recursal/Fanatic-Fandom huggingface dataset:
Leomund's Secret Chest

A 4th
Level Conjuration spell

Casting time: 1
Action

Duration: Instantaneous

Range: Touch

Components: V, S, M
(an exquisite chest, 3’x2’x2’, constructed from rare materials worth at least
5000gp, and a Tiny replica made from the same materials worth at least 50gp)

Can be learnt by: Wizard

You hide a chest,
and all its contents, on the Ethereal Plane. You must touch the chest and the
miniature replica that serves a s a material component for the spell. The chest
can contain up to 12’ cubed of nonliving material (3’x2’x2’).

While the chest
remains on the Ethereal Plane, you can use an Action and touch the replica to
recall the chest. It appears in an unoccupied space on the ground within 5’ of
you. You can send the chest back to the Ethereal Plane by using an Action and
touching both the chest and the replica.

After 60 days, there
is a cumulative 5% chance per day that the spell’s effect ends. This effect
also ends if you cast this spell again, if the smaller replica chest is
destroyed, or if you choose to end the spell as an Action. If the spell ends
and the larger chest is still on the Ethereal Plane, it is irretrievably lost.
Toxic Blast

A 3rd Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 150’

Components: V, S, M (a snake’s fang inside a vial of venomous plant extract)

Can be learnt by: Bard, Druid, Sorcerer, Warlock, Wizard

A bright green streak flashed from your pointing finger to a
spot you choose within range and quickly expands into an eruption of toxic
purple gases. Each creature in a 20’ radius sphere centered on that point must
make a Constitution save, taking 6d6 poison damage on a failure, or half as
much damage on a success.

The gas spreads around corners and lingers in the area until
the start of your next turn. Creatures that enter the are while the gas is
present must also make a Constitution save, taking 6d6 poison damage on a
failure, or half as much on a success.

If this spell is cast using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot level above 3rd.

This spell is a Lost Spell.
Insect Plague

A 5th Level
Conjuration spell

Casting time: 1
Action

Duration: Concentration,
up to 10 minutes

Range: 300’

Components: V, S, M
(a few grains of sugar, some kernels of grain, and a smear of fat)

Can be learnt by: Cleric, Druid, Sorcerer

Swarming, biting
locusts fill a 20’ radius sphere centered on a point you choose within range.
The sphere spreads around corners. The sphere remains for the duration, and its
area is lightly obscured. The sphere’s area is difficult terrain. When the area
appears, each creature in it must make a Constitution save. A creature takes
4d10 piercing damage on a failure, or half as much on a success. A creature
must also make this save when it enters the spell’s area for the first time on
a turn or ends its turn there.

When this spell is
cast using a spell slot of 6th level or higher, the damage increases
by 1d10 for each slot level above 5th.
List of Spell Containers

This page lists the types of spell "containers" available in most worlds within the Extended Realms. A spell container is a scroll or gemstone that contains 1 spell that anyone (with or without the Spellcasting feature) can cast while holding the container. Once cast, the spell is spent and the container becomes empty. Depending on the container, it would either disintegrate (e.g. scrolls) or become dormant until it is imbued with a new spell (e.g. gemstones).

## Spell Scrolls

Spell scrolls are typically made of parchment with arcane symbols and runes written in specially distilled ink capable of carrying and channeling arcane energies. Spell scrolls are typically made by mages who, in the process of casting a spell, will channel the arcane energies of the spell into the inks, which are sealed into the scroll via the proper symbols and runes. Once created, a scroll remains usable regardless of how much time has passed, and the arcane energies of the spell protects the scroll from natural degradation. However, should the parchment of the scroll be damaged by an external force (e.g. fire, someone ripping/cutting it, etc.), the spell contained within will be unleashed, either targeting the closest available target within range or centered on itself. The scroll is then destroyed as per usual. If a spell scroll is taken into an anti-magic field, it will lose the spell contained within it but will not disintegrate, the parchment will still bare the arcane symbols and runes but the ink will no longer carry the arcane energies of the spell.

## Spell Gems

Spell gems are specially treated gemstones made capable of storing a single spell within until the spell is used. What sets it apart from scrolls is its ability to be reused, that is, the container is not destroyed once the spell contained within it is cast. Similar to scrolls, only one spell can be contained within a single spell gem at a time. Spell gems are typically made by alchemists who treat gemstones via a specialized procedure that gives them the ability to contain and channel arcane energy. Once created, a magic user need simply to channel the arcane energies of a spell they are casting into the gem to store it inside. Unfortunately, spell gems do not share the longevity of their scroll cousins, and the arcane energies contained within a spell gem will slowly dissipate over time, becoming empty 100 years after a spell has been imbued within. Despite their ability to be reused, spell gems are not indestructible, and any force capable of destroying the type of gemstone the spell gem is created from is enough to destroy the spell gem and release the spell contained within. When this happens, the contained spell will be cast either target the closest available target within range or centered on the spell gem. If a spell gem is taken into an anti-magic field, it will not only lose the spell contained within it, but also its ability to contain spells again until it is retreated.
Lost Spells

The spells on this page, unlike Common Spells, are usually not found in any easily accessible locations, and are considered lost to time through various means. Perhaps a spell was deemed so catastrophic that all records of it was purged from history, perhaps the last known practitioner failed to find a worthy apprentice to pass the spell on, perhaps some great calamity resulted in a great loss of arcane knowledge, or perhaps the spell simply never saw widespread use and recognition in the first place.

Whatever the reason, these Lost Spells might still prove useful to the intrepid adventurers who happen upon these long-forgotten magics.

The following spells are listed first in order of spell level (from lowest to highest), and then alphabetically.

## Dunamancy

On a distant plane known as Wildemont, wizards have developed the following spells that, though difficult to master, can be learnt by any spellcaster capable of casting spells of that level. Throughout the ages, scrolls and books bearing Dunamancy magic have drifted through the endless void between worlds, and sometimes lucky adventurers can locate these carriers of extraplanar magical knowledge.
Mind Thrust

A 2nd
Level Enchantment spell

Casting time: 1 Bonus Action

Duration: 1 round

Range: 60’

Components: V, S

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You propel a lance of psionic disruption into the mind of
one creature you can see within range. The target must make an Intelligence
save. On a failed save, the target takes 3d6 psychic damage, and it can use it
Action only to Dash or Disengage on its next turn. On a successful save, the
target takes half as much damage, and this spell doesn’t limit its Action
options.

When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional creature for each spell level above
2nd. The creatures must be within 30’ of each other when you target
them.
Spore Cloud

A 4th Level Conjuration spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S, M (a dried mushroom)

Can be learnt by: Druid, Ranger, Sorcerer, Warlock

You conjure a cloud of hallucination inducing spores in a
10’ cube within range. Each creature within the cube must make on a
Constitution save, taking 5d8 poison damage and become poisoned for one minute
on a failure, or half damage on a success. While poisoned this way, a creature
is blind, deaf, and incapacitated as the hallucinations overwhelm its senses.
Whenever it takes damage, a poisoned creature can repeat the save, ending the
effect on itself on a success.

If this spell is
castusing a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above 4th.

This spell is a Lost Spell.
Seeming

A 5th
Level Illusion spell

Casting time: 1
Action

Duration: 8 hours

Range: 30’

Components: V, S

Can be learnt by: Bard, Sorcerer, Wizard

This spell allows
you to change the appearance of any number of creatures that you can see within
range.
You give each target you choose a new, illusory appearance. An unwilling target
can make a Charisma save, and if it succeeds, it is unaffected by this spell.

The spell disguises
physical appearances as well as clothing, armor, weapons, and equipment. You
can make each creature seem 1’ shorter or taller and appear thin, fat, or
in-between. You can’t change a target’s body type, so you must choose a form that
has the same basic arrangement of limbs. Otherwise, the extent of the illusion
is up to you. The spell lasts for the duration, unless you use your Action to
dismiss it sooner.

The changes wrought
by this spell fail to hold up to physical inspections. For example, if you use
this spell to add a hat to a creature’s out fit, objects pass through the hat,
and anyone who touches it would feel nothing or would feel the creature’s head
and hair. If you use this spell to appear thinner then you are, the hand of
someone who reaches out to touch you would bump into you while it was seemingly
still in midair.

A creature can use
its action to inspect a target and make an Investigation check against your
spell save DC. If it succeeds, it becomes aware that the target is disguised.
Trumpet of the Archon

A 5th Level Conjuration spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 30’

Components: V, S, M (a small piece of brass and the feather of a white
dove)

Can be learnt by: Bard, Cleric, Paladin, Warlock

You summon the trumpet of a Trumpeter Archon from the realm
of Mount Celestia to a point that you can see within range. The trumpet
unleashes a 60’ cone of thunderous energy in a direction you choose, and all
creatures caught within that area must make a Constitution save. On a failure,
a creature takes 8d6 thunder damage and is deafened until the end of your next
turn, while on a success they take half damage and isn’t deafened.

If a creature is an undead or a fiend, they have
disadvantage on the save and take an additional 2d6 radiant damage regardless of
whether the succeeded or failed on the save.

Celestials caught in the area of the blast automatically
succeed on the Constitution save and takes no damage from the spell.

If there is a Trumpeter Archon within 30’ of you or the
conjured trumpet when you cast this spell it can use its Reaction to use its
Trumpet Blast ability, if available.

If this spell is
cast using a spell slot of 6th level or higher, the range of
the spell increases by 10’ and the thunder damage increases by 1d6 per slot
level above 5th.

This spell is a Lost Spell.
Otiluke's Freezing Sphere

A 6th Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: 300’

Components: V, S, M (a small crystal sphere)

Can be learnt by: Wizard

A frigid glove of cold energy streaks from your fingertips
to a point of your choice within range, where it explodes in a 60’ radius
sphere. Each creature within the area must make a Constitution save, taking
10d6 cold damage on a failure, or half as much on a success.

If the globe strikes a body of water or liquid that is
principally water (not including water-based creatures), it freezes the liquid
to a depth of 6” or an area of 30 square feet. This ice lasts for 1 minute.
Creature that were swimming on the surface of the frozen water are trapped in
the ice. A trapped creature can use an Action to make a Strength check against
your spellcasting DC to break free.

You can refrain from firing the globe after completing the
spell, if you wish. A small glove about the size of a sling stone, cool to the
touch, appears in your hand. At any time, you or a creature you give the globe
to can throw the globe (to a range of 40’) or hurl it with a sling (to the
sling’s normal range). It shatters on impact, with the same effect as the
normal casting of the spell. You can also set the globe down without shattering
it. After 1 minute, if the globe hasn’t already shattered, it explodes.

If this spell is cast using a spell slot of 7th
level or higher, the damage increases by 2d6 for each slot level above 6th.
Lightning Blitz

A 5th Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self (60’ line that is 5’ wide)

Components: V, S, M (a bit of iron, copper, and lead wool)

Can be learnt by: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

This spell creates a 5’ diameter sphere that flies out from
you in a direction you choose for 60’. Upon traveling the full distance, the
sphere explodes. Creatures caught in the path of the sphere and those within
20’ of the sphere when it explodes must make a Dexterity save, taking 10d8
lightning damage on a failure or half as much on a success. On a failure, a
creature is also paralyzed for 1 minute, a paralyzed creature can make a
Constitution save at the end of each of its turns, recovering on a success.

The sphere is immaterial and can occupy and/or pass through
solid objects. Living objects (i.e. non-magical plants) automatically fail on
the save to avoid damage from this spell.

If this spell is cast using a spell slot of 6th
level or higher, increases the distance traveled by the sphere by 10’ and the
damage dealt by 2d8 for each spell slot level above 5th.

This spell is a Lost Spell.
Outcast Champion

An Outcast Champion is a leader who, like those he/she guides and protects, are social pariahs. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Half-elf.

## Class Features

Outcast Champion Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Aura of Confidence

Your presence embolden allies around you, and you, in turn, are emboldened by their trust. Whenever an allied creature within 30 feet of you who can see you makes a Wisdom save, the roll gains a bonus equal to your Charisma modifier (minimum of 1). You also benefit from this feature if there are at least one allied creature within 30 feet of you.

### Teamwork

Whenever you use the Help action on an allied creature for a skill check or tool use, or if they use Help on you, aside from allowing the roll to be made with advantage, a bonus equalling thrice your Outcast Champion level is added to the roll.

### Avenging Strike

You are loved and trusted by your companions, and you take this responsibility to heart. If any of your allies are damaged within 30’ of you within the last hour, you gain advantage on one attack of your choice against the aggressor. You also add your Charisma modifier (minimum of 1) to your attack damage. You can use this ability a number of times equal to half your character level per long rest.

### Desperate Fury

You are at your best when times are at their worst. If your current HP is less than 25% of your maximum HP, if over half of your allies are dead or incapacitated, or if you and your companions are outnumbered five-to-one, you can enter the Desperate Fury state at any time you choose, gaining the following benefits:

* You gain a bonus equalling twice your Outcast Champion level to all d20 rolls and you share this benefit with up to 10 allied creatures within 50 feet of you
* You gain a bonus equalling your Outcast Champion level to all non-d20 dice rolls and you share this benefit with up to 10 allied creatures within 50 feet of you
* You and up to 10 allied creatures within 50 feet of you gain a bonus to AC equalling your Charisma modifier (minimum of 1)
* You and up to 10 allied creatures within 50 feet of you gain temporary HP equalling half of your character level

This effect lasts for 1 minute, and can end early if you are Charmed, Frightened, Incapacitated, or if you choose to end it (does not require any action on your part). Once the effect ends for you it also ends for your affected allies, but if it ends for one or more of your affected allies it does not end for you. You can use this ability once per long rest.
Vampiric Touch

A 3rd
Level Necromancy spell

Casting time: 1
Action

Duration: Concentration,
up to 1 minute

Range: Self

Components: V, S

Can be learnt by: Warlock, Wizard

The touch of your shadow-wreathed
hand can siphon life force from others to heal your wounds. Make a melee spell
attack against a creature within your reach. On a hit, the target takes 3d6
necrotic damage, and you regain HP equal to half the amount of necrotic damage
dealt. Until the spell ends, you can make the attack again on each of your
turns as an Action.

When this spell is
cast using a spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
Silent Image

A 1st Level Illusion spell

Casting time: 1 Action

Duration: Concentration, up to 10 minutes

Range: 60’

Components: V, S, M (a bit of fleece)

Can be learnt by: Bard,
Sorcerer, Wizard

You create the image of an object, creature, or some other
visible phenomenon that is no larger than a 15’ 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
Action to cause the image to move to any spot within range. As the image
changes location, you can alter its appearance so that its movements appear
natural for the image. For example, if you create an image of a creature and
move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature that uses its Action
to examine the image can determine that it is an illusion with a successful
Investigation check against your spell save DC. If a creature discerns the
illusion for what it is, the creature can see through the image.
Shocking Grasp

An Evocation cantrip

Casting time: 1
Action

Duration:
Instantaneous

Range: Touch

Components: V, S

Can be learnt by:
Sorcerer, Wizard

Lightning springs
from you hand to deliver a shock to a creature you try to touch. Make a melee
spell attack against the target. You have advantage on the attack roll if the
target is wearing armor made of metal. On a hit, the target takes 1d8 lightning
damage, and it can’t take Reactions until the start of its next turn.

The spell’s damage
increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).
Scrying

A 5th Level
Divination spell

Casting time: 10
minutes

Duration: Concentration,
up to 10 minutes

Range: Self

Components: V, S, M
(a focus worth at least 1000gp, such as a crystal ball, a silver mirror, or a
font filled with holy water)

Can be learnt by: Bard, Cleric, Druid, Warlock, Wizard

You can see and hear a
particular creature of your choice that is on the same plane of existence as
you. The target must make a Wisdom save, which is modified by how well you know
the target and the sort of physical connection you have to it. If a target
knows you’re casting this spell, it can fail the save voluntarily if it wants
to be observed.

 Firsthand (you have met the target)
 Familiar (you know the target well)

 Possession or garment
 Body part, hair lock, nail clipping, etc.

On a successful
save, the target isn’t affected, and you can’t use this spell against it again
for 24 hours.

On a failure, the
spell creates an invisible sensor within 10’ of the target. You can see and
hear through the sensor as if you were there. The sensor moves with the target,
remaining within 10’ of it for the duration. A creature that can see invisible
objects sees the sensor as a luminous orb about the size of your fist.

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.
Spiritual Weapon

A 2nd Level
Evocation spell

Casting time: 1
Bonus Action

Duration: 1 minute

Range: 60’

Components: V, S

Can be learnt by: Cleric

You create a
floating, spectral weapon within range that lasts for the duration or until you
cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature
within 5’ of the weapon. On a hit, the target takes force damage equal to 1d8 +
your spellcasting ability modifier. As a Bonus Action on your turn, you can
move the weapon up to 20’ and repeat the attack against a creature within 5’ of
it.

The weapon can take
whatever form you choose. Clerics of deities who are associated with a
particular weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) tends to make this spell’s effect resemble that weapon.

When this spell is
cast using a spell slot of 4th level or higher, the damage increases
by 1d8 for every two slot levels above the 2nd.
Jobber

A Jobber is an experienced diplomat who “deals with” outsiders and prevent conflict between them and their home community. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Half-gnome.

## Class Features

Jobber Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Diplomacy

When interacting with any non-Gnome or non-Halfling humanoids, you add your Jobber level as a bonus to your Persuasion, Deception, Insight, Investigation, History, and Religion checks.

### Friendly Smile

When trying to change the attitude of an unfriendly (but not hostile or openly aggressive) individual, you gain a +5 bonus to your Persuasion, Deception, and Insight checks. The effects of this feature stacks with the bonuses provided by the Diplomacy feature.

### Personable

You readily befriend the locals of any location with great east. After spending at least an hour in any location, you can make Investigation checks to gather any information you need, even being able to ask questions that would normally raise suspicion or are not commonly shared with outsiders (but not taboos or extremely personal topics, your DM has the final say on what kinds of topics are okay to talk about). If you fail an Investigation check, you can repeat that check with the same question/topic within the next hour without raising suspicion. If you spend at least 24 hours at a location the locals become willing to aid you even if you have a dispute with one of their own, though this only extends to simple favors (e.g. letting you and your group stay at the inn free of charge), the locals will not fight for you, nor will they be willing to protect you or your group at great risk of harm to themselves.

### Seal the Deal

Whenever you conclude a dealing of any kind with another individual, you can “seal the deal” with a handshake, an arcane binding ritual that holds the other individual fully accountable. If the other individual breaks the terms of the deal, willingly or otherwise, the backlash from the breaking of the bond allows you to place a curse on them as if you had cast the *Bestow Curse* spell and the other individual had failed the necessary save. You then determine the nature of the curse. The curse lasts for 24 hours. This feature does not take effect if you had broken your end of the bargain, or if your actions directly led to the other party breaking the deal (e.g.: form a deal with a merchant to deliver a specific item, then either steal the item or have someone else steal it).
Tenser's Floating Disk

A 1st Level Conjuration spell

This spell can be cast as a Ritual

Cast time: 1 Action

Duration: 1 hour

Range: 30’

Components: V, S, M (a drop of mercury)

Can be learnt by: Wizard

This spell creates a circular, horizontal plane of force, 3’
in diameter and 1” thick, that floats 3’ above the ground in an unoccupied
space of your choice that you can see within range. The disk remains for the
duration and can hold up to 500 pounds. If more weight is placed on it, the
spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20’ of it. If you
move more than 20’ away from it, the disk follows you so that it remains within
20’ of you. It can move across uneven terrain, up or down stairs, slopes and
the like, but it can’t cross an elevation change of 10’ or more. For example,
the disk can’t move across a 10’ deep pit, nor could it leave such a pit if it
was created at the bottom.

If you move more than 100’ from the disk (typically because
it can’t move around an obstacle to follow you), the spell ends.
Witch Bolt

A 1st Level Evocation spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 60’

Components: V, S, M (a twig from a tree that has been struck
by lightning)

Can be learnt by: Sorcerer,
Warlock, Wizard

When you cast this spell and as an Action each round for the
duration, you can make a ranged spell attack that targets one creature. On a
hit, the target takes 2d6 lightning damage, and a sustained arc of lightning
forms between you and it. On each of your turns for the duration, you can use a
Bonus Action to automatically deal 1d6 lightning damage to one target with
which you have an arc. The arc ends for a target if it is ever outside the
spell's range or if it has total cover from you

When this spell is cast using a spell slot of 2nd
level or higher, the initial damage increases by 2d6 for each slot level above
1st, and the automatic damage increases by 1d6 for each slot level
above 1st.
Moonblade

*Mundane Tier, primary material: Iron*

**Weapons: longsword, rapier, scimitar**

A recreation of the signature weapons of the ancient, now-extinct Mist Elves, these blades are light, thin and flexible, able to strike from nigh-impossible angles with deadly precision. Regardless of which weapon type this item takes, it always use Dexterity as its attack and damage attribute. When used to make a weapon attack, this weapon grants a +3 bonus to hit and always deal twice as much damage as a weapon of that type (e.g. a Moonblade longsword would deal 2d8 slashing damage when wielded one-handed, or 2d10 slashing damage when wielded two-handed). If this weapon's wielder is prone, attacks with this weapon does not suffer disadvantage.
Moonbeam

A 2nd Level
Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: V, S, M
(several seeds of any moonseed plant and a piece of opalescent feldspar)

Can be learnt by: Druid

A silvery beam of
pale light shines down in a 5’ radius, 40’ high cylinder centered on a point
within range. Until the spell ends, dim light fills the cylinder. When a
creature enters the spell’s area for the first time on a turn or starts its
turn there, it is engulfed in ghostly flames that cause searing pain, and it
must make a Constitution save. It takes 2d10 radiant damage on a failure, or
half as much on a success.

A shapechanger makes
its save with disadvantage. If it fails, it also instantly reverts to its
original form and can’t assume a different form until it leaves the spell’s
light. On each of your turns after you cast the spell, you can use an Action to
move the beam 60’ in any direction.

When this spell is
cast using a spell slot of 3rd level or higher, the damage increases
by 1d10 for each slot level above 2nd.
Knock

A 2nd
Level Transmutation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 60’

Components: V

Can be learnt by: Bard, Sorcerer, Wizard

Choose an object
that you can see within range. The object can be a door, box, chest, set of
manacles, padlock, or another object that contains a mundane or magical means
that prevents access.

A target that is
held shut by a mundane lock or that is stuck or barred becomes unlocked,
unstuck, or unbarred. If the object has multiple locks, only one of them is
unlocked. If you choose a target that is held shut with an arcane lock, that
spell is suppressed for 10 minutes, during which time the target and be opened
and shot normally.

When you cast the
spell, a loud knock, audible from as far away as 300’, emanates from the target
object.
Rary's Telepathic Bond

A 5th
Level Divination spell

This spell can be cast as a Ritual

Casting time: 1
Action

Duration: 1 hour

Range: 30’

Components: V, S, M
(pieces of eggshell from two different kinds of creatures)

Can be learnt by: Wizard

You forge a
telepathic link among up to eight willing creatures of your choice within
range, psychically linking each creature to all the others for the duration.
Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell
ends, the targets can communicate telepathically through the bond regardless of
if they have a common language. The communication is possible over any distance
and through any barrier, though it can’t extend to other planes of existence.
Magic Missile

A 1st Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: 120’

Components: V, S

Can be learnt by: Sorcerer,
Wizard

You create three glowing darts of magical force. Each dart
hits a creature of your choice that you can see within range. A dart deals 1d4
+ 1 force damage to its target. The darts all strike simultaneously and you can
direct them to hit one creature or several. Make separate attack rolls for each
target.

When this spell is cast using a spell slot of 2nd
level or higher, the spell creates one more dart for each slot level above 1st.
Prestidigitation

A Transmutation
cantrip

Casting time: 1
Action

Duration: Up to 1
hour

Range: 10’

Components: V, S

Can be learnt by:
Bard, Sorcerer, Warlock, Wizard

This spell is a
minor magical trick that novice spellcasters use for practice. You create one
of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor

* You instantaneously light or snuff out a candle, a torch, or a small campfire

* You instantaneously clean or soil an object no larger than 1 cubic foot

* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour

* You make a color, a small mark, or a symbol appear on an object for a surface for 1 hour

* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Regenerate

A 7th Level Transmutation spell

Casting time: 1 minute

Duration: 1 hour

Range: Touch

Components: V, S, M (a prayer wheel/book and holy water)

Can be learnt by: Bard, Cleric, Druid

You touch a creature and stimulate its natural healing
ability. The target regains 4d8+15HP. For the duration of the spell, the target
regains 1HP at the start of each of its turns (10HP per minute).

The target’s severed body members (fingers, legs, tails, and
so on), if any, are restored after 2 minutes. If you have the severed part and
hold it to the stump, the spell instantaneously causes the member to reattach
to the stump.
Mental Barrier

A 2nd
Level Abjuration spell

Casting time: 1 Reaction (which you take when you are forced
to make an Intelligence, Wisdom, or Charisma save)

Duration: 1 round

Range: Self

Components: V

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You protect your mind with a wall of looping, repetitive
thoughts. Until the start of your next turn, you have advantage on
Intelligence, Wisdom, and Charisma saves, and you have resistance to psychic
damage.
Mending Burst

A 5th Level
Evocation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: Self

Components: V, S

Can be learnt by: Bard, Cleric, Druid

A wave of healing energy washes out from you, every creature of your choice within 30’ of you regain HP equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

When this spell is
cast using a spell slot of 6th level or higher, the healing
increases by 1d8 for each slot level above 5th.
Identify

A 1st Level Divination spell

This spell can be cast as a Ritual

Casting time: 1 Minute

Duration: Instantaneous

Range: Touch

Components: V, S, M (a pearl worth at least 100gp and an owl
feather)

Can be learnt by: Bard,
Wizard

You choose one object that you must touch throughout the
casting of the spell. If it is a magic item or some other magic-imbued object,
you learn its properties and how to use them, whether it requires attuning to
use, and how many charges it has, if any. You learn whether any spells are
affecting the item and what they are. If the item was created by a spell, you
learn which spell created it.

If you instead touch a creature throughout the casting, you
learn what spells, if any, are currently affecting it.
Power Word Stun

An 8th Level Enchantment spell

Casting time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You speak a word of power that can overwhelm the mind of one creature you
can see within range, leaving it dumbfounded. If the target has 150HP or fewer,
it is stunned. Otherwise, the spell has no effect and the slot is wasted. The
stunned target must make a Constitution save at the end of each of its turns.
Once it has made either three consecutive or five total consecutive saves, the
stunning effect ends.
Mordenkainen's Sword

A 7th Level Evocation spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 120’

Components: V, S, M (a miniature platinum sword with a grip
and pommel of brass or bronze, worth at least 250gp)

Can be learnt by: Bard, Wizard

You create a sword-shaped plane of force that hovers within
range that lasts for the duration of this spell. When the sword appears, you
make a melee spell attack against a target of your choice within 5’ of the
sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you
can use a Bonus Action on each of your turns to move the sword up to 20’ to a
spot you can see and make an attack.

If this spell is cast using a spell slot of 8th
level or higher, you create one additional sword for each spell slot above 7th.
When you have more than one sword, you can have all of the swords make an
attack independent of each other, either against the same target or different
ones.
Shit Storm

A 2nd Level Conjuration spell

This spell can be cast as a Ritual

Casting Time: 1 Action

Duration: Instantaneous

Range: 120’

Components: S, M (a pinch of dried feces)

Can be learnt by: Bard, Sorcerer, Cleric, Warlock, Wizard

This spell summons 10 pounds of fresh feces from any sewer,
outhouse, or dung heap within a 20 mile radius (if none is available, nothing
happens, and the spell fails) that you have seen up close (within 10’) and
stayed around (for at least 10 minutes) within the last 24 hours. The sewage
appears directly above the head of a chosen creature within range, and the
target must succeed on a Dexterity save or be drenched by the sewage. The
sewage is sludge-like and deals no damage.

If this spell is
cast using a spell slot of 3rd level or higher, the amount of
sewage summoned increases by 10 pounds for each spell slot level over 2nd.
No matter how heavy the amount of sewage summoned, they will always have the
consistency of sludge, and thus can never be used to deal damage.

This spell is a Lost Spell.
Faerie Fire

A 1st Level Evocation spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 60’

Components: V

Can be learnt by: Bard,
Druid

Each object in a 20’ cube within range is outlined in blue,
green, or violet light (your choice). Any creature in the area when the spell
is cast is also outlined in light if it fails a Dexterity save. For the
duration, objects and affected creatures shed dim light in a 10’ radius. Any
attack roll against an affected creature or object has advantage if the
attacker can see it, and the affected creature or object can’t benefit from
being invisible.
Spell Lists

This page contain links to all the spells used in the game.

## Spells by Type

Due to the way the game is set, spells in the world are broken up into two major categories: *Common* and *Lost* Spells.

Common Spells are the kind of spells that can be learned by anyone, anywhere (mostly), so long as they have the resources for such an endeavour.

Lost Spells are the kind of spells that used to exist but were lost to time, either because practitioners were exterminated due to the negative consequences of these spells, or because the spell's creator never shared their creations with the wider world.

## Spells by Schools of Magic

Abjuration - Magic that block, banish, null, or protect.

Conjuration - Magic that produce objects or creatures out of thin air.

Divination - Magic that part the veil of space, time, and consciousness to find the truth.

Enchantment - Magic that entrance and beguile the mind of people and monsters alike.

Evocation - Magic that weave and calls upon the raw might of the elements.

Illusion - Magic that dazzles, befuddles, and tricks the viewer, making the imaginary seem real.

Necromancy - Magic that explores the cosmic energies of life, death, and undeath.

Transmutation - Magic that modify energy and matter, to reshape and recreate the world.

## Spells by Class

Bard - Spells that all Bard Collages have access to.

Cleric - Spells that all Cleric Domains have access to.

Druid - Spells that all Druid Circles have access to.

Paladin - Spells that all Paladin Oaths have access to.

Ranger - Spells that all Ranger Conclaves have access to.

Sorcerer - Spells that all Sorcerous Bloodlines have access to.

Warlock - Spells that all Warlock Patrons grant to their agents.

Wizard - Spells that all Wizards can learn.

## Other Classifications

Ritual Spells - Spells that can be cast as a Ritual, that is, by spending an additional 10 minutes during the casting process, the spell can be cast without using up a spell slot.
Psychic Crush

A 6th Level Enchantment spell

Casting time: 1 Action

Duration: 1 minute

Range: 60’

Components: V, S

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You overload the mind of one creature you can see within
range, filling its psyche with discordant emotions. The target must make an
Intelligence save, taking 12d6 psychic damage on a failure or half as much on a
success. If the target failed the save then it is also stunned for 1 minute.
Creatures stunned this way can repeat the Intelligence save at the end of each
of its turns, ending the spell’s effect on itself with a success.

If this spell is cast using a 7th level or higher
spell slot, you can choose one additional creature to be affected by this spell
for each spell slot level above 6th. The targeted creatures must be
within 30’ of each other.
Project Image

A 7th Level Illusion spell

Casting time: 1 Action

Duration: Concentration, up to 1 day

Range: 500 miles

Components: V, S, M (a small replica of you made from
materials worth at least 5gp)

Can be learnt by: Bard, Wizard

You create an illusory copy of yourself that lasts for the
duration. The copy can appear at any location within range that you have seen
before, regardless of intervening obstacles. The illusion looks and sounds like
you but is intangible. If the illusion takes any damage, it disappears, and the
spell ends.

You can use your Action to move this illusion up to twice
your speed, and make it gesture, speak, and behave in whatever way you choose.
It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if
you were in the illusion’s space. On your turn as a Bonus Action, you can
switch from using its senses to using your own, or back again. While you are
using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature that uses its Action
to examine the image can determine that it is an illusion with a successful
Investigation check against your spellcasting DC. If a creature discerns the
illusion for what it is, the creature can see through the image, and any noise
it makes sounds hollow to the creature.
Vicious Mockery

An Enchantment
cantrip

Casting time: 1
Action

Duration:
Instantaneous

Range: 60’

Components: V

Can be learnt by:
Bard

You unleash a string
of insults laced with subtle enchantments at a creature you can see within
range. If the target can hear you (though it need not understand you), it must
succeed on a Wisdom save or take 1d4 psychic damage and have disadvantage on
the next attack roll it makes before the end of its next turn.

This spell’s damage
increases by 1d4 when you reach 5th level (2d4), 11th
level (3d4), and 17th level (4d4).
Ritual Blade

*Mundane tier (Advanced Fusion), primary material: Tin*

**Weapons: dagger, shortsword**

Requires Attuning

Infused with the arcane might of rituals and the ancient magics of a powerful arcane grimoire, this weapon acts as a powerful conduit for the forces of the arcane. Aside from functioning as an arcane focus, this blade allows its attuned wielder to cast ANY spell as a ritual, regardless of whether the spell can or cannot be cast as a ritual, and regardless of whether its wielder can or cannot cast spells as rituals. Furthermore, when a spell is cast as a ritual while the attuned creature has this blade on their person, all of the spell's material components, except that which the spell consumes, are negated. When this blade is used as the arcane focus for a spell, it can maintain concentration on two 6th-level or lower spell or a single spell of any level in place of its attuned wielder. Spells whose concentration is held by this blade cannot be broken save via the Dispel Magic spell cast at the concentrated spell's level (or higher).

Aside from functioning as an invaluable foci of arcane magic, this blade is also a powerful weapon. Whenever this item is used to make an attack, it grants a +5 bonus to hit and, on a hit, deals 6d10+10 force and 4d8+5 psychic damage regardless of the weapon's form. However, unlike a normal dagger, the curious shape of this blade prevents it from functioning as an effective thrown weapon.
Speak with Dead

A 3rd Level
Necromancy spell

Casting time: 1
Action

Duration: 10 minutes

Range: 10’

Components: V, S, M (burning
incense)

Can be learnt by: Bard, Cleric

You grant the
semblance of life and intelligence to a corpse of your choice within range,
allowing it to answer the questions you pose. The corpse must still have a mouth
and can’t be undead. The spell fails if the corpse was the target of this spell
within the last 10 days.

Until the spell
ends, you can ask the corpse up to five questions. The corpse knows only what
it knew in life, including the languages it knew. Answers are usually brief,
cryptic, or repetitive, and the corpse is under no compulsion to offer a
truthful answer if you are hostile to it or it recognizes you as an enemy. This
spell doesn’t return the creature’s soul to its body, only its animating spirit.
Thus, the corpse can’t learn new information, doesn’t comprehend anything that
has happened since it died, and can’t speculate about future events.
Tree Stride

A 5th Level
Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: Self

Components: V, S

Can be learnt by: Druid, Ranger

You gain the ability
to enter a tree and move from inside it to inside another tree of the same kind
within 500’. Both trees must be living and at least the same size as you. You
must use 5’ of movement to enter a tree. You instantly know the location of all
other trees of the same kind within 500’ and, as part of the move used to enter
the tree, can either pass into one of those trees or step out of the tree
you’re in. You appear in a spot of your choice within 5’ of the destination
tree, using another 5’ of movement. If you have no movement left, you appear
within 5’ of the tree you entered.

You can use this
transportation ability once per round for the duration. You must end each turn
outside a tree.
Mass Suggestion

A 6th Level Enchantment spell

Casting time: 1 Action

Duration: 24 hours

Range: 60’

Components: V, M (a snake’s tongue and either a bit of
honeycomb or a drop of sweet oil)

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You suggest a course of activity (limited to a sentence or
two) and magically influence up to 12 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 and wastes
the spell slot used to cast it.

Each target creature must make a Wisdom save. On a failure,
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.

If you or any of your companions damage a creature affected
by this spell, the spell ends for that creature.

When you cast this spell using a 7th level spell
slot, the duration is 10 days. When you use an 8th level spell slot,
the duration is 30 days. When you use a 9th level spell slot, the
duration is a year and a day.