Newts Trunk of Everything - The Homebrewery

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INTRODUCTION

N
ewt Scamander, a well-known
magizologist, was and is a very good
magician who improved and elevated the
boundaries of magical animals and their
science. And he also showed the whole
wizarding world new things, animals,
spells and a lot of new things. His suitcase
itself showed it. He had a charm in him that increased the
space in this object. And he was in Adventure too! This book
will show you some special things to make your games in
world of WANDS AND WIZARDS better!

USING THIS BOOK


Written for both players and Headmasters, this book offers
options to enchance your campaigns in world of Harry Potter,
whether you're adventuring in the magic school of witchcraft
And wizardry, or in wizarding world. The options here build
on the official rules contained within the WANDS AND
WIZARDS rulebook, the Monsters book of monsters, and the
Head master's Guide. Think of this book as the unoffical
companion to those volumes. It builds on their foundation,
exploring pathways first laid in those publications. Nothing
here is required for a W&W campaign this is not a fourth
core rulebook.

Thanks to:
Murphen44 for this amazing rules set
Murphen44#8131
DCixen for lumos solem spell
School of Magic Additional Features by
ConfettiColored
Table Of Contents 2 Mystical caster 6 Sch
1 INTRODUCTION 2.1 6.
1.1 USING THIS BOOK 2.1.1 Lore book
2.1.2 Mystical blast
2 Mystical caster 2.1.3 Spellcasting
2.1 2.1.4 Mystical blast
2.1.1 Lore book 2.1.5 Arcane techniques
2.1.2 Mystical blast 2.1.6 Magical Boon
2.1.3 Spellcasting 2.1.7 Ability Score Improvement 6.
2.1.4 Arcane techniques 2.1.8 Mystic Arcanum
2.1.5 Magical Boon 2.1.9 Master of mystical
2.1.6 Ability Score Improvement 2.2 Book of ghoul studies.
2.1.7 Mystic Arcanum 2.2.1 Ghost Savant 6.
2.1.8 Master of mystical 2.2.2 Undead speaker
2.2 Book of ghoul studies. 2.2.3 GHOST WALKING
2.2.1 Ghost Savant 2.2.4 Penumbra of Royalty
2.2.2 Undead speaker 2.3 Book of History. 6.
2.2.3 GHOST WALKING 2.3.1 Savant from history
2.2.4 Penumbra of Royalty 2.3.2 Knowledge from the past
2.3 Book of History. 2.3.3 Divination Versatility
2.3.1 Savant from history 2.3.4 Legend lore
2.3.2 Knowledge from the past 2.4 Book of Ancient Magic 6.
2.3.3 Divination Versatility 2.4.1 Mystical State
2.3.4 Legend lore 2.4.2 Unorthodox Arcana
2.4 Book of Ancient Magic 2.4.3 Esoteric Resolve
2.4.1 Mystical State 2.4.4 Apotheosis 6.
2.4.2 Unorthodox Arcana 2.5 Magical Boon
2.4.3 Esoteric Resolve 2.6 Arcane techniques
2.4.4 Apotheosis
2.5 Arcane techniques 3 School of dark arts
2.6 Magical Boon 3.1
3.1.1 Light touch of darkness 7 Sch
3 School of dark arts 3.1.2 Starting Mastery 7.
3.1 3.1.3 Mages of dark arts 7.
3.1.1 Light touch of darkness 3.1.4 Dark magic inventer
3.1.2 Starting Mastery 3.1.5 Masters of the school
3.1.3 Mages of dark arts
3.1.4 Dark magic inventer 4 School of potions
3.1.5 Masters of the school 4.1
4.1.1 herbology masters
4 School of potions 4.1.2 poisoners or potion masters 8 Sch
4.1 4.1.3 Adepts to Potions
4.1.1 herbology masters 4.1.4 Master of one field 9 Sch
4.1.2 poisoners or potion masters 4.1.5 Knowledge in focus 9.
4.1.3 Adepts to Potions 4.1.6 New horizons
4.1.4 Master of one field 4.1.7 Briliant in one skill
4.1.5 Knowledge in focus
4.1.6 New horizons 5 School of Wandlore
4.1.7 Briliant in one skill 5.1
5.1.1 Wandmakers
5 School of Wandsmith 5.1.2 Theorist about wandlore 10 S
5.1 5.1.3 Starting wand mastery 10
5.1.1 Wandmakers
5.1.2 Theorist about wandlore
5.1.3 Starting wand mastery
6 School of lycantropy
Table Of Contents
1 INTRODUCTION
1.1 USING THIS BOOK
Mystical caster
Hit Points The Spells Known column of the Mystical caster table At
Hit Dice: 1d8 per mystical caster level shows when you learn more spells of your choice of 1st level choic
Hit Points at 1st Level: 8 + your Constitution modifier and higher. A spell you choose must be of a level no higher end o
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution than what's shown in the table's Slot Level column for your caste
modifier per mystical caster after 1st level. For example, when you reach 6th level in this class, you choic
Saving Throws: Wisdom, Charisma can learn one new spell of 1st, 2nd, or 3rd level. Mysti
Skills: Choose two from history od magic, Deception, Additionally, when you gain a level in this class, you can Ad
muggle studies, Intimidation, Investigation, choose one of the spells you know and replace it with another chose
herbology,Persuasion, and potion-making spell from spell list, which also must be of a level no higher anoth
than what's shown in the Mystical caster table's Slot Level
Lore book column for your level. Ma
At 1st level, you have discovered magical book of your choice: Spellcasting Ability At 3r
Charisma is your spellcasting ability for your Mystical caster your
Book of ghoul studies A book about demons, werewolves spells. You use your Charisma whenever a spell refers to your Boon
, and ghosts. spellcasting ability. In addition, you use your Charisma
Book of History A book about discovering new stories M
from the past. modifier when setting the saving throw DC for a Mystical m
caster spell you cast and when making an attack roll with M
Book of Ancient magic A book about mysterious secret one. po
from magic. To
Spell save DC = 8 + your proficiency bonus + your Charisma
Each Lore book option is detailed at the end of the class modifier
description. Each
Your choice grants you features at 1st level and again at Spell attack modifier = your proficiency bonus + your descr
6th, 10th, and 14th level. Charisma modifier
Mystical blast Mystical blast
At 1st level , you develop simple but practical spell of your Because of your connection to your patron or master , you
design.Add mystical blast to your known cantrips. Mystical
Blast doesnt count in your known cantrips. gained a spell to show others no-believers power of mystical
force from Dark Realm.
Spellcasting Mystical blast
Your spellcasting ability is charisma. charm or curse cantrip
Cantrips Casting Time: 1 action
You know two cantrips of your choice from the spell list. You Range: 120 feet
learn additional cantrips of your choice at higher levels, as Components: V, S
shown in the Cantrips Known column of the Mystical caster Duration: Instantaneous
table. A beam of crackling energy streaks toward a creature
within range. Make a ranged spell attack against the target.
Spell Slots On a hit, the target takes 1d10 force damage. The spell
The Mystical caster table shows how many spell slots you creates more than one beam when you reach higher levels:
have, as well as what the level of those slots is. All of your two beams at 5th level, three beams at 11th level, and four
Mystical caster spell slots are of the same level. To cast one of beams at 17th level. You can direct the beams at the same
your warlock spells of 1st level or higher, you must expend a target or at different ones. Make a separate attack roll for
spell slot, and you must cast that spell at the spell slot's level. each beam.
For example, when you are 5th level, you have two 3rd-level
spell slots. To cast the 1st-level spell flipendo, you must spend Arcane techniques
one of those slots, and you must cast it as a 3rd-level spell.
You regain all expended Mystical caster spell slots when You periodically receive Arcane techniques, fragments of
you finish a short or long rest. mystical knowledge which imbue you with an abiding
magical ability. You may be gifted this knowledge by your
Spells Known of 1st Level or Higher book, or you may uncover them in your personal study of
At 1st level, you know two 1st-level spells of your choice from magic lore.
the spell list.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Mystic Arcanum
At 11th level, you learn magical secret called an arcanum.
Choose one 6th-level spell from the spell list as this arcanum.
You can cast your arcanum once without expending a spell
slot. You must finish a long rest before you can do so again.
At higher levels, you gain more spells of your choice that
can be cast in this way: one 7th-level spell at 13th level, one
8th-level spell at 15th level, and one 9th-level spell at 17th
level. You regain all uses of your Mystic Arcanum when you
finish a long rest.
The spells you gain through this feature are included in the
number in the Spells Known column of the Mystical caster
table.
Master of mystical
At 20th level, you can concentŕate so much on your mystical
powers, that you learnt how to replenish them. You can spend
1 minute on concentrating to regain all your expended spell
slots from your spellcasting feature.Once you regain spell
slots with this feature, you must finish a short or long rest
before you can do so again.
Mystical caster
Proficiency Cantrips Spells Spell Slot Techniques
Level Bonus Features Known Known Slots Level Known
1st +2 Lore Book, Spellcasting, Mystical 4 2 1 1st —
Blast
2nd +2 Arcane Techniques 4 3 2 1st 2
3rd +2 Magical Boon 4 4 2 2nd 2
4th +2 Ability Score Improvement 5 5 2 2nd 2
5th +3 ─ 5 6 2 3rd 5
6th +3 Lore Book Feature 5 7 2 3rd 3
7th +3 ─ 6 8 2 4th 6
8th +3 Ability Score Improvement 6 9 2 4th 3
9th +4 ─ 6 10 2 5th 4
10th +4 Lore Book Feature 7 10 2 5th 4
11th +4 Mystic Arcanum (6th level) 7 11 3 5th 4
12th +4 Ability Score Improvement 7 11 3 5th 4
13th +5 Mystic Arcanum (7th level) 8 12 3 5th 5
14th +5 Lore Book Feature 8 12 3 5th 5
15th +5 Mystic Arcanum (8th level) 8 13 3 5th 5
16th +5 Ability Score Improvement 9 13 3 5th 5
17th +6 Mystic Arcanum (9th level) 9 14 4 5th 6
18th +6 ─ 9 14 4 5th 6
19th +6 Ability Score Improvement 9 14 4 5th 6
20th +6 Master of Mystical 9 14 4 5th 6
Book of ghoul studies.
Ghost Savant
When you choose the Book of ghoul studies at 1st level, you
learn to speak read and write demonic. In addition, you add
your proficiency bonus to all Intelligence skill checks to recall
information about demons,ghosts, ghouls and poltergeist. If
you would normally add your proficiency bonus to the check,
add twice your proficiency instead.
Undead speaker
On 6th level you can use an action to communicate with the
corpse of someone who is dead. Using an action, target one
corpse within 10 feet of you that still has a mouth and isn't
undead. This ability fails if the corpse was the target of this
ability within the last 24 hours. The corpse can speak to you
for up to ten minutes, answering up to five questions. The
corpse only knows what it knew in life, and cannot learn new
information or speculate about future events. Once you have
used this ability you must take a long rest to use it again.
GHOST WALKING
At 10th level, you can move like a ghost. As a bonus action,
you can cause your body to become partially incorporeal until
the end of your turn, allowing you to move through other
creatures and objects as if they were difficult terrain by
temporarily making your body incorporeal If you end your
tum inside a creature or object, you are immediately shunted
to the nearest occupied space that you can occupy and take
force damage equal to your fighter level You can use this
feature a number of times equal to your charisma modifier
(minimum 1) per short or long rest.
Penumbra of Royalty
Starting at 14th level, you can use magic to bring either
Fiends, Celestials or Elementals under your control, even
those summoned by other wizards. Choose either Fiends,
Celestials or Elementals - this choice is permanent and
cannot be changed. As an action, you can choose one
creature of that type that you can see within 60 feet of you.
That creature must make a Charisma saving throw against
your wizard spell save DC. If it succeeds, you can’t use this
feature on it again. If it fails, it becomes friendly to you and
obeys your commands until you use this feature again.
Intelligent creatures are harder to control in this way. If the
target has an Intelligence of 8 or higher, it has advantage on
the saving throw. If it fails the saving throw and has an
Intelligence of 12 or higher, it can repeat the saving throw at
the end of every hour until it succeeds and breaks free.
Book of History.
Savant from history
When you choose the Book of ghoul studies at 1st level, you
learn events in magical history of world full of spells.You gain
a proficiency in history and Calligrapher Supplies
Knowledge from the past
Starting at 6th level, you can call upon your knowledge to
enchant your skills. When you make an ability check or a
saving throw, you can use this feature to add a d10 to the roll.
You can do so after seeing the initial roll, but before any of the
roll's effects occur.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Divination Versatility
Beginning at 10th level, your mastery of foresight into past
has granted you a natural sense of magic. You may cast any
spell as a ritual, even if you dont have in your known spells.
The spell must have the ritual tag and must be of a spell level
that you can cast.
Once you use this ability, you cannot use it again until you
complete a long rest.
Legend lore
Starting at 14th level, you are master of informations from
the past. If you spend 10 minutes concentrating , name or
describe a person, place, or object. The spell brings to your
mind a brief summary of the significant lore about the thing
you named. The lore might consist of current tales, forgotten
stories, or even secret lore that has never been widely known.
If the thing you named isn’t of legendary importance, you gain
no information. The more information you already have about
the thing, the more precise and detailed the information you
receive is.
The information you learn is accurate but might be
couched in figurative language. For example, if you have a
mysterious magic axe on hand, the spell might yield this
information: “Woe to the evildoer whose hand touches the
axe, for even the haft slices the hand of the evil ones. Only a
true Child of Stone, lover and beloved of Moradin, may
awaken the true powers of the axe, and only with the sacred
word Rudnogg on the lips.”
Book of Ancient Magic
Mystical State
Beginning at 1st level, you have learned how to enter an
altered form of consciousness that grants focus and
enhanced magical knowledge, known as your mystical State.
You can use a bonus action to enter your mystical State,
which lasts for 1 minute. It ends early if you are
incapacitated, though you can dismiss your mystical State at
any time you choose (no action required). While in your
Gnostic State, you gain the following benefits:
⦾You can add your Charisam modifier to saving throws
made to maintain concentration on spells. You have
advantage on Intelligence (history of magic) and Intelligence
(potion-making) checks.
⦾Once per Gnostic State, you can cast any spell, even if
you don't have in your known spells.Once you have cast a
spell in this way, your Mystical State ends. You can use this
feature twice. You regain all expended uses of it when you
finish a short or long rest.
Unorthodox Arcana
By 6th level, your ability to use sigils to produce desired
magical effects extends beyond the structures of normal
wizardry. At the end of a long rest, choose one spell of 1st
level or higher.
The spell you choose must be of a level you can cast. The
chosen spell counts as is in your known spells until you finish
your next long rest or until you cast the spell, and does not
count toward the total number of spells that you can known.
You can cast the spell once using a your spell slot.
Esoteric Resolve
At 10th level, your ability to focus allows you to better ignore
hindrances from the outside world. You are immune to magic
that allows other creatures to read your thoughts or
telepathically communicate with you unless you allow it, and
when you make an Intelligence or Wisdom saving throw
while you are in your Mystical State, you can treat a d20 roll
of 9 or lower as a 10.
Apotheosis
By 14th level, you have finally mastered the art of achieving
gnosis. While in your mystical State, your concentration can't
be broken as a result of taking damage.
Magical Boon
Mark of knowledge
when you choose this boon, your mystciacl power brands
your body with a mark that symbolizes its connection to you.
This mark instantly appears when you gain this feature,
manifesting on a commonly visible area of your body, such as
the forehead, the arm, or the back of the hand. The mark can't
be removed by any means unless the marked body part is
removed with it.
While the mark is on your body, you can use a bonus action
to activate it. When you do so, you receive a flash of insight
from your patron, granting you advantage on the next
Intelligence, Wisdom, or Charisma ability check you make.
You then must then finish a short or long rest before you can
use this feature again.
Magical Talisman
Your created you an amulet, a talisman that can aid the
wearer when the need is great. When the wearer fails an
ability check, they can add a d4 to the roll, potentially turning
the roll into a success. This benefit can be used a number of
times equal to your proficiency bonus, and all expended uses
are restored when you finish a long rest. If you lose the
talisman, you can perform a 1-hour ceremony to create new
amulet. This ceremony can be performed during a short or
long rest, and it destroys the previous amulet. The talisman
turns to ash when you die.
Pact of the Tome
You found a grimoire full of magical secrets. When you gain
this feature, choose three cantrips . While the book is on your
person, you can cast those cantrips at will. They are
considered mystical caster spells for you, and they needn't be
from the same spell list. They don't count against your
number of cantrips known. If you lose your Book , you can
perform a 1-hour ceremony to create new copy. This
ceremony can be performed during a short or long rest, and it
destroys the previous book. The book turns to ash when you
die.
Eyes of the Rune writer
Arcane techniques You can read all written languages.
If an arcane invocation has prerequisites, you must meet
them to learn it. You can learn the invocation at the same Frost Lance
time that you meet its prerequisites. Prerequisite: mystical blast cantrip
If one of the prerequisites for an eldritch invocation is a Once on each of your turns, when you hit a creature with
certain level, the number refers to your mystical caster level, mystical blast, you can reduce that creature's speed by 10 feet
rather than your total character level. until the end of your next turn.
Agonizing Blast Immortal Mind
Prerequisite: Eldritch Blast cantrip Prerequisite: 9th level
When you cast Eldritch Blast, add your Charisma modifier to When you regain hit points or restore hit points to another
the damage it deals on a hit. creature using a mystical caster spell or class feature, you
may use the highest number possible for each die instead of
Armor of mystics rolling to determine the number of hit points restored. You
Your Armor class without armor or cloaks is 13 + your must then finish a short or long rest before you can use this
Dexterity modifier. techniques again.
Beast Speech Keeper of Forgotten Tongues
You can speak with animals, and you understand what they Prerequisite: Tome of secrets
said. When you finish a long rest, choose two languages. You can
speak, read, and write those two languages until the end of
Beguiling Influence your next long rest.
You gain proficiency in two of the following skills of your
choice: Deception, Intimidation, Performance, and Mark of the Immortal
Persuasion. Prerequisite: 9th level, Mark of knowledge
When you succeed on an Intelligence, Wisdom, or Charisma
Cloak of Flies saving throw, you can choose to immediately expend a
Prerequisite: 5th level number of Hit Dice, up to a maximum equal to your
You can use a bonus action to surround yourself with a Charisma modifier (minimum of 1), regaining hit points as
magical aura resembling a cloud of buzzing flies. The aura normal for each. You must then finish a short or long rest
has a 5-foot radius, is blocked by total cover, and moves with before you can use this invocation again.
you while active. The aura grants you advantage on Charisma
(Intimidation) checks, and deals poison damage equal to half Mark of the Unbidden
your mystical caster level (rounded up) to any creature other Prerequisite: Mark of knowledge
than yourself that starts its turn within it. The aura lasts until You have advantage on all ability checks made to escape
you are incapacitated or until you dismiss it as a bonus being grappled or restrained, as well as on all saving throws
action, after which you must finish a short or long rest before to avoid being restrained or paralyzed.
you can use this techniques again.
Visions out of magic
Aqua research You can cast falladecept at will, without expending a spell
Prerequisite: 5th level slot.
You gain a swimming speed equal to your walking speed, and
can breathe underwater. One with Shadows
Prerequisite: 5th level
Magical Sight When you are in an area of dim light or darkness, you can use
You can see normally in darkness, both magical and your action to become invisible until you move or take an
nonmagical, to a distance of 120 feet. action or reaction.
Magical Grip mystical Leap
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
Once on each of your turns, when you hit a creature with Your jump is tripled.
mystical blast, you can pull that creature up to 10 feet closer
to you in a straight line. Seer's Eye
Prerequisite: 9th level
Sight of mystical As an action, you gain the ability to see through solid objects
You can cast specialis revelio at will, without expending a within a range of 30 feet until the end of the current turn,
spell slot. perceiving them as ghostly, transparent images. Within that
range, you gain darkvision if you don't already have it. After
Witchcraft Spear using this technique, you must finish a short or long rest
Prerequisite: mystical blast cantrip before you can use it again.
When you cast mystical blast, its range is 300 feet.
Repelling Blast While you have a creature imprisoned in this way, you can
Prerequisite: mystical blast cantrip use your bonus action to summon the creature to an
When you hit a creature with mystical blast, you can push unoccupied space within 30 feet of you. You can use another
that creature up to 5 feet away from you in a straight line for bonus action to have the disappear to the harmless
each beam that hit it. demiplane again. An imprisoned creature regards you as an
ally, although it acts independently of you. It rolls its own
Master of Shadow initiative in combat and follows commands given to it by you
Prerequisite: 17th level or creatures you designate. When you finish a short or long
You can cast Pellucidi Pellis at will, without expending a spell rest, the imprisoned creature receives the same benefits.
slot.
Tongue of the Forest
Prerequisite: 10th level
You can speak with plants, and you understand what they
said.
Witch Sight
Prerequisite: 17th level
You can see the true form of any shapechanger or creature
concealed by illusion or transmutation magic while the
creature is within 30 feet of you and within line of sight.
Bond of the Talisman
Prerequisite: 12th level, Magical Talisman feature
While someone else is wearing your talisman, you can use
your action to teleport to the unoccupied space closest to
them, provided the two of you are on the same plane of
existence. The wearer of your talisman can do the same
thing, using their action to teleport to you. The teleportation
can be used a number of times equal to your proficiency
bonus, and all expended uses are restored when you finish a
long rest.
Book of Ancient Secrets
Prerequisite: Tome of secrets
You can now inscribe magical rituals in your Book. Choose
two 1st-level spells that have the ritual tag. The spells appear
in the book and don't count against the number of spells you
know. With your Book in hand, you can cast the chosen spells
as rituals. You can't cast the spells except as rituals, unless
you've learned them by some other means. You can also cast
a mystical caster spell you know as a ritual if it has the ritual
tag.
Eldritch Mind
You have advantage on Constitution saving throws that you
make to maintain your concentration on a spell.
Eldritch Prison
Prerequisites: Pact of the Chain, 7th level When you reduce a
creature of CR 1 or lower to 0 hit points, you can use your
reaction to attempt to imprison the creature. The target must
make a Charisma saving throw against your warlock spell
save DC. A creature that is not native to the Material Plane
has disadvantage on this saving throw, and humanoid
creatures have advantage instead. On a failed save, the target
disappears into a harmless demiplane, suspended in time.
School of dark arts

T
he Dark Arts, also known as Dark Magic, Command Darkness You can use magic to bring undead
refers to any type of magic that is mainly used under your control, even those created by other wizards. As
to cause harm to, exert control over, or even an action, you can choose one undead that you can see within
kill the victim.Despite being labelled "dark", 60 feet of you. That creature must make a Charisma saving
the Dark Arts are not necessarily "evil". throw against your spell save DC. If it succeeds, you can’t use
this feature on it again. If it fails, it becomes friendly to you
Light touch of darkness and obeys your commands until you use this feature
again.Intelligent undead are harder to control in this way. If
When you choose this school of magic you get one ability of the target has an Intelligence of 8 or higher, it has advantage
your choice. on the saving throw. If it fails the saving throw and has an
Night Walker Darkness is your friend. You gain advantage Intelligence of 12 or higher, it can repeat the saving throw at
in Dexterity (Stealth) checks when you are in dim light and the end of every hour until it succeeds and breaks free. You
you can see in dim light within 30 feet of you as if it were can use this feature after you take short rest.
bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray. Masters of the school
Revive from darkness When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point On 18th level you gain one ability of your choice.
instead. You can't use this feature again until you finish a long Mystical Defence revive from darkness needed you gain
rest. imunnity for psychic and necrotic damage.Moreover, if you
are killed by avada kedavra spell and you can use your ability
Starting Mastery revive from darkness,you are not killed and you can return
On 6th level you gain one ability of your choice. back on 1 hp.
Dark Killer Your Avada Kedavra Spell Is Always cast on
Dead strikes Your spells with psychic And necrotic 9th level Spell slot and You add the Avada kedavra spell to
damage are ignoring resistance for this damage types. your list of known spells. It does not count against your
Deadly Glare Your dark power is channeled through your number of spells known, and cannot be forgotten to learn
gaze, piercing through your enemies. When a creature that another spell.
you can see makes an attack roll, you can use your reaction Leader of undead Command darkness required You can
and expend 2 sorcery points to deal 1d6 psychic damage to use this ability at-will. Moreover the undead have
that creature. disadvantage on their charisma saving throws.
Mages of dark arts
On 10th level you gain one ability of your choice.
Incredible strength Your spells become infused with
incredible force. Whenever you cast a spell that would cause
a creature that is size Large or smaller to be knocked prone
or forcibly moved due to a failed saving throw, that creature is
forced prone or forcibly moved even if their saving throw is
successful.
Intimidating defense You learnt how to turn the fear of
your enemies against them. You are immune to being
frightened, and when another creature attempts to frighten
you, you can use your reaction to turn the fear back on that
creature. The creature must succeed on a Wisdom saving
throw against your spell save DC or be frightened by you for 1
minute or until the creature takes any damage.
Dark magic inventer
On 14th you gain one ability of your choice.
Magical transportation You gain the ability to step from
one shadow into another. When you are in dim light or
darkness, as a bonus action, you can teleport up to 120 feet Credit: Harry Potter: Wizards Unite
to an unoccupied space you can see that is also in dim light
or darkness.
School of magic spells
spell level spell
cantrip Ilcantem Tantem
2nd Corpus Bombardus
6th Tyrantio,Flying Destruction
School of potions

P
otions are magical liquids created by mixing Careful potioner you can spend one minute to examine a
various ingredients in a cauldron according to potion – looking, smelling, tasting, gauging texture and
very specific rules. These mixtures must viscosity. Upon completion, you can identify the potion's
usually be drunk to give their magical effect. effect, as well as the ingredients that went into its making,
The ingredients in potions range from the without destroying or otherwise depleting the potion
mundane to the bizarre and fantastic, and the Tree Stride Over time you have learned the skill of using
procedures for creating some potions can be trees as a type of transportation. Once a turn, you can step
complicated and time-consuming. magically into one living tree within your reach and emerge
from a second living tree within 30 feet of the first tree,
herbology masters appearing in an unoccupied space within 5 feet of the second
Witches and wizards can make a career of working with tree. Both trees must be Large or larger.
plants and herbs. Many great discoveries have been made
over the centuries which have improved the lives of many, Knowledge in focus
including bubotuber pus to cure acne and gillyweed to allow At 10th level you gain one abilty of your choice
breathing underwater. However, everyone in the Wizarding Exceptional plants On any of your turns when your plant
world should have some level of understanding of magical familiar doesn’t attack, you can use a bonus action to
plants, whether it is to properly tend a Wizard's garden or to command the plant to take the Dash, Disengage, or Help
understand which herbs to buy for basic day-to-day potion action on its turn. In addition, the plant’s attacks now count
making. as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage. Additionaly
poisoners or potion masters when you command your plant familiar to take the Attack
action, the plant can make two attacks, or it can take the
A potioneer, also known as a potion-brewer or potion-maker, Multiattack action if it has that action.
is a witch or wizard who makes potions for a living, meaning The tough one Poison is your way and you gain
that their primary source of income comes from making informations about it. You have advantage on saving throws
potions or in someway related to potions in general. against poisons and you gain resistance to poison or acid.
Commune with plants plants can understand your
Adepts to Potions speech, and you gain the ability to decipher their emotions.
At 1st level when you choose this chool of magic you gain one Most plants lack the intelligence to convey or understand
ability of your choice sophisticated concepts, but a friendly plant could relay what it
Favorite hobby You gain proficiency in Potion-Making. If has seen or heard in the recent past. This ability doesn't grant
you have , you can double your proficiency bonus to this skill. you any special friendship with plants, though you can
Brewing master You get mastery of the complicated art of combine this ability with gifts to curry favor with them as you
brewing,.You gain proficiency with Potioneer's Kit. would with any nonplayer character..
Natural Healer When you choose you gain proficiency in
medicine or Herbology skill. You also gain advantage when
identifying illnesses and plants that you have encountered
before.
Master of one field
6th level you gain one ability of your choice
Plant lover You learn how to grow a wide variety of
sentient Plant creatures. Through your newly learned
planting techniques you can spend your long rests raising up
a a Plant familiar. The Plant familiars act on their own
initiative order and attempt to follow the commands of their
creator. The creature once cultivated, views you as a fatherly
or motherly figure and does its best to assist you or follow
your commands. It is however an autonomous being and may
leave your side or turn against you should situations turn
unfavorable enough for it. When you create your plant
familiar choose one of the following forms: Pot plant, A living
stick, Fungi
New horizons
On 14th level you gain one ability of your choice. Plant familiar
Resilient explorer The tough one required You are so Tiny plant, aligment same as creator
tough, that plants with almost deadly poison arent dangerous
for you at all. You gain proficiency in constitution saving Armor Class 13 + PB (natural armor)
throws. Hit Points 5 + five times your spellcasting style
A vision from past Commune with plants required level (the plant has a number of Hit Dice [d8s]
Additionally, while communicating with plants, you have the equal to your spellcasting style level)
Speed 40 ft., climb 40 ft. (A living stick form only) .
ability to hear and and see up to 24 hours into the past in the
area through the chosen plant. When doing this, your hearing
and vision is limited and you see through the highest point of STR DEX CON INT WIS CHA
the plant itself. 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
Briliant in one skill Senses Darkvision 60 ft., passive Perception 12 +
At 18th level you gain one ability of your choice PB
Poisoner of poisoners your knowledge of biochemistry Languages understands the languages you speak
has become superlative, the extent you administer your Damage Immunities: necrotic, poison (Fungi form
concoctions to achieve debilitating results. If a creature fails a only)
saving throw by 5 or more to avoid being poisoned by you, Proficiency Bonus (PB) equals your bonus
you can force it to immediately become paralyzed. It remains
paralyzed as long as it is poisoned by the same effect it failed Primal Bond. You can add your proficiency bonus to
its saving throw against. You are only able to apply one any ability check or saving throw that the plant
instance of the poisoned condition with this feature to a makes.
creature at a time. False Appearance While the plant remains
Resistant master After your experiments you gain some motionless, it is indistinguishable from an ordinary
defence against potions effects. You gain imunne to being plant.
poisoned and immunity to poison and acid damage type. You
gain adavantage on saving throws against being paralyzed or Actions
stunned.
Grasping Vine. (Pot plant form only) 2+PB to hit;
one target within 10 ft. On a hit: 1d8+2 piercing
damage or the target is grappled (DC to escape
equal to your spell DC).
Spore Release (Recharge 6) (Fungi form only) Each
creature within 20 feet of the plant familiar must
succeed on a DC 13 Constitution saving throw or
take 10 (3d6) poison damage, or half as much
damage on a successful one.
Grasping Vine. (Pot plant form only) 2+PB to hit;
one target within 10 ft. On a hit: 1d8+2 piercing
damage or the target is grappled (DC to escape
equal to your spell DC).
Scratch (A living stick form only) Melee Weapon
Attack: your spell attack modifier to hit, reach 5 ft.,
one target. Hit: 1d8 + 2 + PB slashing damage.
School of Wandlore
Wandmakers
A wandmaker is a person who constructs and sells wands for
witches and wizards and is thus an important occupation in
wizarding society. The practise of making a wand is known as
wandcraft.
Theorist about wandlore
Wandlore is an ancient, complex, and mysterious branch of
magic dealing with the history, abilities, and actions of
wands, quasi-sentient magical tools used by wizards and
witches to cast spells. This particular branch of magic is
carefully studied by wandmakers such as Garrick Ollivander
and Mykew Gregorovitch.
Starting wand mastery
Wandmaker's gift Your gift to wandlore is very visible to you.
Gain a set of Wand-maker's Tools and gain proficiency in
Wandmaker's Tools. Plus you gain ability, that makes you
remember every wand.
Wandlore mastery You have knack in wandlore, that
makes others wands loyal to you
School of lycantropy

S
ome magic users discovered new powers of Greater Lycanthropic-form your Lycanthropic-form
lycanthropy magic. They can now use their becomes empowered, you gain these additional benefits
magical curse to attack and start scarring while in your Lycanthropic-form.
enemies. Your Strength score becomes 20 if it is not already 20 or
Bloodlust higher.
Starting at 1st level, you gain feral attack and one Your size increases to large.
of your choice. You gain 15ft of movement or your base speed becomes
Wolf instinct When you reduce a hostile creature to 0 hit 45ft, which ever is greater.
points, you gain temporary hit points equal to your casting Your Claw and Bite attacks deal 1d12 damage.
modifier + your casting style level (minimum of 1). In You gain immunity to damage from non-magical or non-
addition, while you have these temporary hit points, you have silvered weapons.
advantage on Wisdom (Perception) checks that rely on smell.
Lycan Toughness Your hit point maximum increases by 1,
and it increases by 1 every time you gain a level.
Feral Attack
Your lycan blood takes hold and enables you to harden your
nails and make them become claw-like as a bonus action. You
can make unarmed attacks using your spellcasting ability
instead of Strength for the attack and damage rolls of melee
attacks using these claws, they do 2d4 damage on a hit. You
can revert them to normal using a bonus action. Your attacks
in beast form count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
Lycan abilities
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Curse of improvement
Beginning at 10th level choose one of the following.
Survival Adept You have become adept at navigating
wilderness using your beast form. You have advantage on
Dexterity (Acrobatics) and Strength (Athletics) checks made
to climb, jump, swim, or otherwise navigate natural terrain.
Magical Form You can cast spells even, if you are in your
lycan form.
Ravage
At 14th level choose one of the following.
Greater jump As a bonus action, you may leap as though
you are under the effects of the Jump spell. If you land within
5ft of a hostile creature you may make an unarmed attack as
part of the same bonus action.
Strong will You are always under effect wolfsbane potion,
even if you are in full of your lycan form.
Alfa lycan
Beginning at 18th level choose one of the following.
Keening Howl You can unleash an unearthly howl, causing
those around you to become frightened. As an action, you can
spend 5 sorcery points to exude an aura of fear to a distance
of 60 feet. For 1 minute or until you lose your concentration
(as if you were casting a concentration spell), each hostile
creature that starts its turn in this aura must succeed on a
Wisdom saving throw or be frightened until the aura ends. A
creature that succeeds on this saving throw is immune to
your aura for 24 hours.
Cursemaster Ma
Charms 1st level
hit po
end y
Cascadio Techniques When a hostile creature's movement provokes an point
1st level opportunity attack from you, you can use your reaction to cast this a
you learn the spell Cascadio, if you do not know it already. a spell at the creature, rather than making an opportunity
Additionally, when you cast this spell, you fire 1 additional attack. The spell must have a casting time of 1 action and
dart, as if the spell was cast using a higher level spell slot. target only that creature.

Bewitching Studies Transfiguration


1st level Scientific Studies
You adore the experience of learning new magical spells,
and even more using them in your everyday life. You learn the 1st level
Accio cantrip, which does not count against your number of You already have a good grasp on the basics of
cantrips known. Transfiguration. You learn the Vera Verto cantrip, which does
not count against your number of cantrips known.
Unique Talents
Focused animation
10th level Cascadio Techniques required
You have become intimately attuned to the energies that 10th level
compose the spell Cascadio and may alter them in significant While you are concentrating on a transfiguration spell, your
ways. During casting, you may change the damage dealt by concentration can't be broken as a result of taking damage.
your Cascadio to acid, cold, fire, or lightning.
Precise Control
First strike 10th level
1st level Transfiguration may be a difficult type of magic to use
When you cast a cantrip against a creature that has not effectively, but you're so skilled that you make it look trivial.
taken their tum in iniative yet that creature has disadvantage When you use the Heightened Spell metamagic on a
on saving throws against that spell. Transfiguration spell, it costs one less sorcery point.

Arcane footwork Healing


6th level Dedicated Protector
You weave magic into your every movement giving you
unearthly speed You can add your Intelligence modifier to 1st level
your initiative rolls. Additionally, when you cast a cantrip you You feel an instinctive drive to help people in need. As a
can move up to 10ft without provoking attacks of opportunity. bonus action on your turn, you can move up to half your
movement speed. You must end this movement closer to an
Duelist armor ally than when you started.
10th level Moral Support
With a flick of the wrist you can command the weave
without even thinking. You can cast a spell of 3rd level or 14th level
lower with a casting time of a reaction without consuming a You know how to quickly patch up wounds, given the right
spell slot. You can use this feature once per long rest. tools. You are able to use a healing kits as a bonus action, and
when you use a anapneo to stabilize a dying creature, that
creature also regains a number of hitpoints equal to your
Jinxes, Hexes, and Curses casting modifier.
Combat-Ready
1st level Combat Medic
You're always on the lookout for threats, and you've trained 6th level
yourself to react to unseen dangers very quickly. You cannot When healing an ally from 0 HP, when you would normally
be surprised while you are conscious. roll one or more dice to restore Hit Points with a spell, you
instead use the highest number possible for each die. For
Specialized Skills example, instead of restoring 2d6 Hit Points to an
unconscious creature, you restore 12.
1st level
You've developed a pretty fierce reputation by this point. Guardian Angel
You have proficiency in Intimidation checks. If you already
have proficiency in Intimidation checks, you now add double 14th level
your proficiency bonus to them.
You spend so much time outdoors that you've decided it'd
Divination be better in the long term for you to just take your house with
you where you go. You have access to a tent with the
Revealed Intentions Capacious Extremis charm cast on it. Over the course of ten
1st level minutes, you can set up the tent in any area with ground
Almost nobody can keep secrets from you. You have that's stable and level enough to accommodate it. On the
advantage on Insight checks made to determine if somebody outside, the tent takes up a ten-foot cube of space. On the
is hiding something from you. inside, the tent is essentially a small apartment, equipped
with a stove, several beds, and enough space to comfortably
Farseeing house a dozen people. The exact appearance of the tent, both
inside and outside, is determined by you at the time that you
6th level gain this feature. You may change this appearance when you
casting divination spells comes so easily to you that it take a Long Rest in a safe place, such as a Hogsmeade Inn or
expends only a fraction of your spellcasting efforts. When you within the confines of Hogwarts Castle. Lastly, the tent
cast a divination spell of 2nd level or higher using spell features temperature-controlling charms, so that the inside of
points, you regain expended spell points. The points you the tent is always comfortable and survivable, even if the area
regain must be of a level lower than the spell you cast and on the outside of the tent is harsh.
can’t be higher than 5th level.
The Third Eye
1st level
You are still aware of your surroundings while you are
unconscious because of sleep, even when you are put to sleep
by magic, and you have advantage on saving throws made to
resist magical sleep.

Magizoology
Prowl
1st level
you gain itssignature feature: you can move through the
space of any creature of a larger size category, and you can
end your movement in another creature’s space. A creature
larger than you can choose to avoid giving you cover even
thoughyou are in its space if it is aware of you and able to
move,although it doesn’t have to use any of its movement to
do so.
Biological Studies
1st level
You have a special affinity for wildlife. You gain proficiency
in Magical Beasts.
Way of the Wild
6th level
You have a knack for exploring the wilderness. You gain a
swimming speed and a climbing speed equal to your walking
speed.
Outdoorswizard
10th level
School of Astronomy
Masters of time
Astronomer At 18th level choose one of the following.
Time wizard Wings of freedom your knowledge places upon you the
blessing of true flight. You gain flying speed of 60 feet.
School of Magic Spells Embrace of the Cosmic your devotion to sky has granted
Spell Level Spell you Immunity to Charming, and Frightening effects.
cantrip Witherien or Tempemodus
Additionally you gain resistance to psychic damage
1 Arresto Momentum

The blessing from ancient


At 1st level choose one of the following.
Star insight you have unlocked a insight of true magical
power. You gain a blindsight of 10 feet.
Overclocking you can use your Magic to alter the flow of
time to your benefit. On your turn, you may use your power to
take one additional action on top of your regular action. After
that you must take a long rest to use this ability again.
Favourite of the stars
At 6th level choose one of the following.
Waver of time Now you can target objects, as well as
creatures, with your known spells. For example, you can cast
arresto momentum on a rolling boulder or on a falling glass.
Additionaly you have advantage on initiative rolls.
Silent Night You no longer make noise and leave no trail
while walking, and creatures are unable to track you via
nonmagical means.
Unique Talents
At 10th level choose one of the following.
Persistent Effect. Whenever you affect another creature
with a spell cast at 1st level or higher, you leave a mark on
that creature for up to 1 minute. Whenever you cast a spell,
you can choose to cast the spell from their location instead,
using the original range of the spell, and consuming the mark
in the process.
Mask of Darkness The cover of night lends aid to your
ability to deceive. You have advantage on Charisma
(Deception) and Charisma (Intimidation) checks made while
in dim light or darkness.
Favourite of the stars
At 14th level choose one of the following.
Invisible spells Now whenever you roll 20 on attack roll,
you are under spell effect Pellucidi Pellis
Polaris You are an immovable bastion on the battlefield.
While you are conscious, you cannot be pushed or moved
involuntarily. Additionally, you have advantage on ability
checks and saving throws against being knocked prone.
School of Water

Y
our magic ties you to powerful creatures of the Aqua Ring you can manipulate water to circle you,
sea, such as nereids, the lords of the merfolk, protecting you from harm. As a bonus action on your turn,
and elemental powers, such as the magic of the you can spend 2 sorcery points to create a ring of water that
floods. Like a river, you feel the call of the circles around you in your space. This ring moves with you,
ocean. The call is ever present in your heart, and lasts for 1 minute, or until you dismiss it on your turn (no
and you are never completely at peace until you action required). While this ring of water circles around you,
are near the sea. With this magic, you can you can use your reaction to interpose the water between
control and manipulate water, using it to do battle with those yourself and your foes. When a creature hits you with a melee
that would oppose you. weapon attack, you can use your reaction to cause the water
to absorb some of the blow. When you do so, the damage you
Ocean Origin Spells take from the attack is reduced by 1d6 + your casting ability
Spell Level Spell modifier + half your casting style level. If you reduce the
cantrip aquamenti damage to 0, you can push the creature up to 10 feet directly
1st ascendio
away from you and knock it prone.
3rd aqua eructo

Shifting Form
Soul of the Sea Starting at 14th level, you gain the ability to enter a liquid
At 1st level your tie to the sea grants you the ability to breathe state while moving.
underwater, and you have a swim speed equal to your When you move on your turn, you only take half damage
walking speed. You're also naturally adapted to frigid water, from opportunity attacks, and you can move through an
as described in chapter 5 of the Dungeon Master's Guide. creature's space but cannot willingly end your turn there.
Additionally, your attunement to the sea allows you to On your turn, you can move through any space that is at
navigate it with ease. When you make an ability check with a least 3 inches in diameter and do so without squeezing.
vehicle (water), you can do so with advantage. Additionally, When you stop moving, the regular squeezing rules apply if
while at sea, you have advantage on any Wisdom (Survival) you're in a space one size smaller than you. You can't willingly
checks you make relating to the sea. stop in a space that is smaller than that, and if you're forced
to do so, you immediately flow to the nearest space that can
Grasp of the Tide fit you, back along the path of your movement.
Starting when you choose this origin at 1st level, Whenever
you cast a sorcerer spell of 1st level or higher, you can use a Into the Roil
bonus action to summon a harmless wave of water to blast Starting at 18th level, you can call the ocean to propel a
another creature or object you can see within 60 feet of you. creature into the air. As an action on your turn, you can spend
An unwilling target must make a Strength saving throw 5 sorcery points to begin creating a waterspout at a point
against your spell save DC. On a failed save, the target is within 60 feet of you. You create a 20-foot-radius sphere of
either pushed 10 feet directly away from you, or pulled 10 churning water. Creatures inside the sphere at the time of its
feet towards you. Additionally, any non-magical fire the target creation must make a Strength saving throw against your
is carrying is extinguished, and if the target was on fire, the spell save DC, being pulled 10 feet towards the center of the
fire is put out. sphere and knocked prone on a failed save.
#### At 6th level Aquatic Combatant At 7th level, your At the beginning of your next turn, all creatures inside of
swimming speed increases by 10 feet. Additionally, magical the sphere must make a Strength saving throw as the
effects can’t reduce your swimming speed or cause you to be churning water shoots skyward. On a failed save, a creature is
restrained while underwater. On your turn, you can spend thrown 100 feet into the air, and is thrown half as far on a
half your movement to escape automatically from successful save. If a creature impacts with a solid object as it
nonmagical restraints or being grappled. is thrown upwards, calculate the damage it takes as if it was
taking fall damage.
School of Weather
Isolated Conditon
Also starting at 1st level, your magic seems to alter the
weather conditions around you. When you cast a spell of 1st
level or higher, you can expend three sorcery points to create
a weather effect in a 10ft radius cylinder which extends
upward 10ft from a point on the ground you can see within
60ft. After choosing the point of origin, roll 1d12 and consult
the table below for the effect which occurs. The weather
condition lasts 1 minute, but ends early if you are
incapacitate or use this feature again. It can also be ended
early by using your action. Unless otherwise stated, the DC
for saves made against these effects is your spell save DC.
Long weather forecast
Also starting at 6th level, your radius of your cylinder from
your Isolated Conditon increase by 5 feet and you learn to
sense weather patterns in the area around you. Using your
action, you become aware of the current conditions within 5
miles of you, including any unusual weather patterns (such as
an unusually large amount of fog surrounding a building). You
also learn how the weather will naturally change in that area
over the next several hours.
Once you have used this feature you cannot use it again
until you finish a long rest.
Aura of Weather
At 10th level, your iconoclasm disempowers the servants of
the elementals. You and all friendly creatures within 10 feet
of you have advantage on saving throws against elemental
spells,
Elemental Adept
At 14th level, when you expend 3 sorcery to use the Isolated
Condition feature, you can forgo rolling the die to instead
create a 10ft radius hemisphere of perfect weather
encapsulated by an invisible magic field. The temperature in
this area is comfortable and inviting, and the air is neither too
humid nor too dry.
The magical barrier surrounding the area is treated as half
cover for attacks and effects originating outside of the area. A
creature which tries to cross the barrier from the outside
must make a Strength saving throw against your spell save
DC. On a failed save, the creature is pushed back outside and
cannot repeat this saving throw until the start of its next turn.
The barrier does not extend through walls or other
obstacles larger than its dimensions. Once you use this
feature, you cannot use it again until you finish a long rest.
One with the weathers
At 18th level, the range of this aura of Aura of Weather
increases to 30 feet.
Rolled creature for it to attack, its target is determined at
value Weather Condition random. If there are no creatures it can attack
without leaving the area, then the target takes no
1 Sunny Day - The area is filled with sunlight, actions and ends its turn.
dispelling any darkness or obscurity due to natural
conditions. Any creature with Sunlight Sensitivity
or Hypersensitivity takes radiant damage equal to a
value rolled on your 1d12 die if it ends its turn in
the area.
2 Downpour - The area is filled with rainfall
3 Chilled Breeze - The area is filled with a gust of cold
wind. When a creature starts its turn inside the
area, it must make a Constitution saving throw. On
a failed save, its speed is reduced by 5ft and it can
only take an Action or Bonus Action this turn, but
not both.
4 Heat Wave - The area is filled with muggy, hot air.
Creatures with the plant type which are Small or
Tiny immediately shrivel up and die. Any creature
which stays within the area for 1 minute must
make a DC 10 Constitution saving throw, taking
one level of exhaustion on a failed save.
5 Mist - The area fills with a dense fog and is heavily
obscured for the duration
6 Flash Flood - The area suddenly fills with water. All
creatures within the area are treated as being
underwater.
7 Sandstorm - The area is filled with a wild wind
carrying bits of sand.. Additionally, creatures in the
area have disadvantage on Wisdom (Perception)
checks which rely on sight.
8 Acid Rain - Foul rain falls in the area. A creature that
starts its turn in the area must make a Dexterity
saving throw, taking acid damage equal to a value
from rolling your 1d12 on a failed save.
9 Cyclone - Wicked winds form into a cyclone in the
area. The area is treated as difficult terrain and a
creature which moves while inside the area on its
turn takes 1d6 slashing damage and must make a
Strength saving throw. On a failed save, the
creature is pulled to the center of the area on the
ground.
10 Thundercloud - The area fills with a tempestuous
cloud. On each of your turns while the area is
active, using your bonus action you can do one of
the following:
Lightning: Targeting a creature inside the area,
make a ranged spell attack. On a hit, you deal 1d10
lightning damage to the target. This attack is made
with advantage if the target is wearing armor made
of metal.
Thunder: All creatures inside of the area must
make a Constitution saving throw. On a failed save,
a creature drops one item it is carrying. If a
creature who failed its saving throw is
concentrating on a spell, its concentration is lost.
11 Meteor Shower - Flaming celestial bodies descend
into the area. A creature which starts its turn in the
area or moves through the area takes fire damage
equal to a value from rolling 2d12.
12 Brain Storm - The area fills with a strange, alien
atmosphere. A creature which starts in turn in the
area must make an Intelligence saving throw. On a
failed save, the creature must use its turn to attack
the creature closest to it. If there is more than one
School of History
Historics
Runewarden Charms of the history
The start of a journey Starting at 10th level choose one of the following.
Desperate Measures You can attempt to cast a spell for
At 1st level choose one of the following. which you have no eligible spell slots remaining. To do so, you
Ruin Bond When you gain this feature ,you choose a ruin must succeed on a Spellcasting Ability check with a DC equal
to bond with. This ruin must be something constructed and to 12 + the level of the spell you are trying to cast. On a
abandoned at least 50 years before you were born and can be success, you cast the spell as normal. On a failure, you gain a
something as minor as a stone or statue or as extensive as an level of exhaustion, and the spell fails. You must finish a long
entire abandoned city or necropolis. In the latter case, you rest before using this ability again.
must select one location in the ruin as the focus of your bond. Immeasurable Knowledge you have accumulated so
You must perform a special ritual that takes 24 hours to form much knowledge that you know almost everything about
this bond with a ruin you are currently within or touching. anything. Whenever you make an intelligence check or saving
Bonding to a new ruin ends your bond with any other ruin. throw, you can choose to gain a +10 bonus. You can only use
Your Ruin Bond grants you the following benefits: this ability once every long rest.
• As long as you are within 20 miles of your ruin, you have
advantage on Intelligence (Investigation), Wisdom (Insight), A mastery from oblivion
and Wisdom (Perception) checks. If you cast a spell while in
this area, you gain a +1 bonus on any spell attack roll or save Starting at 14th level choose one of the following.
DC for the spell. Lore Masters Eye Your knowledge in your field of study
• You instinctively know if any creature damages your has become near unfailable, choose three out of the following
bonded ruin or if any creature removes treasure or valuables skills: Magical theory, History of magic, Insight, Investigation,
from the ruin. You don’t know the identity of the creature or herbology. Whenever you make an ability check using those
where in the ruin the event occurred, but you can sense the skills you can treat a d20 roll of 9 or lower as a 10.
disruption even from another plane of existence.
• If you apparate or another means of teleportation with A new hero for the future past
multiple possible destinations, you can teleport to your Starting at 18th level choose one of the following.
bonded ruin. Perfection from history If you make an Intelligence
History buff You gain proficiency in history of magic or (History) check and roll less than 10, you treat the roll as a 10
muggle studies.Additionally if you make a inteligence check, instead. You can use the Help action as a bonus action, and
you can choose to use your historical knowledge to do so when you use the Help action to aid an ally in attacking a
with advantageonce per short rest. creature, the target of that attack can be within 30 feet of you,
rather than within 5 feet of you. When you take the Help
Knowledge of forgotten paths action to aid another creature’s attack roll, you can make a
Starting at 6th level choose one of the following. DC 15 Intelligence (History) check. On a success, that
Warden’s Cantrip Ruin bond required When a creature creature’s check gains a bonus equal to your proficiency
attacks you, a target within 5 feet of you, a target in your bonus, as you share pertinent advice and historical examples
bonded ruin (including the structure itself), you can cast a Immeasurable Knowledge You have accumulated so
cantrip on the creature as a reaction (if you are within the much knowledge that you know almost everything about
cantrip’s range). anything. Whenever you make an intelligence check or saving
Archaic Understanding. you can spend one hour focusing throw, you can choose to gain a +10 bonus. You can only use
on historic notes and roll for one of the Archaic Benefits this ability once every long rest.
below. You may choose or roll for the benefit at the discretion
of your DM. This benefit lasts until you change it. You may
not attempt to change it until you have completed a long rest.
Archaic Understanding
d3 Effect
1 Knowledge Recall. You can extend your known spells
by one.
2 Bygone Advice. You may select one skill with which
you do not have proficiency and become proficient in
that skill.
3 Distant Barriers. You gain resistance to one damage
type of your choice.
Quidditch magic school
Basic Flying Training Keeper. You have spent hours and hours defending goals Pro
from incoming attacks, so much it has become an instinctive time
At 1st level you gain proficiency in the Athletics skill and with reaction to you. You and all friendly creatures within 10 ft. of bonu
flying vehicles if you haven't already. You also double your you add a +2 bonus to their AC and saving throws. featu
proficiency bonus to any roll related to piloting a flying Seeker. You trained hard to learn how to ignore all Qu
broomstick. Additionally, the flying speed of any magic broom distractions and focus only on a single target and chasing it profic
you are currently piloting is raised by 5 ft. and is raised by 5 with all your determination. You gain proficiency on the athle
ft. again when you reach the 6th, 10th, 14th and 18th level. Perception skill. Additionally, you can use your bonus action and jo
to determine a creature or object you can see your target. For impo
Personal Broomstick the next ten minutes you have advantage on all attack rolls whom
At 3rd level you manage to get your hands into your own high- against your target, have advantage on Perception checks to below
quality flying broom. Maybe it was a reward from a special find it, and have advantage on checks to keep up Tea
quest, maybe a gift from a mysterious benefactor, a family concentration on spells that affect your target. You can only with
heirloom or simply something you’ve saved money to buy for use this feature once, and must finish a long rest before using follow
a very long time. Choose one of the options below to it again. your
represent your broom. If this item is destroyed or irreparably tactic
damaged you can get a new broom of similar quality and your Useful Spells more
HM might allow you to choose another option. creat
At 10th level you spent so much time riding brooms and to eac
Nimbus. The Nimbus series is known for its high quality of practicing quidditch that you learned a few useful spells to creat
its enchantments, reaching high velocities while still aid yourself and your teammates. Choose one of the options add it
maintaining maneuverability. While you’re piloting your below: part o
broom you can use your bonus action to use the Disengage or Always ready. You learn the Accio cantrip. It doesn’t count
Use An Object actions or to double the broom’s flying speed against your number of known cantrips, and cannot be
(as if using the Dash action). forgotten to learn another spell later. You don’t spend spell
Firebolt. The Firebolt line of brooms is very recent, a slots to summon any broomsticks if they are within 500 ft.
showcase of the most advanced and aerodynamic designs, and you know their general location.
which guarantees the one riding it will be faster than any Used to falling. You learn the Arresto Momentum spell. It
threat. While piloting this broom you are immune to attacks doesn’t count against your number of known spells, and
of opportunity caused by moving away from a creature’s cannot be forgotten to learn another spell later. You can cast
threatened area and have advantage on strength and it without spending spell slots a number of times equal to
dexterity saving throws to avoid dangerous effects and spells. your proficiency bonus, and can only do so again after a long
Cleansweep. An old and reliable brand of broomsticks, rest.
found in most of the usual wizarding households, doesn’t Professional Team Player At 14th level you’re at the start of
reach the same speed as it’s rivals but compensates by its your career as a professional quidditch player, probably
reliability and easy steering. While piloting this broom you getting used to being a part of a small team or trying to be
have advantage on any checks and saving throws related to accepted into the most famous ones. As your fame grows so
keeping yourself and any possible passengers or luggage on do your abilities; choose one of the features below:
your broom. Professional Beater. Beater required. You spent so much
time practicing with your protective gear that you can feel
Team Player comfortable wearing it anywhere. You are now proficient with
At 6th level, you’ve grown used to a specific position within protective quidditch gear, which functions as armor and gives
your quidditch team. Choose one of the features below: you an Armor Class of 18. While wearing this gear you’re also
Beater. You’ve grown used to the movements and resistant to all bludgeoning damage.
maneuvers of bludgers, which gives you a natural insight on Professional Chaser. Chaser required. Flying quickly
how enchanted objects work. You have advantage on all through enemy lines with a small group of allies has become
attack rolls against constructs and enchanted objects and second nature to you. You become immune to difficult terrain
gain proficiency on simple weapons. and can use your bonus action to issue a command to your
Chaser. You have practiced for a long time to avoid any allies. Any friendly creature of your choice within 60 ft. that
obstacles while flying through the Quidditch field. You gain can see or hear you can use their reaction to move up to half
proficiency in the Acrobatics skill and all attacks of their movement without provoking attacks of opportunity. You
opportunity made against you have disadvantage. If you are can use this feature a number of times equal to your
targeted by an attack of opportunity and it misses you can use proficiency bonus, and you regain spent uses of it after a long
your reaction to move up to half your movement speed or to rest.
make the broom you are piloting move up to half its flying Professional Keeper. Keeper required. After rigorous
speed. training you can now focus your attention solemnly on
protecting targets from incoming attacks, forgoing everything
else. You can use your action to raise the bonus granted by
your Keeper feature to +5 until the start of your next turn.
STAY TUNED......

D
iamonds
Fiendish Smile At 1st level, Alastor bestows
you with his disturbingly constant smile. You
add your proficiency bonus to Intimidation, even
if you are already trained in it. When rolling
initiative, you can roll an Intimidation check
against one visible humanoid enemy. On a
success, you force it to go last in initiative.
Delightful Entertainment At 6th level, you are reinvigorated
by the spectacle of your enemy's suffering. When you reduce
an enemy to 0 hit points, you regain one of your expended
spell slots.
Once you use this feature, you can't use it again until you
complete a short or long rest.
Crackling Dread At 10th level, the very air seems to glitch
and tear around you as you channel the Radio Demon's
presence.
By taking your action to spend a spell slot, you can cause
static to spread through the surrounding area, up to 40 feet
around you. Any enemy within the static must make a
Wisdom save at the end of your turn, or suffer the effects
until the start of your next turn.
The static persists, growing louder and more intense over
time. It dissipates if you are knocked unconscious, or if there
are no visible enemy creatures. The area moves to remain
centered on you.
Crackling Dread is cumulative, so affected enemies suffer
all previous effects as well as the current one.
Once you use this feature, you can't use it again until you
complete a long rest.
Crackling Dread Turns Passed Effect 0 Enemies have
disadvantage on Perception checks. 1 You are treated as
having half cover against enemies' attacks. 2 Enemies within
line of sight take d6 + Charisma modifer damage. 3 You have
advantage on spell saving throws, and enemies concentrating
on spells must immediately make concentration checks. 4+
Enemies are frightened.
Pentagram Contract At 14th level, you can leverage
Alastor's many deals with the powerful beings of the world.
You can use the 14th level feature of any other warlock
patron. If the feature uses an action, you can use it once. If
the feature is a continous effect, it lasts for the duration of the
encounter, and you can use any other features that it relies
on.
After using Pentagram Contract, you must complete a long
rest and pass a DC10 Charisma check to use it again.
https://www.dndbeyond.com/subclasses/899636-the-
forgotten
spells
branches
alfabaet Alarte Ascendare Ascendio Avenseguim
Baubillious Beauty Cascadio Falladecept felicis Flagrante
Fulguris hex Horcrux Hurling Ignidere Ilcantem Inevitam
Inflamari Lacarnum Lumos Magicae Mortalis Siccaroube
Solem Spell Stabiturpe tantem Telum Tempemodus
Tyrantio Unbreakable Veentoosa Verdimilious Vow
Vultutris
3rd Level
Spell list Ignidere
Charms
Cantrips (0 Level)
Lacarnum Inflamari
Veentoosa Dark Arts
Tempemodus 9th Level
1st Level Horcrux
Ascendio
Verdimilious
Siccaroube
Falladecept
Lumos Solem
4th Level
Beauty Spell
Avensequim
6th Level
Unbreakable Vow
Missamemori
9th Level
-Magicae felicis
Transfiguration
Cantrips (0 Level)
Baubillious
1st Level
Vultutris
Purgarero
5th Level
Stabiturpe
Jinxes, Hexes and Curses
Cantrips (0 Level)
Ilcantem tantem
1st Level
Everte Statum
Mortalis Telum
Fulguris
Cascadio
2nd Level
Alarte Ascendare
3rd Level
Flagrante
Hurling hex
6th Level
Tyrantio
Divination
Cantrips (0 Level)
Inevitam
Ilcantem tantem Fulguris
Absentmind spell-jinx cantrip The Thunder-attack curse - 1st level curse
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 3O feet
Components: V,S Components: VS
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You focus your mental energy into wand and unleash a Tags: dark
pulse of psychic energy to disrupt a creature's mental You use your wand to discharge the energy, letting it all out
faculties from it. Target must make a Intelligence saving in the form of a lightining attack. Make a ranged spell attack
throw against your spell save DC. On a failed save, a target against the target. On a hit, the target takes 1d8 lightning
takes ld8 psychic damage. If the creature is concentrating on damage. This damage is doubled if the creature is an
a spell, it must make the concentration check with aberration, beast, or monstrosity.
disadvantage. The spell's damage increases by ld8 when you At Higher Levels. When you cast this spell using a spell
reach 5th level (2d8) 10th level (3d8) and 17th level (4d8) slot of 2nd level or higher, the damage increases by 1d8 for
each spell slot above 1st.
Vultutris
Purple firecrackers spell-1st level transfiguration Mortalis Telum
Casting Time: 1 action The Bleeding Curse - 1st level curse
Range: Self Casting Time: 1 Reaction, which you take when you can see
Components: V, S, M (Wand) a creature within range take piercing or slashing damage
Duration: Concentration, up to 1 minute Range: 30 ft.
Components: V, S,
You swish and from wand emit purple firecrackers from Duration: Concentration, up to 1 minute
the tip of your wand.2d4+2 tiny firecrackers jump from your Tags: dark
wand, shedding dim light in a 10 foot radius. As a bonus
action while the spell is active, you may choose any number When you see a creature take piercing or slashing damage,
of remaining firecrackers and make a ranged spell attack you can curse the wound, causing it to bleed out. The
against a creature within 30 feet of you. On a hit, the spell creature must succeed on a Constitution saving throw, or
deals 2 fire damage for each firecrackers you choose to take 2d4 necrotic damage at the beginning of each of its
attack with. You cannot cast this spell again until all turns for the spell's duration. The creature can attempt this
firecrackers have been used, or until the spell’s duration is up. saving throw again at the end of each of its turns.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 1st level or higher, increase the number of firecrackers slot of 2nd level or higher, the damage increases by 1d4 for
that appear by 1d6 for each slot level including and above 1st each spell slot above 1st.
level.
Inevitam
Life-detecting spell - divination cantrip
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous
You touch a creature or object with your magical wand. You
can magically sense, if the target creature or object is alive.
Lacarnum Inflamari
The Igniting Spell - charm cantrip
Casting Time: 1 action
Range: 60 feet
Components: V.S.
Duration: Instantaneous
This spell ignites cloaks or other items of clothing worn by
individuals.The flame strikes at a target location within range
that explodes on impact. All creatures in a 5 foot radius must
make a Dexterity saving throw. On a failed save, creatures
take 1d4 fire damage. On 15th level is 10-foot-radius.
Alarte Ascendare At Higher Levels When you cast this spell using a spell
The Vaulting Jinx – 2nd level Curse slot of 2nd level or higher, the spell creates one more sting for
each slot level above 1st.
Casting Time: 1 action
Range: 60 feet Beauty Spell
Components: V, S The Beautifying Charm - 4-level charm
Duration: Dedication, up to 10 minutes
Casting time: 1 action
You target a Medium or smaller creature within range that Range: Touch
you can see. Make an ability check with your Spellcasting Components: V,S
Ability contested by the creature’s Strength check. If you win Duration: Up to 1 hour
the contest, you move the creature upward up to 30 feet. The You temporarily enhance a willing creature's outward
creature is restrained and suspended in mid-air until the spell
ends. A creature restrained by the spell can use its action to physical appearance. It gains advantage on Charisma:
make a Strength check against your spell save DC. On a Persuasion checks for the duration.
success, it frees itself. At higher levels An additional hour of duration per
If the spell is ended voluntarily, the target floats gently to additional spell level.
the ground if it is still aloft. If ended involuntarily, the target
immediately drops. Ascendio
At Higher Levels. When you cast this spell using a 3rd- or The Lifting Charm - 1st-level charm
4th-level spell slot, it can affect a Large or smaller creature. Casting Time: 1 action
When you cast it using a 5th- or 6th-level spell slot, it can Range: 30 feet
affect a Huge or smaller creature. When you cast it using a Components: V, S
spell slot of 7th level or higher, it can affect any creature, Duration: 1 minute
regardless of size. Ascendio is the incantation of a charm which fling the
caster high into the air.You target a creature you can see
within range. The target’s jump distance is tripled if it uses its
next move action to jump. If you target a creature submerged
in a liquid, the spell carries the target to the surface of the
liquid at a rate of 60 feet per round.
At Higher Levels When you cast this spell using a spell
slot of 2nd level or higher,the speed of rate is improve by 25
feet.
Falladecept
true ilussion spell - 1st-level charm
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Concentration, up to 10 minutes
Tags: special branch of magic
You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a 15-foot
cube. The image appears at a spot within range and lasts for
the duration. The image is purely visual; it isn’t accompanied
by sound, smell, or other sensory effects. You can use your
Cascadio
action to cause the image to move to any spot within range.
The Cascading Jinx -1st-level jinx As the image changes location, you can alter its appearance
so that its movements appear natural for the image. For
Casting Time: 1 action example, if you create an image of a creature and move it, you
Range: 120 feet can alter the image so that it appears to be walking. Physical
Components: V, S interaction with the image reveals it to be an illusion, because
Duration: Instantaneous things can pass through it. A creature that uses its action to
From wand jump out few stings, that hits multiple examine the image can determine that it is an illusion with a
opponents in close proximity to each other. When cast, the successful Intelligence (Investigation) check against your
spell erupts into an explosion, hitting everything within the spell save DC. If a creature discerns the illusion for what it is,
range set by the caster.You create three stings of magical the creature can see through the image.
force. Each sting hits a creature of your choice that you can
see within range. A sting deals 1d4 + 1 force damage to its
target. The stings all strike simultaneously, and you can
direct them to hit one creature or several.
Baubillious Choose a manufactured metal object, such as a metal
white sparks spell - transfiguration cantrip weapon or a suit of heavy or medium metal armor, that you
can see within range. You cause the object to become burning
Casting Time: 1 action hot to the touch. Any creature in physical contact with the
Range: 30 feet object takes 3d8 fire damage when you cast the spell. Until
Components: S, V (a small doll) the spell ends, you can use a bonus action on each of your
Duration: concentration, Up to 1 hour subsequent turns to cause this damage again. If a creature is
You target an object that is no larger than 10 feet in any holding or wearing the object and takes the damage from it,
dimension. Until the spell ends, the object sheds bright light the creature must succeed on a Constitution saving throw or
in a 10-foot radius and dim light for an additional 10 feet, drop the object if it can. If it doesn't drop the object, it has
colored as you like. The spell ends if you dismiss it as an disadvantage on attack rolls and ability checks until the start
action or if you cast it again. You can also attack with the of your next turn. If you target an object no larger than 10 feet
light, although doing so ends the spell. When you cast this in diameter that is not being worn or carried and maintain
spell, or as an action on a later turn, you can hurl a bolt of your concentration for the entire possible duration, the object
light at a creature within 30 feet of you. Make a ranged spell becomes a cursed magical object and the spell is triggered
attack. On a hit, the target takes 1d8 radiant damage. This when the object is touched. The creature must make a
spell's damage increases by 1d8 when you reach 5th level Dexterity saving throw, and takes half damage on a save. The
(2d8), 11th level (3d8), and 17th level (4d8).. spell does an additional 2d8 fire damage when triggered in
this way.
Veentoosa At Higher Levels. When you cast this spell using a spell
hot air spell - charm cantrip slot of 4th level or higher, the damage increases by 1d8 for
Casting Time: 1 action each slot level above 3rd.
Range: 20 feet Hurling hex
Components: S, V Broom hex spell - 3rd-level hex
Duration: concentration, Up to 1 minute
You emit a stream of warm air from the tip of your wand, Casting Time: 1 action
hot enough to dry clothing or melt snow, but not to cause any Range: 60 feet
damage or light anything on fire. Components: S, V
Duration: Concentration, up to 1 minute
Verdimilious You cause a broom to malfunction and attempt to buck off
green-spark spell - 1st-level charm anyone that is riding it. A creature riding the broom must
Casting Time: 1 action make a Strength or Dexterity saving throw or be knocked
Range: Self (15-foot cone) prone. A creature who is knocked prone can attempt to make
Components: S,V a Dexterity saving throw as a reaction to grab onto the
Duration: 1 round broom, otherwise they begin to fall. A creature hanging from
a broom that is under the effects of this spell makes its saving
You produce green sparks from the end of your wand., throws with disadvantage. You must use an action on each of
dazzling creatures in a 15-foot cone originating from you. your turns to maintain this spell, otherwise it ends.
Roll 6d10; the total is how many hit points of creatures this
spell can effect. Creatures in a 15-foot cone originating from Protean
you are affected in ascending order of their current hit points Two-object linking spell - 4th-level charm
(ignoring unconscious creatures and creatures that can't see). Casting Time: 10 minutes or 1 action
Starting with the creature that has the lowest current hit Range: Touch
points, each creature affected by this spell is blinded until the Components: S,V
spell ends. Subtract each creature's hit points from the total Duration: Until dispelled or instantaneous
before moving on to the creature with the next lowest hit
points. A creature's hit points must be equal to 9 or less than You can use this spell to link two identical nonmagical
the remaining total for that creature to be affected. objects together, or to cause minor changes to all linked
objects. Linking two items together requires a casting time of
Flagrante 10 minutes, during which you must be touching both objects.
Heating spell - 3rd-level curse When you use this spell to alter one object you are touching,
Casting Time: 1 action all linked objects alter to reflect that change. You can cause
Range: 60 feet no more than 25 numbers, letters, or simple glyphs to appear,
Components: S, V or an image no larger than 10 foot in diameter or the area of
Duration: Concentration, up to 1 minute largest surface on the object, whichever is smaller.
Tags: dark At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the numbers and letters that can
be altered are increased by 5 per higher spell slot.
Siccaroube Tyrantio
Drought spell- 1st-level charm Broken Mind curse -6th-level curse
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V,S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You destroy up to 10 gallons of water in an open container You speak a word of power that overrides the mind of one
within range. Alternatively, you destroy fog in a 30-foot cube creature you can see within range, making its physical skills
within range. unreliable for a time. If the target has 50 hit points or fewer,
At Higher Levels. When you cast this spell using a spell slot the creature's attack rolls, damage, and ability checks that
of 2nd level or higher, you destroy 10 additional gallons of rely on Inteligence, Charisma, or Wisdom cannot benefit
water, or the size of the cube increases by 5 feet, for each slot from their modifiers. If the affected creature rolls a 1 on a
level above 1st. spell attack roll with a wand, it is disarmed and drops the
wand within 5 feet of it. If the creature wants to move during
Unbreakable Vow its turn, it must make a Dexterity saving throw against your
Uncompromising Promise spell - 6th-level charm spell save DC. If it fails, it falls prone. The affected target
Casting Time: 1 action must make an Intelligence saving throw at the end of each of
Range: touch its turns. On a successful save, the spell's effect ends.
Components: V,S At Higher Levels: When you cast this spell using a spell slot
Duration: Indefinite of 7th level or higher, the spells maximum hitpoints that can
affect are increased by 20.
As this spell is cast, two people in control of their own
minds swear to uphold a promise or bargain. The caster then Lumos Solem
touches their wand to the hands of the two of which the The Sunlight Charm - 1st-Level Charm
bargain is made. The bargain or promise must be upheld, or Casting Time: 1 action
if the violator has 100 hit points or fewer, it dies. Otherwise, Range: Self (30-foot line)
the spell has no effect. Duration: Dedication, Up to 1 minute
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the maximum increase by 20 hit points. A beam of brilliant light flashes out from your hand in a 5-
foot-wide, 30-foot-long line. Each creature in the line must
make a Constitution saving throw. On a failed save, a creature
Horcrux as spell takes 1d8 Radiant Damage and is blinded until your next
Horcrux turn. On a successful save, it takes half as much damage and
Horcrux-making spell - 9th-level dark art isn't blinded by this spell. Undead and Subterranean plants
have disadvantage on this saving throw. You can create a new
Casting Time: 6 hours line of radiance as your action on any turn until the spell
Range: Touch ends. For the duration, a mote of brilliant radiance shines at
Components: S, V, M (kill a human) the tip of your wand. It sheds bright light in a 15-foot radius
Duration: Indefinite and dim light for an additional 30 feet. This light is sunlight.
Tags: dark At Higher Levels. When you cast this spell using a spell slot
One step away from becoming a master of of 2nd level or higher, the damage increases by 1d8 for each
death, the Horcrux-making spell enables the
target to splinter off a part of their soul into
slot level above 1st
some sort of phylactery. If the target is killed,
their soul becomes anchored by way of the Ignidere
phylactery. Coming back from the dead is an Sightfire spell - 3rd level divination
ordeal. Like a resurrection spell, the target takes Casting Time: 1 action
a -4 penalty to all attack rolls, saving throws, and Range: Self
ability checks. Every time the target finishes a Duration: 10 minutes
long rest, the penalty is reduced by 1 until it
disappears. The only way to kill the target is to For the duration, you can see through any fire you have
locate the phylactery and destroy it. Then, the viewed or felt before. You are blind to your own senses while
target's soul will no longer be anchored to you look through any fire. The fire can be any size, from
anything and will die their final death. This spell candle to forest fire, but it must have continued burning since
can only be cast eight times on one target you last saw it or felt its heat to be one that you have viewed
before the soul becomes so splintered that it or felt before. You can choose a fire to see through as a bonus
devolves into a mindless phantom, the target action, or choose to see through your own eyes again.
becoming a crazed abomination. At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, duration of this spell is extended by 10
minutes.
Avenseguim Magicae felicis
The Tracking Charm - 4th level Charm magic luck spell -9th-level charm
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Duration: Concentration, up to 1 hour Duration: 8 hours
You touch an object that a creature has left behind, such as Casting part of the soul of a willing target you touch into
a hair, feather, or dropped item. The object animates, and at the luck of ancient heroes past. Until the spell ends, the
the beginning of each of your turns it flies 50 feet towards the target can choose to succeed on any saving throw, ability
creature that left it behind. The object flies over and around check, or attack roll, or to have any attack against them miss.
obstacles, and doesn't avoid danger They must do so before they roll or their enemies roll against
them. They must see the source of the attack against them or
Tempemodus the source of the saving throw to use this ability
Umbrella spell - charm cantrip Once this ability has been used three times before the
Casting Time: 1 action duration is over, the spell ends. If you cast this spell again
Range: Self (20-foot radius) before the duration is over, the previous casting of this spell
Duration: Concentration, up to 1 hour ends.
You tell a magic word and the forces of nature Missamemori
accommodate you, cancelling all unwanted weather Mass amnesia spell - 6nd-level charm
conditions within 20 feet of you. Until the spell ends, the Casting Time: 1 action
sphere moves with you, centered on you. For the duration, Range: 30 ft
the inside of the sphere is protected from any heat and cold Duration: Instantaneous
not extreme enough to deal damage, as well as any wind
short of a hurricane, rain, snow, hail and sandstorms. The caster attempts to remove the memories all beings
who can see you within range. The target must succeed on an
Stabiturpe Intelligence saving throw or have their memory wiped for up
5th-level transfiguration to 1 hour in the past. A creature you are fighting
Casting Time: 1 action automatically succeeds on this saving throw. Targets whose
Range: 60 feet minds are wiped will not know that you wiped their memory,
Duration: Instantaneous but may become suspicious as they do not have any
recollection of that 1 hour. On a successful save, the target's
You designate a single object, structure, or a Construct mind is not wiped and they realize that you attempted to wipe
creature you can see within range to instantly lose stability their memory You may select any number of creatures that
and fall apart. An object or structure must be mostly metal you can see to automatically succeed on this saving throw,
and no larger than a 20 foot cube to be effected by this ability, and they do not know that you attempted to wipe their
but a Construct does not necessarily have to be. A targeted memory.
object or structure falls to the ground in its base materials, At Higher Levels. When you cast this spell using a spell slot
requiring time and money to reforge it back into its original of 7th level or higher, the range increases by 30 feet per every
form. If the object is a magic item, this spell will only partially spell level past 7th.
works, and the item is instead rendered non- magical for 1
minute and enough of it falls away that it is unusable, but the Purgarero
magic item then repairs itself after 1 minute has passed. If Air cleaning spell -1st level transfiguration
you target an object that is carried or worn by a creature, that Casting Time: 1 action
creature may make a Dexterity saving throw to avoid the Range: 5 feet
spell's effect. Alternatively, you can target any creature within Duration: Instantaneous
range with the Construct type using this spell. When you do
so, the creature must succeed on a Constitution Saving You clear the air of a Medium space within the spells
Throw or take 8d8 force damage and become incapacitated 1 range, returning it to clear air, atmosphere perfect for your
minute, or until they take any more damage. On a successful breathing. This will clear the space of poisonous gas and can
save, they take half as much damage and are not provide air if it is a vacuum. If you move through the air
incapacitated. If the construct is normally immune or before the end of this turn, you can add 1d6 to one attack roll,
resistant to force damage, it is not for this attack. A Constr ability check or saving throw you make before the end of this
uct who is reduced to 0 hit points by this spell is reduced to turn, as the refreshing air fills your lungs.
its most basic components and must be rebuilt from scratch. At Higher Levels. When you cast this spell using a spell slot
At Higher Levels. When cast using a spell slot of 6th level or of 2nd level or higher, you can make an additional Medium
higher, the size of the cube an object or structure is restricted space within the spell's range into clear air for each slot level
by the spell increases by 10 feet per spell level beyond 5th, to above 1st.
a maximum of a 60 foot cube at 9th level. The damage dealt
to a Construct targeted by this spell also increases by 1d8 per
spell level beyond 5th.
Bombarda Maxima
Explosing curse -curse cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You swish with your wand, generating a explosive sound
that can be heard up to 100 feet away. You inflict 10
bludgeoning damage to an unattended object that you can
see within range. Even if the object remains intact, it flings
small shards of shrapnel at creatures within 5 feet of it. Each
creature must make a Dexterity saving throw. If they fail, they
take 1d4 piercing damage.
This spell’s piercing damage increases by 1d4 when you
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4),
and the spell’s thunder damage also increases by 10 at each
of these levels.
Clypustria
Energy protećtion spell -3rd level charm
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch somebody with your wand, imbuing into them
protective magic. For the duration, the willing creature you
touch has resistance to necrotic and radiant damage.

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