reaction, which you take when you are hit by
Duration: Concentration, up to 10 minutes
an attack
A spectral, ghostly blade emerges from the skull used in the Range: 60 feet
spell's casting, formed from the life essence of the creature it Components: V, S
once belonged to in life, and resembling the sword that killed it. Duration: Concentration, up to 1 minute
This magic sword lasts until the spell ends. It counts as a simple
An invisible barrier of sonic energy forms and protects you.
melee weapon with which you are proficient. It deals 4d6 force
Until the start of your next turn, you have a +5 bonus to AC,
damage on a hit and has the finesse and light properties.
including against the triggering attack, and resistance to
Additionally, attacks with this weapon ignore any AC bonus
thunder damage. Whether the attack hits or misses, all
provided by a shield or by cover.
creatures within 5 feet of you must make a Strength saving
When you hit a creature with this weapon, you can cause throw. On a failed save, a creature takes 2d8 thunder damage, is
part of spirit of the blade to haunt that creature (no action pushed 10 feet away from you, is knocked prone, and is
required). The creature must make a Wisdom saving throw. On
deafened until the end of its next turn. A creatures takes half as
a failed save, it is Frightened of you until the end of your next much damage and no other effect on a successful save.
turn, or until you use this effect again.
At Higher Levels. When you cast this spell using a spell slot
If you drop the weapon, it dissipates at the end of the turn. of 4th level or higher, the damage increases by 1d8 for each slot
Thereafter, while the spell persists, you can use a bonus action level above 3rd.
to cause the sword to reappear in your hand.
21
Splitting Slime Twisting Torrent
3rd-level conjuration
3rd-level conjuration
to repeat the saving throw against this spell, although the Sorcerer, Warlock, Wizard
damage is now 1d6. The spell then ends. Casting Time: 1 action
*While the cube's appearance is described like an object or Range: 30 feet
creature, it does not count as either. It does not occupy its space Components: V, S
or have statistics, nor can it be interacted with in any way Duration: 1 minute
outside of what is explicitly described in the spell. Treat the
You conjure a swirling mass of water loosely resembling a
cube like other spell effects such as spiritual weapon and mage
water weird to assault a creature you can see within range. The
hand.
target must make a Dexterity saving throw. It takes 4d6
At Higher Levels. When you cast this spell using a 5th level bludgeoning damage on a failed save, or half as much on a
spell slot, the damage of each phase of cubes becomes 6d6, 3d6, successful one. A Medium or smaller creature that fails the save
and 2d6 respectively. Using a 7th level spell slot, the damage
also becomes Restrained for the duration. The restrained
becomes 9d6, 6d6, and 3d6 respectively. Using a 9th level spell
creature can repeat the saving throw against this spell at the
slot, the damage becomes 12d6, 8d6, and 4d6 respectively. end of each of its turns, ending the effect on a success.
While restrained by this spell, a creature is drowning. It can
Thunderwells survive for a number of rounds equal to its Constitution
3rd-level conjuration
22
On a hit, an affected weapon deals an additional die of damage. At Higher Levels. When you cast this spell using a spell slot
If the target is Small or smaller, use the maximum damage roll of 5th level or higher, the non-magical damage reduction
for this bonus die, instead of rolling it. increases by 1d6 for each slot level above 4th, and the magical
If attack with an affected weapon is rolled with advantage damage reduction as well as the radiant damage added to
and both attack rolls would hit, the target is also knocked attacks each increase by 1d6 for every two slot levels above 4th.
prone.
If using Mythmaker's Equipment Overhaul, the weapon also Solidarity
grows up to two size categories larger for the duration. 4th-level abjuration
Range: 15 feet
Cleric, Druid, Sorcerer, Wizard Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet You create a supernatural bond between yourself and up to 4
Components: V, S willing creatures you can see within range. If there are not at
Duration: Concentration, up to 1 minute least 2 willing targets, other than yourself, you can see within
You simulate the biological processes of starvation and range, the spell fails. For the duration, whenever an affected
dehydration in a living creature you touch, forcing it to make a creature makes an attack roll, ability check, or saving throw,
Constitution saving throw. A creature which does not need to they can choose to use the bonus of another affected creature
eat or drink to survive is immune to this spell. On a failed save, that is within 15 feet of them for the roll.
the target suffers one level of exhaustion (not exceeding a 5th Additionally, while an affected creature is within 5 feet of at
level of exhaustion). On a successful save, the target has least two other affected creatures, their attacks have advantage,
disadvantage on their next saving throw against exhaustion and attacks against them can not benefit from advantage.
within 24 hours. At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, you can target 1 additional creature for
Obsidian Tomb each slot level above 4th.
4th-level conjuration
5th-level enchantment
Its speed becomes 0 and can't increase until its next turn Druid, Ranger, Sorcerer, Wizard
ends, if movement triggered your reaction.
Casting Time: 1 action
Its action, bonus action, or reaction fails and is wasted, if
Range: Self (60-foot line)
one such action triggered your reaction.
Components: V, S, M (a melee weapon worth at least 1 sp)
On a successful save, the target acts normally. A creature Duration: Instantaneous
immune to being charmed is immune to this effect.
You flourish the weapon used in the casting and shout a
primordial battlecry. A line of thunder, wind, and water 60 feet
Creeping Cage long and 5 feet wide blasts out from you in a direction you
5th-level conjuration
from the center of the area until they are completely outside it.
Druid, Ranger, Sorcerer, Warlock, Wizard
The cage is an object with an AC of 12 and 80 hit points. It is
immune to psychic and bludgeoning damage, resistant to Casting Time: 1 action
piercing damage, and vulnerable to fire damage. If the cage is Range: 100 feet
destroyed, the spell ends. Components: V, S, M (a drop of water)
As a bonus action on your turn, you can move the cage up to Duration: Concentration, up to 10 minutes
30 feet in a direction along the ground of your choosing. You bend reality in a 100 foot cube centered on a point you can
Creatures inside the cage are moved with it. see within range. For the duration, treat the area as though it is
underwater, using all the rules for being underwater, including
Creeping Cage & Concentration rules for swimming movement and underwater fighting.
Actual water is not created within the area. Air within the
I chose not to add concentration due to the hit points
of the spell, and the spell's influence (forcecage). Since area is still breathable as normal, and flames within the area
the cage in this spell can be destroyed, I believe it are not extinguished. This magic only simulates the properties
should be balanced as written. Change it if you wish! of water to a limited degree.
As a reminder, the rules of underwater combat are as follows:
When making a melee weapon attack, a creature that doesn't
have a swimming speed (either natural or granted by magic)
has disadvantage on the attack roll unless the weapon is a
dagger, javelin, shortsword, spear, or trident. (continued)
24
A ranged weapon attack automatically misses a target beyond
the weapon's normal range. Even against a target within
Meteor
6th-level evocation
Duration: Instantaneous
Warlock, Wizard Propelled by primordial magic, you leap high into the air
Casting Time: 1 action towards an unoccupied point you can see within 120 feet. The
Range: 60 feet spell is blocked by a ceiling lower than 60 feet. Surrounded by
Components: V, S, M (a withered rose) flame, you land and explode, forcing all creatures within 10 feet
Duration: Concentration, up to 1 hour of that point to make a Dexterity saving throw. A creature
suffers 5d8 fire damage and is knocked prone on a failed save,
You twist the effects of time on the body, mind, and soul of a
suffering half as much damage and no additional effect on a
creature you can see within range. The target must make a
successful one. If the ground in that area is loose earth or stone,
Constitution and Wisdom saving throw.
it becomes difficult terrain until cleared, with each 5-foot-
On a failed Constitution saving throw, the target's body
diameter portion requiring at least 1 minute to clear by hand.
grows frail and weak, reducing their Strength, Dexterity, and
At Higher Levels. When you cast this spell using a spell slot
Constitution scores by 3 (to a minimum of 1) for the duration.
of 7th level or higher, the damage increases by 1d8 for each slot
On a failed Wisdom saving throw, the target's mind is slowed
level above 6th. Additionally, the radius of the explosion when
and impaired, reducing their Intelligence, Wisdom, and
you land increases by 10 feet for each slot level above 6th.
Charisma scores by 3 (to a minimum of 1) for the duration.
For each failed saving throw, the target also suffers 2d10 Necrosmaug
necrotic damage. A greater restoration spell or similar magic 6th-level conjuration
can be used to end the spell's effects. Cleric, Sorcerer, Warlock, Wizard
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, the ability score reductions increase by 2 Casting Time: 1 action
Range: 60 feet
for each slot level above 5th, and the damage for each failed
saving throw increases by 1d10 for each slot level above 5th. Components: V, S, M (a crow's skull and a pinch of ashes from
a cremated corpse)
Archive Mind Duration: Concentration, up to 1 minute
6th-level divination (ritual)
25
Volcanic Rift Hellhounds
6th-level conjuration
7th-level conjuration
26
Deathguard Reactions
Medium undead
Redirect. As a reaction when a creature within 5 ft of
Armor Class 20 the deathguard would be hit by an attack, the
Hit Points 250 deathguard can use its reaction to redirect the attack
Speed 30 ft. to itself, making it the new target.
20 (+5) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 10 (+0) Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Damage Immunities necrotic, poison
Range: Touch
Condition Immunities exhaustion, frightened,
Components: V, S
paralyzed, poisoned
Duration: 1 hour
Senses darkvision 120 ft, passive Perception 11
Languages Understands the languages you speak You attune the mind of a creature you touch to the memories
Challenge -- (0 XP) woven into the world around you, allowing them to draw on the
knowledge and experience of a vast array of beings that came
Magic Resistance. The Deathguard has advantage on before.
saving throws against spells and other magical effects. For the duration, the target is proficient in all skills, saving
throws, tools, weapons, armors, and languages. Additionally,
Deathguard's Determination. Unless the Deathguard is
the target's proficiency bonus is doubled for all ability checks
incapacitated, it and undead creatures of its choice
within 60 feet of it have advantage on saving throws they make.
against features that turn undead.
Star Spears
Guardian's Bond. The deathguard is bound to the 8th-level evocation
creature that created it. While that creature is within 5 Cleric, Druid, Sorcerer
ft of the Deathguard, anytime that creature takes
damage, it takes half as much damage, and the Casting Time: 1 action
Deathguard takes the other half. Range: 1 mile
Components: V, S, M (a silvered spear inlaid with pearls,
Actions worth at least 500 gp)
Duration: Concentration, up to 1 minute
Multiattack. The Deathguard makes three Weapon
attacks. This spell must be cast at night in view of the stars. You animate
the very stars, causing a living constellation to launch a massive
Weapon. Melee Weapon Attack: your spell attack spear of radiant starlight toward a point you can see within
modifier to hit, reach 5 ft, one creature, Hit: 2d8 + 5 range. All creatures within 30 feet of that point must make a
magical bludgeoning, piercing, or slashing damage Dexterity saving throw, gaining no benefit from 1/2 or 3/4
(your choice), plus necrotic damage equal to the spell's cover for the roll. A creature suffers 8d8 radiant damage on a
level . You can forgo the necrotic damage to push a failed save, or half as much on a successful one. A creature that
Large or smaller target up to 10 feet away from you. fails is also Blinded until the end of its next turn. You can repeat
Repelling Ward (Recharge 4-6). A 15-foot radius of dark the effect as an action on your subsequent turns for the
energy surrounds the deathguard. Creatures in that duration.
area when the Deathguard use this effect, or that enter
the area for the first time on a turn, must make a Arboreal Ally
Wisdom saving throw against the spell save DC of the 9th-level conjuration
28
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