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Save or Suck?

Credits
Project Lead: Daniel Kahn

Writing: Daniel Kahn, Spencer Hibnick (Pesto Enthusiast), Trekiros

Illustration: Dean Spencer Art, Fat Goblin Games, Niro Illustration

Editing: Kathleen Harrington

Layout: Daniel Kahn

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos
are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2023 by Daniel Kahn and published under the
Community Content Agreement for Dungeon Masters Guild.

2 CREDITS
Table of Contents
How To Use This Book�������������������������������4 3rd Level Spells���������������������������������������������� 14
Close Saves������������������������������������������������������� 4 Bestow Curse..................................................... 14
Close Save Example......................................... 4 Enemies Abound............................................... 14
Creating Your Own Effects............................. 4 Fear...................................................................... 15
Hypnotic Pattern............................................... 15
Optional Rules �������������������������������������������5 Slow..................................................................... 15
Legendary Resistances����������������������������������� 5
4th Level Spells���������������������������������������������� 15
Feat�������������������������������������������������������������������� 5 Banishment........................................................ 15
Reliable Spellcasting........................................ 5 Charm Monster................................................. 16
Magic Items������������������������������������������������������ 5 Confusion........................................................... 16
Gem of Reliable [Spell].................................... 5 Compulsion........................................................ 16
Potion of Reliable Spellcasting...................... 5 Dominate Beast................................................. 17
Class Features�������������������������������������������������� 5 Elemental Bane................................................. 17
Artificer Infusion Option: Replicable Items.5 Phantasmal Killer............................................. 17
Variant Class Feature: Maestro..................... 5 Polymorph.......................................................... 19
Optional Class Feature: Domain Spells ..... 5 5th Level Spells���������������������������������������������� 19
Optional Subclass Feature: Circle Spells... 5 Dominate Person.............................................. 19
Metamagic Option: Reliable Spell................. 5 Geas..................................................................... 20
Eldritch Invocation Option: Eldritch Influence Hold Monster..................................................... 20
Variant Class Feature: Reliable School........ 5 Modify Memory................................................. 20
Reliable Spells List�������������������������������������6 Planar Binding.................................................. 21
Scrying................................................................ 21
1st-Level Spells������������������������������������������������ 6
Temporal Shunt................................................. 22
Animal Friendship............................................ 6
Bane..................................................................... 6 6th Level Spells���������������������������������������������� 22
Cause Fear......................................................... 6 Disintegrate........................................................ 22
Command........................................................... 7 Eyebite................................................................. 22
Compelled Duel................................................. 7 Flesh to Stone.................................................... 23
Charm Person................................................... 7 Mass Suggestion............................................... 23
Earth Tremor..................................................... 7 7th Level Spells���������������������������������������������� 23
Ensnaring Strike............................................... 7 Divine Word....................................................... 23
Entangle.............................................................. 8 Tether Essence.................................................. 24
Faerie Fire.......................................................... 8 8th Level Spells���������������������������������������������� 24
Snare................................................................... 8 Antipathy/Sympathy......................................... 24
Tasha’s Caustic Brew....................................... 8 Dominate Monster............................................ 25
Tasha’s Hideous Laughter............................... 9 Feeblemind......................................................... 25
2nd-Level Spells����������������������������������������������� 9 Scatter................................................................. 25
Blindness/Deafness......................................... 9 9th Level Spells���������������������������������������������� 26
Calm Emotions.................................................. 9 Imprisonment.................................................... 26
Crown of Madness............................................ 9 Mass Polymorph............................................... 27
Earthbind............................................................ 9 Weird................................................................... 27
Enlarge/Reduce................................................. 10
Enthrall............................................................... 10
Hold Person....................................................... 11
Levitate................................................................ 11
Maximilian’s Earthen Grasp.......................... 11
Phantasmal Force............................................. 11
Pyrotechnics...................................................... 12
Suggestion.......................................................... 12
Vortex Warp....................................................... 13
Zone of Truth..................................................... 13

TABLE OF CONTENTS 3
How To Use This Book
Changing the game with close saving throws.

Introduction
Magic and spells are at the center of D&D,
Close Save Example
For example, if a druid player character with a
spellcasting DC of 13 casts animal friendship
invoking unforgettable fantasy. All too often, these on a lion and the lion gets a result of 15 on its
amazing moments become terribly unsatisfying Wisdom saving throw, the lion has made a close
when a creature succeeds on a saving throw. save, rather than a full save, which normally
Other than spells that mainly do damage, most would allow the lion to ignore the druid’s attempt
spells in fifth edition do absolutely nothing when to charm it. The lion thus suffers the close save
a creature succeeds on its save, leaving the player effects of the variant spell in this supplement (see
feeling that both a precious in-game resource and “Reliable Spells List”). Only if the result had been
real-life time were utterly wasted. In discussions 18 or more (exceeding the DC by at least five)
of the fifth edition ruleset, this is often referred would the lion have achieved a full save against
to as “save or suck.” This book introduces a new the spell’s effects. If the lion had a result of 12
mechanic to help remedy this situation called a or less, it would suffer the effects of the spell as
“close save.” normal.

Close Saves Creating Your Own Effects


You can add your own close save effects to
The fifth edition ruleset as written is a mostly
homebrew spells in your game or modify the ones
binary system when it comes to success or
presented in this document to fit the needs of your
failure on saving throws. Succeed and there are
table. These close save effects were written with
few or no consequences or fail and suffer grave
the following criteria:
consequences.
A few mechanics take this one step further, such • The close save effect follows the theme of the
as the drow’s Hand Crossbow action. This action original spell effect.
states, “Hit: 5 (1d6 + 2) piercing damage, and • The close save is not a very powerful effect.
the target must succeed on a DC 13 Constitution • The close save provides some satisfaction of
saving throw or be poisoned for 1 hour. If the having accomplished something.
saving throw fails by 5 or more, the target is also • The close save should never be a more ideal
unconscious while poisoned in this way.” Here, outcome for the caster than a failed save.
there are two fail states: fail slightly and suffer a
slight consequence, or fail significantly and suffer Accounting for Power Creep
a worse consequence. The close save system is intended to address the
We carry this a step further by breaking a satisfaction of playing a spellcaster using spells that
successful save into two states: the close save and normally have a “save or suck” outcome. Using these
the full save. Only if the roll exceeds the DC by mechanics essentially ensures that a spellcaster
five or more does the target achieve a “full save” accomplishes something on their turn 25 percent more
against the spell’s effects and negate or mitigate of the time, which is intended to make using those
the spell to the maximum possible. The “close spells more satisfying and fun. However, while the
save” we introduce here produces a result that is close save effects are not very powerful, this system is
better than failure but short of complete success an exclusive buff to spellcasters. Expanding the idea
of close saves—or perhaps “near misses”—to martial
and occurs when a creature rolls a saving throw characters is beyond the scope of this supplement. You
that is less than 5 over the minimum needed. may decide to incorporate close save mechanics only
In other words, a close save still counts as a on certain spells or offer access to the close save effects
successful save but at best it’s a qualified success. as a result of feats, variant class features, or other
In summary, if a spell has a DC of 10: rules as described below. Alternatively, you may wish
• A saving throw of 9 or lower is a failed save. The to give buffs to the non-casters at your table, such as
target suffers the effects of the spell as normal. magic items or feats, so that they feel as capable as the
• A saving throw of 10 to 14 is a close save. The spellcasters.
target suffers the close save effects of the spell.
• A saving throw of 15 or greater is a full save.
The target suffers the effects of a full save, if any.

4 HOW TO USE THIS BOOK


Optional Rules
The following are optional rules that can be used
Class Features
The following optional and variant class features
provide ways for different classes to engage with
in conjunction with the close save mechanics
this ruleset.
presented in this supplement.
Artificer Infusion Option: Replicable Items
Legendary Resistances 2nd-level Artificer feature
Many powerful creatures have the Legendary Gem of Reliable [Spell] (see “Artificer Infusions,”
Resistance trait, which allows them to choose chapter 2, Tasha’s Cauldron of Everything)
to succeed on saving throws a specified number
of times. For reasons addressed above, this trait Variant Class Feature: Maestro
can be “unfun” in many circumstances, wasting a 6th-level Bard feature; replaces Countercharm
player’s action with a decision by the DM. At 6th level, you gain the ability to conduct the
The close save effects presented in the Reliable weave of magic around you like a symphony. As
Spell list variants below can be used to lessen an action, you can start conducting, which lasts
the extreme effects of Legendary Resistance. until the end of your next turn. During that time,
When a creature fails a saving throw, it can use whenever you and any friendly creatures within
its Legendary Resistance to instead suffer the 30 feet of you cast a spell that has a variant in the
effects of the spell as if it had made a close save. Reliable Spells list, the variant of the spell is cast
Optionally, if a creature makes a close save, it instead.
can use its Legendary Resistance to succeed You can use this feature a number of times
completely. equal to your proficiency bonus and regain all
expended uses when you complete a long rest.
Feat Optional Class Feature: Domain Spells
You can use the following feat to allow characters
to engage with this ruleset: 1st-level Cleric feature
Whenever you cast spells granted to you by your
Reliable Spellcasting Divine Domain, you cast the variant of the spell
Prerequisite: the ability to cast spells from the Reliable Spells list.
Increase your Intelligence, Wisdom, or Charisma
score by 1, to a maximum of 20. Optional Subclass Feature: Circle Spells
Choose two spells you know that have variants 2nd-level Druid, Circle of the Land feature
in the Reliable Spells list. When you cast this Whenever you cast spells granted to you by your
spell, you cast the variant instead. The variant Circle Spells, you cast the variant of the spell from
spell involves a close save effect that occurs when the Reliable Spells list.
a creature makes a successful saving throw
against the spell, but by less 5. A full save occurs Metamagic Option: Reliable Spell
when a creature succeeds on a saving throw by 5 3rd-level Sorcerer feature
or more. When a creature succeeds on a saving throw
You can select this feat multiple times. Each against a spell you cast, you can spend 1 sorcery
time you do so, you must choose different spells. point to use the variant of the spell as if you had
cast it from the Reliable Spells list.
Magic Items Eldritch Invocation Option: Eldritch Influence
You can use the following magic items to allow 3rd-level Warlock feature
characters to engage with this ruleset.
Choose one Warlock spell you know which has a
Gem of Reliable [Spell] variant in the Reliable Spells list. Whenever you
Wondrous Item, Uncommon, Requires cast this spell, you cast the variant instead.
Attunement by a Spellcaster
Variant Class Feature: Reliable School
While attuned to this gem, you learn the [spell] 2nd-level Wizard feature; replaces School Savant
spell, and can cast it using your own spell slots.
When you do, you cast the variant of this spell When you select an Arcane Tradition
from the Reliable Spells list. corresponding to a particular school of magic,
spells from that school of magic that you cast
Potion of Reliable Spellcasting become more reliable. When you cast a spell from
Potion, Uncommon that school of magic, you instead cast the variant
This potion’s teal liquid glows with soft light. After from the Reliable Spells list.
drinking this potion, your spells use the variant
from the Reliable Spells list for 1 minute.
HOW TO USE THIS BOOK 5
Reliable Spells List
Sixty variant spells with close save effects.

Variant Spells
The following spells are variants of spells found in
won’t become hostile to you as long as you
don’t move closer to it or otherwise spook or
threaten it, but it is not charmed. If you or one of
the Basic Rules, Explorer’s Guide to Wildemount, your companions harms the target, the spell ends.
Player’s Handbook, Tasha’s Cauldron of Bane
Everything, and Xanthar’s Guide to Everything. 1 Action, Duration: Concentration, up to 1 minute
The text of these spells has been modified from
the original to incorporate a potential close save Up to three creatures of your choice that you can
outcome of the saving throw. The intention of this see within range must make Charisma saving
spell list is to address spells that have no effect throws. On a failed save, whenever a target
on a successful save. Changes to these spells are makes an attack roll or a saving throw before the
shown in bold text. spell ends, the target must roll a d4 and subtract
To be concise, only the main body of the spell the number rolled from the attack roll or saving
is shown. Beneath each spell’s name, the casting throw. On a close save, whenever a target
time is indicated followed by their duration. makes an attack roll or saving throw before
the spell ends, the target subtracts 1 from the
1st-Level Spells result of the attack roll or saving throw.
The following are variant 1st-level spells: Cause Fear
1 Action, Duration: Concentration, up to 1 minute
Animal Friendship
1 Action, Duration: 24 hours
You awaken the sense of mortality in one creature
you can see within range. A Construct or an
This spell lets you convince a Beast that you Undead is immune to this effect. The target must
mean it no harm. Choose a Beast that you can make a Wisdom saving throw. On a failure, it
see within range. It must see and hear you. If becomes frightened of you until the spell ends.
the Beast’s Intelligence is 4 or higher, the spell On a close save, the target cannot willingly
fails. Otherwise, the Beast must make a Wisdom move closer to you until the end of its next turn.
saving throw. On a failed save, it is charmed The frightened target can repeat the saving throw
by you for the spell’s duration. On a close save, at the end of each of its turns, ending the effect on
the target is convinced that you are not an itself on a success.
imminent threat for the spell’s duration. It

6 RELIABLE SPELLS LIST


Command Charm Person
1 Action, Duration: Instantaneous 1 Action, Duration: 1 hour
You speak a one-word command to a creature You attempt to charm a Humanoid you can see
you can see within range. The target must make within range. It must make a Wisdom saving
a Wisdom saving throw. On a failed save, it throw, and does so with advantage if you or your
follows the command and then ends its turn. companions are fighting it.
On a close save, the creature must execute the If it fails the saving throw, it is charmed by
command at the start of its next turn, but is you until the spell ends or until you or your
otherwise free to act. The spell has no effect if companions do anything harmful to it. The
the target is Undead, if it doesn’t understand your charmed creature regards you as a friendly
language, or if your command is directly harmful acquaintance. When the spell ends, the creature
to it. knows it was charmed by you.
Some typical commands and their effects follow. On a close save, it is only partially beguiled.
You might issue a command other than one The creature can’t attack you or target you
described here. If you do so, the DM determines with harmful abilities or magical effects until
how the target behaves. If the target can’t follow the spell ends or until you or your companions
your command, the spell ends. do anything harmful to it. It regards you as
Approach: The target uses all its movement suspicious but not an immediate threat. You
to move toward you by the shortest and most have disadvantage on any ability check rolls to
direct route. interact with it socially for the spell’s duration.
Drop: The target drops whatever it is holding The creature can repeat the saving throw at
as its one free object interaction for that turn. the end of each of its turns, ending the effect on
Flee: The target uses all its movement to a success. When the spell ends, the creature
move away from you by the fastest available knows you attempted to charm it.
means.
Grovel: The target falls prone. Earth Tremor
Halt: The target uses all of its movement to 1 Action, Duration: Instantaneous
stay in place. You cause a tremor in the ground within range.
Each creature other than you in that area must
Compelled Duel make a Dexterity saving throw. On a failed save,
1 Bonus Action, Duration: Concentration, up to 1 minute a creature takes 1d6 bludgeoning damage and
You attempt to compel a creature into a duel. One is knocked prone. On a close save, a creature’s
creature that you can see within range must make walking speed is reduced by half until the end
a Wisdom saving throw. On a failed save, the of its next turn, it doesn’t fall prone, and it
creature is drawn to you, compelled by your divine doesn’t take damage. If the ground in that area
demand. For the duration, it has disadvantage is loose earth or stone, it becomes difficult terrain
on attack rolls against creatures other than you, until cleared, with each 5-foot-diameter portion
and must make a Wisdom saving throw each requiring at least 1 minute to clear by hand.
time it attempts to move to a space that is more
than 30 feet away from you; if it succeeds on this Ensnaring Strike
saving throw, this spell doesn’t restrict the target’s 1 Action, Duration: Concentration, up to 1 minute
movement for that turn. The next time you hit a creature with a weapon
On a close save, the target is only compelled attack before this spell ends, a writhing mass of
until the end of its next turn. The spell ends if thorny vines appears at the point of impact, and
you attack any other creature, if you cast a spell the target must make a Strength saving throw.
that targets a hostile creature other than the A Large or larger creature has advantage on this
target, if a creature friendly to you damages the saving throw. On a failed save, it is restrained by
target or casts a harmful spell on it, or if you end the magical vines until the spell ends. On a close
your turn more than 30 feet away from the target. save, its speed is halved until the end of its next
turn. If the target makes a full save, the vines
shrivel away.
While restrained by this spell, the target takes
1d6 piercing damage at the start of each of its
turns. A creature restrained by the vines or one
that can touch the creature can use its action to
make a Strength check against your spell save
DC. On a success, the target is freed.

RELIABLE SPELLS LIST 7


Entangle Snare
1 Action, Duration: Concentration, up to 1 minute 1 minute, Duration: 8 hours
Grasping weeds and vines sprout from the ground While you cast this spell, you use the cord or
in a 20-foot square starting from a point within rope to create a circle with a 5-foot radius on a
range. For the duration, these plants turn the flat surface within your reach. When you finish
ground in the area into difficult terrain. casting, the cord or rope disappears to become a
A creature in the area when you cast the spell magical trap.
must make a Strength saving throw. On a The trap is nearly invisible and requires a
failure, it is restrained by the entangling plants successful Intelligence (Investigation) check
until the spell ends. A creature restrained by the against your spell save DC to be found.
plants can use its action to make a Strength check The trap triggers when a Small, Medium, or
against your spell save DC. On a success, it frees Large creature moves into the area protected by
itself. On a close save, a creature’s movement the spell. The triggering creature must make a
speed is reduced to 0 until the end of its next Dexterity saving throw. On a failed save, it falls
turn, unless it uses its action to escape the prone and is hoisted into the air until it hangs
entangling plants. When the spell ends, the upside down 3 feet above the protected surface,
conjured plants wilt away. where it is restrained. On a close save, it falls
prone but is not hoisted or restrained.
Faerie Fire The restrained creature can make a Dexterity
1 Action, Duration: Concentration, up to 1 minute saving throw with disadvantage at the end of each
Each object in a 20-foot cube within range is of its turns and ends the restrained effect on a
outlined in blue, green, or violet light (your choice). success. Alternatively, another creature that can
Any creature in the area when the spell is cast is reach the restrained creature can use an action to
also outlined in light if it fails a Dexterity saving make an Intelligence (Arcana) check against your
throw. For the duration, objects and affected spell save DC. On a success, the restrained effect
creatures shed dim light in a 10-foot radius. also ends.
Any attack roll against an affected creature or
object has advantage if the attacker can see it, and Tasha’s Caustic Brew
the affected creature or object can’t benefit from 1 Action, Duration: Concentration, up to 1 minute
being invisible. A stream of acid emanates from you in a line 30
On a close save, a creature is only affected by feet long and 5 feet wide in a direction you choose.
the spell until it moves outside the area of effect Each creature in the line must make a Dexterity
or at least 15 feet on its turn, escaping from the saving throw. On a failure, the creature is
effect. covered in acid for the spell’s duration or until a
creature uses its action to scrape or wash the acid
off itself or another creature. A creature covered
in the acid takes 2d4 acid damage at start of each
of its turns.
On a close save, the creature takes 2d4 acid at
the start of its next turn and the effect ends for
that creature.

8 RELIABLE SPELLS LIST


Tasha’s Hideous Laughter Crown of Madness
1 Action, Duration: Concentration, up to 1 minute 1 Action, Duration: Concentration, up to 1 minute
A creature of your choice that you can see within One Humanoid of your choice that you can see
range perceives everything as hilariously funny within range must make a Wisdom saving throw.
and falls into fits of laughter if this spell affects it. On a close save or failure, it is charmed by you
The target must make a Wisdom saving throw. for the duration. While the target is charmed in
A creature with an Intelligence score of 4 or less this way, a twisted crown of jagged iron appears
isn’t affected. On a failed save, the target falls on its head, and a madness glows in its eyes.
prone and becomes incapacitated and unable to The charmed target must use its action before
stand up for the duration. moving on each of its turns to make a melee
At the end of each of its turns, and each time attack against a creature other than itself that you
it takes damage, the target can make another mentally choose. The target can act normally on
Wisdom saving throw. The target has advantage its turn if you choose no creature or if none are
on the saving throw if it’s triggered by damage. On within its reach.
a success, the spell ends. On your subsequent turns, you must use your
On a close save, the target loses concentration action to maintain control over the target, or the
or cannot continue to hold its breath if it was spell ends. Also, the target can make a Wisdom
doing so, as it emits a brief chuckle. saving throw at the end of each of its turns. If the
target had initially made a close save against
2nd-Level Spells the spell, it has advantage on this saving throw
The following are variant 2nd-level spells: and can use an action on its turn to repeat the
saving throw. On a success, the spell ends.
Blindness/Deafness
1 Action, Duration: 1 minute Earthbind
1 Action, Duration: Concentration, up to 1 minute
You can blind or deafen a foe. Choose one
creature that you can see within range to make Choose one creature you can see within range.
a Constitution saving throw. If it fails, the target Yellow strips of magical energy loop around the
is either blinded or deafened (your choice) for creature. The target must make a Strength saving
the duration. At the end of each of its turns, the throw. On a failure, its flying speed (if any) is
target can make a Constitution saving throw. On a reduced to 0 feet for the spell’s duration. On a
success, the spell ends. close save, the target’s flying speed is reduced
On a close save, the target is blinded or by half and it can only fly a maximum of 10
deafened (your choice) until the start of its next feet above the ground for the spell’s duration.
turn. An airborne creature affected by this spell safely
descends at 60 feet per round until it reaches the
Calm Emotions ground or the spell ends.
1 Action, Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a
group of people. Each Humanoid in a 20-foot-
radius sphere centered on a point you choose
within range must make a Charisma saving
throw; a creature can choose to fail this saving
throw if it wishes. If a creature fails its saving
throw, choose one of the following two effects.
You can suppress any effect causing a target to
be charmed or frightened. When this spell ends,
any suppressed effect resumes, provided that its
duration has not expired in the meantime.
Alternatively, you can make a target indifferent
about creatures of your choice that it is hostile
toward. This indifference ends if the target is
attacked or harmed by a spell or if it witnesses
any of its friends being harmed. When the spell
ends, the creature becomes hostile again, unless
the DM rules otherwise.
On a close save, the target remains hostile,
but any Charisma checks made to end
hostilities with the affected creature are made
with advantage until the end of your next turn.
RELIABLE SPELLS LIST 9
Enlarge/Reduce size by one category—from Medium to Small, for
1 Action, Duration: Concentration, up to 1 minute example. Until the spell ends, the target also has
You cause a creature or an object you can see disadvantage on Strength checks and Strength
within range to grow larger or smaller for the saving throws. The target’s weapons also shrink
duration. Choose either a creature or an object to match its new size. While these weapons are
that is neither worn nor carried. If the target reduced, the target’s attacks with them deal 1d4
is unwilling, it can make a Constitution saving less damage (this can’t reduce the damage below
throw. On a full save, the spell has no effect. On 1).
a close save, the spell has reduced effects, as On a close save, only one of the creature’s
described below. limbs is reduced. The creature deals 1d4 less
If the target is a creature, everything it is damage with the first weapon attack it makes
wearing and carrying changes size with it. Any on each turn.
item dropped by an affected creature returns to Enthrall
normal size at once.
1 Action, Duration: 1 minute
Enlarge. The target’s size doubles in all
dimensions, and its weight is multiplied by eight. You weave a distracting string of words, causing
This growth increases its size by one category— creatures of your choice that you can see within
from Medium to Large, for example. If there isn’t range and that can hear you to make a Wisdom
enough room for the target to double its size, the saving throw. Any creature that can’t be charmed
creature or object attains the maximum possible succeeds on this saving throw automatically, and
size in the space available. Until the spell ends, if you or your companions are fighting a creature,
the target also has advantage on Strength checks it has advantage on the save. On a failed save, the
and Strength saving throws. The target’s weapons creature’s passive Perception is reduced to 1
also grow to match its new size. While these until the spell ends. On a close save, the target
weapons are enlarged, the target’s attacks with has disadvantage on Wisdom (Perception) checks
them deal 1d4 extra damage. made to perceive any creature other than you until
Reduce. The target’s size is halved in all the spell ends or until the target can no longer
dimensions, and its weight is reduced to one- hear you. The spell ends if you are incapacitated
eighth of normal. This reduction decreases its or can no longer speak.

10 RELIABLE SPELLS LIST


Hold Person As an action, you can cause the hand to reach
1 Action, Duration: Concentration, up to 1 minute for a different creature or to move to a different
unoccupied space within range. The hand
Choose a Humanoid that you can see within releases a restrained target if you do either.
range. The target must make a Wisdom saving
throw. On a failed save, the target is paralyzed Phantasmal Force
for the duration. On a close save, the target’s 1 Action, Duration: Concentration, up to 1 minute
movement speed becomes 0. At the end of each You craft an illusion that takes root in the mind
of its turns, the target can make another Wisdom of a creature that you can see within range.
saving throw, ending the spell on itself on a The target must make an Intelligence saving
success. throw. On a failed save, you create a phantasmal
Levitate object, creature, or other visible phenomenon of
1 Action, Duration: Concentration, up to 10 minutes your choice that is no larger than a 10-foot cube
and that is perceivable only to the target for the
One creature or loose object of your choice that duration. This spell has no effect on undead or
you can see within range rises vertically, up to constructs.
20 feet, and remains suspended there for the The phantasm includes sound, temperature, and
duration. The spell can levitate a target that other stimuli, also evident only to the creature.
weighs up to 500 pounds. An unwilling creature On a close save, the target perceives the
must make a Constitution saving throw. On a phantasmal phenomenon but suffers no other
full save, the creature is unaffected. On a close effects.
save, the target rises up vertically, up to 5 feet, While a target that has failed its save is
and remains suspended until the end of its next affected by the spell, the target treats the
turn. phantasm as if it were real. The target rationalizes
The target can move only by pushing or pulling any illogical outcomes from interacting with the
against a fixed object or surface within reach phantasm. For example, a target attempting to
(such as a wall or a ceiling), which allows it to walk across a phantasmal bridge that spans a
move as if it were climbing. You can change the chasm falls once it steps onto the bridge. If the
target’s altitude by up to 20 feet in either direction target survives the fall, it still believes that the
on your turn. If you are the target, you can move bridge exists and comes up with some other
up or down as part of your move. Otherwise, you explanation for its fall—it was pushed, it slipped,
can use your action to move the target, which or a strong wind might have knocked it off.
must remain within the spell’s range. The target can use its action to examine the
When the spell ends, the target floats gently to phantasm with an Intelligence (Investigation)
the ground if it is still aloft. check against your spell save DC. If the check
Maximilian’s Earthen Grasp succeeds, the target realizes that the phantasm is
1 Action, Duration: Concentration, up to 1 minute an illusion, and the spell ends.
An affected target is so convinced of the
You choose a 5-foot-square unoccupied space
phantasm’s reality that it can even take damage
on the ground that you can see within range. A
from the illusion. A phantasm created to appear
Medium hand made from compacted soil rises
as a creature can attack the target. Similarly,
there and reaches for one creature you can
a phantasm created to appear as fire, a pool of
see within 5 feet of it. The target must make a
acid, or lava can burn the target. Each round on
Strength saving throw. On a failed save, the target
your turn, the phantasm can deal 1d6 psychic
takes 2d6 bludgeoning damage and is restrained
damage to the target if it is in the phantasm’s area
for the spell’s duration. On a close save, the
or within 5 feet of the phantasm, provided that
target takes half as much damage, and is
the illusion is of a creature or hazard that could
knocked prone.
logically deal damage, such as by attacking. The
As an action, you can cause the hand to
target perceives the damage as a type appropriate
crush the restrained target, which must make
to the illusion.
a Strength saving throw. The target takes 2d6
bludgeoning damage on a failed save, or half as
much damage on any successful save.
To break out, the restrained target can use its
action to make a Strength check against your
spell save DC. On a success, the target escapes
and is no longer restrained by the hand.

RELIABLE SPELLS LIST 11


Pyrotechnics
1 Action, Duration: Instantaneous
Choose an area of nonmagical flame that you can
see and that fits within a 5-foot cube within range.
You can extinguish the fire in that area, and you
create either fireworks or smoke when you do so.
Fireworks. The target explodes with a dazzling
display of colors. Each creature within 10 feet of
the target must make a Constitution saving throw.
On a failed save, the creature is blinded until
the end of your next turn. On a close save, the
creature has disadvantage on attack rolls and
Wisdom (Perception) checks until the end of
your next turn.
Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around corners.
The area of the smoke is heavily obscured. The
smoke persists for 1 minute or until a strong wind
disperses it.
Suggestion
1 Action, Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a
sentence or two) and magically influence a
creature you can see within range that can
hear and understand you. Creatures that can’t
be charmed are immune to this effect. The
suggestion must be worded in such a manner as
to make the course of action sound reasonable.
Asking the creature to stab itself, throw itself
onto a spear, immolate itself, or do some other
obviously harmful act ends the spell.
The target must make a Wisdom saving throw.
On a failed save, it pursues the course of action
you described to the best of its ability. The
suggested course of action can continue for the
entire duration. If the suggested activity can be
completed in a shorter time, the spell ends when
the subject finishes what it was asked to do.
On a close save, the creature also follows the
suggestion, but it can repeat the save at the end
of each of its turns, ending the effect on any
successful save.
You can also specify conditions that will
trigger a special activity during the duration. For
example, you might suggest that a knight give
her warhorse to the first beggar she meets. If the
condition isn’t met before the spell expires, the
activity isn’t performed.
If you or any of your companions damage the
target, the spell ends.

12 RELIABLE SPELLS LIST


Zone of Truth
1 Action, Duration: 10 minutes
You create a magical zone that guards against
deception in a 15-foot-radius sphere centered on
a point of your choice within range. Until the spell
Vortex Warp ends, a creature that enters the spell’s area for the
1 Action, Duration: Instantaneous
first time on a turn or starts its turn there must
make a Charisma saving throw. On a failed save,
You magically twist space around another a creature can’t speak a deliberate lie while in the
creature you can see within range. The target radius. You know whether each creature succeeds
must make a Constitution saving throw. On a or fails on its saving throw.
failed save (the target can choose to fail) the On a close save, anyone hearing the creature
target is teleported to an unoccupied space of your within the area of effect has advantage on
choice that you can see within range. On a close Wisdom (Insight) checks to determine if the
save, the target can choose another unoccupied creature is lying.
space that it can see within 10 feet of the space An affected creature is aware of the spell and
you selected and is teleported there instead. can thus avoid answering questions to which
The chosen space must be on a surface or in a it would normally respond with a lie. Such a
liquid that can support the target without the creature can be evasive in its answers as long as it
target having to squeeze. remains within the boundaries of the truth.

RELIABLE SPELLS LIST 13


3rd Level Spells effect, but it should be no more powerful than
those described above. The DM has final say on
The following are variant 3rd-level spells: such a curse’s effect.
Bestow Curse Enemies Abound
1 Action, Duration: Concentration, up to 1 minute 1 Action, Duration: Concentration, up to 1 minute
You touch a creature, and that creature must You reach into the mind of one creature you can
make a Wisdom saving throw. On a failure, it see and force it to make an Intelligence saving
becomes cursed for the duration of the spell. If throw. A creature automatically succeeds if it is
the target makes a close save, you can negate immune to being frightened. On a failed save, the
the save by amplifying the spell, but you allow target loses the ability to distinguish friend from
yourself to be affected for the duration of the foe, regarding all creatures it can see as enemies
spell as if the target had cast it on you. until the spell ends. On a close save, the target
When you cast this spell, choose the nature of regards the closest creature it can see as an
the curse from the following options: enemy. Each time the target takes damage, it can
Choose one ability score. While cursed, the repeat the saving throw, ending the effect on itself
target has disadvantage on ability checks and on a success.
saving throws made with that ability score. Whenever the affected creature chooses another
While cursed, the target has disadvantage on creature as a target, it must choose the target at
attack rolls against you. random from among the creatures it perceives
While cursed, the target must make a Wisdom as enemies that it can see within range of the
saving throw at the start of each of its turns. If it attack, spell, or other ability it’s using. If an enemy
fails, it wastes its action that turn doing nothing. provokes an opportunity attack from the affected
While the target is cursed, your attacks and creature, the creature must make that attack if it
spells deal an extra 1d8 necrotic damage to the is able to.
target.
A remove curse spell ends this effect. At the
DM’s option, you may choose an alternative curse

14 RELIABLE SPELLS LIST


Fear If the creature attempts to cast a spell with
1 Action, Duration: Concentration, up to 1 minute a casting time of 1 action, roll a d20. On an 11
or higher, the spell doesn’t take effect until the
You project a phantasmal image of a creature’s creature’s next turn, and the creature must use its
worst fears. Each creature in a 30-foot cone must action on that turn to complete the spell. If it can’t,
make a Wisdom saving throw. the spell is wasted.
On a failed save, a creature drops whatever it is A creature affected by this spell makes another
holding and becomes frightened for the duration. Wisdom saving throw at the end of each of its
While frightened by this spell, a creature must turns. On a successful save, the effect ends for it.
take the Dash action and move away from you
by the safest available route on each of its turns,
unless there is nowhere to move. If the creature
4th Level Spells
ends its turn in a location where it doesn’t have The following are variant 4th-level spells:
line of sight to you, the creature can make a Banishment
Wisdom saving throw. On any subsequent 1 Action, Duration: Concentration, up to 1 minute
successful save, the spell ends for that creature.
You attempt to send one creature that you can see
On a close save, a creature is frightened
within range to another plane of existence. The
of you until the end of its next turn. It must
target must make a Charisma saving throw. On a
move away from you using at least half of its
failed save, it is banished.
movement speed on its turn, unless there is
If the target is native to the plane of
nowhere to move, but isn’t required to use the
existence you’re on, you banish the target to a
Dash action.
harmless demiplane. While there, the target is
Hypnotic Pattern incapacitated. The target remains there until the
1 Action, Duration: Concentration, up to 1 minute spell ends, at which point the target reappears
You create a twisting pattern of colors that weaves in the space it left or in the nearest unoccupied
through the air inside a 30-foot cube within space if that space is occupied.
range. The pattern appears for a moment and If the target is native to a different plane of
vanishes. Each creature in the area who sees the existence than the one you’re on, the target is
pattern must make a Wisdom saving throw. On banished with a faint popping noise, returning to
a failed save, the creature becomes charmed for its home plane. If the spell ends before 1 minute
the duration. While charmed by this spell, the has passed, the target reappears in the space
creature is incapacitated and has a speed of 0. it left or in the nearest unoccupied space if that
On a close save, the creature becomes space is occupied. Otherwise, the target doesn’t
charmed but is not incapacitated and its speed return.
is not reduced. On a close save, the target is banished only
The spell ends for an affected creature if it takes until the start of your next turn.
any damage or if someone else uses an action to
shake the creature out of its stupor.
Slow
1 Action, Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your
choice in a 40-foot cube within range. Each target
must make a Wisdom saving throw. On a failure,
a creature is affected by this spell for the duration.
On a close save, the creature’s initiative
is reduced by 10, potentially changing their
position in the initiative order. If the creature
has already taken a turn this round, it cannot
take a second one.
An affected target’s speed is halved, it takes a −2
penalty to AC and Dexterity saving throws, and it
can’t use reactions. On its turn, it can use either
an action or a bonus action, not both. Regardless
of the creature’s abilities or magic items, it can’t
make more than one melee or ranged attack
during its turn.

RELIABLE SPELLS LIST 15


Charm Monster At the end of each of its turns, an affected target
1 Action, Duration: 1 hour can make a Wisdom saving throw. If it succeeds,
this effect ends for that target.
You attempt to charm a creature you can see
within range. It must make a Wisdom saving Compulsion
throw, and it does so with advantage if you or your 1 Action, Duration: Concentration, up to 1 minute
companions are fighting it. Creatures of your choice that you can see within
If it fails the saving throw, it is charmed by range and that can hear you must make a Wisdom
you until the spell ends or until you or your saving throw. A target automatically succeeds
companions do anything harmful to it. The on this saving throw if it can’t be charmed. On a
charmed creature is friendly to you. When the failed save, a target is affected by this spell. Until
spell ends, the creature knows it was charmed by the spell ends, you can use a bonus action on
you. each of your turns to designate a direction that is
On a close save, it is only partially beguiled. horizontal to you.
The creature can’t attack you or target you Each affected target must use as much of its
with harmful abilities or magical effects until movement as possible to move in that direction on
the spell ends or until you or your companions its next turn. It can take its action before it moves.
do anything harmful to it. It regards you as After moving in this way, it can make another
suspicious but not an immediate threat. You Wisdom saving throw to try to end the effect.
have disadvantage on any ability check rolls to On a close save, the target can only move in
interact with it socially for the spell’s duration. the direction you designate on its next turn, but
The creature can repeat the saving throw at does not have to move.
the end of each of its turns, ending the effect on A target isn’t compelled to move into an
a success. When the spell ends, the creature obviously deadly hazard, such as a fire or pit, but
knows you attempted to charm it. it will provoke opportunity attacks to move in the
Confusion designated direction.
1 Action, Duration: Concentration, up to 1 minute
This spell assaults and twists creatures’ minds,
spawning delusions and provoking uncontrolled
action. Each creature in a 10-foot-radius sphere
centered on a point you choose within range must
make a Wisdom saving throw when you cast this
spell. On a failed save, it is affected by it for the
duration. On a close save, the creature is only
affected until the end of its next turn.
An affected target can’t take reactions and
must roll a d10 at the start of each of its turns to
determine its behavior for that turn. A target that
made a close save rolls a d10 twice and chooses
which of the corresponding behaviors it follows
this turn.

Confusion Behavior
d10 Behavior
1 The creature uses all its movement to move in a
random direction. To determine the direction, roll a d8
and assign a direction to each die face. The creature
doesn’t take an action this turn.
2–6 The creature doesn’t move or take actions this turn.

7–8 The creature uses its action to make a melee attack


against a randomly determined creature within its
reach. If there is no creature within its reach, the
creature does nothing this turn.
9–10 The creature can act and move normally.

16 RELIABLE SPELLS LIST


Dominate Beast Elemental Bane
1 Action, Duration: Concentration, up to 1 minute 1 Action, Duration: Concentration, up to 1 minute
You attempt to beguile a Beast that you can see Choose one creature you can see within range,
within range. It must make a Wisdom saving and choose one of the following damage types:
throw. If you or creatures that are friendly to acid, cold, fire, lightning, or thunder. The target
you are fighting it, it has advantage on the saving must make a Constitution saving throw. On a
throw. failure, it is affected by the spell for its duration.
On a failed save, the Beast is charmed by you On a close save, the target is instead affected by
for the duration. While the Beast is charmed the spell only until the beginning of your next
in this way, you have a telepathic link with it as turn. The first time each turn the affected target
long as the two of you are on the same plane takes damage of the chosen type, the target takes
of existence. You can use this telepathic link to an extra 2d6 damage of that type. Moreover, the
issue commands to the creature while you are target loses any resistance to that damage type
conscious (no action required), which it does until the spell ends.
its best to obey. You can specify a simple and
general course of action, such as “Attack that Phantasmal Killer
creature,” “Run over there,” or “Fetch that object.” 1 Action, Duration: Concentration, up to 1 minute
If the creature completes the order and doesn’t You tap into the nightmares of a creature you
receive further direction from you, it defends and can see within range and create an illusory
preserves itself to the best of its ability. manifestation of its deepest fears, visible only to
You can use your action to take total and precise that creature. The target must make a Wisdom
control of the target. Until the end of your next saving throw. On a failed save, the target becomes
turn, the creature takes only the actions you frightened for the duration. At the end of each
choose, and doesn’t do anything that you don’t of the target’s turns before the spell ends, the
allow it to do. During this time, you can also cause target must succeed on a Wisdom saving throw or
the creature to use a reaction, but this requires take 4d10 psychic damage. On any subsequent
you to use your own reaction as well. successful save, the spell ends.
On a close save, the Beast is charmed by you On a close save, the target is still affected by
for the duration, and is friendly to you, but does the spell, but may immediately repeat the save
not obey your commands. whenever it takes damage from a type other
Each time the target takes damage, it makes a than psychic.
new Wisdom saving throw against the spell. If the
saving throw succeeds, the spell ends.

RELIABLE SPELLS LIST 17


18 RELIABLE SPELLS LIST
Polymorph
1 Action, Duration: Concentration, up to 1 hour
This spell transforms a creature that you can
see within range into a new form. An unwilling
creature must make a full Wisdom saving throw
to avoid the effect. The spell has no effect on a
shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or
until the target drops to 0 hit points or dies. The
new form can be any Beast whose challenge
rating is equal to or less than the target’s (or the
target’s level, if it doesn’t have a challenge rating).
The target’s game statistics, including mental
ability scores, are replaced by the statistics of
the chosen Beast. It retains its alignment and
personality.
The target assumes the hit points of its new
form. When it reverts to its normal form, the
creature returns to the number of hit points it
had before it transformed. If it reverts as a result
of dropping to 0 hit points, any excess damage
carries over to its normal form. As long as the
excess damage doesn’t reduce the creature’s
normal form to 0 hit points, it isn’t knocked
unconscious.
The creature is limited in the actions it can
perform by the nature of its new form, and it can’t
speak, cast spells, or take any other action that
requires hands or speech.
The target’s gear melds into the new form. The
creature can’t activate, use, wield, or otherwise
benefit from any of its equipment. On a failed save, the target is charmed for
On a close save, an unwilling creature is only the duration. While the target is charmed in
partially transformed. An NPC retains one trait this way, you have a telepathic link with it as
and one action of its choice from its original long as the two of you are on the same plane
form (its choice). The chosen action uses the of existence. You can use this telepathic link to
ability scores and proficiency bonus of the issue commands to the creature while you are
original form. conscious (no action required), which it does
its best to obey. You can specify a simple and
general course of action, such as “Attack that
Polymorphing a PC creature,” “Run over there,” or “Fetch that object.”
A player character who makes a close save against the If the creature completes the order and doesn’t
polymorph or mass polymorph spell retains one class
receive further direction from you, it defends and
feature (e.g., the barbarian’s Rage or the paladin’s
Divine Sense) and either its arms (retains its Strength preserves itself to the best of its ability.
score), head (retains its Intelligence, Wisdom, and You can use your action to take total and precise
Charisma scores), or legs (retains its speed). control of the target. Until the end of your next
turn, the creature takes only the actions you
choose, and doesn’t do anything that you don’t
allow it to do. During this time you can also cause
5th Level Spells the creature to use a reaction, but this requires
The following are variant 5th-level spells: you to use your own reaction as well.
On a close save, the creature is charmed
Dominate Person by you for the duration, and regards you as a
1 Action, Duration: Concentration, up to 1 minute friendly acquaintance, but does not obey your
You attempt to beguile a Humanoid that you can commands.
see within range. It must make a Wisdom saving Each time the target takes damage, it makes a
throw. If you or creatures that are friendly to new Wisdom saving throw against the spell. If the
you are fighting it, it has advantage on the saving saving throw succeeds, the spell ends.
throw.
RELIABLE SPELLS LIST 19
Geas Modify Memory
1 minute, Duration: 30 days 1 Action, Duration: Concentration, up to 1 minute
You place a magical command on a creature You attempt to reshape another creature’s
that you can see within range, forcing it to carry memories. One creature that you can see must
out some service or refrain from some action or make a Wisdom saving throw. If you are fighting
course of activity as you decide. If the creature the creature, it has advantage on the saving throw.
can understand you, it must make a Wisdom On a close save, the target forgets everything
saving throw. On a failure, it is charmed by you that has happened since the start of your last
for the duration. While the creature is charmed turn, and the spell ends. On a failed save, the
by you, it takes 5d10 psychic damage each time target becomes charmed by you for the duration.
it acts in a manner directly counter to your The charmed target is incapacitated and unaware
instructions, but no more than once each day. A of its surroundings, though it can still hear you.
creature that can’t understand you is unaffected If it takes any damage or is targeted by another
by the spell. spell, this spell ends, and none of the target’s
You can issue any command you choose, short memories are modified.
of an activity that would result in certain death. While this charm lasts, you can affect the
Should you issue a suicidal command, the spell target’s memory of an event that it experienced
ends. within the last 24 hours and that lasted no more
On a close save, the target is still affected but than 10 minutes. You can permanently eliminate
the duration is reduced to 1 hour. all memory of the event, allow the target to recall
You can end the spell early by using an action to the event with perfect clarity and exacting detail,
dismiss it. A remove curse, greater restoration, or change its memory of the details of the event, or
wish spell also ends it. create a memory of some other event.
You must speak to the target to describe how
Hold Monster its memories are affected, and it must be able
1 Action, Duration: Concentration, up to 1 minute to understand your language for the modified
Choose a creature that you can see within memories to take root. Its mind fills in any gaps
range. The target must make a Wisdom saving in the details of your description. If the spell ends
throw. On a failed save, the target is paralyzed before you have finished describing the modified
for the duration. On a close save, the target’s memories, the creature’s memory isn’t altered.
movement speed becomes 0. At the end of each Otherwise, the modified memories take hold
of its turns, the target can make another Wisdom when the spell ends.
saving throw, ending the spell on itself on any A modified memory doesn’t necessarily
successful save. affect how a creature behaves, particularly if
the memory contradicts the creature’s natural
inclinations, alignment, or beliefs. An illogical
modified memory, such as implanting a memory
of how much the creature enjoyed dousing itself
in acid, is dismissed, perhaps as a bad dream.
The GM might deem a modified memory too
nonsensical to affect a creature in a significant
manner.
A remove curse or greater restoration spell cast
on the target restores the creature’s true memory.

20 RELIABLE SPELLS LIST


Planar Binding Scrying
1 hour, Duration: 24 hours 10 minutes, Duration: Concentration, up to 10 minutes
With this spell, you attempt to bind a Celestial, You can see and hear a particular creature you
an Elemental, a Fey, or a Fiend to your service. choose that is on the same plane of existence
The creature must be within range for the entire as you. The target must make a Wisdom saving
casting of the spell. (Typically, the creature is first throw, which is modified by how well you know
summoned into the center of an inverted magic the target and the sort of physical connection you
circle in order to keep it trapped while this spell is have to it. If a target knows you’re casting this
cast.) At the completion of the casting, the target spell, it can fail the saving throw voluntarily if it
must make a Charisma saving throw. On a failed wants to be observed.
save, it is bound to serve you for the duration. If
the creature was summoned or created by another Knowledge Save Modifier
spell, that spell’s duration is extended to match the Secondhand (you have heard of the target) +5
duration of this spell. Firsthand (you have met the target) 0
A bound creature must follow your instructions Familiar (you know the target well) −5
to the best of its ability. You might command the
creature to accompany you on an adventure, to Connection Save Modifier
guard a location, or to deliver a message. The Likeness or picture −2
creature obeys the letter of your instructions, but Possession or garment −4
if the creature is hostile to you, it strives to twist Body part, lock of hair, bit of nail, or the like −10
your words to achieve its own objectives. If the
creature carries out your instructions completely On a successful save, the target isn’t affected,
before the spell ends, it travels to you to report and you can’t use this spell against it again for 24
this fact if you are on the same plane of existence. hours.
If you are on a different plane of existence, it On a failed save, the spell creates an invisible
returns to the place where you bound it and sensor within 10 feet of the target. You can see
remains there until the spell ends. and hear through the sensor as if you were there.
On a close save, the creature is also bound The sensor moves with the target, remaining
to your service, but once before the spell ends, within 10 feet of it for the duration. A creature
it can choose to disobey your orders. When it that can see invisible objects sees the sensor as a
does, the creature can act in any way it desires luminous orb about the size of your fist.
for a number of rounds equal to its proficiency On a close save, the spell creates a faintly
bonus, before returning to your service. You transparent sensor within 10 feet of the target.
know whether the creature succeeds, fails, or Creatures within 30 feet of the sensor can
makes a close save on its saving throw. detect it with a Wisdom (Perception) check
or with their passive Perception. The DC for
detecting the sensor is equal to your spell save
DC. The sensor has 10 HP, an AC of 10, and
immunity to poison damage. If the sensor is
destroyed, any excess damage carries over to
you, and you can’t use this spell against the
target again for 24 hours. The sensor moves
with the target, remaining within 10 feet of it
for the duration.
Instead of targeting a creature, you can choose
a location you have seen before as the target of
this spell. When you do, the sensor appears at that
location and doesn’t move.

RELIABLE SPELLS LIST 21


Temporal Shunt or close save, it is affected by one of the following
1 Reaction taken when a creature you can see makes an effects of your choice for the duration. On each of
attack roll or starts to cast a spell, Duration: 1 round your turns until the spell ends, you can use your
action to target another creature but can’t target
You target the triggering creature, which must a creature again if it has succeeded on a saving
make a Wisdom saving throw. On a failed save, throw against this casting of eyebite.
the target vanishes, being thrown to another Asleep. The target falls unconscious. It wakes
point in time and causing the attack to miss or up if it takes any damage or if another creature
the spell to be wasted. At the start of its next turn, uses its action to shake the sleeper awake. On
the target reappears where it was or in the closest a close save, the target cannot take reactions
unoccupied space. The target doesn’t remember until the start of its next turn.
you casting the spell or being affected by it. Panicked. The target is frightened of you. On
On a close save, the target vanishes, being each of its turns, the frightened creature must
thrown to another point in time and causing take the Dash action and move away from you
the attack or spell to be delayed. At the start of by the safest and shortest available route, unless
its next turn, the target reappears where it was there is nowhere to move. If the target moves to a
or in the closest unoccupied space. It can use place at least 60 feet away from you where it can
its reaction to make the attack or cast the spell no longer see you, this effect ends. On a close
that was interrupted, choosing a new target if save, the target is frightened until the end of its
one is within range. If it doesn’t use its reaction, next turn but suffers no other effects.
the attack misses or the spell is wasted. Sickened. The target has disadvantage on
6th Level Spells attack rolls and ability checks. At the end of each
of its turns, it can make another Wisdom saving
The following are variant 6th-level spells: throw. If it succeeds, the effect ends. On a close
Disintegrate save, the target has disadvantage on ability
checks until the end of its next turn.
1 Action, Duration: Instantaneous
A thin green ray springs from your pointing finger
to a target that you can see within range. The
target can be a creature, an object, or a creation of
magical force, such as the wall created by wall of
force.
A creature targeted by this spell must make
a Dexterity saving throw. On a failed save, the
target takes 10d6 + 40 force damage. The target
is disintegrated if this damage leaves it with 0 hit
points.
If the target makes a close save, you can have
the disintegration ray continue past the target,
in a straight line, potentially affecting one new
target within range of the spell.
A disintegrated creature and everything it is
wearing and carrying, except magic items, are
reduced to a pile of fine gray dust. The creature
can be restored to life only by means of a true
resurrection or a wish spell.
This spell automatically disintegrates a Large
or smaller nonmagical object or a creation of
magical force. If the target is a Huge or larger
object or creation of force, this spell disintegrates
a 10-foot-cube portion of it. A magic item is
unaffected by this spell.
Eyebite
1 Action, Duration: Concentration, up to 1 minute
For the spell’s duration, your eyes become an inky
void imbued with dread power. One creature of
your choice within 60 feet of you that you can see
must make a Wisdom saving throw. On a failure

22 RELIABLE SPELLS LIST


Flesh to Stone If you or any of your companions damage a
1 Action, Duration: Concentration, up to 1 minute creature affected by this spell, the spell ends for
that creature.
You attempt to turn one creature that you can
see within range into stone. If the target’s body
is made of flesh, the creature must make a
7th Level Spells
Constitution saving throw. On a failed save, it The following are variant 7th-level spells:
is restrained as its flesh begins to harden. On a Divine Word
close save, it is restrained until the end of your 1 Action, Duration: Instantaneous
next turn at which point the spell ends. On a
You utter a divine word, imbued with the power
full save, the creature isn’t affected.
that shaped the world at the dawn of creation.
A creature restrained by this spell must make
Choose any number of creatures you can see
another Constitution saving throw at the end of
within range. Each creature that can hear you
each of its turns. If it makes any successful save
must make a Charisma saving throw. On a failed
against this spell three times, the spell ends. If
save, a creature suffers an effect based on its
it fails its saves three times, it is turned to stone
current hit points. On a close save, the hit point
and subjected to the petrified condition for the
thresholds are halved.
duration. The successes and failures don’t need to
be consecutive; keep track of both until the target • 50 hit points or fewer: deafened for 1 minute
collects three of a kind. • 40 hit points or fewer: deafened and blinded for
If the creature is physically broken while 10 minutes
petrified, it suffers from similar deformities if it • 30 hit points or fewer: blinded, deafened, and
reverts to its original state. stunned for 1 hour
If you maintain your concentration on this spell • 20 hit points or fewer: killed instantly
for the entire possible duration, the creature is Regardless of its current hit points, a Celestial,
turned to stone until the effect is removed. an Elemental, a Fey, or a Fiend that fails its save
is forced back to its plane of origin (if it isn’t there
Mass Suggestion already) and can’t return to your current plane for
1 Action, Duration: 24 hours 24 hours by any means short of a wish spell.
You suggest a course of activity (limited to a
sentence or two) and magically influence up to
twelve creatures of your choice that you can see
within range and that can hear and understand
you. Creatures that can’t be charmed are immune
to this effect. The suggestion must be worded in
such a manner as to make the course of action
sound reasonable. Asking the creature to stab
itself, throw itself onto a spear, immolate itself, or
do some other obviously harmful act automatically
negates the effect of the spell.
Each target must make a Wisdom saving
throw. On a failed save, it pursues the course of
action you described to the best of its ability. The
suggested course of action can continue for the
entire duration. If the suggested activity can be
completed in a shorter time, the spell ends when
the subject finishes what it was asked to do.
You can also specify conditions that will
trigger a special activity during the duration.
For example, you might suggest that a group of
soldiers give all their money to the first beggar
they meet. If the condition isn’t met before the
spell ends, the activity isn’t performed.
On a close save, the creature also follows the
suggestion, but it can repeat the save at the end
of each of its turns, ending the effect on any
successful save.

RELIABLE SPELLS LIST 23


Tether Essence
1 Action, Duration: Concentration, up to 1 hour
Two creatures you can see within range
must make a Constitution saving throw, with
disadvantage if they are within 30 feet of each
other. Either creature can willingly fail the save.
If either save succeeds, the spell has no effect.
If neither creature succeeds, the creatures are
magically linked for the duration, regardless of
the distance between them. When damage is
dealt to one of them, the same damage is dealt to
the other one, or half if that other creature had
made a close save. If hit points are restored to
one of them, the same number of hit points are
restored to the other one. If either of the tethered
creatures is reduced to 0 hit points, the spell ends
on both. If the spell ends on one creature, it ends
on both.

8th Level Spells


The following are variant 8th-level spells:
Antipathy/Sympathy
1 hour, Duration: 10 days
This spell attracts or repels creatures of your
choice. You target something within range, either
a Huge or smaller object or creature or an area
that is no larger than a 200-foot cube. Then
specify a kind of intelligent creature, such as red it must use its movement on each of its turns to
dragons, goblins, or vampires. You invest the enter the area or move within reach of the target.
target with an aura that either attracts or repels When the creature has done so, it can’t willingly
the specified creatures for the duration. Choose move away from the target.
antipathy or sympathy as the aura’s effect. If the target damages or otherwise harms an
Antipathy. The enchantment causes creatures affected creature, the affected creature can make
of the kind you designated to feel an intense urge a Wisdom saving throw to end the effect, as
to leave the area and avoid the target. When such described below.
a creature can see the target or comes within On a close save, the creature can’t willingly
60 feet of it, the creature must make a Wisdom move away from the target until the start of its
saving throw. On a failure, the creature is next turn, at which point it must make another
frightened and remains so while it can see the save if it can still see the target or is still within
target or is within 60 feet of it. While frightened by 60 feet of it.
the target, the creature must use its movement to Ending the Effect. If an affected creature ends
move to the nearest safe spot from which it can’t its turn while not within 60 feet of the target
see the target. If the creature moves more than 60 or able to see it, the creature makes a Wisdom
feet from the target and can’t see it, the creature saving throw. On any successful save, the
is no longer frightened, but the creature becomes creature is no longer affected by the target and
frightened again if it regains sight of the target or recognizes the feeling of repugnance or attraction
moves within 60 feet of it. as magical. In addition, a creature affected by the
On a close save, the creature is frightened spell is allowed another Wisdom saving throw
of the target until the start of its next turn, at every 24 hours while the spell persists.
which point it must make another save if it can A creature that successfully saves against this
still see the target or is still within 60 feet of it. effect is immune to it for 1 minute, after which
Sympathy. The enchantment causes the time it can be affected again.
specified creatures to feel an intense urge to
approach the target while within 60 feet of it or
able to see it. When such a creature can see the
target or comes within 60 feet of it, the creature
must make a Wisdom saving throw. On a failure,

24 RELIABLE SPELLS LIST


Dominate Monster On a close save, the target is still affected
1 Action, Duration: Concentration, up to 1 hour by the spell but regains 1d4 Intelligence and
Charisma at the start of each of its turns. Once
You attempt to beguile a creature that you can it regains all of its Intelligence and Charisma,
see within range. It must make a Wisdom saving the spell ends.
throw. On a failure, it is charmed by you for the The spell can also be ended by greater
duration. If you or creatures that are friendly to restoration, heal, or wish.
you are fighting it, it has advantage on the saving
throw. Scatter
While the creature is charmed, you have a 1 Action, Duration: Instantaneous
telepathic link with it as long as the two of you are The air quivers around up to five creatures of your
on the same plane of existence. You can use this choice that you can see within range. An unwilling
telepathic link to issue commands to the creature creature must make a Wisdom saving throw. On
while you are conscious (no action required), a full save, the creature resists this spell. You
which it does its best to obey. You can specify teleport each affected target to an unoccupied
a simple and general course of action, such as space that you can see within 120 feet of you.
“Attack that creature,” “Run over there,” or “Fetch That space must be on the ground or on a floor.
that object.” If the creature completes the order On a close save, the target can choose another
and doesn’t receive further direction from you, unoccupied space that it can see within 15 feet
it defends and preserves itself to the best of its of the space you selected and is teleported there
ability. instead.
You can use your action to take total and precise
control of the target. Until the end of your next
turn, the creature takes only the actions you
choose, and doesn’t do anything that you don’t
allow it to do. During this time, you can also cause
the creature to use a reaction, but this requires
you to use your own reaction as well.
On a close save, the creature is charmed by
you for the duration, and is friendly to you, but
does not obey your commands.
Each time the target takes damage, it makes a
new Wisdom saving throw against the spell. On
any successful save, the spell ends.
Feeblemind
1 Action, Duration: Instantaneous
You blast the mind of a creature that you can see
within range, attempting to shatter its intellect and
personality. The target takes 4d6 psychic damage
and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and
Charisma scores become 1. The creature can’t
cast spells, activate magic items, understand
language, or communicate in any intelligible way.
The creature can, however, identify its friends,
follow them, and even protect them. At the end of
every 30 days, the creature can repeat its saving
throw against this spell. On any successful
saving throw, the spell ends.

RELIABLE SPELLS LIST 25


9th Level Spells Hedged Prison. The spell transports the target
into a tiny demiplane that is warded against
The following are variant 9th-level spells: teleportation and planar travel. The demiplane
can be a labyrinth, a cage, a tower, or any similar
Imprisonment confined structure or area of your choice.
1 minute, Duration: Until Dispelled
The special component for this version of the
You create a magical restraint to hold a creature spell is a miniature representation of the prison
that you can see within range. The target must made from jade.
make a Wisdom saving throw. On a failure, it is Minimus Containment. The target shrinks
bound by the spell. On a close save, the chosen to a height of 1 inch and is imprisoned inside
form of imprisonment is replaced with a special a gemstone or similar object. Light can pass
form, Spectral Purgatory, described below. through the gemstone normally (allowing the
On a success, it is immune to this spell if you target to see out and other creatures to see in), but
cast it again. While affected by this spell, the nothing else can pass through, even by means of
creature doesn’t need to breathe, eat, or drink, teleportation or planar travel. The gemstone can’t
and it doesn’t age. Divination spells can’t locate or be cut or broken while the spell remains in effect.
perceive the target. The special component for this version of the
When you cast the spell, you choose one of the spell is a large, transparent gemstone, such as a
following forms of imprisonment. corundum, diamond, or ruby.
Burial. The target is entombed far beneath the Slumber. The target falls asleep and can’t be
earth in a sphere of magical force that is just large awoken. The special component for this version of
enough to contain the target. Nothing can pass the spell consists of rare soporific herbs.
through the sphere, nor can any creature teleport Spectral Purgatory. The target is shunted
or use planar travel to get into or out of it. into the liminal space between the plane it was
The special component for this version of the on and the Astral Sea. While stranded this
spell is a small mithral orb. way, it appears as a faint, motionless echo in
Chaining. Heavy chains, firmly rooted in the the space it was in when the spell was cast.
ground, hold the target in place. The target is It can perceive everything around the echo
restrained until the spell ends, and it can’t move using its normal senses as if it were still in that
or be moved by any means until then. space, but the echo can’t interact with anything
The special component for this version of the outside the liminal space, and nothing outside
spell is a fine chain of precious metal. the liminal space can interact with it. The
shunting lasts for a number of hours equal to
the difference between its Wisdom save and
your spell save DC, after which it returns to the
space it was in when the spell was cast or the
nearest unoccupied space, and the spell ends.
Ending the Spell. During the casting of the
spell, in any of its versions, you can specify a
condition that will cause the spell to end and
release the target. The condition can be as
specific or as elaborate as you choose, but the DM
must agree that the condition is reasonable and
has a likelihood of coming to pass. The conditions
can be based on a creature’s name, identity, or
deity but otherwise must be based on observable
actions or qualities and not based on intangibles
such as level, class, or hit points.
A dispel magic spell can end the spell only if it is
cast as a 9th-level spell, targeting either the prison
or the special component used to create it.
You can use a particular special component to
create only one prison at a time. If you cast the
spell again using the same component, the target
of the first casting is immediately freed from its
binding.

26 RELIABLE SPELLS LIST


Mass Polymorph The target’s gear melds into the new form. The
1 Action, Duration: Concentration, up to 1 hour target can’t activate, use, wield, or otherwise
benefit from any of its equipment.
You transform up to ten creatures of your choice On a close save, an unwilling creature is only
that you can see within range. An unwilling target partially transformed. An NPC retains one trait
must make a full Wisdom saving throw to resist and one action of its choice from its original
the transformation. An unwilling shapechanger form (its choice). The chosen action uses the
automatically succeeds on the save. ability scores and proficiency bonus of the
Each target assumes a beast form of your original form.
choice, and you can choose the same form or
different ones for each target. The new form can Weird
be any beast you have seen whose challenge 1 Action, Duration: Concentration, up to 1 minute
rating is equal to or less than the target’s (or Drawing on the deepest fears of a group of
half the target’s level, if the target doesn’t have creatures, you create illusory creatures in their
a challenge rating). The target’s game statistics, minds, visible only to them. Each creature in a
including mental ability scores, are replaced by 30-foot-radius sphere centered on a point of your
the statistics of the chosen beast, but the target choice within range must make a Wisdom saving
retains its hit points, alignment, and personality. throw. On both a failed save or a close save, a
Each target gains a number of temporary hit creature becomes frightened for the duration.
points equal to the hit points of its new form. The illusion calls on the creature’s deepest fears,
These temporary hit points can’t be replaced by manifesting its worst nightmares as an implacable
temporary hit points from another source. A target threat. At the end of each of the frightened
reverts to its normal form when it has no more creature’s turns, it must succeed on a Wisdom
temporary hit points or it dies. If the spell ends saving throw or take 4d10 psychic damage. Only
before then, the creature loses all its temporary if the target makes a full save does the spell
hit points and reverts to its normal form. ends for that creature.
The creature is limited in the actions it can
perform by the nature of its new form. It can’t
speak, cast spells, or do anything else that
requires hands or speech.

RELIABLE SPELLS LIST 27


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