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Credits Considerations Contents

House-ruling creations: Thiago Coutinho For this Blood Mage project, I confess I did it out
Writing & editing: Thiago Coutinho of pure boredom. I also have to say that I always
Graphic Designer: Thiago Coutinho liked the blood magic mechanics.. it is somewhat.. Blood Mage 3
appealing! So I just started writing down every bit of
Interior illustrations: Various sources idea and, hence, it came to life.
• Page 6: Image taken from the internet. Bloodline Sigil 5
www.terminally-incoherent.com/blog/wp-content/ I would also need it for a realm in which I am
uploads/2014/03/CelestialBloodFiend.jpg currently playing a campaign, plus some other things Anguis 5
here and there. So, I decided to gather everything at
• Page 8: Image taken from the internet. my disposal and brainstorm a couple of crazy ideas Aspidis 5
th04.deviantart.net/fs70/PRE/i/2012/011/1/f/ and some not so crazy ones. I actually categorized my
blood_elf_mage_by_megillakitty-d4m12du.jpg ideas and could make use of most of them. Lucky me!! Draco 6

• Page 9: Image taken from the internet. Also, I know that I could have taken different paths to Hydra 6
fc03.deviantart.net/fs70/i/2014/321/a/c/bloodmage_ achieve the same end such as a feat or even a sorcerer
concept___sigantium_by_2blind2draw-d86ruvg.jpg or wizard path, but I felt something was amiss, so I Lacerta 6
deceided that I would go all the way up from scratches.
• Page 14: Image taken from the internet. Serpens 6
cloud.virink.com/14/06/13/bf963442e2cfc3b- When it comes to spells, I adapted the mechanics
5c97e2c6b71eccda3.jpg of spell slots to simple spell levels. I even went as far
as creating new ones and adapting or changing the Appendix I 7
• Page 23: Image taken from the internet. names of some other spells for flavor.
http://thekoalition.com/images/2014/11/dragon- Blood spell list
age-ii-male-hawke.jpg Another thing is that I was too lazy to illustrate this
booklet and thus I used image from the internet.
Mind you that I subtitled all of them and even put the Appendix II 8
web address to where you can find them. However, I
edited all of the images to fit a space I wantes, such as Blood spells
corners or bottom to top.

With that being said, I hope you players find this piece
a good reference and even want to test it. I cannot say
it is ballanced, yet, but this is an ongoing project and
I pretty much need any feedback. Felt like playing a
Blood Mage!? Awesome, let me know what you think
about it and possible changes.

So, pens and pencils up and let us all play!!

See you around!!

Thiago “Nerull” Coutinho


Prof. Cantrips Spells
Blood Mage was a pact with an ancient entity granting power
beyond comprehention, others argue that it is a
line of dragons, like heritage. Some also believe that
Lv
1
bonus
2
Features
Bloodcasting, bloodline sigil
known
2
known
2
Spell level
Access to level 1 spells
it came through a contact with a deity that favors 2 +1
From behind the trench, a half-elf catches her breath. war and blodshed. In truth nobody really knows 3 Blood infusion +1 Access to level 2 spells
A group of orcs is surrounding her as they approach how did they come to be but all there is know is 4 Ability score improvement +1
without considering making silence. Suddenly, her that practicioners of blood magic are fearsome and 5 3 +1 +1 Access to level 3 spells
blood starts to boil and from the vapours she manages dreadful character that are better stayed away. 6 Bloodline sigil feature +1
to conjure a fiery ball of fire and in a blink of an eye Blood mages have no use for spellbooks or patrons 7 Blood infusion +1 Access to level 4 spells
she sees her foes succumb to her destruction. for casting their spells. Through their own life 8 Ability score improvement +1
Dark were those eyes that gazed upon the horizon. experience they mastered their ways around the 9 4 +1 +1 Access to level 5 spells
In it, a faint gleam of life, dormant and peaceful. fabrics that stitch this world together and thus being 10 Bloodline sigil feature
Thousands and thousands of clouds and stars burned able to approach, handle and cast their spells. 11 Blood infusion +1 Access to level 6 spells
inside without even showing out the colors. A deep 12 Ability score improvement
breath slowly broke the silence. It was time for the 13 5 +1 +1 Access to level 7 spells
human to stand and fight. Time to silently cast his Obssession and sacrifice 14 Bloodline sigil feature
most fearsome spell. 15 Blood infusion +1 Access to level 8 spells
The elven lady often run about the streets, ever Those who choose the path of the blood magic often 16 Ability score improvement
cheerful, ever laughing. But when the doors are shut, opt to do so aspiring faster ascension and greatness, 17 6 +1 +1 Access to level 9 spells
the mask falls and the play is revealed. She needs powers beyond measure. It is never considered a 18 Bloodline sigil feature
blood, and she needs now. So she gazed upon a silver good source of power since many get blinded by 19 Ability score improvement +1
bowl filled with a dark blood and looked for answers. their own greed and want more and more power. 20 Blood archmagus
A blood spell requires a sacrifice that is paid in the
form of blood. To conjure a spell, the blood mage cunning cobra [Aspidis], the smart dragon [Draco], dragon who put a drop of its blood into your veins,
Blood magic must use his own life force, sacrificing a portion of the swift hydra [Hydra], the patient lizard [Lacerta] the lich who created you as an experiment, or the
his health for that end. A blood mage that overdoes or the furious serpent [Serpens]. deity who chose you to carry this power.
Magic is a very powerful resource in this world, but this toll, more likely than imaginable, will end up However you got this sigil is up to you. You may
also one ever scarse. Users of such craft may start suffering side effects such as nausea, exhaustion think of it as a curse passed down the generations of
slow early in life, but make no mistake as they grow and, utterly, death. your family or it might be a blessing!? A potential
to be very powerful practicioners of spellcasting. Still, many continue to search for greater and catastrophy or maybe a sacred ritual in the past!? Class feature
There are various ways to achieve greatness within better enhancements in this art, paying whatever How do you feel about the magical power coursing
this art, many paths. The most common users of the cost necessary to suffice one’s own obssession through you? Do you embrace it, try to master it, or Hit Points
magic are called sorcerers, if they have an innate hoping this will not consume him or her. revel in its unpredictable nature? Is it a blessing or Hit points: 1d6 per blood mage level
skill for magic, and wizards, if they achieve their a curse? Did you seek it out, or did it find you? Did Hit points at level 1: 6 + your CON modifier
status through hard work and study. There is an even you have the option to refuse it, and do you wish Hit points at higher levels: 1d6 [or 4] + your
more powerful and rare practicioner of spellcasting Creating a blood mage you had? What do you intend to do with it? Perhaps CON modifier per blood mage level after 1st
called blood mage, innate users of magic that aim you feellike you’ve been given this power for some
for power no matter the costs. When creating a blood mage, the most important lofty purpose. ar you might decide that the power Proficiencies
As far as studies tell, there is no way to pinpoint thing is to know to what bloodline heritage will gives you the right to do what you want, to take what Armor: None
when did the first blood mage appeared. There are he follow, what sigil will he hold. As a starting you want from those who lack such power, Perhaps Weapons: Daggers, darts, quarterstaffs, light
rumors that it happened ages ago and the gossips character, you will choose one sigil among the six your power links you to a powerful individual in the crossbows and slings
go around guessing the origin. Some say that it great lizard sigils: the poisonous snake [Anguis], the world-the fey creature that blessed you at birth, the Tools: None

House-ruled creation by Nerull59 [Thiago Coutinho]. 3


Saving throws: Constitution and Intelligence. Exhaustion by blood Bloodline sigil Element Traits Damage type Aura Latin for
Skills: Choose two from Arcana, Deception, Blood mages that spend more than 4 times it’s caster Anguis Earth Resistance Poison Green Snake
History, Insight, Intimidation, Investigation, level in hit points for blood spells and/or blood Aspidis Arcane Destruction Acid Black Cobra
Medicine, Persuasion and Religion. infusion before completing a short rest or a long Draco Arcane Control Force Purple Dragon
rest gain one level of exhaustion. For everytime you Hydra Air Resourcefulness Lightning Blue Hydra
Equipment spend an extra caster level in hit points after the 4th Lacerta Water Versatility Cold White Lizard
You start with the following equipment, in addition time you gain an additional level of exhaustion. Serpens Fire Power Fire Red Serpent
to the equipment granted by your background:
[a] a light crossbow and 20 bolts or [b] a dagger Spells known Spellcasting focus Distant spell
[a] a quarterstaff or [b] a dagger You know two 1st-level spells of your choice from You can use an arcane focus [found in Player’s When you cast a spell that has a range of 5 feet or
[a] a component pouch or [b] an arcane focus the blood mage spell list. Handbook chapter 5] as a spellcasting focus for greater, you can spend 1 hit point to double the
[a] an explorer’s pack or [b] a scholar’s pack As you gain more levels, you learn more spells, your blood mage spells. range of the spell.
according to the blood mage Spells Known When you cast a spell that has a range of touch,
column. Each of these spells must be of a level for you can spend 1 hit point to make the range of the
which you have access. For instance, when you Bloodline sigil spell 30 feet.
Bloodcasting reach 3rd level in this class, you can learn one new
spell of 1st or 2nd level. At 1st level, you choose a bloodline sigil, which Empowered spell
An event or a ritual in your bloodline past left a Additionally, when you gain a level in this c1ass, describes the source of your innate blood power, When you roll damage for a spell, you can spend 1
dormant power on you, infusing you with blood you can choose one of the blood mage spells you detailed at the end of the class description. If a spell hit point to reroll a number of the damage dice up to
magic. This font of magic, whatever its origin, fuels know and replace it with another spell from the has the Sigil keyword, you can choose to use either your Intelligence modifier [minimum of one]. You
your spells. See Player’s Handbook chapter 10 for blood mage spell list, which also must be of a level the original element [if it has any] or the Bloodline must use the new rolls.
the general rules of spellcasting and the Appendix 1: for which you have spell slots. Sigil’s character element. This choice is done at the
Blood spell list for the blood mage spell list. moment it is cast. Also, the colour effect of the spell Extended spell
Spellcasting ability changes accordingly. When you cast a spell that has a duration of 1 minute
Cantrips Intelligence is your spellcasting ability for your Your choice grants you features when you or longer, you can spend 1 hit point to double its
At 1st level, you know two cantrips of your choice blood mage spells, since the power of your spells choose it at 1st level and again at 6th, 10th, 14th, duration, to a maximum duration of 24 hours.
from the blood mage spell list. You learn additional rely on study and sacrifice. You use your Intelligence and 18th level.
blood mage cantrips of your choice at levels 5, 9, 13 whenever a spell refers to your spellcasting ability. Powerful spell
and 17, as shown in the Cantrips Known column of In addition, you use your Intelligence modifier when Blood infusion When you cast a spell that targets one or more
the Blood Mage table. setting the saving throw DC for a blood mage spell creatures, you can spend 3 hit points to add your
you cast and when making an attack roll with one. At 3rd level, you gain the ability to alter your spells level as bonus damage. If the spell target more than
Blood spells to suit your needs. You gain one of the following one creature, you decide which one of them will
Blood mages don’t have spell slots like their Spell save DC = 8 + your proficiency bonus Blood Infusion options of your choice. You gain take this extra damage.
counterparts sorcerers and wizards. Instead, they + your Intelligence modifier another one at 6th, 9th and 15th level.
use their own hit points as resource for casting. You can use as many Blood Infusion option on a Quickened spell
Spells cast by a blood mage cost 1 hit point per spell Spell attack modifier = your proficiency bonus spell when you cast it as you want. When you cast a spell that has a casting time of 1 action,
level in addition to it’s components. If a blood mage + your Intelligence modifier you can spend 1 hit point per spell level to change the
wants to cast a spell as a higher level spell, he must Absorbing spell casting time to 1 bonus action for this casting.
pay the adequate cost according to what level he Ritual casting When you cast a spell that targets a creature, you
wants to cast. Temporary hit points are not used up You can cast a blood mage spell as a ritual if that can spend any number of hit points. For every 1 hit Subtle spell
even if the blood mage has them. Blood spells use spell has the ritual tag and you spend twice the hit point spent this way you gain 1d4 temporary hit When you cast a spell, you can spend 1 hit point to
only hit points for casting. point cost to cast. points. They don’t stack. cast it without any somatic or verbal components.

House-ruled creation by Nerull59 [Thiago Coutinho]. 4


Tough Spell Ability score improvement Fangs of the Snake Lord the heritage is attuned to no element whatsoever.
When you cast a spell that allows the target to make Starting at 6th level, when you cast a spell that deals Those who follow the doctrine of the Aspidis show
a saving throw, you can spend as many hit points When you reach 4th level, and again at 8th, 12th, poison damage, you may add your Intelligence an appetite for destruction and are usually clad
as you want. For every 2 hit points, you increase 16th, and 19th level, you can increase one ability modifier to that damage. At the same time, you in black robes displaying a fearful and dreadful
your spell save DC by 1 to a maximum of your score of your choice by 2, or you can increase two can spend 2 hit points to gain resistance to poison aura of black color. Their favorite weapon is the
Intelligence modifier. ability scores of your choice by 1. As normal, you can’t damage for 1 hour. acid thus fueling their spells with a corrosive and
increase an ability score above 20 using this feature. untamed power.
Twinned spell Master of Elemental Earth
When you cast a spell that targets only one creature As you reach 10th level, you may now walk freely Reptilian Resilience
and doesn’t have a range of self, you can spend a Blood archmagus over rocky or stony surfaces such as mountainside, Your acidic nature gives you an unnatural talent for
number of hit points equal to the spell’s level to hills and such. They are not considered difficult the silver tongue. At 1st level, you gain proficiency
target a second creature in range with the same spell At level 20 you become a master over blood. You terrain for you. Additionally, you gain burrow speed in Intimidation and Persuasion. Additionally, you
[1 hit point if the spell is a cantrip]. choose two spells of 3rd level or lower and can cast of 20ft and proficiency in Constitution saving throw. can spend 3 hit points and double the proficiency
them for 1 hit point at their lower level possible. Blood bonus for both tests for 5 minutes.
Weary spell infusion applies normally. For example, if a blood Snake Blood
When you cast a spell that targets a creature, you mage chooses a 3rd level fireball spell to cast for 1 hit At 14th level, you are now master over your blood. It Strike of the King Cobra
can spend 3 hit points. If you do, the target must point and wants to add up Quickened spell and Subtle now runs green with poison. Every time you cast a Starting at 6th level, when you cast a spell that
succeed a Constitution saving throw or be exhausted spell together, the final cost would be 4 hit points. spell that deals poison damage that targets a creature, deals acid damage, you may add your Intelligence
for 1 round. he must succeed a Constitution saving throw or be modifier to that damage. At the same time, you can
poisoned until the start of your next turn. spend 2 hit points to gain resistance to acid damage
for 1 hour.
Bloodline sigil Jörmungandr
As the heritage grows stronger in you, the Master of Arcane Ingenuity
There are many different sigils of bloodline heritage masteries over earth and poison grow ever fast. Your understanding of bloodcasting has reached an
spread around the world. The most common ones At 18th level, your burrow speed is now 40ft and important mark. At 10th level, you no longer gets
are the six lizard ones: Anguis, Aspidis, Draco, you have advantage on any spell attack that deals 1 level of exhaustion when using over 5 times your
Hydra, Lacerta and Serpens. earth or poison damage provided that the target caster level in hit points. If he uses over 10 times
is poisoned. Finally, you can spend 10 hit points his caster level in hit points, he will get 1 level of
and burn an terrifying aura in a 60ft radius for exhaustion instead.
Anguis 1 minute or until you lose your concentration.
Each hostile creature that start its turn in this Essence of the Cobra
Your bloodline heritage comes from the ancient snake aura must succeed on a Wisdom saving throw or As you evolve under the Aspidis Sigil, your acidic
worshipers. Blood mages os this sigil are governed be frightened until the aura ends. A creature that nature grows fast as well. At 14th level, when you
by the element of Earth, resembling resistance and a succeeds on this saving throw is immune to your cast a spell that deals acid damage, you can spend
good force of will as well as grace and skill for handling aura for 24 hours. 10 hit points to cast Confusion ignoring verbal,
poison. They are often seen wearing green pieces of somatic and material costs.
clothes when not emanating an aura of same color.
Aspidis Ourobouros
Venomous Infamy When you reach the apex of your heritage, you
You embraced your heritage to an extent that you The destructive bloodline of the Aspidis dates of feel stronger than ever before. You increase your
can endure greater hazards. At 1st level, you have ancient times and tells of cults and followers of Constitution and Intelligence by 2 points each and
advantage on saving throws against poison. the cobra. This sigil is wrapped in mystery and your maximum for those abilities is now 22.

House-ruled creation by Nerull59 [Thiago Coutinho]. 5


Draco wings as a bonus action on your turn. They last until Master of Elemental Air Tidal Waves of the Sea Serpent
you dismiss them as a bonus action on your turn. As the air embrace you as one of its own, you grow Starting at 6th level, when you cast a spell that
Draco sigil represents the most pure and untouched You can’t manifest your wings while wearing lighter, faster, nimbler and bolder. At 10th level, deals cold or water damage, you may add your
form of knowledge. Followers of the old religion armor unless the armor is made to accommodate when you cast a spell that deals lightning damage Intelligence modifier to that damage. At the same
were mainly worshipers of the Dragon, symbol them, and clothing not made to accommodate that targets a creature, you may spend 3 hit points time, you can spend 2 hit points to gain resistance to
of power and intelligence. Blood mages that walk your wings might be destroyed when you and force him make a Dexterity saving throw. On cold or water damage for 1 hour. You may have only
the path of the Dragon often display an insatiable manifest them. a failed saving throw, the target is stunned until he one active resistance at a time.
desire for knowledge and the undeterred thirst for saves from this effect.
unveiling the unknown. Their aura glow with a Nidhogg Nagar Master of Elemental Water
faint purple, and they mastered the force behind the As your draconic heritage reaches its uttermost Lightness of the Wind At 10th level, your are so comfortable inside a
fabrics of this reality. stage of evolution, you synthesise the optimal At 14th level, your speed is increased in 10ft and body of water that you gain the ability to breathe
way for battle. At 18th level, as long as you are you gain the ability to levitate 1ft above the ground. underwater. Also you have a swim speed equals to
Draconic Resillience unarmored, you may add your Intelligence to your While you are levitating, you ignore difficult terrains your current speed.
As Draco blood flows through your body, it causes Armor Class. Also, as long as you are conscious, you except for those caused by strong winds.
physical traits of your dragon ancestors to emerge. gain regeneration 1 hit point per round. Outside Survival of the Fittest
At 1st level, your hit point maximum increases by 1 battle, you gain 10 hit points per hour. Quetzacoatl Lacerta Sigil weights heavily upon your foes. At 14th
and increases by 1 again whenever you gain a level You are the embodiment of the Cloud Serpent’s Son, level, you can spend 10 hit points and create a 10ft
in this class. Additionally, parts of your skin are his Avatar onto the world. At 18th level, when you dome of water within 60ft of you for 1 minute of until
covered by a thin sheen of dragon-like scales. When Hydra hit a target with a spell that deals lightning damage, concentration is broken, whichever comes first. Any
you aren’t wearing armor, your AC equals 13 + your he must succeed a Constitution saving throw or enemy caught inside have their speed reduced down
Dexterity modifier. The graceful sigil of the Hydra embodies the become stunned until he saves it. If the target fails to 10ft and must succeed a Strength saving throw or
masterful perfection of the wind element. 3 saving throws before succeeding once, he falls be pulled 5ft towards the centre of the dome. After
Claws of the Ancient Wyrm Although fairly young when it comes to heritages, unconscious. Additionally, your spell attacks score 5 turns, they must make Constitution saving throws
Starting at 6th level, when you cast a spell that it gained notoriety for the devastating effects of a critical hit on a roll of 19 or 20. until they succeed 3 times before or failing 3 times. If
deals force damage, you may add your Intelligence electric charged maneuvers. Acolytes of this sigil they fail first, they fall unconscious and drown.
modifier to that damage. At the same time, you can emanate a light blue aura and excel in lightning
spend 2 hit points to gain resistance to force damage matters. They crave for freedom in it’s purest state Lacerta Leviathan
for 1 hour. of speed and lightness, the utter form of grace The knowledge over liquids is refined to a level of
and majesty. Often mistaken for coldness and lack of emotion, excellence that you treat any liquid alike. You breathe
Master of Indomitable Force followers of the sigil of Lacerta cults the lizard and its and move in any liquid body with the same ease as
You learned the secrets of the fabrics that compose Lightning Conduit thoroughness, as well as the versatility and adaptability you would in a body of water. In addition, any spell
your reality. At 10th level, you can spend 5 hit A strong current flows underneath your skin. At of their regent element water. They are passionate for or skill that have water keyword or allows you to
points to teleport up to 30ft as a move action. When 1st level, when you cast a spell that deals lightning it’s patience and control over others, and proudly clad manipulate water, you may change it for blood. Last
you land from your teleport move, as a free action, damage, you have advantage as long as the target is white to match its predecessors. They also burst out in but not least, your dome has now a radius of 15ft
you can spend 2 extra hit points and force adjacent wearing an armour made of metal. a pale white aura and they can lower the temperature
enemies to make a Constitution saving throw. If around themselves to incredible low levels.
they fail, they will be pushed 5ft away. Lightning Strikes of the Cloud Serpent’s Son Serpens
Starting at 6th level, when you cast a spell that deals Cold Blooded
Dragon Wings lightning damage, you may add your Intelligence You irritate your targets for keeping your cool Cruel and devastating are those who walk the steps
At 14th level, you gain the ability to sprout a pair of modifier to that damage. At the same time, you can under tough situations. At 1st level, enemies that hit of the men of old, bent under the sigil of the serpent.
dragon wings from your back, gaining a flying speed spend 2 hit points to gain resistance to lightning with a melee attack or touch spell have the is speed Fiery and indomitable is the will of the sons of the
equal to your current speed. You can create these damage for 1 hour. reduced by 10ft until the end of their next turn. fire, worshipers of the great fire lizard Salamander.

House-ruled creation by Nerull59 [Thiago Coutinho]. 6


They manifest an ever-burning flame-red aura eager
for wreaking havoc. They can raise the temperature Appendix I - Blood spell list
around them to ultra high levels.
Spells that appears in bold and italic means they are
Short Tempered house-ruled, created or adapted according to the
You are not famous for being quiet. At 1st level, if an Dungeon Master’s Guide or sheer imagination. All
enemy hits you with a melee attack or a touch spell, other spells are found at Player’s Handbook.
you may attack him back as a reaction.
Cantrips Hold Person Dominate Monster
Inferno of the Fire Lizard God Chill Touch Magic Weapon Level 5 spells Earthquake
Starting at 6th level, when you cast a spell that deals Fire Bolt Ray of Enfeeblement Blood Binding Feeblemind
fire damage, you may add your Intelligence modifier Fluid Splash Sanguis Umbra Cone of Cold Healing Blood
to that damage. At the same time, you can spend 2 Mage Hand Suggestion Conjure Elemental Incendiary Cloud
hit points to gain resistance to fire damage for 1 hour. Message Szkelkzth’s Blood Dart Cruor Enervation Power Word Stun
Poison Spray Dominate Person
Master of Elemental Fire Ray of Frost Level 3 spells Geas Level 9 spells
The crest of the Salamander is frightful. At 10th Shocking Grasp Blood Armor Hold Monster Fleur Letalis
level, you can spend 10 hit points and create a 20ft Suture Clairvoyance Sanguis Tactus Foresight
aura of burning rage. Due to the hight temperature, True Strike Cursed Anima Teleportation Circle Gate
creatures within it have disadvantage on any rolls Feign Death Wall of Force Meteor Swarm
while inside the aura. Creatures that start their Level 1 spells Fireball Power Word Kill
turns within 10ft of you also take 5d6 fire damage Bloodstar Haste Level 6 spells Time Stop
and may make a Dexterity saving throw taking only Burning Hands Lightning Bolt Chain Lightning Wish
half damage and if they succeed. Detect Magic Rain of Blood Circle of Death
False Life Sanguis Steed Contingency
Hellbent for Calamity Identify Slow Create Undead
Devastation is your middle name. At 14th level, Mage Armor Surge of Blood Crimson Gate
when you score a critical hit, you may spend as Produce Blood Vampiric Touch Disintegrate
many hit points as you want. For every 4 hit points Ray of Sickness Vapour Form Mass Suggestion
spent this way, add one extra die of damage. Red Orb Water Walk Szkelkzth’s Sphere of Awe
Sanguine Cloud Szkelkzth’s Weird Moves
Salamander Shield Level 4 spells Wall of Ice
The grace of the Fire Lizard God was bestowed Sleep Blood Weapon
upon you. At 18th level, you are immune to fire Thunderwave Blight Level 7 spells
damage. Also, if an attack would reduce you to 0 Cruor Scutum Control Blood
hit point or lower, you burn like an inferno dealing Level 2 spells Dominate Beast Delayed Blast Fireball
10d6 damage to all within 10ft of you and disappear. Bolt of Boiling Blood Exocoagulation Finger of Death
Creatures may make a Dexterity saving throw Bloodstep Famine Fire Storm
taking only half damage and if they succeed. You Enhance Ability Ice Storm Supreme Enhance Ability
return 1 minute later to the same spot you were but Enlarge/Reduce Locate Creature
with 1 hit point. You can only use this ability again Flaming Sphere Red Mandala Level 8 spells
after you finish a long rest. Gentle Repose Rotten Vapours Blood Capsule
Wall of Fire

House-ruled creation by Nerull59 [Thiago Coutinho]. 7


Blood Binding Components: V, S, M [a powder composed of
Appendix 2 - Blood spells 5th-leveI abjuration diamond, emerald, ruby, and sapphire dust worth
Casting Time: 1 hour at least 5,000 gp, which the spell consumes]
Range: 60 feet Duration: Until dispelled
Blight Components: V, S, M [a jewel worth at least 1,000 By means of this spell, a willing creature or an
4th level necromancy gp, which the spell consumes] object can be hidden away, safe from detection
Casting Time: 1 action Duration: 24 hours for the duration. When you cast the spell and
Range: 30 feet With this spell, you attempt to bind any creature touch the target, it becomes invisible and can’t be
Components: V, S that has blood in its body to your service. The targeted by divination spells or perceived through
Duration: Instantaneous creature must be within range for the entire scrying sensors created by divination spells.
Necromantic energy washes over a creature casting of the spell. [Typically, the creature is first If the target is a creature, it falls into a state of
of your choice that you can see within range, summoned into the center of an inverted magic suspended animation. Time ceases to flow for it,
draining moisture and vitality from it. The target circle in order to keep it trapped while this spell is and it doesn’t grow older and it is invulnerable.
must make a Constitution saving throw. The target cast.] At the completion of the casting, the target You can set a condition for the spell to end early.
takes 8d8 necrotic damage on a failed save, or half must make a Charisma saving throw. On a failed The condition can be anything you choose, but it
as much damage on a successful one. This spell has save, it is bound to serve you for the duration. If must occur or be visible within 1 mile of the target.
no effect on undead or constructs. the creature was summoned or created by another Examples include “after 1,000 years” or “when the
lf you target a plant creature or a magical plant, spell, that spell’s duration is extended to match the tarrasque awakens.”
it makes the saving throw with disadvantage, and duration of this spell.
the spell deals maximum damage to it. A bound creature must follow your instructions Blood Weapon
lf you target a nonmagical plant that isn’t a to the best of its ability. You might command 4th level transmutation, sigil
creature, such as a tree or shrub, it doesn’t make a the creature to accompany you on an adventure. Casting Time: 1 bonus action
saving throw; it simply withers and dies. to guard a location. or to deliver a message. The Range: Touch
At higher levels. When you cast this spell as a creature obeys the letter of your instructions. but Components: V, S
higher level spell, the damage increases by 1d8 for if the creature is hostile to you, it strives to twist Duration: Concentration, up to 1 hour
each level above 4th. your words to achieve its own objectives. If the You touch a nonmagical weapon. Until the spell
creature carries out your instructions completely ends, that weapon becomes a magic weapon with
Blood Armor before the spell ends, it travels to you to report this a +1 bonus to attack rolls and damage rolls and
3rd level abjuration, sigil fact if you are on the same plane of existence. If you regain 1d4 hit points on hit.
Casting Time: 1 action you are on a different plane of existence, it returns At higher levels. When you cast this spell as a
Range: Touch to the place where you bound it and remains there higher level spell, the bonus increases to +2 and
Components: V, S, M [a piece of cured leather] until the spell ends. you regain 2d4 on hit with a 6th level spell and to
Duration: 8 hours At higher levels. When You cast this spell as a +3 and you regain 3d4 on hit with a 8th level spell.
You touch a willing creature who isn’t wearing higher level spell, the duration increases to 10 days
armor and, then, vapors of your blood surround with a 6th level spell, to 30 days with a 7th level Bloodstar
the target creating a protective magical force that spell, to 180 days with an 8th level spell, and to a 1st level evocation, sigil
surrounds him until the spell ends. The target’s year and a day with a 9th level spell. Casting Time: 1 action
base AC becomes 14 + its Dexterity modifier. The Range: 120 feet
blood armor has also a damage reduction of 2/-. Blood Capsule Components: V, S
The spell ends if the target dons armor or if you 8th level transmutation Duration: Instantaneous
dismiss the spell as an action. The color of the Casting Time: 1 action You a single glowing ball of magical force. If you
blood vapor is equal to your aura color. Range: Touch desire, you can make the ball divide into as many

House-ruled creation by Nerull59 [Thiago Coutinho]. 8


balls as you want up to your caster level. The ball Burning Hands Range: 120 feet or seen before] or in an obvious location that is
deals 1d10 damage to its target. If you chose to 1st-level evocation Components: V, S unfamiliar to you [such as behind a doar, around a
split the ball, the damage is divided equally among Casting Time: 1 action Duration: 1 round corner, or in a grove of trees]. The sensor remains
the targets, and they all strike simultaneously. The Range: Self [15-foot cone] You create a ghostly, skeletal hand in the space of a in place for the duration, and it can’t be attacked or
balls color and damage type is determined by you Components: V, S creature within range. Make a ranged spell attack otherwise interacted with.
bloodline sigil. Duration: Instantaneous against the creature to assail it with the chill of the When you cast the spell, you choose seeing or
At higher levels. When you cast this spell as a As you hold your hands with thumbs touching and grave. On a hit, the target takes 1d8 necrotic damage, hearing. You can use the chosen sense through the
higher level spell, the damage increases by 1d10 fingers spread, a thin sheet o f flames shoots forth and it can’t regain hit points until the start of your sensor as if you were in its space. As your action,
for every 2 spell levels above 1st. from your outstretched fingertips. Each creature next turn. Until then, the hand clings to the target. you can switch between seeing and hearing.
in a 15-foot cone must make a Dexterity saving If you hit an undead, it also has disadvantage A creature that can see the sensor [such as
Bloodstep throw. A creature takes 3d6 fire damage on a failed on attack rolls against you until the end of your a creature benefiting from see invisibility or
2nd level conjuration save, or half as much damage on a successful one. next turn. truesight] sees a luminous, intangible orb about
Casting Time: 1 bonus action The fire ignites any flammable objects in the area This spell’s damage increases by 1d8 when you the size of your fist.
Range: Self that aren’t being w orn or carried. reach 5th level [2d8], 11th level [3d8], and 17th
Components: V At Higher Levels. When you cast this spell as a level [4d8]. Cone of Cold
Duration: Instantaneous higher spell level, the damage increases by 1d6 for 5th level evocation
You step into a blood pool and teleport up to 30 feet each spell level above 1st. Circle of Death Casting Time: 1 action
to an unoccupied space that you can see, provided 6th level necromancy Range: Self [60 foot cone]
that there is a blood spill or pool for you to land. Chain Lightning Casting Time: 1 aetion Components: V, S, M [a small crystal or glass cone]
6th level evocation Range: 150 feet Duration: Instantaneous
Bolt of Boiling Blood Casting Time: 1 action Components: V, S, M [the powder of a crushed A blast of cold air erupts from your hands.
2nd level evocation, sigil Range: 150 feet black pearl worth at least 500 gp] Each creature in a 60-foot cone must make a
Casting Time: 1 action Components: V, S, M [a bit of fur; a piece of amber, Duration: Instantaneous Constitution saving throw. A creature takes 8d8
Range: 30 feet glass, or a crystal rod; and three silver pins] A sphere of negative energy ripples out in a 60 foot cold damage on a failed save, or half as much
Components: V, S, M [a twig from a tree that has Duration: Instantaneous radius from a point within range. Each creature in damage on a successful one.
been struck by lightning] You create a bolt of lightning that arcs toward a that area must make a Constitution saving throw. A creature killed by this spell becomes a frozen
Duration: Concentration, up to 1 minute target of your choice that you can see within range. A target takes 8d6 necrotic damage on a failed statue until it thaws.
A beam of crackling energy lances out toward Three bolts then leap from that target to as many as save, or half as much damage on a successful one. At higher levels. When you cast this speIl as a
a creature within range, forming a sustained three other targets, each of which must be within 30 At higher levels. When you cast this spell as a higher spell level, the damage increases by 1d8 for
connection between you and the target. Make a feet of the first target. A target can be a creature or an higher spell level, the damage increases by 2d6 for each spell level above 5th.
ranged spell attack against that creature. On a hit, object and can be targeted by only one of the bolts. each spell level above 6th.
the target takes 2d6 damage, and on each of your A target must make a Dexterity saving throw. Conjure Elemental
turns for the duration, you can use your action to The target takes 10d8 lightning damage on a failed Clairvoyance 5th level conjuration
deal 2d6 damage to the target automatically. The save, or half as much damage on a successful one. 3rd level divination Casting Time: 1 minute
spell ends if you use your action to do anything At higher levels. When you cast this spell as a Casting Time: 10 minutes Range: 90 feet
else. The spell also ends if the target is ever outside higher spell level, one additional bolt leaps from Range: 1 mile Components: V, S, M [burning incense for air, soft
the spell’s range or if it has total cover from you. the first target to another target for each spell level Components: V, S, M [a focus worth at least 100 clay for earth, sulfur and phosphorus for fire, or
The beam color and damage type are defined by above 6th. gp, either a jeweled horn for hearing ar a glass eye water and sand for water]
your bloodline sigil. for seeing] Duration: Concentration, up to 1 hour
At higher levels. When you cast this spell as a Chill Touch Duration: Concentration, up to 10 minutes You call forth an elemental servant. Choose an
higher spell level, the initial damage increases by Necromancy cantrip You create an invisible sensor within range in a area of air, earth, fire, or water that fills a 10-foot
2d6 for each spell level above 2nd. Casting Time: 1 action location familiar to you [a place you have visited cube within range. An elemental of challenge

House-ruled creation by Nerull59 [Thiago Coutinho]. 9


rating 5 or lower appropriate to the area you chose breathing comes into effect when you are engulfed across the spell’s area, and the separated blood The first time each turn that an object enters the
appears in an unoccupied space within 10 feet of in water or a similar liquid. forms a wall to either side. The trench remains vortex, the object takes 2d8 bludgeoning damage;
it. For example, a fire elemental emerges from a The contingent spell takes effect immediately until lhe spell ends or you choose a different effect. this damage occurs each round it remains in the
bonfire, and an earth elemental rises up from the after the circumstance is met for the first The blood then slowly fills in the trench over the vortex.
ground. The elemental disappears when it drops time, whether or not you want it to, and then course of the next round until the normal blood
to 0 hit points or when the spell ends. contingency ends. level is restored. Create Undead
The elemental is friendly to you and your The contingent spell takes effect only on you, Redirect Flow. You cause flowing blood in the 6th level necromancy
companions for the duration. Roll initiative for even if it can normally target others. You can use area to move in a direction you choose, even if the Casting Time: 1 minute
the elemental, which has its own turns. It obeys only one contingency spell at a time. If you cast this blood has to flow over obstacles, up walls, or in Range: 10 feet
any verbal commands that you issue to it [no spell again, the effect of another contingency spell other unlikely directions. The water in the area Components: V, S, M [one clay pot filled with grave
action required by you]. If you don’t issue any on you ends. Also, contingency ends on you if its moves as you direct it, but once it moves beyond dirt, one clay pot filled with brackish water, and
commands to the elemental, it defends itself from material component is ever not on your person. the spell’s area, it resumes its flow based on the one 150 gp black onyx stone for each corpse]
hostile creatures but otherwise takes no actions. terrain conditions. The water continues to move Duration: Instantaneous
If your concentration is broken, the elemental Control Blood in the direction you chose until the spell ends or You can cast this spell only at night. Choose up
doesn’t disappear. Instead, you lose control of 7th level transmutation you choose a different effect. to three corpses of medium or small humanoids
the elemental, it becomes hostile toward you Casting Time: 1 action Whirlpool. This effect requires a body of blood within range. Each corpse becomes a ghoul under
and your companions, and it might attack. An Range: 300 feet at least 50 feet square and 25 feet deep. Vou cause your control. [The DM has game statistics for
uncontrolled elemental can’t be dismissed by you, Components: V, S, M [a drop of blood and a pinch a whirlpool to form in the center of the area. these creatures.]
and it disappears 1 hour after you summoned it. of dust] The whirlpool forms a vortex that is 5 feet wide As a bonus action on each of your turns, you can
The DM has the elemental’s statistics. Duration: Concentration, up to 10 minutes at the base, up to 50 feet wide ai the top, and 25 mentally command any creature you animated
At higher levels. When you cast this spell as a Until the spell ends, you control any freestanding feel tall. Any creature or object in the water and with this spell if the creature is within 120 feet
higher spell level, the challenge rating increases by water inside an area you choose that is a cube up within 25 feet of the vortex is pulled 10 feet toward of you [if you control multiple creatures, you can
1 for each spell level above 5th. to 100 feet on a side. The water turns to blood. You it. A creature can swim away from the vortex by command any or all of them at the same time,
can choose from any of the following effects when making a Strength [Athletics] check against your issuing the same command to each one]. You
Contingency you cast this spell. As an action on your turn, you spell save DC. decide what action the creature will take and
6th leveI evocation can repeat the same effect or choose a different one. Control Creature. You can also control a where it will move during its next turn, or you
Casting Time: 10 minutes Flood. You cause the water Ievel of all standing creature. It must succeed a Wisdom saving can issue a general command, such as to guard
Range: Self blood in the area to rise by as much as 20 feet. If throw check or be controlled by you. A creature a particular chamber or corridor. If you issue no
Components: V, S, M [a statuette of yourself carved the area includes a shore, the flooding blood spills controlled by you do not act on it’s own, instead, commands, the creature only defends itself against
from ivory and decorated with gems worth at least over onto dry land. If you choose an area in a large does exactly what you decide. At the end of the hostile creatures. Once given an order, the creature
1,500 gp] body of blood, you instead create a 20-foot tall creature’s every turn it can make a new Wisdom continues to follow it until its task is complete.
Duration: 10 days wave that travels from one side of the area to the saving throw to end the effect. The creature is under your control for 24 hours,
Choose a spell of 5th level or lower that you can other and then crashes down. Any huge or smaller When a creature enters the vortex for the first after which it stops obeying any command you
cast, that has a casting time of 1 action, and that vehicles in the wave’s path are carried with it to the time on a turn or starts its turn there, it must have given it. To maintain control of the creature
can target YOU. You cast that spell-called the other side. Any huge or smaller vehicles struck by make a Strength saving throw. On a failed save, for another 24 hours, you must cast this spell on
contingent spell-as part of casting contingency, the wave have a 25 percent chance of capsizing. the creature takes 2d8 bludgeoning damage and the creature before the current 24-hour period
expending hit points for both spells, but the The blood level remains elevated until the spell is caught in the vortex until the spell ends. On a ends. This use of the spell reasserts your control
contingent spell doesn’t come into effect. Instead, ends or you choose a different effect. If this effect successful save, the creature takes half damage, and over up to three creatures you have animated with
it takes effect when a certain circumstance occurs. produced a wave, the wave repeats on the start of isn’t caught in the vortex. A creature caught in the this spell, rather than animating new ones.
Vou describe that circumstance when you cast your next turn while the flood effect lasts. vortex can use its action to try to swim away from At higher levels. When you cast this spell as
the two spells. For example, a contingency cast Part Blood. You cause blood in the area to move the vortex as described above, but has disadvantage a higher spell level, you can animate or reassert
with water breathing might stipulate that water apart and create a trench. The trench extends on the Strength [Athletics] check to do so. control over four ghouls with 7th level spell. You

House-ruled creation by Nerull59 [Thiago Coutinho]. 10


can animate or reassert control over five ghouls You create a 20-foot-radius sphere fog centered on In addition, whenever a creature within 5 feet of spell level of 5th or higher grants a duration that
or two ghasts or wights with 8th level spell. You a point you choose within range. The fog spreads you hits you with a melee attack, the shield erupts doesn’t require concentration.
can animate or reassert control over six ghouls, around corners. It lasts for the duration or until with a dense vapor. The attacker takes 2d8 damage If you decide to remove a curse, the duration
three ghasts or wights, or two mummies with 9th strong wind disperses the fog, ending the spell. Its from the same type as your sigil. is instantaneous instead and at your touch, all
level spell. area is heavily obscured. curses affecting one creature or object end. If the
When a creature enters the spell’s area for the Cursed Anima object is a cursed magic item, its curse remains,
Crimson Gate first time on a turn or starts its turn there, that 3rd level necromancy but the spell breaks its owner’s attunement to the
6th level conjuration, sigil creature must make a Constitution saving throw. Casting Time: 1 action object so it can be removed or discarded.
Casting Time: 1 action The creature takes 5d8 damage on a failed save, Range: Touch
Range: 500 feet or half as much damage on a successful one. Components: V, S Delayed Blast Fireball
Components: V, S Creatures are affected even if they hold their Duration: Concentration, up to 1 minute 7th level evocation
Duration: Concentration, up to 10 minutes breath or don’t need to breathe. By touching a creature, you decide if you are Casting Time: 1 action
You create linked teleportation portals that The fog moves 10 feet away from you at the start bestowing or removing a curse from it. Range: 150 feet
remain open for the duration. Choose two points of each of your turns, rolling along the surface of If you decide to bestow a curse, you touch a creature, Components: V, S, M [a tiny ball of bat guano and
on the ground that you can see, one point within the ground. The vapors, being heavier than air, and that creature must succeed on a Wisdom saving sulfur]
10 feet of you and one point within 500 feet of sink to the lowest level of the land, even pouring throw or become cursed for the duration of the spell. Duration: Concentration, up to 1 minute
you. A circular portal, 10 feet in diameter, opens down openings. When you cast this spell, choose the nature of the A beam of yellow light flashes from your
over each point. If the portal would open in the The damage type and color of the fog is curse from the following options: pointing finger, then condenses to linger at a
space occupied by a creature, the spell fails, and determined by you bloodline sigil. chosen point within range as a glowing bead
the casting is lost. At higher levels. When you cast this spell as a • Choose one ability score. While cursed, the for the duration. When the spell ends, either
The portals are two dimensional glowing rings higher spell level, the damage increases by 1d8 for target has disadvantage on ability checks and because your concentration is broken or because
filled with mist, hovering inches from lhe ground each spell level above 5th. saving throws made with that ability score. you decide to end it, the bead blossoms with a
and perpendicular to it at the points you choose. • While cursed, the target has disadvantage on low roar into an explosion of flame that spreads
A ring is visible only from one side [your choice], Cruor Scutum attack rolls against you. around corners. Each creature in a 20-fool-
which is the side that functions as a portal. 4th level evocation, sigil • While cursed, the target must make a Wisdom radius sphere centered on that point must make
The portals and the mists bear the colors of your Casting Time: 1 action saving throw at the start of each of its turns. a Dexterity saving throw. A creature takes fire
bloodline sigil. Range: Self If it fails, it wastes its action during that turn damage equal to the total accumulated damage
Any creature or object entering the portal exits Components: V, S, M [a bit of phosphorus or a firefly] doing nothing. on a failed save, or half as much damage on a
from the other portal as if the two were adjacent Duration: 10 minutes • While the target is cursed, your attacks and spells successful one.
to each other; passing through a portal from the Thin and wispy vapors wreathe your body for the deal an extra ld8 necrotic damage to the target. The spell’s base damage is 12d6. If at the end
nonportal side has no effect. The mist that fills duration, shedding bright light in a 10 foot radius of your turn the bead has not yet detonated, the
each portal is opaque and blocks vision through it. and dim light for an additional 10 feet. You can end A remove curse spell ends this effect. At the damage increases by 1d6.
On your turn, you can rotate the rings as a bonus the spell early by using an action to dismiss it. DM’s option, you may choose an alternative curse If the glowing bead is touched before the interval
action so that the active side faces in a different The vapors provide you with a shield of your effect, but it should be no more powerful than has expired, the creature touching it must make
direction. bloodline sigil type. The green vapor shield grants those described above. The DM has final say on a Dexterity saving throw. On a failed save, the
you resistance to poison damage; the black vapor such a curse’s effect. spell ends immediately, causing the bead to erupt
Cruor Enervation shield grants you resistance to acid damage; the At higher levels. If you cast this spell as a in flame. On a successful save, the creature can
5th level conjuration, sigil purple vapor shield grants you resistance to force higher level spell, the duration is concentration, throw the bead up to 40 feet. When it strikes a
Casting Time: 1 action damage; the blue vapor shield grants you resistance up to 10 minutes, with a 4th level spell. 8 hours creature or a solid object, the spell ends, and the
Range: 120 feet to lightning damage; the white vapor shield grants with a 5th level spell. 24 hours with a 7th level bead explodes.
Components: V, S you resistance to cold damage; and the red vapor spell. And if you cast this spell as a 9th level The fire damages objects in the area and ignites
Duration: Concentration, up to 10 minutes shield grants you resistance to fire damage; spell, the spell lasts until it is dispelled. Using a flammable objects that aren’t being worn or carried.

House-ruled creation by Nerull59 [Thiago Coutinho]. 11


At higher levels. When you cast this spell as a This spell automatically disintegrates a large or At higher levels. When you cast this spell as a Dominate Person
higher spell level, the base damage increases smaller nonmagical object or a creation of magical higher level spell, the duration is concentration, 5th level enchantment
by1d6 for each spell level above 7th. force. If the target is a huge or larger object or up to 10 minutes, with a 5th level spell. Casting Time: 1 action
creation of force, this spell disintegrates a 10-foot- Concentration, up to 1 hour, with a 6th level spell. Range: 60 feet
Detect Magic cube portion of it. A magic item is unaffected by Concentration, up to 8 hours with a 7th level spell. Components: V, S
1st-level divination [ritual] this spell. Duration: Concentration, up to 1 minute
Casting Time: 1 action At higher levels. When you cast this spell as a Dominate Monster You attempt to beguile a humanoid that you can see
Range: Self higher level spell, the damage increases by 3d6 for 8th level enchantment within range. It must succeed on a Wisdom saving
Components: V, S each spell level above 6th. Casting Time: 1 action throw or be charmed by you for the duration. If you
Duration: Concentration, up to 10 minutes Range: 60 feet or creatures that are friendly to you are fighting it,
For the duration, you sense the presence of magic Dominate Beast Components: V, S it has advantage on the saving throw.
within 30 feet of you. If you sense magic in this 4th level enchantment Duration: Concentration, up to 1 hour While the target is charmed, you have a
way, you can use your action to see a faint aura Casting Time: 1 action You attempt to beguile a creature that you can see telepathic link with it as long as the two of you are
around any visible creature or object in the area Range: 60 feet within range. It must succeed on a Wisdom saving on the same plane of existence. You can use this
that bears magic, and you learn its school of Components: V, S throw or be charmed by you for the duration. telepathic link to issue commands to the creature
magic, if any. Duration: Concentration, up to 1 minute If you or creatures that are friendly to you are while you are conscious [no action required],
The spell can penetrate most barriers, but it is You attempt to beguile a beast that you can see fighting it, it has advantage on the saving throw. which it does its best to obey. You can specify
blocked by 1 foot o f stone, 1 inch of common within range. It must succeed on a Wisdom saving While the creature is charmed, you have a a simple and general course of action, such as
metal, a thin sheet of lead, or 3 feet of wood or throw or be charmed by you for the duration. telepathic link with it as long as the two of you “Attack that creature,” “Run over there,” or “Fetch
dirt. If you or creatures that are friendly to you are are on the same plane of existence. You can use that object.” If the creature completes the order
fighting it, it has advantage on the saving throw. this telepathic link to issue commands to the and doesn’t receive further direction from you, it
Disintegrate While the beast is charmed, you have a telepathic creature while you are conscious [no action defends and preserves itself to the best of its ability.
6th level transmutation link with it as long as the two of you are on the required], which it does its best to obey. You can You can use your action to take total and precise
Casting Time: 1 action same plane of existence. You can use this telepathic specify a simple and general course of action, control of the target. Until the end of your next
Range: 60 feet link to issue commands to the creature while such as “Attack that creature,” “Run over there,” turn, the creature takes only the actions you
Components: V, S, M [lodestone and a pinch of you are conscious [no action required], which or “Fetch that object.” If the creature completes choose, and doesn’t do anything that you don’t
dust] it does its best to obey. You can specify a simple the order and doesn’t receive further direction allow it to do. During this time you can also cause
Duration: Instantaneous and general course of action, such as “Attack that from you, it defends and preserves itself to the the creature to use a reaction, but this requires you
A thin green ray springs from your pointing finger creature.” “Run over there,” or “Fetch that object.” best of its ability. to use your own reaction as well.
to a target that you can see within range. The If the creature completes the order and doesn’t You can use your action to take total and precise Each time the target takes damage, it makes a
target can be a creature, an object, or a creation receive further direction from you, it defends and control of the target. Until the end of your next new Wisdom saving throw against the spell. If the
of magical force, such as the wall created by wall preserves itself to the best of its ability. turn, the creature takes only the actions you saving throw succeeds, the spell ends.
of force. You can use your action to take total and precise choose, and doesn’t do anything that you don’t At higher levels. When you cast this spell as a
A creature targeted by this spell must make a control of the target. Until the end of your next allow it to do. During this time, you can also cause higher level spell, the duration is concentration,
Dexterity saving throw. On a failed save, the target turn, the creature takes only the actions you the creature to use a reaction, but this requires you up to 10 minutes, with a 6th level spell.
takes 10d6 + 40 force damage. If this damage choose, and doesn’t do anything that you don’t to use your own reaction as well. Concentration, up to 1 hour, with a 7th level spell.
reduces the target to 0 hit points, it is disintegrated. allow it to do. During this time, you can also cause Each time the target takes damage, it makes a Concentration, up to 8 hours with a 8th level spell.
A disintegrated creature and everything it is the creature to use a reaction, but this requires you new Wisdom saving throw against the spell. If the
wearing and carrying, except magic items, are to use your own reaction as well. saving throw succeeds, the spell ends. Earthquake
reduced to a pile of fine gray dust. The creature Each time the target takes damage, it makes a At higher levels. When you cast this spell as a 8th level evocation
can be restored to life only by means of a true new Wisdom saving throw against the spell. If the higher level spell, the duration is concentration, Casting Time: I action
resurrection or a wish spell. saving throw succeeds, the spell ends. up to 8 hours, with a 9th level spell. Range: 500 feet

House-ruled creation by Nerull59 [Thiago Coutinho]. 12


Components: V, S, M [a pinch of dirt, a piece of action to escape. The DM can adjust the DC higher within range to grow larger or smaller for the
rock, and a lump of c1ay] or lower, depending on the nature of the rubble. On duration. Choose either a creature or an object
Duration: Concentration, up to 1 minute a successful save, the creature takes half as much that is neither worn nor carried. If the target
You create a seismic disturbance at a point on damage and doesn’t fall prone or become buried. is unwilling, it can make a Constitution saving
the ground that you can see within range. For throw. On a success, the spell has no effect.
the duration, an intense tremor rips through the Enhance Ability If the target is a creature, everything it is wearing
ground in a 100-foot-radius circle centered on 2nd level transmutation and carrying changes size with it. Any item
that point and shakes creatures and structures in Casting Time: 1 action dropped by an affected creature returns to normal
contact with the ground in that area. Range: Touch size at once.
The ground in the area becomes difficult terrain. Components: V, S, M [fur or a feather from a beast] Enlarge. The target’s size doubles in all
Each creature on the ground that is concentrating Duration: Concentration, up to 1 hour. dimensions, and its weight is multiplied by eight.
must make a Constitution saving throw. On a You touch a creature and bestow upon it a magical This growth increases its size by one category-
failed save, the creature’s concentration is broken. enhancement. Choose one of the following effects; from medium to large, for example. If there isn’t
When you cast this spell and at the end of each the target gains that effect until the spell ends. enough room for the target to double its size. the
turn you spend concentrating on it, each creature creature or object attains the maximum possible
on the ground in the area must make a Dexterity Bear’s Endurance. The target has advantage on size in the space available. Until the spell ends, the
saving throw. On a failed save, the creature is Constitution checks. It also gains 2d6 temporary target also has advantage on strength checks and
knocked prone. hit points, which are lost when the spell ends. strength saving throws. The target’s weapons also
This spell can have additional effects depending Bull’s Strength. The target has advantage on grow to match its new size. While these weapons
on the terrain in the area, as determined by the DM. strength checks, and his or her carrying capacity are enlarged, the target’s attacks with them deal
Fissures. Fissures open throughout the spell’s area doubles. ld4 extra damage.
at the start of your next turn after you cast the spell. Cat’s Grace. The target has advantage on Reduce. The target’s size is halved in all
A total of 1d6 such fissures open in locations chosen Dexterity checks. It also doesn’t take damage from dimensions, and its weight is reduced to one-
by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, falling 20 feet or less if it isn’t incapacitated. eighth of normal. This reduction decreases its
and extends from one edge of the spell’s area to the Eagle’s Splendor. The target has advantage on size by one category-from medium to small, for
opposite side. A creature standing on a spot where Charisma checks. example. Until the spell ends, the target also has
a fissure opens must succeed on a Dexterity saving Fox’s Cunning. The target has advantage on disadvantage on strength checks and strength
throw or fall in. A creature that successfully saves Intelligence checks. saving throws. The target’s weapons also shrink
moves with the fissure’s edge as it opens. Owl’s Wisdom. The target has advantage on to match its new size. While these weapons are
A fissure that opens beneath a structure causes it Wisdom checks. reduced, the target’s attacks with them deal ld4 less
to automatically collapse [see below]. damage [this can’t reduce the damage below 1].
Structures. The tremor deals 50 bludgeoning At higher levels. When you cast this spell as a
damage to any structure in contact with the ground higher level spell, you can target one additional Exocoagulation
in the area when you cast the spell and at the creature for each spell level above 2nd. 4th level abjuration, sigil
start of each of your turns until the spell ends. If Casting Time: 1 action
a structure drops to 0 hit points, it collapses and Enlarge/Reduce Range: Touch
potentially damages nearby creatures. A creature 2nd level transmutation Components: V, S, M [diamond dust worth 100 gp,
within half the distance of a structure’s height Casting Time: 1 action which the spell consumes]
must make a Dexterity saving throw. On a failed Range: 30 feet Duration: Concentration, up to 1 hour
save, the creature takes 5d6 bludgeoning damage, Components: V, S, M [a pinch of powdered iron] Your blood boils and vapors of the color of your
is knocked prone, and is buried in the rubble, Duration: Concentration, up to 1 minute sigil start to surround the target. The vapors,
requiring a DC 20 Strength [Athletics] check as an You cause a creature or an object you can see then, stick to it’s flesh, hardening but allowing

House-ruled creation by Nerull59 [Thiago Coutinho]. 13


full flexibility, giving him a colored aspect that creature that ends its turn in the area must succeed psychic damage. If the target is diseased or poisoned Fire Bolt
resembles your aura color. Until the spell ends, the on a Dexterity saving throw or take 2d6 damage as when you cast the spell, or becomes diseased or Evocation cantrip
target has resistance to nonmagical bludgeoning, milky, otherworldly tentacles rub against it. This poisoned while under the spell’s effect, the disease Casting Time: 1 action
piercing, and slashing damage. damage is the same as your sigil describes. and poison have no effect until the spell ends. Range: 120 feet
At higher levels. When you cast this spell as a Components: V, S
higher level spell, you can target one additional Feeblemind Finger of Death Duration: Instantaneous
creature for each spell level above 4th. 8th level enchantment 7th level necromancy You hurl a mote of fire at a creature or object
Casting Time: 1 action Casting Time: 1 action within range. Make a ranged spell attack against
False Life Range: 150 feet Range: 60 feet the target. On a hit, the target takes 1d10 fire
1st level necromancy Components: V, S, M [a handful of c1ay, crystal, Components: V, S damage. A flammable object hit by this spell
Casting Time: 1 action glass, or mineral spheres] Duration: Instantaneous ignites if it isn’t being worn or carried.
Range: Self Duration: Instantaneous You send negative energy coursing through a This spell’s damage increases by 1d10 when you
Components: V, S, M [a small amount of alcohol or You blast the mind of a creature that you can see creature that you can see within range, causing it reach 5th level [2d10], 11th level [3d10], and 17th
distilled spirits] within range, attempting to shatter its intellect and searing pain. The target must make a Constitution level [4d10].
Duration: 1 hour personality. The target takes 4d6 psychic damage saving throw. It takes 7d8 + 30 necrotic damage
Bolstering yourself with a necromantic facsimile and must make an Intelligence saving throw. on a failed save, or half as much damage on a Fire Storm
of life, you gain 1d4 + 4 temporary hit points for On a failed save, the creature’s Intelligence and successful one. 7th level evocation
the duration. Charisma scores become 1. The creature can’t cast A humanoid killed by this spell rises at the start Casting Time: 1 action
At Higher Levels. When you cast this spell as a spells, activate magic items, understand language, of your next turn as a zombie that is permanently Range: 150 feet
higher spell level, you gain 5 additional temporary or communicate in any intelligible way. The under your command, following your verbal Components: V, S
hit points for each spell level above 1st. creature can, however, identify its friends, follow orders to the best of its ability. Duration: Instantaneous
them, and even protect them. A storm made up of sheets of roaring flame
Famine At the end of every 30 days, the creature can Fireball appears in a location you choose within range.
3rd level conjuration, sigil repeat its saving throw against this spell. If it 3rd level evocation The area of the storm consists of up to ten 10-
Casting Time: 1 action succeeds on its saving throw, the spell ends. Casting Time: 1 action foot cubes, which you can arrange as you wish.
Range: 150 feet The spell can also be ended by greater restoration, Range: 150 feet Each cube must have at least one face adjacent
Components: V, S, M [a pickled octopus tentacle] heal, or wish. Components: V, S, M [a tiny ball of bat guano and to the face of another cube. Each creature in the
Duration: Concentration, up to 1 minute sulfur] area must make a Dexterity saving throw. It takes
You open a gateway to the dark between the Feign Death Duration: Instantaneous 7d10 fire damage on a failed save, or half as much
stars, a region infested with unknown horrors 3rd level necromancy [ritual] A bright streak flashes from your pointing finger to damage on a successful one.
from your imagination. A 20-foot-radius sphere Casting Time: 1 action a point you choose within range and then blossoms The fire damages objects in the area and ignites
appears, centered on a point with range and Range: Touch with a low roar into an explosion of flame. Each flammable objects that aren’t being worn or
lasting for the duration. The sphere is covered in Components: V, S, M [a pinch of graveyard dirt] creature in a 20-foot-radius sphere centered on that carried. If you choose, plant life in the area is
a thick fog and both its color and the temperature Duration: 1 hour point must make a Dexterity saving throw. A target unaffected by this spell.
inside matches your bloodline sigil. This void You touch a willing creature and put it into a takes 8d6 fire damage on a failed save, or half as
is filled with a cacophony of soft whispers and cataleptic state that is indistinguishable from death. much damage on a successful one. Flaming Sphere
slurping noises that can be heard up to 30 feet For the spell’s duration, or until you use an action The fire spreads around corners. It ignites 2nd level conjuration
away. No magic can reveal the area, and creatures to touch the target and dismiss the spell, the target flammable objects in the area that aren’t being Casting Time: 1 action
fully within the area are blinded. appears dead to all outward inspection and to spells worn or carried. Range: 60 feet
The void creates a warp in the fabric of space, used to determine the target’s status. The target is At higher levels. When you cast this spell as a Components: V, S, M [a bit of tallow, a pinch of
and the area is difficult terrain. Any creature that blinded and incapacitated, and its speed drops to higher level spell, the damage increases by 1d6 for brimstone, and a dusting of powdered iron]
starts its turn in the area takes 2d6 damage. Any 0. The target has resistance to all damage except each spell level above 3rd. Duration: Concentration, up to 1 minute

House-ruled creation by Nerull59 [Thiago Coutinho]. 14


A 5-foot diameter sphere of fire appears in an removes the rose completely, taking 2d10 damage You touch a willing creature and bestow a limited Geas
unoccupied space of your choice within range from its thorns. On a failed check, the rose simply ability to see into the immediate future. For the 5th level enchantment
and lasts for the duration. Any creature that ends remains in his chest. duration, the target can’t be surprised and has Casting Time: 1 minute
its turn within 5 feet of the sphere must make a While you mantain the concentration on this advantage on attack rolls, ability checks, and Range: 60 feet
Dexterity saving throw. The creature takes 2d6 fire spell, you cannot perform any other action except saving throws. Additionally, other creatures have Components: V
damage on a failed save, or half as much damage for walking and using the spell’s bonus action. If disadvantage on attack rolls against the target for Duration: 30 days
on a successful one. you cast another spell or perform any other kind the duration. You place a magical command on a creature
As a bonus action, you can move the sphere up of attack, or a physical or mental checks, you lose This spell immediately ends if you cast it again that you can see within range, forcing it to
to 30 feel. If you ram the sphere into a creature, the concentration and thus end the spell effect. before its duration ends. carry out some service or refrain from some
that creature must make the saving throw against The spell also ends if the target is ever outside the action or course of activity as you decide. If the
the sphere’s damage, and the sphere stops moving spell’s range or if it has total cover from you. Gate creature can understand you, it must succeed
this turn. A rose that completely turns to your bloodline 9th level conjuration on a Wisdom saving throw or become charmed
When you move the sphere, you can direct it sigil color, withers and dies, which means that the Casting Time: 1 action by you for the duration. While the creature is
over barriers up to 5 feet tall and jump it across pits target has also collapsed, reaching 0 hit points. Range: 60 feet charmed by you, it takes 5d10 psychic damage
up to 10 feet wide. The sphere ignites flammable The damage that the rose deals to the target is the Components: V, S, M [a diamond worth at least each time it acts in a manner directly counter
objects not being worn or carried, and it sheds same as your bloodline heritage. 5.000 gp] to your instructions, but no more than once
bright light in a 20-foot radius and dim light for Special. There is a 20% chance you get one level Duration: Concentration, up to 1 minute each day. A creature that can’t understand you
an additional 20 feet. of exhaustion after casting this spell. You conjure a portal linking an unoccupied space is unaffected by the spell.
At higher levels. When you cast this spell as a you can see within range to a precise location on a You can issue any command you choose,
higher level spell, the damage increases by 1d6 for Fluid Splash different plane of existence. The portal is a circular short of an activity that would result in certain
each spell level above 2nd. Conjuration cantrip, sigil opening, which you can make 5 to 20 feet in death. Should you issue a suicidal command,
Casting Time: 1 action diameter. You can orient the portal in any direction the spell ends.
Fleur Letalis Range: 60 feet you choose. The portal lasts for the duration. You can end the spell early by using an action to
9th level necromancy, sigil Components: V, S The portal has a front and a back on each dismiss it. A remove curse, greater restoration, or
Casting Time: 1 action Duration: Instantaneous plane where it appears. Travel through the portal wish spell also ends it.
Range: 60 feet You hurl a bubble of a fluid that matches your is possible only by moving through its front. At higher levels. When you cast this spell as a
Components: V, S, M [a white rose, which the spell sigil damage type or blood. Choose one creature Anything that does so is instantly transported higher level spell, the duration increases to 1 year
consumes] within range, or choose two creatures within to the other plane, appearing in the unoccupied with a 7th or 8th level spell. If cast as a 9th level
Duration: Concentration, indefinitely. range that are within 5 feet o f each other. A target space nearest to the portal. spell, the effect only ends by one of the spells
Make a ranged spell attack against target creature must succeed on a Dexterity saving throw or take Deities and other planar rulers can prevent mentioned above.
within range. On a hit, a rose of light color blooms 1d6 damage of your sigil’s type or necrotic, in case portals created by this spell from opening in their
at it’s chest, slowly draining it’s life force. Initially of being blood. presence or anywhere within their domains. Gentle Repose
the rose deals 8d10 damage to the creature and in This spell’s damage increases by 1d6 when you When you cast this spell, you can speak the 2nd level necromancy [ritual]
each of your turns, you may use an action to make reach 5th level [2d6], 11th level [3d6], and 17th name of a specific creature [a pseudonym, title, Casting Time: 1 action
the rose deal an extra 1d10 damage automatically, level [4d6]. or nickname doesn’t work]. If that creature is on Range: Touch
absorbing it’s blood and changing the color. The a plane other than the one you are on, the portal Components: V, S, M [a pinch of salt and one
damage you cause automatically returns to you Foresight opens in the named creature’s immediate vicinity copper piece placed on each of the corpse’s eyes,
as temporary hit points, stackable to a maximum 9th level divination and draws the creature through it to the nearest which must remain there for the duration]
equals to your caster level. Casting Time: 1 minute unoccupied space on your side of the portal. You Duration: 10 days
Every turn, the target can make a Strength check Range: Touch gain no special power over the creature, and it is You touch a corpse or other remains. For the
against your spell save DC to try to remove it Components: V, S, M [a hummingbird feather] free to act as the DM deems appropriate. It might duration, the target is protected from decay and
from his chest. On a successful check, the target Duration: 8 hours leave, attack you, or help you. can’t become undead.

House-ruled creation by Nerull59 [Thiago Coutinho]. 15


The spell also effectively extends the time limit Components: V, S, M [a small. straight piece of iron] must make a Dexterity saving throw. A creature When the cloud appears, each creature in it
on raising the target from the dead, since days Duration: Concentration. up to 1 minute takes 2d8 bludgeoning damage and 4d6 cold must make a Dexterity saving throw. A creature
spent under the influence of this spell don’t count Choose a creature that you can see within range. damage on a failed save, or half as much damage takes 10d8 fire damage on a failed save, or half
against the time limit of spells such as raise dead. The target must succeed on a Wisdom saving on a successful one. as much damage on a successful one. A creature
throw or be paralyzed for the duration. This spell Hailstones turn the storm’s area of effect into must also make this saving throw when it enters
Haste has no effect on undead. At the end of each of its difficult terrain until the end of your next turn. the spell’s area for the first time on a turn or ends
3rd level transmutation turns, the target can make another Wisdom saving At higher levels. When you cast this spell as its turn there.
Casting Time: 1 action throw. On a success. the spell ends on the target. a higher level spell, the bludgeoning damage The cloud moves 10 feet directly away from you
Range: 30 feet At higher levels. When you cast this spell as a increases by 1d8 for each spell level above 4th. in a direction that you choose at the start of each
Components: V, S, M [a shaving of licorice root] higher level spell, you can target one additional of your turns.
Duration: Concentration, up to 1 minute creature per spell level above 5th. The creatures Identify
Choose a willing creature that you can see within must be within 30 feet of each other when you 1st level divination [ritual] Lightning Bolt
range. Until the spell ends, the target’s speed target them. Casting Time: 1 minute 3rd level evocation
is doubled, it gains a +2 bonus to AC, it has Range: Touch Casting Time: 1 action
advantage on Dexterity saving throws, and it gains Hold Person Components: V, S, M [a pearl worth at least 100 gp Range: Self [100-foot line]
an additional action on each of its turns. That 2nd level enchantment and an owl feather] Components: V, S, M [a bit of fur and a rod of
action can be used only to take the Attack [one Casting Time: 1 action Duration: Instantaneous amber, crystal, or glass]
weapon attack only], Dash, Disengage, Hide, or Range: 60 feet You choose one object that you must touch Duration: Instantaneous
Use an Object action. Components: V, S, M [a small, straight piece of iron] throughout the casting of the spell. If it is a magic A stroke of lightning forming a line 100 feet long
When the spell ends, the target can’t move or Duration: Concentration. up to 1 minute item or some other magic-imbued object, you learn and 5 feet wide blasts out from you in a direction
take actions until after its next turn, as a wave of Choose a humanoid that you can see within range. its properties and how to use them, whether it you choose. Each creature in the line must make
lethargy sweeps over it. The target must succeed on a Wisdom saving requires attunement to use, and how many charges a Dexterity saving throw. A creature takes 8d6
throw or be paralyzed for the duration. At the end it has, if any. You learn whether any spells are lightning damage on a failed save, or half as much
Healing Blood of each of its turns. the target can make another affecting the item and what they are. If the item was damage on a successful one.
8th level evocation Wisdom saving throw. On a success. the spell ends created by a spell, you learn which spell created it. The lightning ignites flammable objects in the
Casting Time: 1 action on the target. If you instead touch a creature Throughout the area that aren’t being worn or carried.
Range: 60 feet At higher levels. When you cast this spell as a casting, you learn what spells, if any, are currently At higher levels. When you east this spell as a
Components: V, S higher level spell, you can target one additional affecting it. higher level spell, the damage increases by 1d6 for
Duration: Instantaneous humanoid per spell level above 2nd. The each spell level above 3rd.
Choose a creature that you can see within range. humanoids must be within 30 feet of each other Incendiary Cloud
A surge of positive energy washes through the when you target them. 8th level conjuration Locate Creature
creature, causing it to regain 80 hit points. This Casting Time: 1 action 4th level divination
spell also ends blindness, deafness, and any Ice Storm Range: 150 feet Casting Time: 1 action
diseases affecting the target. This spell has no 4th level evocation Components: V, S Range: Self
effect on constructs or undead. Casting Time: 1 action Duration: Concentration, up to 1 minute Components: V, S, M [a bit of fur from a blood
At higher levels. When you cast this spell as a 9th Range: 300 feet A swirling cloud of smoke shot through with hound]
level spell, the amount of healing increases by 20. Components: V, S, M [a pinch of dust and a few white-hot embers appears in a 20-foot-radius Duration: Concentration, up to 1 hour
drops of water] sphere centered on a point within range. The Describe or name a creature that is familiar to you.
Hold Monster Duration: Instantaneous cloud spreads around corners and is heavily You sense the direction to the creature’s location,
5th level enchantment A hail of rock-hard ice pounds to the ground in a obscured. It lasts for the duration or until a wind as long as that creature is within 1,000 feet of you.
Casting Time: 1 action 20-foot-radius, 40-foot-high cylinder centered on of moderate or greater speed [at least 10 miles per If the creature is moving, you know the direction
Range: 90 feet a point within range. Each creature in the cylinder hour] disperses it. of its movement.

House-ruled creation by Nerull59 [Thiago Coutinho]. 16


The spell can locate a specific creature known to Magic Weapon all their money to the first beggar they meet. If bludgeoning damage on a failed save, or half as
you, or the nearest creature of a specific kind [such as 2nd level transmutation the condition isn’t met before the spell ends, the much damage on a successful one. A creature in
a human or a unicorn], So long as you have seen such Casting Time: 1 bonus action activity isn’t performed. the area of more than one fiery burst is affected
a creature up close-within 30 feet-at least once. If the Range: Touch If you or any of your companions damage a only once.
creature you described or named is in a different Components: V, S creature affected by this spell, the spell ends for The spell damages objects in the area and ignites
form, such as being under the effects of a polymorph Duration: Concentration, up to 1 hour that creature. flammable objects that aren’t being worn or
spell, this spell doesn’t locate the creature. You touch a nonmagical weapon. Until the spell At higher levels. When you cast this spell as carried.
This spell can’t locate a creature if running water ends, that weapon becomes a magic weapon with a higher level spell, the duration is 10 days with
at least 10 feet wide blocks a direct path between a +1 bonus to attack rolls and damage rolls. a 7th level spell. 30 days with a 8th level spell. Poison Spray
you and the creature. At higher levels. When you cast this spell as a When you use a 9th level spell, the duration is a Conjuration cantrip
higher level spell, the bonus increases to +2. When year and a day. Casting Time: 1 action
Mage Armor you cast as a 6th level spell or higher, the bonus Range: 10 feet
1st level abjuration increases to +3. Message Components: V, S
Casting Time: 1 action Transmutation cantrip Duration: Instantaneous
Range: Touch Mass Suggestion Casting Time: 1 action You extend your hand toward a creature you can
Components: V, S, M [a piece of cured leather] 6th level enchantment Range: 120 feet see within range and project a puff o f noxious
Duration: 8 hours Casting Time: 1 action Components: V, S, M [a short piece o f copper wire] gas from your palm. The creature must succeed
You touch a willing creature who isn’t wearing Range: 60 feet Duration: 1 round on a Constitution saving throw or take 1d12
armor, and a protective magical force surrounds it Components: V, M [a snake’s tongue and either a You point your finger toward a creature within poison damage.
until the spell ends. The target’s base AC becomes 13 bit of honeycomb or a drop of sweet oil] range and whisper a message. The target [and only This spell’s damage increases by 1d12 when you
+ its Dexterity modifier. The spell ends if the target Duration: 24 hours the target] hears the message and can reply in a reach 5th level [2d12], 11th level [3d12], and 17th
dons armor or if you dismiss the spell as an action. You suggest a course of activity [limited to a whisper that only you can hear. level [4d12].
sentence or two] and magically influence up to You can cast this spell through solid objects if you
Mage Hand twelve creatures of your choice that you can see are familiar with the target and know it is beyond Power Word Kill
Conjuration cantrip within range and that can hear and understand the barrier. Magical silence. 1 foot o f stone, 1 inch 9th level enchantment
Casting Time: 1 action you. Creatures that can’t be charmed are immune of common metal, a thin sheet of lead, or 3 feet o Casting Time: 1 action
Range: 30 feet to this effect. The suggestion must be worded in f wood blocks the spell. The spell doesn’t have to Range: 60 feet
Components: V, S such a manner as to make the course of action follow a straight line and can travel freely around Components: V
Duration: 1 minute sound reasonable. Asking the creature to stab corners or through openings. Duration: Instantaneous
A spectral, floating hand appears at a point you itself, throw itself onto a spear, immolate itself, or You utter a word of power that can compel one
choose within range. The hand lasts for the do some other obviously harmful act automatically Meteor Swarm creature you can see within range to die instantly.
duration or until you dismiss it as an action. The negates the effect of the spell. 9th level evocation If the creature you choose has 100 hit points or
hand vanishes if it is ever more than 30 feet away Each target must make a Wisdom saving Casting Time: 1 action fewer, it dies. Otherwise. the spell has no effect.
from you or if you cast this spell again. throw. On a failed save, it pursues the course of Range: 1 mile
You can use your action to control the hand. You action you described to the best of its ability. The Components: V, S Power Word Stun
can use the hand to manipulate an object, open suggested course of action can continue for the Duration: Instantaneous 8th level enchantment
an unlocked door or container, stow or retrieve an entire duration. If the suggested activity can be Blazing orbs of fire plummet to the ground at four Casting Time: 1 action
item from an open container, or pour the contents completed in a shorter time, the spell ends when different points you can see within range. Each Range: 60 feet
out o f a vial. You can move the hand up to 30 feet the subject finishes what it was asked to do. creature in a 40-foot-radius sphere centered on Components: V
each time you use it. You can also specify conditions that will trigger a each point you choose must make a Dexterity Duration: Instantaneous
The hand can’t attack, activate magic items, or special activity during the duration. For example, saving throw. The sphere spreads around corners. You speak a word of power that can overwhelm
carry more than 10 pounds. you might suggest that a group of soldiers give A creature takes 20d6 fire damage and 20d6 the mind of one creature you can see within range.

House-ruled creation by Nerull59 [Thiago Coutinho]. 17


leaving it dumbfounded. If the target has 150 hit If a creature is concentrating in the spell’s area, A ray of sickening greenish energy lashes out At higher levels. When you cast this spell as a
points or fewer, it is stunned. Otherwise. the spell the creature must make a successful Constitution toward a creature within range. Make a ranged higher level spell, the duration increases by 1 hour
has no effect. saving throw against your spell save DC or lose spell attack against the target. On a hit, the target for each spell level above 3rd.
The stunned target must make a Constitution concentration. takes 2d8 poison damage and must make a
saving throw at the end of each of its turns. On a Constitution saving throw. On a failed save, it is Red Orb
successful save, this stunning effect ends. Ray of Enfeeblement also poisoned until the end of your next turn. 1st level evocation, sigil
2nd level necromancy At higher levels. When you cast this spell as a Casting Time: 1 action
Produce Blood Casting Time: 1 action higher level spell, the damage increases by 1d8 for Range: 90 feet
1st level transmutation Range: 60 feet each slot level above 1st. Components: V, S, M [diamond worth at least 50 gp]
Casting Time: 1 action Components: V, S Duration: Instantaneous
Range: 30 feet Duration: Concentration, up to 1 minute Red Mandala You hurl a 4-inch-diameter sphere of energy at a
Components: V, S, M [a vial with a few drops of A black beam of enervating energy springs 3rd level abjuration, sigil creature that you can see within range. The color
blood] from your finger toward a creature within Casting Time: 1 minute os the sphere and the damage type of the orb you
Duration: Instantaneous range. Make a ranged spell attack against the Range: 10 feet create is the same as your bloodline heritage. Then
You create up to 20 gallons of blood within range in target. On a hit, the target deals only half Components: V, S, M [holy water or powdered make a ranged spell attack against the target. If the
an open container. Alternatively, the blood falls as damage with weapon attacks that use strength silver and iron worth at least 100 gp, which the attack hits. the creature takes 3d8 damage.
rain in a 30-foot cube within range, extinguishing until the spell ends. spell consumes] At higher levels. When you cast this spell as a
exposed flames in the area. This blood can be used At the end of each of the target’s turns, it can Duration: 1 hour higher level spell, the damage increases by ld8 for
to fuel more powerful spells that need blood to make a Constitution saving throw against the You create a 10-foot-radius, 20-foot-tall cylinder each spell level above 1st.
take effect. spell. On a success, the spell ends. of magical energy centered on a point on the
At higher levels. When you cast this spell as a ground that you can see within range. Glowing Rotten Vapours
higher level spell, you create 10 additional gallons Ray of Frost runes appear wherever the cylinder intersects 3rd level conjuration, sigil
of water, or the size of the cube increases by 5 feet, Evocation cantrip with the floor or other surface. The runes color Casting Time: 1 action
for each spell level above 1st. Casting Time: 1 action matches your sigil color. Range: 90 feet
Range: 60 feet Choose one or more creature types such as Components: V, S, M [a rotten egg or several skunk
Rain of Blood Components: V, S celestials, elementals, fey, fiends, undead etc. cabbage leaves]
3rd level conjuration Duration: Instantaneous The circle affects a creature of the chosen type in Duration: Concentration, up to 1 minute
Casting Time: 1 action A frigid beam o f blue-white light streaks toward the following ways: You create a 20-foot-radius sphere of yellow,
Range: 150 feet a creature within range. Make a ranged spell nauseating gas centered on a point within range.
Components: V, S, M [a pinch of dust and a few attack against the target. On a hit, it takes 1d8 cold • The creature can’t willingly enter the cylinder by The cloud spreads around corners, and its area is
drops of blood] damage, and its speed is reduced by 10 feet until nonmagical means. If the creature tries to use heavily obscured. The cloud lingers in the air for
Duration: Concentration, up to 1 minute the start of your next turn. teleportation or interplanar travel to do so, it the duration. The gas color is the same as your
Until the spell ends, cold or warm blood rain falls The spell’s damage increases by 1d8 when you must first succeed on a Charisma saving throw. bloodline sigil. The effect goes as follows: Anguis
in a 20-foot-tall cylinder with a 40-foot radius reach 5th level [2d8], 11th level [3d8], and 17th • The creature has disadvantage on attack rolls and Aspidis are poison; Draco and Hydra are
centered on a point you choose within range. The level [4d8]. against targets within the cylinder. paralyze; and Lacerate and Serpens are slow.
area is heavily obscured, and exposed flames in • Targets within the cylinder can’t be charmed, Each creature that is completely within the
the area are doused. Ray of Sickness frightened, or possessed by the creature. cloud at the start of its turn must make a
The ground in the area is covered with thick 1st level necromancy • When you cast this spell, you can elect to cause Constitution saving throw against poison, daze
blood, making it difficult terrain. When a creature Casting Time: 1 action its magic to operate in the reverse direction, or slow. On a failed save, the creature spends its
enters the spell’s area for the first time on a turn Range: 60 feet preventing a creature of the specified type from action that turn retching and reeling, suffering
or starts its turn there, it must make a Dexterity Components: V, S leaving the cylinder and protecting targets the respective effect. Creatures that don’t need
saving throw. On a failed save, it falls prone. Duration: Instantaneous outside it. to breathe or are immune to poison, paralyze or

House-ruled creation by Nerull59 [Thiago Coutinho]. 18


slow automatically succeed on this saving throw fast pace. When the spell ends. the steed gradually creature or object every day for 30 days, placing Lightning springs from your hand to deliver a
for the respective effect. fades. giving the rider 1 minute to dismount. The the same effect on it each time, the illusion lasts shock to a creature you try to touch. Make a melee
A moderate wind [at least 10 miles per hour] spell ends if you use an action to dismiss it or if the until it is dispelled. spell attack against the target. You have advantage
disperses the cloud after 4 rounds. A strong wind steed takes any damage. False Aura. You change the way the target on the attack roll if the target is wearing armor
[at least 20 miles per hour] disperses it after 1 At higher levels. When you cast this spell as appears to spells and magical effects, such as detect made o f metal. On a hit, the target takes 1d8
round. a higher level spell, the duration increases to 2 magic, that detect magical auras. You can make a lightning damage, and it can’t take reactions until
hours with a 5th level spell. To 4 hours with a 7th nonmagical object appear magical, a magical object the start o f its next turn.
Sanguine Cloud level spell. To 8 hours with a 9th level spell. appear nonmagical, or change the object’s magical The spell’s damage increases by 1d8 when you
1st level conjuration, sigil aura so that it appears to belong to a specific school reach 5th level [2d8], 11th level [3d8], and 17th
Casting Time: 1 action Sanguis Tactus of magic that you choose. When you use this effect level [4d8].
Range: 120 feet 5th level necromancy, sigil on an object, you can make the false magic apparent
Components: V, S Casting Time: 1 action to any creature that handles the item. Sleep
Duration: Concentration, up to 1 hour Range: Self Mask. You change the way the target appears to 1st level enchantment
You create a 20-foot-radius sphere of fog centered Components: V, S spells and magical effects that detect creature types, Casting Time: 1 action
on a point within range. The sphere spreads Duration: Concentration, up to 1 minute such as a paladin’s Divine Sense or the trigger of a Range: 90 feet
around corners, and its area is heavily obscured. It The touch of your shadow-wreathed hand can symbol spell. You choose a creature type and other Components: V, S, M [a pinch of fine sand, rose
lasts for the duration or until a wind of moderate siphon life force from others to heal your wounds. spells and magical effects treat the target as if it were petals, or a cricket]
or greater speed [at least 10 miles per hour] Make a melee spell attack against a creature within a creature of that type or of that alignment. Duration: 1 minute
disperses it. Although the fog matches your sigil your reach. On a hit, the target takes 4d10 damage, Augmentation. If you spend extra hit points up This spell sends creatures into a magical slumber.
color, it is just a fog cloud. and you regain hit points equal to half the amount to 20 you may identify who’s detecting magic or Roll 5d8; the total is how many hit points of
At higher levels. When you cast this spell as a of damage dealt. Until the spell ends, you can aura as long as it has the same amount of hit dies creatures this spell can affect. Creatures within
higher level spell, the radius of the fog increases by make the attack again on each of your turns as an as you spent this extra hit points. 20 feet of a point you choose within range are
20 feet for each spell level above 1st. action. The damage is the same of your bloodline affected in ascending order of their current hit
heritage type. Shield points [ignoring unconscious creatures].
Sanguis Steed At higher levels. When you cast this spell as a 1st level abjuration Starting with the creature that has the lowest
3rd level illusion [ritual], sigil higher level spell, the damage increases by 1d10 Casting Time: 1 reaction, which you take when current hit points, each creature affected by this
Casting Time: 1 minute for each spell level above 5th. you are hit by an attack or targeted by the magic spell falls unconscious until the spell ends, the
Range: 30 feet missile spell sleeper takes damage, or someone uses an action
Components: V, S Sanguis Umbra Range: Self to shake or slap the sleeper awake. Subtract each
Duration: 1 hour 2nd level illusion Components: V, S creature’s hit points from the total before moving
A large quasi-real, horselike creature appears on Casting Time: 1 action Duration: 1 round on to the creature with the next lowest hit points.
the ground in an unoccupied space of your choice Range: Touch An invisible barrier of magical force appears A creature’s hit points must be equal to or less than
within range. You decide the creature’s appearance, Components: V, S, M [a small square of silk] and protects YOU. Until the start of your next the remaining total for that creature to be affected.
either the eyes or the hair or any other part of it Duration: 24 hours turn, you have a +5 bonus to AC, including Undead and creatures immune to being charmed
must match your sigil color. It is equipped with You place an illusion on a creature or an object against the triggering. aren’t affected by this spell.
a saddle, bit, and bridle. Any of the equipment you touch so that divination spells reveal false At higher levels. When you cast this spell as a
created by the spell vanishes in a puff of smoke if information about it. The target can be a willing Shocking Grasp higher level spell, roll an additional 2d8 for each
it is carried more than 10 feet away from the steed. creature or an object that isn’t being carried or Evocation cantrip spell level above 1st.
For the duration, you or a creature you choose worn by another creature. Casting Time: 1 action
can ride the steed. The creature uses the statistics When you cast the spell, choose one or both Range: Touch Slow
for a riding horse, except it has a speed of 100 feet of the following effects. The effect lasts for Components: V, S 3rd Ievel transmutation
and can travel 10 miles in an hour, or 13 miles at a the duration. If you cast this spell on the same Duration: Instantaneous Casting Time: 1 action

House-ruled creation by Nerull59 [Thiago Coutinho]. 19


Range: 120 feet you described to the best of its ability. The At higher levels. When you cast this spell as a At higher levels. When you cast this spell as a
Components: V, S, M [a drop of molasses] suggested course of action can continue for the higher level spell, you can target one additional higher level spell, the damage [both initial and later]
Duration: Concentration, up to 1 minute entire duration. If the suggested activity can be creature for each spell level above 2nd. increases by 1d4 for each spell level above 2nd.
You alter time around up to six creatures of your completed in a shorter time, the spell ends when
choice in a 40-foot cube within range, Each target the subject finishes what it was asked to do. Surge of Blood Szkelkzth’s Sphere of Awe
must succeed on a Wisdom saving throw or be You can also specify conditions that will 7th level evocation 6th level evocation, sigil
affected by this spell for the duration. trigger a special activity during the duration. Casting Time: 1 action Casting Time: 1 action
An affected target’s speed is halved, it takes a -2 For example, you might suggest that a knight Range: Touch Range: 300 feet
penalty to AC and Dexterity saving throws, and it give her warhorse to the first beggar she meets. Components: V, S Components: V, S, M [a small crystal sphere]
can’t use reactions. On its turn, it can use either an If the condition isn’t met before the spell Duration: Instantaneous Duration: Instantaneous
action or a bonus action, not both. Regardless of the expires, the activity isn’t performed. If you or A creature you touch regains 50 hit points. This A globe of energy streaks from your fingertips
creature’s abilities or magic items, it can’t make more any of your companions damage the target, the spell has no effect on undead or constructs. to a point of your choice within range, where it
than one melee or ranged attack during its turn. spell ends. At higher levels. When you cast this spell as a explodes in a 60-foot-radius sphere. Each creature
If the creature attempts to cast a spell with a higher level spell, you can choose one other target within the area must make a Constitution saving
casting time of 1 action, roll a d20. On an 11 Supreme Enhance Ability per spell level above 7th, as long as they are within throw. On a failed save, a creature takes 10d6
or higher, the spell doesn’t take effect until the 7th level transmutation 5ft of you. damage. On a successful save, it takes half as much
creature’s next turn, and the creature must use its Casting Time: 1 action damage. The color and damage type of the globe
action on that turn to complete the spell. If it can’t, Range: Touch Suture of energy match your bloodline sigil.
the spell is wasted. Components: V, S, M [fur or a feather from a beast] Evocation cantrip Anguis. If the globe strikes a body of water or
A creature affected by this spell makes another Duration: Concentration, up to 1 hour. Casting Time: I action a liquid that is principally water [not including
Wisdom saving throw at the end of its turn. On a You touch a creature and bestow upon it a magical Range: Touch water-based creatures], it becomes poisoned to
successful save, the effect ends for it. enhancement. Choose one of the following effects; Components: V, S a depth of 6 inches over an area 30 feet square.
the target gains that effect until the spell ends. Duration: Instantaneous This poison lasts for 1 minute. Creatures that were
Suggestion A creature you touch regains 1 hit point. This spell swimming on the surface can use an action to
2nd level enchantment Bear’s Endurance. The target gains a +2 bonus has no effect on undead or constructs. make a Constitution check against your spell save
Casting Time: 1 action to Constitution and has advantage on Constitution DC to avoid being poisoned.
Range: 30 feet checks. It also gains 2d6 temporary hit points, Szkelkzth’s Blood Dagger Aspides. If the globe strikes a body of water or
Components: V, M [a snake’s tongue and either a which are lost when the spell ends. 2nd level evocation, sigil a liquid that is principally water [not including
bit of honeycomb or a drop of sweet oil] Bull’s Strength. The target gains a +2 bonus to Casting Time: 1 action water-based creatures], it becomes corrosive to a
Duration: Concentration, up to 8 hours Strength and has advantage on Strength checks, Range: 90 feet depth of 6 inches over an area 30 feet square. This
You suggest a course of activity [limited to a and his or her carrying capacity doubles. Components: V, S, M [powdered rhubarb leaf and corrosion lasts for 1 minute. Creatures that were
sentence or two] and magically influence a Cat’s Grace. The target gains a +2 bonus to an adder’s stomach] swimming on the surface can use an action to
creature you can see within range that can hear and Dexterity and has advantage on Dexterity checks. Duration: Instantaneous make a Dexterity check against your spell save DC
understand YOU. Creatures that can’t be charmed It also doesn’t take damage from falling 20 feet or A shimmering dagger streaks toward a target to avoid being paralyzed.
are immune to this effect. The suggestion must be less if it isn’t incapacitated. within range and bursts in a spray. Make a ranged Draco. If the globe strikes a body of water or
worded in such a manner as to make the course Eagle’s Splendor. The target gains a +2 bonus to spell attack against the target. On a hit, the target a liquid that is principally water [not including
of action sound reasonable. Asking the creature Charisma has advantage on Charisma checks. takes 4d4 damage immediately and 2d4 damage water-based creatures], it becomes filled with
to stab itself, throw itself onto a spear, immolate Fox’s Cunning. The target gains a +2 bonus to at the end of its next turn. On a miss, the arrow arcana to a depth of 6 inches over an area 30 feet
itself, or do some other obviously harmful act Intelligence and has advantage on Intelligence splashes the target for half as much of the initial square. This arcana lasts for 1 minute. Creatures
ends the spell. checks. damage and no damage at the end of its next turn. that were swimming on the surface can use an
The target must make a Wisdom saving throw. Owl’s Wisdom. The target gains a +2 bonus to The dagger color, the spray type and the damage action to make a Dexterity check against your
On a failed save, it pursues the course of action Wisdom and has advantage on Wisdom checks. dealt all match your bloodline sigil. spell save DC to avoid being restrained.

House-ruled creation by Nerull59 [Thiago Coutinho]. 20


Hydra. If the globe strikes a body of water or Range: 30 feet When you first gain the ability to cast this spell, This spell ends if one of the actions you use
a liquid that is principally water [not including Components: V you learn the sigil sequences for two destinations during this period, or any effects that you create
water-based creatures], it becomes electrically Duration: Concentration, up to 1 minute on the Material Plane, determined by the DM. You during this period, affects a creature other than
charged to a depth of 6 inches over an area 30 Choose one creature that you can see within can learn additional sigil sequences during your you or an object being worn or carried by someone
feet square. This electricity lasts for 1 minute. range. The target begins a comic dance in place: adventures. You can commit a new sigil sequence other than you. In addition, the spell ends if you
Creatures that were swimming on the surface can shuffling, tapping its feet, and capering for the to memory after studying it for 1 minute. move to a place more than 1,000 feet from the
use an action to make a Dexterity check against duration. Creatures that can’t be charmed are You can create a permanent teleportation circle location where you east it.
your spell save DC to avoid being stunned. immune to this spell. by casting this spell in the same location every day
Lacerta. If the globe strikes a body of water or a A dancing creature must use all its movement for one year. You need not use the circle to teleport True Strike
liquid that is principally water [not including water- to dance without leaving its space and has when you cast the spell in this way. Divination cantrip
based creatures], it freezes the liquid to a depth of disadvantage on Dexterity saving throws and Casting Time: 1 action
6 inches over an area 30 feet square. This ice lasts attack rolls. While the target is affected by this Thunderwave Range: 30 feet
for 1 minute. Creatures that were swimming on spell, other creatures have advantage on attack 1st level evocation Components: S
the surface of frozen water are trapped in the ice. A rolls against it. As an action, a dancing creature Casting Time: 1 action Duration: Concentration, up to 1 round
trapped creature can use an action to make a Strength makes a Wisdom saving throw to regain control of Range: Self [15-foot cube] You extend your hand and point a finger at a target
check against your spell save DC to break free. itself. On a successful save, the spell ends. Components: V, S in range. Your magic grants you a brief insight
Serpens. If the globe strikes a body of water or At higher levels. When you cast this spell as a Duration: Instantaneous into the target’s defenses. On your next turn, you
a liquid that is principally water [not including higher level spell, the number of targets affected by A wave of thunderous force sweeps out from gain advantage on your first attack roll against the
water-based creatures], it boils and evaporates to this spell increases by 1 per spell level above 6th. you. Each creature in a 15-foot cube originating target, provided that this spell hasn’t ended.
a depth of 6 inches over an area of 30 feet square. from you must make a Constitution saving throw.
This vaporization lasts for 1 minute. Creatures that Teleportation Circle On a failed save, a creature takes 2d8 thunder Vampiric Touch
were swimming on the surface can use an action 5th level conjuration damage and is pushed 10 feet away from you. On 3rd level necromancy
to make a Constitution check against your spell Casting Time: 1 minute a successful save, the creature takes half as much Casting Time: 1 action
save DC to avoid being exhausted for 1d4 rounds. Range: 10 feet damage and isn’t pushed. In addition, unsecured Range: Self
You can refrain from firing the globe after Components: V, M [rare chalks and inks infused with objects that are completely within the area of effect Components: V, S
completing the spell, if you wish. A small globe precious gems with 50 gp, which the spell consumes] are automatically pushed 10 feet away from you by Duration: Concentration, up to 1 minute
about the size of a sling stone, cool to the touch, Duration: 1 round the spell’s effect, and the spell emits a thunderous The touch of your shadow-wreathed hand can
appears in your hand. At any time, you or a As you cast the spell, you draw a 10-foot-diameter boom audible out to 300 feet. siphon life force from others to heal your wounds.
creature you give the globe to can throw the globe circle on the ground inscribed with sigils that link At higher levels. When you east this spell as a Make a melee spell attack against a creature within
[to a range of 40 feet] or hurl it with a sling [to your location to a permanent teleportation circle higher level spell, the damage increases by ld8 for your reach. On a hit, the target takes 3d6 necrotic
the sling’s normal range]. It shatters on impact, of your choice whose sigil sequence you know and each spell level above 1st. damage, and you regain hit points equal to half the
with the same effect as the normal casting of the that is on the same plane of existence as you. A amount of necrotic damage dealt. Until the spell
spell. You can also set the globe down without shimmering portal opens within the circle you drew Time Stop ends, you can make the attack again on each of
shattering it. After 1 minute, if the globe hasn’t and remains open until the end of your next turn. 9th level transmutation your turns as an action.
already shattered, it explodes. Any creature that enters the portal instantly appears Casting Time: 1 action At higher levels. When you cast this spell as a
At higher levels. When you cast this spell as a within 5 feet of the destination circle or in the Range: Self higher level spell, the damage increases by 1d6 for
higher level spell, the damage increases by 1d6 for nearest unoccupied space if that space is occupied. Components: V each spell level above 3rd.
each spell level above 6th. Many major temples, guilds, and other important Duration: Instantaneous
places have permanent teleportation circles You briefly stop the flow of time for everyone but Vapour Form
Szkelkzth’s Weird Moves inscribed somewhere within their confines. Each yourself. No time passes for other creatures, while 3rd level transmutation, sigil
6th level enchantment such circle includes a unique sigil sequence-a string you take 1d4 + 1 turns in a row, during which you Casting Time: 1 action
Casting Time: 1 action of magical runes arranged in a particular pattern. can use actions and move as normal. Range: Touch

House-ruled creation by Nerull59 [Thiago Coutinho]. 21


Components: V, S. M [a bit of gauze and a wisp of One side of the wall, selected by you when Components: V, S, M [a small piece of quartz] creatures you can see within range gain this ability
smoke] you cast this spell, deals 5d8 fire damage to each Duration: Concentration, up to 10 minutes for the duration.
Duration: Concentration, up to 1 hour creature that ends its turn within 10 feet of that You create a wall of ice on a solid surface within If you target a creature submerged in a liquid, the
You transform a willing creature you touch, along side or inside the wall. A creature takes the same range. You can form it into a hemispherical dome spell carries the target to the surface of the liquid
with everything it’s wearing and carrying, into damage when it enters the wall for the first time on or a sphere with a radius of up to 10 feet, or you at a rate of 60 feel per round.
a misty cloud for the duration. The spell ends if a turn or ends its turn there. The other side of the can shape a flat surface made up of ten IO-foot-
the creature drops to 0 hit points. An incorporeal wall deals no damage. square panels. Each panel must be contiguous Wish
creature isn’t affected. The misty cloud has the At higher levels. When you cast this spell as a with another panel. In any form, the wall is I foot 9th-level conjuration
same color as your bloodline heritage sigil. higher level spell, the damage increases by 1d8 for thick and lasts for the duration. Casting Time: I action
While in this form, the target’s only method each spell level above 4th. If the wall cuts through a creature’s space when Range: Self
of movement is a flying speed of 10 feet. The it appears, the creature within its area is pushed Components: V
target can enter and occupy the space of another Wall of Force to one side of the wall and must make a Dexterity Duration: Instantaneous
creature. The target has resistance to nonmagical 5th level evocation saving throw. On a failed save, the creature takes Wish is the mightiest spell a mortal creature can
damage and to your sigil damage type, and Casting Time: 1 action 10d6 cold damage, or half as much damage on a cast. By simply speaking aloud, you can alter the
it has advantage on strength, Dexterity, and Range: 120 feet successful save. very foundations of reality in accord with your
Constitution saving throws. The target can pass Components: V, S, M [a pinch of powder made by The wall is an object that can be damaged and desires.
through small holes, narrow openings, and even crushing a clear gemstone] thus breached. It has AC 12 and 30 hit points per The basic use of this spell is to duplicate any
mere cracks, though it treats liquids as though Duration: Concentration, up to 10 minutes 10-foot section, and it is vulnerable to fire damage. other spell of 8th level or lower. You don’t need
they were solid surfaces. The target can’t fall and An invisible wall of force springs into existence at Reducing a 10-foot section of wall to 0 hit points to meet any requirements in that spell, including
remains hovering in the air even when stunned a point you choose within range. The wall appears destroys it and leaves behind a sheet of frigid air costly components. The spell simply takes effect.
or otherwise incapacitated. in any orientation you choose, as a horizontal or in the space the wall occupied. A creature moving Alternatively, you can create one of the following
While in the form of a misty cloud, the target vertical barrier or at an angle. It can be free floating through the sheet of frigid air for the first time on effects of your choice:
can’t talk or manipulate objects, and any objects it or resting on a solid surface. You can form it into a turn must make a Constitution saving throw.
was carrying or holding can’t be dropped, used, or a hemispherical dome or a sphere with a radius That creature takes 5d6 cold damage on a failed • You create one object of up to 25,000 gp in
otherwise interacted with. The target can’t attack of up to 10 feet, or you can shape a flat surface save, or half as much damage on a successful one. value that isn’t a magic item. The object can be
or cast spells. made up of ten IO-foot-by-10-foot panels. Each At higher levels. When you cast this spell as a no more than 300 feet in any dimension, and it
panel must be contiguous with another pane!. In higher level spell, the damage the wall deals when appears in an unoccupied space you can see on
Wall of Fire any form, the wall is 1/4 inch thick. It lasts for the it appears increases by 2d6, and the damage from the ground.
4th level evocation duration. If the wall cuts through a creature’s space passing through the sheet of frigid air increases by • You allow up to twenty creatures that you can see
Casting Time: 1 action when it appears, the creature is pushed to one side 1d6, for each spell level above 6th. to regain all hit points, and you end all effects on
Range: 120 feet of the wall [your choice which side]. them described in the greater restoration spell.
Components: V, S, M [a small piece of phosphorus] Nothing can physically pass through the wall. Water Walk • You grant up to ten creatures that you can see
Duration: Concentration, up to 1 minute It is immune to all damage and can’t be dispelled 3rd level transmutation [ritual] resistance to a damage type you choose.
You create a wall of fire on a solid surface within by dispel magic. A disintegrate spell destroys the Casting Time: 1 action • You grant up to ten creatures you can see
range. You can make the wall up to 60 feet long, 20 wall instantly, however. The wall also extends Range: 30 feel immunity to a single spell or other magical
feet high, and I foot thick, or a ringed wall up to 20 into the Ethereal Plane, blocking ethereal travel Components: V, S, M [a piece of cork] effect for 8 hours. For instance, you could make
feet in diameter, 20 feet high, and I foot thick. The through the wall. Duration: 1 hour yourself and all your companions immune to a
wall is opaque and lasts for the duration. This spell grants the ability lo move across any lich’s life drain attack.
When the wall appears, each creature within Wall of Ice Liquid surface-such as water, acid, mud, snow, • You undo a single recent event by forcing a
its area must make a Dexterity saving throw. On 6th level evocation quicksand, or lava-as if il were harmless solid reroll of any roll made within the last round
a failed save, a creature takes 5d8 fire damage, or Casting Time: 1 action ground [creatures crossing molten lava can still [including your last turn]. Reality reshapes itself
half as much damage on a successful save. Range: 120 feet take damage from the heal]. Up lo 10 willing to accommodate the new result. For example, a

House-ruled creation by Nerull59 [Thiago Coutinho]. 22


wish spell could undo an opponent’s successful
save, a foe’s critical hit, or a friend’s failed
save. You can force the reroll to be made with
advantage or disadvantage, and you can choose
whether to use the reroll or the original roll.

You might be able to achieve something beyond


the scope of the above examples. State your wish
to the DM as precisely as possible. The DM has
great latitude in ruling what occurs in such an
instance; the greater the wish, the greater the
Iikelihood that something goes wrong. This spell
might simply fail, the effect you desire might
only be partly achieved, or you might suffer
some unforeseen consequence as a result of how
you worded the wish. For example, wishing that
a villain were dead might propel you forward in
time to a period when that villain is no longer
alive, effectively removing you from the game.
Similarly, wishing for a legendary magic item
or artifact might instantly transport you to the
presence of the item’s current owner.
The stress of casting this spell to produce
any effect other than duplicating another spell
weakens you. After enduring that stress, each
time you cast a spell until you finish a long rest,
you take 1d10 necrotic damage per level of that
spell. This damage can’t be reduced or prevented
in any way. In addition, your Strength drops to 3,
if it isn’t 3 or lower already, for 2d4 days. For each
of those days that you spend resting and doing
nothing more than light activity, your remaining
recovery time decreases by 2 days. Finally, there
is a 33 percent chance that you are unable to cast
wish ever again if you suffer this stress.

House-ruled creation by Nerull59 [Thiago Coutinho]. 23

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