Rite - 101 4th Level - Spells
Rite - 101 4th Level - Spells
"The Science and Art of causing Change to occur in conformity with Will."
- Aleister Crowley
101 Fourth Level Spells © 2016 Steven D. Russell, Open Gaming License Copyright © 2000 Wizards of the Coast. All rights reserved; Some rights reserved. Some
images are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by-nd/3.0/ Some images are
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Spell Lists
4th-Level Bard Spells
Armor Plating: You gain a +5 bonus to armor.
Boorishness: Subject has disadvantage and a penalty to
Charisma rolls.
Charm Person, Mass: As charm person, but affects multiple
targets within 30 feet.
Contingent Serious Healing: Target that takes 12 or more
damage instantly heals 3d8 hit points. (bonus action)
Counter Silence: Dispels magical silence. (bonus action)
Crystalguard, Lesser: Ten crystals absorb spells, effects, and
abilities.
Curse of Wanderlust: Forces target to travel in a random
direction.
Depth Charge: You stun and deal thunder damage to
underwater targets or damage surface targets in a smaller area.
Dying Vengeance: Upon caster’s death, a scream curses the
killer, inflicting 2d10 necrotic damage per day.
Eldritch Mouth: As magic mouth, but can trigger command
word magic items and effects. (ritual)
Fit of Pique, Greater: Targets are forced to attack their allies.
Fold: You become paper-thin and fold yourself into a small
square. (bonus action)
Foozle: Subjects become clumsy, suffering penalties to their
attacks, checks and more.
Inspiring Word: Grant allies temporary hit points, and
advantage on attacks, Wisdom saves, and against fear. Greater Fit of Pique
Maddening Insult: Uncontrollable anger drives target
creature to melee attack you and suffer penalties to AC and
attacks. 4th-Level Cleric Spells
Massmorph into Trees: Subjects appear as normal trees. Armor of Force: Spell attack rolls have disadvantage.
Multi-Image: Creates multiple images of the caster, all of Armor Plating: You gain a +5 bonus to armor.
which can act independently. Bestow Affliction: Inflicts a disability on the target.
Power Word: Laughter: With a powerful word, you send an Blood Curse: Subject takes double damage from slashing and
opponent into a fit of laughter. piercing weapons and fails all death saving throws.
Remember Way: Allow a conveyance or animal to guide itself Borrow Limb: Attach another creature’s severed arm to
on a known path. yourself. (ritual)
Secret Missive: Short, secret message is concealed within Circle of Censure: Magical aura automatically damages
larger text. (ritual) aberrations, undead, and fiends and may cause them to flee.
Shimmering Crystal: Targets see what they truly want. Cloud Dragon: Make a cloud into a gold or silver dragon that
Sonic Blast: Sonic energy inflicts 10d4 thunder damage to a can fly you about. (ritual)
target. (bonus action) Commune with the Ancients: Commune with the land or
Sonic Lance: Creates melee weapon that inflicts 8d4 thunder ancient ruins.
damage. (bonus action). Confession’s Hand: Forces out the truth in writing.
Subvert Charm: Transfers original enchantment effect to Contingent Serious Healing: Target that takes 12 or more
caster’s control. damage instantly heals 3d8 hit points. (bonus action)
Supernatural Ward, Greater: Subject gains a +10 bonus on Curse Ability: You can remove one class ability or one
saves against effects and abilities from creatures. (bonus monster ability from a target creature.
action) Dampen Magic Item: Remove the magic properties of an item
Watchful Spirits: Spiritual manifestations prevent you from for a few minutes.
being flanked and grant you advantage on one save. Escape the Bonds of Flesh: Target suffers 3d8 necrotic
damage; if below 0 hp, target’s skeleton tears out of body and
animates.
1
Hand of Time: Accelerates all magical effects in the area of Grappling Vine: A sticky vine shoots forth to grapple and deal
effect. damage to a foe.
Heart of the Gazelle: Creature gains speed, Dexterity and Heart of the Gazelle: Creature gains speed, Dexterity and
Constitution bonuses. Constitution bonuses.
Imbue Creature With Divine Power: Grant a bonus to Imbue Creature With Divine Power: Grant a bonus to
Strength, Dexterity, and Constitution checks, attacks, and saves Strength, Dexterity, and Constitution checks, attacks, and saves
and a bonus to damage. and a bonus to damage.
Kismet: One creature takes damage when you do. Massmorph into Trees: Subjects appear as normal trees.
Light Before, Darkness Behind: You create a zone of light Primal Scream: Cone deals thunder damage to creatures and
and darkness around an object or creature. objects, and grants you Strength and Constitution bonuses.
Light of Truth: A colored aura reveals subject’s true or false Puffball: Leathery sphere releases acidic vapor and toxic dust
statements to all. as splash weapon, deals 5d8 acid damage the main target and
Sanctum: You withdraw into an extradimensional space. poison and blindness to those around the target
(bonus action) Remember Way: Allow a conveyance or animal to guide itself
Smite Foe: Ray of sacred energy deals 5d8 radiant damage to on a known path.
one target or 10d8 radiant damage to fiends or undead. Spirit Dragon: You create the partially real illusion of an adult
Soften: Increase the damage to objects. dragon.
Spirit Dragon: You create the partially real illusion of an adult Steam Jet: High-pressure steam deals 6d6 fire and
dragon. bludgeoning damage, heats equipment, and can knock
Stomach Bloom: Subject is incapacitated and spews its creatures back.
stomach contents to deal 4d6 acid damage every 1d4 rounds. Stomach Bloom: Subject is incapacitated and spews its
Symbol of Despair: Triggered rune fills nearby creatures with stomach contents to deal 4d6 acid damage every 1d4 rounds.
utter despair.(ritual) Sunray: You focus ambient light into a scorching beam,
Wall of Light: You erect a wall that causes anyone who passes dealing damage as ranged spell attack. (bonus action)
through it to glow. Teeth of the Wind: Blast of air bludgeons and knocks
Watchful Spirits: Spiritual manifestations prevent you from creatures back.
being flanked and grant you advantage on one save. Unstable Form: Target creature’s body is destabilized into an
Wave of Pain: Subjects suffer disadvantage to attacks, checks, amorphous mass.
saves, and initiative, as well as their movement is reduced by
10 ft.
Witchbreaker: You generate a region that inflicts damage on 4th-Level Paladin Spells
arcane spellcasters. Armor of Force: Spell attack rolls have disadvantage.
Zone of Mishaps: Spells and casters in area must make a Armor of the Heart: Add your Constitution bonus to your AC.
concentration check or their spells may fail. Armor Plating: You gain a +5 bonus to armor.
Zone of Parley: You create a zone where a truce is enforced. Circle of Censure: Magical aura automatically damages
aberrations, undead, and fiends and may cause them to flee.
Exile: You put a creature into a temporary extradimensional
4th-Level Druid Spells prison tied to you.
Air and Water: Intermix air and water in 15-ft.-radius Exorcism: Expel a possessing creature from a victim.
emanation to allow breathing and impede movement or melee. Foresight of the Just Warrior: You deal extra damage based
Armor of Thorns: You gain a +3 bonus to AC, and whenever on hard you hit the target.
an enemy strikes you with a natural or hand-held melee Halo of Righteousness: Grants allies a +3 bonus to AC and
weapon, it takes 7 points of damage. Dexterity saving throws, they ignore one chosen condition, and
Camouflage, Mass: 7 stationary medium creatures gain +10 you can use your class abilities on them without touching them.
and advantage on Dexterity(stealth) checks. Heroic Sacrifice: You take the damage and effects for all
Circle of Censure: Magical aura automatically damages chosen creatures. (reaction or bonus action)
aberrations, undead, and fiends and may cause them to flee. Ideal Restraints: Conjured chains, manacles, and ropes
Cloud Dragon: Make a cloud into a gold or silver dragon that restrain a creature.
can fly you about. (ritual) Last Act: You ignore any conditions you are affected with for
Commune with the Ancients: Commune with the land or 1 round. (reaction or bonus action)
ancient ruins. Light of Truth: A colored aura reveals subject’s true or false
Contingent Serious Healing: Target that takes 12 or more statements to all.
damage instantly heals 3d8 hit points. (bonus action) Martyr: If the caster dies, he makes a wish that cannot bring
Curse Ability: You can remove one class ability or one him back to life.
monster ability from a target creature. Portrait of the Wanted: Create a drawing of the last person to
Dust Cloud: Obscures vision, blinds creatures, and impedes touch an item. (ritual)
movement.
2
Resist Damage: Reduce all damage you take by an amount Curse of Wanderlust: Forces target to travel in a random
equal to your Constitution modifier. direction.
Shield of Ablation: Minimizes all variable weapon damage Dying Vengeance: Upon caster’s death, a scream curses the
inflicted on you. killer, inflicting 2d10 necrotic damage per day.
Smite Foe: Ray of sacred energy deals 5d8 radiant damage to Excruciating Grasp: Touched creature takes possibly
one target or 10d8 radiant damage to fiends or undead. nonlethal damage and has disadvantage on Dexterity checks,
Track Magic: Allows you to trail a magical creature or saves, and attacks for a minute.
spellcaster. Fit of Pique, Greater: Targets are forced to attack their allies.
True Sacrifice: You grant a true resurrection and you die and Foozle: Subjects become clumsy, suffering penalties to their
cannot be raised or resurrected. attacks, checks and more.
Untiring: Targets do not need to make Constitution checks Maddening Insult: Uncontrollable anger drives target
related to fatigue or environmental conditions. creature to melee attack you and suffer penalties to AC and
Ward of Mercy: All damage dealt within the area of the spell attacks.
will not kill targets and all creatures succeed death saving Multi-Image: Creates multiple images of the caster, all of
throws. which can act independently.
Witchbreaker: You generate a region that inflicts damage on Shimmering Crystal: Targets see what they truly want.
arcane spellcasters. Subvert Charm: Transfers original enchantment effect to
caster’s control.
Supernatural Ward, Greater: Subject gains a +10 bonus on
4th-Level Ranger Spells saves against effects and abilities from creatures. (bonus
Armor of Thorns: You gain a +3 bonus to AC, and whenever action)
an enemy strikes you with a natural or hand-held melee Watchful Spirits: Spiritual manifestations prevent you from
weapon, it takes 7 points of damage. being flanked and grant you advantage on one save.
Circle of Censure: Magical aura automatically damages Zone of Mishaps: Spells and casters in area must make a
aberrations, undead, and outsiders and may cause them to flee. concentration check or their spells may fail.
Confession’s Hand: Forces out the truth in writing.
Curse Ability: You can remove one class ability or one
monster ability from a target creature.
4th-Level Sorcerer/Wizard Spells
Halt Device: Mechanical object ceases to function. Abjuration
Heart of the Gazelle: Creature gains speed, Dexterity and
Armor of Force: Spell attack rolls have disadvantage.
Constitution bonuses.
Circle of Censure: Magical aura automatically damages
Maddening Insult: Uncontrollable anger drives target
aberrations, undead, and fiends and may cause them to flee.
creature to melee attack you and suffer penalties to AC and
Crystalguard, Lesser: Ten crystals absorb spells, effects, and
attacks.
abilities.
Ideal Restraints: Conjured chains, manacles, and ropes
Dampen Magic Item: Remove the magic properties of an item
restrain a creature.
for a few minutes.
Many Arms: Target gains additional arms.
Scapegoat, Greater: Transfer multiple poor die rolls to
Massmorph into Trees: Subjects appear as normal trees.
another creature.
Portrait of the Wanted: Create a drawing of the last person to
Spell Turning, Lesser: Reflects 1d4 + spell casting ability
touch an item. (ritual)
modifier levels of spells back at caster.
Prophet’s Eye: See, hear, and feel a target’s experiences.
Supernatural Ward, Greater: Subject gains a +10 bonus on
Remember Way: Allow a conveyance or animal to guide itself
saves against effects and abilities from creatures. (bonus
on a known path.
action)
Track Magic: Allows you to trail a magical creature or
Zone of Mishaps: Spells and casters in area must make a
spellcaster.
concentration check or their spells may fail.
3
Puffball: Leathery sphere releases acidic vapor and toxic dust Shockwave: Deals 10d6 thunder and throw enemies away
as splash weapon, deals 5d8 acid damage the main target and from you in a 10-ft.-radius burst.
poison and blindness to those around the target. Spiritbow, Lesser: Bow of magical force can be wielded or
Stomach Bloom: Subject is incapacitated and spews its attack on its own, firing regular or special force projectiles.
stomach contents to deal 4d6 acid damage every 1d4 rounds. Staffstrike: Shockwaves from your staff deal bludgeoning and
Watchful Spirits: Spiritual manifestations prevent you from thunder damage plus deafen creatures; can also stun and knock
being flanked and grant you advantage on one save. creatures down.
Steam Jet: High-pressure steam deals 6d6 fire and
Divination bludgeoning damage, heats equipment, and can knock
creatures back.
Light of Truth: A colored aura reveals subject’s true or false
Sunray: You focus ambient light into a scorching beam,
statements to all.
dealing damage as ranged spell attack.(bonus action)
Portrait of the Wanted: Create a drawing of the last person to
Teeth of the Wind: Blast of air bludgeons and knocks
touch an item. (ritual)
creatures back.
Prophet’s Eye: See, hear, and feel a target’s experiences.
Wall of Light: You erect a wall that causes anyone who passes
Remember Way: Allow a conveyance or animal to guide itself
through it to glow.
on a known path.
Track Magic: Allows you to trail a magical creature or
spellcaster. Illusion
Translocation Viewing: You view the destination of a Camouflage, Mass: 7 stationary medium creatures gain +10
teleportation effect as if standing there. (ritual) and advantage on Dexterity (stealth) checks.
Warrior’s Insight: You gain bonus to attack, damage, and Eldritch Mouth: As magic mouth, but can trigger command
AC. words, magic items, and effects. (ritual)
Eyes of Decay: Subject sees an apocalyptic nightmare of
Enchantment undeath.
Massmorph into Trees: Subjects appear as normal trees.
Boorishness: Subject has disadvantage and a penalty to
Multi-Image: Creates multiple images of the caster, all of
Charisma rolls.
which can act independently.
Charm Person, Mass: As charm person, but affects multiple
targets within 30 feet.
Confession’s Hand: Forces out the truth in writing. Necromancy
Fit of Pique, Greater: Targets are forced to attack their allies. Blood Curse: Subject takes double damage from slashing and
Foozle: Subjects become clumsy, suffering penalties to their piercing weapons and fails all death saving throws.
attacks, checks and more. Borrow Limb: Attach another creature’s severed arm to
Inspiring Word: Grant allies temporary hit points, and yourself. (ritual)
advantage on attacks, Wisdom saves, and against fear. Curse Ability: You can remove one class ability or one
Maddening Insult: Uncontrollable anger drives target monster ability from a target creature.
creature to melee attack you and suffer penalties to AC and Excruciating Grasp: Touched creature takes possibly
attacks. nonlethal damage and has disadvantage on Dexterity checks,
Power Word: Laughter: With a powerful word, you send an saves, and attacks for a minute.
opponent into a fit of laughter. Wave of Pain: Subjects suffer disadvantage to attacks, checks,
Shimmering Crystal: Targets see what they truly want saves, and initiative, and their movement is reduced by 10 ft.
Subvert Charm: Transfers original enchantment effect to
caster’s control. Transmutation
Symbol of Despair: Triggered rune fills nearby creatures with
Alter Range: Decrease or increase the range increment of
utter despair.(ritual)
ranged weapons.
Armor Plating: You gain a +5 bonus to armor.
Evocation Brilliant Strike: Attack passes through armor and shield.
Depth Charge: You stun and deal thunder damage to (bonus action)
underwater targets or damage surface targets in a smaller area. Cloud Dragon: Make a cloud into a gold or silver dragon that
Dust Cloud: Obscures vision, blinds creatures, and impedes can fly you about. (ritual)
movement. Fold: You become paper-thin and fold yourself into a small
Light Before, Darkness Behind: You create a zone of light square. (bonus action)
and darkness around an object or creature. Giant Lava Ball: Transmutes stone into giant lava ball. (bonus
Retaliatory Missile: You reduce your damage from ranged action)
attacks and every time a missile attacks you, you cast magic Gruesome Appetite: Grants bite attack and can swallow
missile at the attacker. enemies whole.
4
Heart of the Gazelle: Creature gains speed, Dexterity and Solipsism: Object is only real half the time, and can be ignored.
Constitution bonuses. Unstable Form: Target creature’s body is destabilized into an
Many Arms: Target gains additional arms. amorphous mass.
Secret Missive: Short, secret message is concealed within
larger text. (ritual)
Many Arms
5
Spell Descriptions Alter Range
4th-level transmutation
Casting Time: 1 action
Range: 400 feet
Air and Water Components: V, S
4th-level transmutation Duration: 1 hour
Casting Time: 1 action You can either enhance the range of ranged weapons by
Range: Touch doubling their ranges (e.g. 30/60 becomes 60/120), or reduce
Components: V, S, M (sealed vial, half-filled with air and their range increment by one-half (e.g. 30/60 becomes 15/30).
water) Constructs are allowed a Wisdom saving throw to resist the
Duration: 8 hours effects of this spell on their built-in weapons, and other
You create a 15-foot-radius emanation centered on a creatures are allowed a Wisdom save to resist for weapons they
creature or object touched, which moves when the object or carry.
creature moves, if placed on a creature or a movable object.
The emanation acts on both air and water, creating an area
where the two mix in roughly equal portions. Water within the Armor of Force
emanation becomes suffused with bubbles of air, creating an 4th-level abjuration
area where air-breathing creatures can breathe normally, while Casting Time: 1 action
air within the emanation becomes a very wet mist where water- Range: Touch
breathing creatures can breathe normally. The spell does not Components: V, S
affect any contaminants that may be suspended in the affected Duration: 1 hour
air or water, such as poison gases, silt, or smoke. Likewise, the You evoke bands of invisible force around a suit of armor,
spell does not function in a vacuum, nor will it affect any extending the armor’s natural protective qualities to spell
magical liquid or any nonmagical liquid that is not at least 75% attacks. While this spell is in effect, any spell targeting you that
water. Underwater, the emanation creates an environment that requires an attack roll has disadvantage.
functions partly as a land area and partly as a water area. All
the normal rules governing underwater combat apply except as
noted here. Armor of the Heart
4th-level abjuration
• The emanation functions as difficult terrain for any Casting Time: 1 action
creature swimming through it. Range: Self
• Land creatures make all melee attacks normally provided Components: V, S
that both they and their opponents are within the Duration: 1 hour
emanation. Armor of the heart imbues your armor with your own
• Aquatic creature speeds suffer a –2 penalty on melee innate toughness and hardiness. While the spell is in effect,
attacks if they or their targets are within the area. your armor gains a bonus to AC equal to your Constitution
• When an attacker inside the emanation attacks a target modifier (minimum +1).
outside (or vice versa) the target has cover unless the This spell only affects armor. It has no effect on shields or
attacker is under a freedom of movement effect (as the normal clothing.
spell).
• A creature with a space larger than 5 feet can choose any
area that it occupies to determine if it is inside or outside Armor of Thorns
the emanation. Similarly, when attacking such a creature, 4th-level conjuration
the attacker can pick any of the squares the defender Casting Time: 1 action
occupies to determine if is inside or outside the emanation. Range: Self
Components: V, S
On land, the emanation’s damp fog can obscure vision Duration: 1 hour
(including darkvision). If line of sight to a creature or object For the duration of the spell, your torso grows a weave of
passes through 10 to 15 feet of fog, the subject is lightly green, writhing thorns. Creatures striking you with natural
obscured. If line of sight passes through more than 15 feet of weapons or hand-held weapons take 7 piercing damage each
fog, the subject is heavily obscured. Unattended objects and time they hit you. In addition, the thorns grant the caster a +3
points in space receive no saving throw against this spell. An bonus to AC. The caster may will the thorns to move out of the
unwilling creature can attempt a Wisdom saving throw to way so he may safely receive beneficial touch-based spells and
negate the effects if it or its equipment is the target of the spell. effects. As a full-round action, the caster can have the vines
strike out from his body, dealing 6d4 points of damage to all
creatures within a 5-foot-long, 180-degree arc in front of him,
6
or to all creatures within 5 feet of him (Dexterity saving throw
for half damage).
Armor Plating
4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (four plates of metal)
Duration: Concentration, up to 1 hour
This spell allows the caster to make metal plates adhere
and meld with his skin, literally bonding armor to him. The
metal plates are the material focus of the spell, and grant a +5
bonus to AC. This bonus applies in addition to your normal
armor. Due to the nature of the metal actually merging with the
caster’s skin, no penalties or the like are inflicted by the
temporary armor as would normally occur by wearing heavy
armor like disadvantage to Dexterity (stealth) checks. After the
duration of the spell has expired, the armor plates simply drop
off.
Bestow Affliction
4th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: until dispelled
Bestow Affliction
Bestow affliction causes the target to suffer a permanent
physical or mental disability if it fails a Constitution saving
suffers disadvantage to his Charisma checks, saves, and
throw. The curse bestowed by this spell cannot be dispelled
attacks.
with dispel magic, but it can be removed with a dispel evil and
Ecstatic: The afflicted’s ability to understand danger is
good [break enchantment], limited wish, miracle, remove
compromised. In any excited or dangerous situations, he must
curse, or wish spell.
make a Wisdom saving throw (DC 16), or spend the next 1d4
The caster can choose an affliction to bestow from the
rounds singing and dancing like a drunk. While in ecstasy, he
following list:
is unable to attack or to use any active defenses. At the end of
Babble: The afflicted’s ability to speak coherently is
each turn, make another Wisdom saving throw or the ecstasy
compromised. Any time he attempts to communicate
continues.
(including casting spells with verbal components), he must
Fixation: The afflicted takes on a quest in search of an
make a Wisdom saving throw (DC 16) or whatever he says
unattainable goal (e.g. an imaginary object or impossible ideal)
comes out as gibberish.
that puts him (and allies) into dangerous situations.
Barrenness/Infertility: Certain demons, curses and
Forgetfulness: The afflicted’s ability to remember facts is
diseases (and of course, old age) caused people to be unable to
compromised. Any time he must do something that requires
produce or bear offspring, and this affliction causes that in the
accessing his memory (including casting memorized spells), he
target. This is a touchy subject, and the effects of the affliction
must make an Intelligence saving throw (DC 16).
might be entirely unimportant in some campaigns. It can be
Impotence: The afflicted’s ability to participate in sex and
cured by any of the spells listed above.
to procreate are compromised. This is another touchy subject,
Cataracts: Cataracts are an affliction that permanently
and its effects might be entirely unimportant in some
degrades one’s eyesight, causing -2 to Wisdom (perception)
campaigns.
and Intelligence (investigation) checks and disadvantage to
Lameness: The afflicted’s speed is halved, and he
attack rolls.
becomes incapable of running or charging. He also suffers a
Dementia: The afflicted’s ability to interact with the real
disadvantage on Strength (athletics) checks.
world is compromised. Any time he attempts to take a decisive
Mute: The afflicted loses the power of speech. He can still
action, he must make a Wisdom saving throw (DC 16), or act
make himself understood through writing, and his hearing is
as though under the influence of a confusion spell.
unaffected.
Diseased: The afflicted has suffered physical scars from
Paranoia: The afflicted’s ability to separate friend from
numerous sicknesses, and he perpetually stinks of infection. He
foe is compromised. Any time someone confronts him with an
7
unexpected situation, he automatically views the other as an at no penalty. Additionally, you can hold objects or weapons in
enemy and must make a Wisdom saving throw (DC 16) to two hands and still cast spells with somatic components. At the
avoid attacking him. end of the duration, the limb falls off with no ill effects.
Phobia: The afflicted develops an irrational fear of a You also can use this spell to attach a limb to the stump of
common object, creature, or condition. He believes the object one of your limbs that has been severed. In this case, the spell’s
of the phobia poses an immediate threat to him and may even casting time changes to Instantaneous, and you may gain some
see it where it doesn’t exist. special property of the limb if it has any (a troll’s arm might
Sickly: The Sickly affliction means that the victim is more regenerate, for instance, or a gargoyle’s stony arm might
likely to contract diseases. A Sickly person always has a low- function as a shield). As above, the limb falls off with no ill
level cough or fever, and disadvantage to any saves against effects at the end of the spell’s duration.
diseases. At Higher Levels. If cast at 7th level or higher, the
duration is 24 hours. If cast as a 9th level slot, the spell lasts
until dispelled.
Blood Curse
4th-level necromancy
Casting Time: 1 action
Brilliant Strike
Range: Touch 4th-level transmutation
Components: V, S Casting Time: bonus action
Duration: until dispelled Range: Self
Make a melee attack roll against a target you are engaged Components: V
with, on a success, you cause a target creature’s blood to thin Duration: 1 round
and its heart to beat faster, increasing blood flow—and with it, One weapon you wield briefly changes into a brilliant
the amount of damage dealt by wounds. A target under the energy weapon. A significant portion of one weapon you are
effects of this spell suffers double damage from all slashing or wielding transforms into light, although this does not modify
piercing damage attacks and automatically fails all death the item's weight. It always gives off light as a torch. When you
saving throws. This spell does not affect constructs, elementals, attack a target with the weapon transmuted by this spell, you
plants, oozes, or undead. The curse bestowed by this spell ignore any bonus to AC the target has from armor or a shield
cannot be dispelled with dispel magic, but it can be removed as your attack phases right through them. The weapon affected
with a dispel evil and good [break enchantment], limited wish, by this spell cannot harm undead, constructs, or objects. The
miracle, remove curse, or wish spell. benefits of this spell can only be applied to melee weapons,
thrown weapons and ammunition.
Boorishness
4th-level enchantment
Camouflage, Mass
Casting Time: 1 action 4th-level illusion
Range: 100 feet Casting Time: 1 action
Components: V, S, M (a pinch of dung) Range: Self
Duration: Concentration, up to 1 hour Components: S
If the target of the spell fails a Charisma saving throw, the Duration: Concentration, up to 1 minute
subject becomes amazingly rude, boorishness or complete Mass camouflage changes the appearance of up to 7
disinteresting depending on the subject’s attitudes before being medium sized motionless target creatures to match their
affected by the spell. The target has disadvantage and a 1d4 surroundings, granting a +10 bonus and advantage on Dexterity
penalty on all Charisma checks, saves, spell casting attacks, (stealth) checks. If the subject of the spell moves, attacks, or
and ability rolls for the duration of the spell. If the subject casts takes any action that can’t be accomplished while standing still,
spells using Charisma as the spell casting ability, any subject the spell ends.
of those spells has advantage on any saves vs those spells. At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, you can target two additional
creatures for each slot level above 4th that are within range of
Borrow Limb the spell.
4th-level necromancy (ritual)
Casting Time: 1 minute
Range: Self
Charm Person, Mass
Components: V, S, M (a limb from a recently dead creature) 4th-level enchantment
Duration: 8 hours Casting Time: 1 action
You attach the severed forelimb of another creature to Range: 50 feet
your torso, using it as an additional off-hand. You can use it to Components: V, S
make an additional attack. You can also use it to wield a shield Duration: 1 hour
8
This spell functions like charm person, except that it If chaotic blast deals damage, it is a Reflex saving throw
affects six creatures all within a range of 30 feet of a central for half damage, and the duration is instantaneous unless
point in range. otherwise stated. If chaotic blast instead has a spell effect, use
At Higher Levels: When you cast this spell using a spell the saving throw and duration of that spell. If an ability is
slot of 5th level or higher, you can target two additional targeted or the targets receive a condition and the target fails
creatures for each slot level above 4th that are within range of their save, the targets have disadvantage on checks, attacks, and
the spell. saves, and can make a Constitution saving throw at the end of
each round to end the effect.
Spells simulated by chaotic blast affect all creatures
Chaotic Blast and/or objects in the area of effect. This spell is known by many
4th-level conjuration as “hail of inappropriate objects.”
Casting Time: 1 action
Range: 150 feet
Components: V, S
Circle of Censure
Duration: see text 4th-level abjuration
You release a chaotic blast of power to attack your foes. Casting Time: 1 action
The range, shape, substance, and damage are all random, so Range: Self
your attack might be a flaming cone of feathers, a ray of Components: V, S
spurting water, a burst of kittens (which vanish moments after Duration: 10 rounds
the spell’s completion), or any other of thousands of You radiate a magical aura that damages any aberrations,
possibilities. First, roll to determine the area of effect. After fiends, or undead that come within 30 feet of you. These
determining the area of effect, choose the target(s). After creatures automatically take 4d6 radiant damage every round
choosing your target(s), roll to determine damage dealt, then they stay within your radius of effect and must pass a Charisma
the substance of which the chaos blast is composed. If the saving throw to remain within the radius after taking damage.
substance includes a descriptor, such as [fire], the damage is of If they fail the save, they are frightened for one round and must
that type. Otherwise, it is considered bludgeoning damage. Roll move out of the area. This spell stacks with any other “aura”
once for each attribute (once for area of effect, once for abilities and spells you may be using such as holy aura, and
damage, once for substance). All matter created by this spell
disappears at the beginning of your next round.
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denies undead within its radius the advantages to attacks and
saves due to any creature abilities or necromancy spells
affecting them.
Cloud Dragon
4th-level transmutation (ritual)
Casting Time: 10 minutes
Range: 5 miles
Components: V, S
Duration: 8 hours or until dispelled
The energies of this spell are directed at clouds overhead,
which take on the form of an adult gold or silver dragon under
your control. This dragon has partial substance and is capable
of transporting up to six Medium (or smaller) creatures on its
back, just as a regular dragon can; however, it cannot make
attacks and doesn’t possess a breath weapon. Whenever you
are unable to concentrate on controlling the actions of the cloud
dragon, it simply stops, hanging motionless despite winds or
gravity, until you resume control or the spell expires
(whereupon the dragon vanishes). The cloud dragon flies with
the speed and maneuverability of an adult gold or silver dragon.
To cast this spell, you must be outdoors and able to see clouds
in the sky. While the spell will not instantly fail if you do not
concentrate on the spell, you cannot concentrate on other spells
during this spell’s duration. You can dispel this spell at any
time.
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Components: V, S, M (drop of blessed oil) any silence spell or effect of 4th level or higher, make an ability
Duration: 8 hours or until discharged check using your spellcasting ability. The DC equals 10 + the
You bestow a small blessing on a target creature. spell’s level, or for effects, use the DC of the creature or item
Whenever the creature takes 12 or more points of damage, the who made the effect, the creature’s save DC of the spell itself,
spell discharges, suffusing the creature with positive energy or the highest DC of the creature or item if not provided one.
that heals 3d8 points of damage; the spell can also be used On a successful check, the spell ends. Unlike all other bardic
against any undead creature, but does not require an attack roll spells, you cast this without need of verbal components.
against the target. If used against undead, this spell is triggered
in one of two ways, dealing 3d8 radiant damage either the next
time the undead target takes normal damage, or the next time Crystalguard, Lesser
the undead target is healed in any way. An undead creature can 4th-level abjuration
attempt a Wisdom saving throw to take half damage. A creature Casting Time: 1 action
may only be under the effect of one contingent healing spell Range: Touch
(of any sort) at a time. Components: V, S, M (crystals worth a total of 50 gp)
At Higher Levels: When you cast this spell using a spell Duration: 1 hour or until discharged
slot of 5th level or higher, the target of the spell heals an When this spell is cast, 10 dimly glowing gems or crystals
additional 1d8 or does an additional 1d8 damage to undead for of any color the caster wishes float around the target's body
each slot level above 4th. protecting the target from spells, magic abilities and magic
effects. Any effect of 4th level or lower, or ability or effects
with a save DC of 14 or lower can be absorbed by lesser
Corrosive Touch crystalguard, if the target of lesser crystalguard wishes. When
4th-level conjuration a spell or effect is absorbed, a number of crystals equal to the
Casting Time: bonus action spell level (or Save DC - 9) glow brightly and disappear. Only
Range: Self the effects of the spells that are cast that would affect the target
Components: V, S, M (paste of ground acorns) of lesser crystalguard can be absorbed. Non-magical effects
Duration: Concentration, up to 1 minute and abilities like animal poisons are not blocked by lesser
After casting this spell, corrosive slime oozes from one of crystalguard. The recipient of lesser crystalguard must have
your hands, causing no harm to you or your equipment but enough gems remaining around his body to absorb a spell;
dealing 4d6 acid damage to any object or creature you strike otherwise, lesser crystalguard has no protective effect against
with a successful melee spell attack as an action, plus an that spell. Spells such as magic missile that shot multiple times
additional 2d6 acid damage each round for the next 1d4 rounds. from one spell are all blocked by one crystal, and spells such
Washing off or neutralizing the slime can negate continuing as fireball protect the subject of this spell but do not protect any
damage from this spell, but requires a full-round action and a other creatures in the area of the spell. This spell does not
successful Dexterity saving throw (DC equal to your spell save prevent spells such as silence if a creature with lesser
DC). Success is automatic if the creature or item is completely crystalguard is not the original target of the spell, but a creature
immersed in water or doused with something to neutralize the under lesser crystalguard is silenced if it enters an area of
acid (such as powdered chalk or bicarbonate of soda). Wiping magical silence.
or scraping off the slime grants advantage on the save, but the At Higher Levels: When you cast this spell using a spell
item or creature used to remove the slime takes 2d6 acid slot of 5th level or higher, the spell uses an additional crystal
damage. Until the spell ends, you can make the attack again on without changing the total value of crystals used and grants the
each of your turns as an action. A target may be attacked target an additional floating crystal to absorb spells for each
multiple times, but only one ongoing acid effect may occur at slot level above 4th.
a time.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the target of the spell is dealt an Curse Ability
additional 1d6 damage on the initial attack and for each round 4th-level necromancy
of acid damage for each slot level above 4th. Casting Time: 1 action
Range: 50 feet
Components: V, S
Counter Silence Duration: until dispelled
4th-level transmutation The target of this curse has one named class ability or
Casting Time: bonus action named monster ability, spoken at the time of casting, rendered
Range: 10 feet non-functional (a rogue cannot sneak attack, a dragon cannot
Components: S use its breath weapon etc.) if it fails a Wisdom saving throw.
Duration: Instantaneous The curse bestowed by this spell cannot be dispelled with
Choose one area of magical silence in range. Any magical dispel magic, but it can be removed with a dispel evil and good
silence spell or effect of 4th level or lower instantly ends. For
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[break enchantment], limited wish, miracle, remove curse, or radius of metallic cylinder. Creatures not underwater but within
wish spell. the area of effect suffer only the damage dealt by the spell. A
At Higher Levels: When you cast this spell using a spell successful Constitution saving throw negates the stunning
slot of 5th level or higher, you target one additional creature for effect and reduces the thunder damage by half.
each slot level above 4th. For each target, you can target a At Higher Levels: When you cast this spell using a spell slot
separate ability. of 5th level or higher, the damage increases by 1d6 for each
slot level above 4th.
Curse of Wanderlust
4th-level enchantment
Dust cloud
Casting Time: 1 action 4th-level evocation
Range: Touch Casting Time: 1 action
Components: V, S Range: 150 feet
Duration: 8 hours Components: V, S, M (pinch of sand)
The target of this spell experiences a powerful need to Duration: Concentration, up to 1 hour
travel and explore. On a failed Wisdom saving throw, the You create a roiling cloud of dust that rises from the
creature is compelled to leave the area (though it may hastily ground to a height of 20 feet that has a 40-foot radius. Living
pack first), traveling for 8 hours in a random direction. The creatures within the area must make a successful Constitution
target creature may make periodic stops during its trek, and can saving throws or be blinded for as long as they remain in the
detour or hide to avoid danger as normal. It will leave combat cloud and for 1 round thereafter. The cloud obscures all sight,
through the most directly accessible path necessary, taking the including darkvision, beyond 5 feet. A creature within 5 feet
withdraw action to avoid attacks of opportunity. For the has light obscurement, while creatures farther away have heavy
balance of the journey though, it must travel for 45 minutes of obscurement. The squares containing the cloud are difficult
every hour with the intention of leaving its former location terrain. The churning dust makes spellcasting difficult,
behind. The curse bestowed by this spell cannot be dispelled requiring a concentration check (DC 10 + spell level).
with dispel magic, but it can be removed with a dispel evil and You can make the cloud twice as tall by making it half as
good [break enchantment]), limited wish, miracle, remove wide (20-foot-radius spread, 40 feet high). As a bonus action,
curse, or wish spell. you can direct it to move along the ground up to 20 feet each
round.
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Range: Touch
Eldritch Mouth Components: V, S, M (piece of bone)
4th-level Illusion (ritual) Duration: Instantaneous
Casting Time: 1 minute Your extremities shine with malevolent energy. With a
Range: 50 feet touch, you fill your opponent with terrible pain. Your
Components: V, S, M (Jade dust worth 20 gp) successful melee spell attack deals 6d6 necrotic damage and
Duration: Until dispelled causes the target to have disadvantage on Dexterity attacks,
This spell imbues the chosen object or creature with an saves, and checks for a minute. A successful Constitution
enchanted mouth that suddenly appears and speaks its message saving throw negates the disadvantage on Dexterity. In
the next time a specified event occurs. The message, which addition, you can choose to have this spell not kill an opponent
must be twenty-five or fewer words long, can be in any who takes damage from this spell. The disadvantage on
language known by you and can be delivered over a period of Dexterity can be reversed with greater restoration or remove
10 minutes. Unlike magic mouth, eldritch mouth can utter curse.
verbal components, use command words, and activate magical
effects with 30 feet. It moves according to the words
articulated; if it were placed upon a statue, the mouth of the Exile
statue would move and appear to speak. Of course, eldritch 4th-level conjuration
mouth can be placed upon a tree, rock, or any other object or Casting Time: 1 action
creature. Range: 50 feet
The spell functions when specific conditions are fulfilled Components: V, S
according to your command as set in the spell. Commands can Duration: 10 days
be as general or as detailed as desired, although only visual and You create an extradimensional prison where you store a
audible triggers can be used. Triggers react to what appears to captured creature in stasis if it fails a Wisdom saving throw
be the case. Disguises and illusions can fool them. Normal with which it has advantage, if it is conscious. The spell can be
darkness does not defeat a visual trigger, but magical darkness dispelled or canceled at any time by the caster. If the creature
or invisibility does. Silent movement or magical silence defeats holds more than its carrying capacity, the spell fails. This spell
audible triggers. Audible triggers can be keyed to general types places the subject into a state of suspended animation. For the
of noises or to a specific noise or spoken word. Actions can creature, time ceases to flow, and his condition becomes fixed.
serve as triggers if they are visible or audible. An eldritch The creature grows no older. His bodily functions virtually
mouth cannot distinguish alignment, level, challenge rating, or cease, and no force or effect can harm him. This prison is tied
class except by external garb. to you, so that when the spell ends, the freed subject appears
The range limit of a trigger is 150 feet. Regardless of next to you. This spell is often used on a willing subject
range, the mouth can respond only to visible or audible triggers granting him mercy rather than death, or to keep a rescued
and actions in line of sight or within hearing distance. hostage or bystander safe until an escape is made.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, an additional creature may be
Escape the Bonds of Flesh targeted for each slot level above 4th.
4th-level necromancy
Casting Time: 1 action
Range: 50 feet Exorcism
Components: V, S, M (piece of bone) 4th-level abjuration
Duration: Until dispelled Casting Time: 1 action
The victim’s skeleton writhes and twists within his body, Range: 50 feet
tearing muscles and rupturing flesh. The victim suffers 4d8 Components: V, S
necrotic damage. If the damage dealt by this spell brings the Duration: Instantaneous
target to 0 hit points, his skeleton tears from its body and This spell expels a possessing entity (such as a ghost,
becomes an animated skeleton. This skeleton is under the demon, or wizard using magic jar) from its victim. If the
caster’s control in all respects; as if it had been created by the possessing creature fails a Charisma saving throw, the creature
animate dead spell. If the target succeeds at a Constitution is instantly expelled from the possessed victim. Since the
saving throw, the damage is halved, and the skeleton will not expelled creature is free to act on its next turn, the exorcism
emerge even if the target is has 0 hit points. Creatures without spell is often used in conjunction with protection from evil and
a skeleton or those that are undead are immune to this spell. good to prevent the creature from possessing the victim again.
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Range: touch
Components: V, S
Duration: 1 minute
Make a melee spell attack against a creature. On a success,
the caster causes the creature touched to see its world as a dead
and horrific place. The affected target sees all living creatures
surrounding it as hideous undead zombies, and the rest of its
surroundings as a hellish nightmare. Buildings looked burned
and ruined; food looks spoiled; even the sky appears black and
ominous. This apocalyptic nightmare is so terrifying he is
frightened. Each turn the creature can make a Wisdom saving
throw at the end of its turn to disbelieve the vision.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, an additional target may be targeted
for each slot level above 4th.
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restriction but apply the check penalty noted above. If a (so you don’t have to move into the opponent’s space), and will
creature falls prone for any reason while affected by this spell, continue to grapple while you make other attacks.
it must make a Dexterity saving throw to get up again. An You can’t move more than 30 feet from the target creature
affected creature must make a Dexterity saving throw to draw without releasing it or dispelling the vine, though the vine
a weapon, pick up a dropped item, retrieve a stored item, and contracts and expands as needed so that you can move freely
the like. If the save fails, the creature drops the item in its space. within the 30-foot range. The round following a successful
To cast a spell, an affected creature must succeed on a attack, the vine automatically restrains the opponent, dealing
Concentration check with a DC equal to your spell save DC. If 3d6 damage per round to a restrained foe. Once an opponent is
the check fails, the creature loses the spell with no effect. struck and grappled, the vine does not let loose until the
Whenever foozle prevents a creature from completing an opponent is dead, the spell ends, or you release the grappled
action, the creature’s turn ends. creature voluntarily.
At Higher Levels: When you cast this spell using a spell If you miss with the ranged touch attack, the vine writhes
slot of 5th level or higher, an additional target may be selected uncontrollably for the rest of the round. On the following
for each slot level above 4th. round, you can make another ranged spell attack against any
creature within range as an action. You can continue to do this
until the spell expires or is dispelled.
Foresight of the Just Warrior You can cast spells while the vine is grappling, but you
4th-level divination must make a concentration check (DC 10 + spell level) to do
Casting Time: 1 action so.
Range: Self The vine has AC 10 and 20 hit points. Dealing enough
Components: V, S damage severs it, freeing any currently grappled opponent. The
Duration: Concentration, up to 1 minute severed tip instantly shrivels into dust, but the vine regrows
You foresee the exact amount of force necessary to quickly and is ready to latch onto a new target on your next
control a situation. Gain a +2 bonus to all attack rolls while the turn.
spell is active. For each point by which your attack roll exceeds
the AC of the target, the caster applies the difference as a bonus
to the damage based on the type of weapon you are wielding.
Gruesome Appetite
If your opponent is alive and not evil, the damage dealt will not 4th-level transmutation
kill the target. Casting Time: 1 action
Range: Touch
Components: V, S, M (a tooth from a huge or larger creature)
Giant Lava Ball Duration: Concentration, up to 1 minute
4th-level transmutation The creature you touch gains a bite attack and can grab
Casting Time: bonus action and swallow whole as an action. A creature under the effect of
Range: Touch this spell can bite with an action; the target is considered
Components: V, S, M (strand of fire giant hair) efficient, and the target can use Strength or Dexterity when
Duration: 1 hour or until discharged making this attack. A Small creature deals 1d4 piercing with
You magically enhance 10 small stones such that when this bite, a Medium creature deals 1d6 piercing damage, and a
you throw them they transform into giant balls of lava that do large creature deals 1d8 piercing damage. If the target already
not harm you. As an action you can throw these with a ranged has a bite attack, use whichever damage is higher. Any creature
spell attack up to 120 feet. These balls of lava deal 4d6 hit with this bite is considered grappled. If the target begins his
bludgeoning damage and 4d6 fire damage. Once a stone strikes turn with an opponent held in his mouth, as a bonus action he
(or misses) its target, the magic within it is discharged, and the can attempt to hit the opponent again as a new attack to
stone reverts to normal. swallow the opponent. On a hit, the opponent immediately
takes bite damage, and every round thereafter takes 3d6 of
bludgeoning damage, and 3d6 acid damage from the target’s
Grappling Vine digestive tract. A swallowed creature can try to cut its way free
4th-level conjuration with any light slashing or piercing weapon, by dealing 20
Casting Time: 1 action points of damage against an AC of 10. Once the creature exits,
Range: 30 feet the target’s stomach muscles close the hole; another swallowed
Components: V, S opponent must cut its own way out. The target of gruesome
Duration: Concentration, up to 1 minute appetite may hold in his stomach one creature of equal size,
When you cast this spell, a thick, sticky vine launches two creatures of one size smaller, or four creatures of two or
from your outstretched hand. You make a ranged spell attack more sizes smaller. If this spell ends while a creature or its
against an opponent up to 30 feet away. If the attack hits, you equipment is still in the target’s stomach, the target regurgitates
can grapple the target. The vine maintains the grapple by itself whatever he has swallowed into any adjacent space.
15
Halo of Righteousness
4th-level abjuration Heart of the Gazelle
Casting Time: 1 action 4th-level transmutation
Range: 50 feet Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 10 minute Components: V, S, M (heart meat of a gazelle)
Your allies in a 20-foot radius of you gain a +3 to AC and Duration: Concentration, up to 1 minute
Dexterity saving throws; they ignore one condition chosen by The recipient of this spell gains the speed, agility, and
you (though not death) at the time of casting. In addition, as the endurance of one of nature’s most elusive creatures: the
caster, you know any conditions your allies are affected by, and gazelle. For the duration of the spell, the subject’s base land
you can uses any of your class abilities on those within the area speed doubles. This increase stacks with any increase granted
without being required to touch those allies. by class abilities, but not with bonuses from other spells or
magic items. The subject also gains advantage on Dexterity
attacks, checks, and saves and a +2 bonus to Constitution
checks and saves.
Halt Device At Higher Levels: When you cast this spell using a spell
4th-level abjuration slot of 5th level or higher, an additional target may be selected
Casting Time: 1 action for each slot level above 4th.
Range: Touch
Components: S, M (a piece of a broken wheel)
Duration: 1 minute Heroic Sacrifice
The mechanical device you touch ceases to function for 4th-level abjuration
the duration of the spell, so that a cart no longer rolls, a door Casting Time: reaction or bonus action
no longer opens or closes, a trap does not trigger, and so on. If Range: 50 feet
the object is moving, you must succeed at a melee spell attack. Components: V
Any object with moving parts can be affected by this spell. In Duration: Instantaneous
the case of a mechanical barrier (such as a door), the barrier can You open up a brief but powerful divine conduit between
still be destroyed as normal if this spell holds it closed. you and up to three target creatures, taking on the damage and
Vehicles can be moved with appropriate force, but wheels, any other effects those creatures suffer. When a creature in
rudders, and other moving parts remain frozen, impeding range is hit by an attack or fails a saving throw, you can cast
directional control and normal movement. For example, a cart this spell and the wounds and/or effects are magically
under the effect of this spell requires as much effort to push transmitted to you instead of the target. You may cast this spell
forward as it normally would to push it sideways. This does not after the results of the damage are revealed. You are affected
affect creatures including constructs. as if you were hit by the attack or failed the saving throw,
taking all the damage and suffering all of the adverse effects.
Any resistances or immunities you have are applied normally,
Hand of Time but you cannot otherwise reduce or negate the damage or
4th-level evocation effects in any other way.
Casting Time: 1 action You can use this spell against an effect that also targets
Range: Touch you or includes you in its area; you suffer the effects for
Components: V, S, M (a waterclock’s minute hand) yourself and the targets you spared, potentially taking damage
Duration: 10 minutes or suffering other consequences multiple times.
This spell accelerates temporal effects within an affected
sphere with a 20-foot radius of an object touched, but only
concerning the duration of spells and the effects of magic Ideal Restraints
items. The area of effect moves when the original target of the 4th-level conjuration
spell moves. When a subject enters an area where the hand of Casting Time: 1 action
time is in effect, the subject must make a Charisma saving Range: 50 feet
throw; on a failure, all magical durations expire 20 times faster Components: V, S
on the subject (for example: if a duration of a spell is 2 minutes, Duration: 8 hours
it expires in 1 round). This spell ensnares a creature or object in conjured
At Higher Levels. If you cast this spell using a spell slot manacles, chains, and ropes if it fails a Wisdom saving throw.
of 5th level, you may extend the duration up to 1 hour. If cast Creatures are rendered restrained though they can attempt a
at a 6th level spell slot, the spell lasts 8 hours. If cast at 7th Strength (athletics) or Dexterity (acrobatics) check (DC equal
level, the duration is 24 hours. If cast as a 9th level slot, the to your spell save DC) to break or escape the bonds as an
spell lasts until dispelled. action.
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Imbue Creature with Divine
Power
4th-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy oils worth 50 gp)
Duration: 1 hour
You take a bit of divine energy and use it to fill another
with power. Choose three targets. The recipient gains a + 2
bonus to Strength, Constitution and Dexterity checks, saves,
and attacks; also, the subject deals 4d4 extra damage to any
creature targeted with an attack requiring an attack roll.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, an additional target may be selected
for each slot level above 4th.
Inspiring Word
4th-level enchantment
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute Imbue Creature with Divine Power
While casting this spell, you shout a word of challenge to
foes, inspiring your allies. All allies within a 25-foot circle immediately, then both casters take 3d6 force damage from
around the caster gain 3d8 temporary hit points and advantage magical feedback.
on attacks, Wisdom saving throws, and saves against any effect At Higher Levels: When you cast this spell using a spell
or spell that would cause the target to be frightened. slot of 5th level or higher, an additional target may be selected
for each slot level above 4th. Additional targets are also dealt
damage when you take damage.
Kismet
4th-level necromancy
Casting Time: 1 action
Last Act
Range: 50 feet 4th-level abjuration
Components: V, S, M (loop of copper wire) Casting Time: reaction or bonus action
Duration: 10 rounds Range: Self
Kismet creates a mystic connection between you and the Components: V
spell’s subjects so that they feel your pain if the target fails a Duration: 1 round
Wisdom saving throw. You still take damage normally, but You ignore any conditions affecting you (including being dead)
while this spell is active any damage you are dealt is dealt to for the duration of the spell.
the spell’s subjects as well. Targets suffer only hit point
damage, and target creatures are not subject to any additional
effects that might accompany a damage-dealing attack (such as Light Before, Darkness Behind
poison or other conditions). 4th-level evocation
You can intentionally target yourself with an attack Casting Time: 1 action
(magical or otherwise) in order to deal damage to the targets. Range: Touch
However, whenever you are subjected to damage that allows a Components: V, S
saving throw; you must attempt your saving throw before the Duration: 1 hour
damage is passed to the spell’s subjects. You are not allowed This spell surrounds the target with a hemisphere, exactly
to voluntarily fail your saving throw against any damage- half of which is lit as by a daylight spell and half of which is as
dealing effects while kismet is active. dark as a darkness. Initially, the illuminated section is directly
If all of the spell’s subjects are slain by transferred in front of the target and moves to correspond with his facing.
damage, the spell ends. If a spellcaster casts kismet on another He may choose to rotate the facing of the light and dark
spellcaster who has kismet already active, both spells end sections as a bonus action, making up to one full rotation per
17
round; if cast on an object, the caster can control the facing of
these sections.
Neither daylight nor darkness will dispel light before, Many Arms
darkness behind, but this spell will dispel either daylight or 4th-level Transmutation
darkness. Casting Time: 1 action
Range: Touch
Components: V, S, M (vial of blood from a many-armed
Light of Truth creature)
4th-level divination Duration: 1 minute
Casting Time: 1 action This spell causes the target creature to sprout an additional
Range: Touch 2 arms. In addition, the target’s clothes and armor alter
Components: V, S themselves to allow these new arms to function without
Duration: Concentration, up to 2 minutes penalty. If the target’s hands end in natural weapons such as
Choose a target in range to make a Charisma saving claws, the new arms have similar natural attack forms. These
throw. If the target fails the save, the target is surrounded by a additional arms allow the target to make additional attacks as
pale blue glow; if she lies while under the influence of the spell; if the creature had extra attack class ability for each limb, but
this briefly shifts to an aura of red and black. If the target the target must have extra weapons. The limbs could also be
succeeds at the initial Charisma save, the aura never becomes used to wield extra ranged weapons or shields.
visible. At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, an additional target may be selected
for each slot level above 4th.
Maddening Insult
4th-level enchantment
Casting Time: 1 action
Martyr
Range: 50 feet 4th-level transmutation
Components: V, S, M (bit of dung) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self
If the target creature fails a Wisdom saving throw, it is Components: V, S
afflicted with an uncontrollable anger, taking a –2 penalty to Duration: 8 hours
Armor Class and a –2 penalty on attack rolls. Starting with the The paladin imbues his body with the divine power of his
target’s first action after the spell has been cast; it tries to attack god. If he dies while the spell is active, he may make a wish.
you, disregarding any ranged attacks available to it in order to This effect cannot bring the paladin back to life, though it can
attack with a melee weapon. The subject makes up to a double bring back other fallen comrades through mimicking raise
move toward you (charging if possible), and while it won’t dead or other spells. The paladin cannot ask for any items, gold,
move into obvious hazards trying to reach you, it may rush or material gain, but can ask for preventing damage to his allies,
across hidden dangers (such as covered pits or quicksand), even restoring hit points, preventing a single spell, or resistance to
as it ignores attacks from other creatures. his allies. Only true resurrection can bring the paladin back to
If the target gets within melee reach of you, it attacks you life.
to the exclusion of all other foes until the spell ends or it kills
you.
When attacking, the subject uses the most potent melee
attack or attacks it has available (subject to the limitations Massmorph into Trees
below). If unable to reach or attack you, the subject tries to 4th-level illusion
position itself for melee attacks against you for 1d4 rounds Casting Time: 1 action
before turning and attacking the nearest creature. Once it Range: 150 feet
chooses a creature to attack, it attacks that creature to the Components: V, S, M (handful of bark chips)
exclusion of all others. Duration: Concentration, up to 8 hours
While the spell is in effect, the target creature cannot use You instantly change the appearance of up to 8 subjects
Concentration or any Charisma, Dexterity, or Intelligence within 30 feet of a point in range so they appear as normal trees
based skills (except for Acrobatics, Escape Artist, Intimidate, and maintain that appearance for the spell’s duration. The
and Ride), nor can it use any abilities requiring patience or subjects look, feel, and smell just like real trees. If attacked, the
concentration. The target creature cannot cast spells or activate illusion is negated on that creature (and that creature only),
command-word, spell-trigger, or spell-completion magic unless it’s you, in which case you must succeed on a
items, nor can it use Combat Expertise or any item creation or Concentration check using the damage dealt to the creature for
metamagic feat. the check to maintain the spell. If your check fails, the spell
Creatures with Intelligence scores of 2 or lower are not ends, revealing all massmorphed subjects. Affected creatures
affected by this spell. resume their normal appearances if slain. Unwilling targets can
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negate the spell’s effect on themselves by making Charisma you draw only his masked face, although you still get an idea
saving throw. Those who interact with the subjects can attempt of his general size and shape.
Wisdom saving throw to see through the glamer. Truesight and
true seeing reveals a massmorphed creature. Targets of the
spell may not move, as that will end the spell on that target. Power Word: Laughter
4th-level enchantment
Casting Time: 1 action
Multi-Image Range: 50 feet
4th-level Illusion Components: V
Casting Time: 1 action Duration: See Text
Range: Self When you speak this powerful yet humorous word, you
Components: V, S cause a single creature with 50 or fewer hit points to succumb
Duration: 10 minutes to uncontrollable laughter. The laughing creature falls to the
Several illusory duplicates of you pop into being, making ground and is knocked prone for the duration of the spell. A
it difficult for enemies to know which target to attack. As a creature with 30 or fewer hit points laughs for 4d4 rounds, one
move action, the figments can all be directed to act with 31 to 40 hit points laughs for 2d4 rounds, and one with 41
independently and disappear when struck. to 50 hit points laughs for 1d4 rounds.
This spell creates 3d4 images. These figments separate
from you though they must remain within 100 feet of you. You
can move into and through an image. When you and an image Primal Scream
separate, observers can’t use vision or hearing to tell which one 4th-level transmutation
is you and which one is the image. The figments may also move Casting Time: 1 action
through each other. If not directed by you, the figments mimic Range: 50 feet
your actions, pretending to cast spells when you cast a spell, Components: V, S
drink potions when you drink a potion, levitate when you Duration: Instantaneous and 10 rounds, see text
levitate, and so on. You unleash a scream filled with primal energy, dealing
Enemies attempting to attack you or cast spells at you 4d8 thunder damage to all creatures in a 60-foot cone. A
must select from among indistinguishable targets. Generally, successful Constitution save reduces the damage by half. Any
roll randomly to see whether the selected target is real or a exposed brittle or crystalline object or crystalline creature takes
figment. Any successful attack against an image destroys it. An 8d8 thunder damage. An affected creature is allowed a
image’s AC is the same as yours. Figments seem to react Constitution saving throw to reduce the damage by half, and a
normally to area spells (such as looking like they’re burned or creature holding fragile objects can negate damage to them
dead after being hit by a fireball). with a successful Dexterity saving throw. In addition, you are
While moving, you can merge with and split off from filled with the primal fury of the scream, gaining minor
figments so that enemies who have learned which image is real bonuses that last for 10 rounds. You gain a +2 bonus to
are again confounded. Strength and Constitution checks, attacks, and saves for the
An attacker must be able to see the images to be fooled. If duration.
you are invisible or an attacker shuts his or her eyes, the spell
has no effect. (Being unable to see carries the same penalties as
being blind.) Prophet’s Eye
4th-level divination
Casting Time: 1 action
Portrait of the Wanted Range: 50 feet
4th-level divination (ritual) Components: V, S
Casting Time: 1 action Duration: 1 hour
Range: Self You gain an immediate insight into a target’s bodily
Components: V, S experiences. You see what she sees, experience what she
Duration: Instantaneous experiences, hear what she hears, and even taste what she tastes
You draw an image of the last creature that touched the for the duration of the spell. You do not take damage if the
targeted item. Any creature with an intelligence score of 3 or target takes damage, nor do you heal damage if the target heals.
below that touched the item is not revealed. You can draw an An unwilling target that fails a Charisma saving throw knows
image of the last intelligent creature to touch the item within only that some sort of magic has passed through her, not what
10 days with an extreme level of skill. If the item hasn’t been it was. If the target creature begins to do or say something that
touched for longer than that you obtain no image at all. This would normally be kept secret she is allowed a second
spell can be fooled with illusions. In addition, if the last person Charisma saving throw; if this save is successful, she gets an
to touch the item was wearing a mask at the time he touched it, uneasy feeling that someone is watching her but no idea who
or how.
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During the duration of the spell, you see what the target (minimum 1). This reduction occurs after other effects such as
sees in addition to what your normally see. This overlapping of resistance.
images and sounds can make it very difficult to perform
complex tasks giving you a –4 penalty on all checks and
forcing a concentration check (DC 10+ spell level) to cast a Retaliatory Missile
spell. 4th-level evocation
Casting Time: 1 action
Range: Self
Puffball Components: V, S, M (a tiny replica of a shield)
4th-level conjuration Duration: 10 rounds
Casting Time: 1 action When you cast this spell, it grants you limited protection
Range: Self from projectile weapons and a retaliatory strike against an
Components: V, S, M (dried puffball mushroom) attacker. You reduce all damage you take from ranged attacks,
Duration: 10 minutes or until expended both weapon based, and magic based, by your intelligence
A leathery sphere about the size of a grapefruit appears in modifier. Additionally, for each projectile that strikes you
your palm, and can be thrown as a ranged spell attack with a within a round, a magic missile spell streaks back at the source
maximum range of 120 feet. If the sphere is wielded by any of the attack, so long as the attacker is within 100 yards. The
other creature, treat it as a ranged weapon with a range of 20/60 spell releases a maximum of one magic missile spell each
feet that they are proficient with. When the sphere hits, it breaks round, cast as a first level spell slot. The magic missile is
with an audible pop and releases a cloud of splinters, acidic released even if the spell’s damage reduction negates all
vapor, and toxic dust. The target struck takes 5d8 acid damage. damage inflicted by the projectile weapon.
In addition to damage, the burst fills a 15-foot radius with a At Higher Levels: When you cast this spell using a spell
toxic cloud poisoning all creatures within it (including the slot of 5th level or higher, you increase the level of the magic
target and the wielder if the wielder isn’t you). Anyone in the missile spell cast by this spell by one for each slot level above
burst is blinded and poisoned (Constitution saving throw to 4th.
avoid both).
Sanctum
Remember Way 4th-level conjuration
4th-level divination Casting Time: bonus action
Casting Time: 1 action Range: Self
Range: Touch Components: V, S
Components: V, S Duration: 10 rounds
Duration: See Text You transport yourself to an extradimensional sanctuary
You cast this spell on a conveyance or mount to make it just large enough to hold you and what you hold or carry. If
memorize any course you take for the next 10 hours. The you have a familiar or other companion creature, that creature
journey instilled in this memory remains until either replaced can accompany you into the sanctuary if it is touching you or
by a new remember way spell or is dispelled. During any future within 5 feet when you cast the spell. While in the sanctuary,
trip through this area, unless the spell is dispelled the you can cast spells that target you, your equipment, or your
conveyance does not require guidance. bonded companion or familiar, use skills, or take other actions.
Upon command, the subject steers itself to any point When sanctum ends, you reappear where you had been
stored in its memory. If it passes beyond the bounds of its when you cast the spell. If this location contains a solid object,
recorded journey, it immediately drifts aimlessly until correctly you appear in the nearest open space. As a free action, you can
piloted. A conveyance or mount can only hold one journey in choose to end the sanctum spell at any time before the duration
its memory at a time. This spell only causes a conveyance to ends.
guide itself, it still must have its own source of locomotion. Spells and abilities that move you within a plane (such as
teleport and dimension door); do not function within the
sanctuary, although a plane shift spell allows you to exit to
Resist Damage whatever plane the spell designates.
4th-level transmutation
Casting Time: 1 action
Range: Self
Scapegoat, Greater
Components: V, S 4th-level abjuration
Duration: 1 minute Casting Time: 1 action
You gain minor damage reduction. Reduce all damage Range: 50 feet
you take by an amount equal to your Constitution modifier Components: V, S, M (hair from a goat)
Duration: 1 minute or until discharged
20
Secret Missive
This spell transfers your bad luck to another. You Range: Touch
nominate a creature within range to be the scapegoat, or Components: V, S, M (rare inks worth 50 gp)
recipient. If the target fails a Charisma saving throw, the two Duration: until dispelled
of you are linked. While the spell is in effect, if you fail an When casting this spell, you write a short message of up
attack roll, saving throw, or check, you may transfer that failed to 50 words which you then conceal within a larger text
roll to the scapegoat and roll again. You must accept the results (created by the spell that must be at least three times as large as
of your second roll. Once you have successfully transferred a your short message) that seems perfectly normal and
roll to the scapegoat, the next attack roll, saving throw, or skill innocuous.
check the scapegoat makes uses the result of your die roll If you have them available to you, you can include spells
before your own modifiers. If the target has yet to take an action that are normally hidden via text in the larger text, cast as part
that would use the transferred roll (for instance, if the scapegoat of the secret missive’s casting time.
chooses to move instead of attacking), you cannot transfer Your hidden message looks like part of the larger text, but
another poor roll to him. You may transfer a maximum of four the person or persons you designate at the time you cast the
poor rolls to the scapegoat by use of this spell. spell are the only ones who can readily discern it. A
comprehend languages spell merely allows someone to read
the larger text, while a true seeing spell reveals a faint web of
Secret Missive magical tracery through the text but not the hidden message
4th-level transmutation (ritual) itself. The whole message has a dim aura of transmutation
Casting Time: 10 minutes magic.
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A character can pick out your hidden message with an anywhere—all of this happens in the target’s mind. The target
Intelligence check (DC equal to your spell save DC). The is actually stunned for the duration of the spell. In any round
creature deciphering your message gains advantage if using that the target takes damage while under the influence of
true seeing. shimmering crystal, he receives another saving throw against
When you designate who can read the text, you can shimmering crystal.
specify creatures by name or can specify conditions or triggers At Higher Levels: When you cast this spell using a spell
under which the hidden message can be read. slot of 5th level or higher, you can target one additional
Conditions can be as general or as detailed as desired, creatures for each slot level above 4th that are within range of
though note that only visual and audible actions will work as the spell.
conditions (such that the spell cannot distinguish alignment,
level, challenge rating, or class except by external garb), and
such conditions can often be fooled by disguises and illusions. Shockwave
Normal darkness does not defeat a visual trigger, but magical 4th-level evocation
darkness or invisibility does. Audible triggers can be keyed to Casting Time: 1 action
general types of noises or to a specific noise or word, but silent Range: 10 feet
movement or magical silence defeats them. Components: V, S
When you designate who can read your hidden text, you Duration: Instantaneous
can also limit the number of times the message can be read in A powerful shockwave radiates outward from you,
total. After this number of readings, the hidden message and blasting all creatures within 10 feet of you for 10d6 thunder
the text that disguises it disappear, ending the spell. You can damage. In addition, all creatures in the area must make a
also make the message vanish (ending the spell) under certain Strength saving throw or are thrown 30 feet away from you,
conditions you set, using the same guidelines for specifying landing prone. On a successful save, the thunder damage is
who can read the message. halved and the target is not thrown.
A secret missive spell is destroyed when the surface that
holds it is destroyed, or if the spell is dispelled.
Smite Foe
4th-level evocation
Shield of Ablation Casting Time: 1 action
4th-level abjuration Range: 50 feet
Casting Time: 1 action Components: V, S
Range: Self Duration: Instantaneous
Components: V, S You create a ray of sacred energy. Make a ranged spell
Duration: Concentration, up to 1 minute attack. On a hit, the ray deals 5d8 radiant damage. Fiends and
You surround yourself with a barely-perceptible shining undead suffer 10d8 radiant damage. This spell deals no damage
field that reduces damage from most physical sources. All to good-aligned creatures, including good aligned undead.
damage dice from purely physical sources, such as weapon Paladins, clerics, and any other class that has the divine smite
attacks and falling, are minimized to 1 per die that would be ability may add it to this spell.
rolled. This includes damage from critical hits and sneak
attacks, but does not include damage from special effects, such
as poison, energy effects, or magic. For this spell, magic Soften
weapons and creatures whose base attacks are considered 4th-level transmutation
magical also have their damage minimized. Effects that do not Casting Time: 1 action
cause direct hit point loss, such as the random elements of Range: 50 feet
chaotic blast, are not affected by shield of ablation. Components: V, S, M (a pinch of wet clay)
Duration: Concentration, up to 1 minute
You cause all the objects in a 10-foot cube around a point
Shimmering Crystal in range to become softer, making them more susceptible to
4th-level enchantment damage. Unattended objects and materials receive no save.
Casting Time: 1 action Creatures may make saving throws for their items. Failure
Range: 50 feet indicates that the item or material takes five times as much
Components: V, S, M (crystal worth 50 gp) damage as normal. This only makes damaging the objects
Duration: 10 rounds easier; it does not reduce a creature’s armor class. Creatures
The target creature of this spell, if he fails a Wisdom such as animated objects must also make a successful saving
saving throw, believes he is transported to a place that holds throw or be more vulnerable to damage as well. Creatures such
whatever he wishes for most. He also forgets where he was last, as constructs are unaffected.
what he was doing, and only thinks of the fact that what he
wants most is now near. He hasn’t, of course, been transported
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When you cast this spell, all magic cast upon you is
Solipsism reflected back at the caster for a total of 1d4 + your spell casting
4th-level transmutation ability modifier spell levels. When a spell of 4th level or lower
Casting Time: 1 action is cast upon you, the effects of the spell are reflected back to
Range: 150 feet the caster that originally targeted you with the spell. Subtract
Components: V, S, M (a spoon) the total spell level (including casting at higher spell slots) from
Duration: Concentration, up to 1 minute the total levels of spells that can be reflected as determined
This spell can only be cast on a non-living object that above. If you do not have enough spell levels to reflect the
entirely fits within a 10-ft. cube (a normal door, for example, spell, then that spell is not reflected. If a spell targets an area
but not a section of a wall or a very large door). That object and you are that area, you reflect the entire spell back at the
flickers in and out of another plane, seeming to disappear and caster and the caster is in the center of that spell’s area. You
reappear randomly. However, even if it disappears in this way, can end this effect at any time, such as when you would like
the rest of the world still operates normally. Ceilings are still healing, as those spells are reflected as well. If you lose
supported; swords still hang on an invisible sword rack, etc. At consciousness, this spell is dispelled.
each count of the initiative, there is a 50% chance the object is
present, and an identical chance that it is somewhere else. If the
object is not present, creatures, objects, attacks, etc. can pass Spirit Dragon
through its space easily. It can appear and disappear several 4th-level illusion
times per round (but it is only necessary to roll to see if it is Casting Time: 10 minutes
present on those initiative counts that its location becomes Range: 50 feet
important). Components: V, S, M (scale of a dragon)
If a creature or object spends more than one initiative Duration: Concentration, up to 1 hour
count in the object, such as when a character ends his move in When you cast this spell, a life-size, partially real, adult
that spot, that creature or object is shunted to the nearest clear dragon (of a type the same as the scale) appears, under your
spot as the object phases in and out. complete control. Each turn as a bonus action, you can direct
the creature. If, for any reason, you’re unable to concentrate on
controlling the actions of the spirit dragon, the illusory dragon
Sonic Blast simply ceases to move or act until you succeed at another
4th-level evocation concentration check on your turn (bonus action or action)
Casting Time: bonus action instead of normally losing the spell. Its natural weapons and
Range: 50 feet breath attack deal damage, but a successful Wisdom save
Components: V negates this damage. You must have seen a real dragon of the
Duration: Instantaneous same type in order to cast this spell.
With a single note, you blast forth a cone of sonic energy
from your mouth inflicting 10d4 thunder damage to a single
target if you succeed at a ranged spell attack. Spiritbow, Lesser
4th-level evocation
Casting Time: 1 action
Sonic Lance Range: Self
4th-level evocation Components: V, S
Casting Time: bonus action Duration: 10 minutes or see text
Range: 50 feet You conjure a bow of magical force, which can be
Components: V wielded by you or attack on its own. As a move action, you can
Duration: Concentration, up to 1 minute set the bow loose to attack once per round at a creature you
You shape a chord into a long melee weapon of sonic designate (starting the round you release it, and requiring a
energy. The weapon is sized appropriately for you, with reach bonus action from then on to change the target). The bow
weapons requiring two hands for use. You are proficient with shoots on your turn as a free action in the initiative order,
this weapon, which inflicts 8d4 thunder damage on a successful staying in your space and firing at its target until the spell ends,
melee attack. the target leaves your line of sight, or you redirect the bow
against another target. If the bow has nothing to shoot at, it
merely hangs in the air near you. With each shot, the bow
Spell Turning, Lesser generates a force projectile that functions just as if an arrow
4th-level abjuration fired from a regular short bow, but with range of 60/120 and
Casting Time: 1 action 4d6 force damage, targeting only creatures and hitting with a
Range: Self ranged spell attack. A projectile affects its target as a spell, not
Components: V, S as a weapon, and so ignores damage reduction and immunity
Duration: 8 hours or until dispelled to piercing damage. If you choose to wield the bow yourself,
23
you can fire normal or magic arrows (as available) from the flying. Huge or larger creatures aren’t moved or knocked down
bow, or you can use the bow to shoot force projectiles as a by the spell.
ranged spell attack (with all effects and damage as described
above). If you use arrows you supply, you make a ranged spell
attack. Any feats, abilities, or other effects that influence your Stomach Bloom
ability to shoot a bow normally still apply. 4th-level conjuration
Firing a real arrow from the bow has no effect on the Casting Time: 1 action
spell’s duration, but each time the bow fires a force projectile Range: Touch
(whether on its own or when wielded by you), the duration is Components: V, M (piece of rancid meat)
reduced by 1 minute. If a shot would reduce the spell’s duration Duration: Concentration, up to 1 minute
to less than 0, the bow can no longer fire force projectiles. The On a successful melee spell attack, this spell causes the
bow cannot be attacked, but spells such as dispel magic have target creature’s stomach to fill with unwholesome acidic fluid.
normal effect, while a disintegrate spell destroys it. Only you At the start of its first turn and at the start of every 1d4 turns
can fire the bow. after that, the subject must make a Constitution save or be
incapacitated and spew the contents of its stomach onto all
engaged creatures, dealing 4d6 acid damage to itself and all
Staffstrike engaged creatures (including its allies and enemies).
4th-level evocation A successful save negates the incapacitated condition and the
Casting Time: 1 action spewing until the spell triggers again. Engaged creatures may
Range: 30 feet make a Dexterity saving throw to reduce the damage by half,
Components: V, S, M (a staff) but the initial target cannot make a saving throw to reduce
Duration: Instantaneous damage.
You send forth shockwaves from your staff, dealing 2d6
bludgeoning damage and 2d6 thunder damage to all creatures
and objects within a 30-foot cone. Creatures are knocked prone Subvert Charm
and stunned for 1 round, and living creatures are deafened for 4th-level enchantment
1d6 rounds. A successful Strength save negates being knocked Casting Time: 1 action
prone, stunned and being deafened, but does not reduce the Range: 50 feet
damage. Components: V, S, M (two small mirrors)
Duration: See Text
Make a spellcasting ability check (DC 10 + level of the
Steam Jet spell, do not add your proficiency for this check) against one
4th-level evocation enchantment spell in range affecting a target. If successful, the
Casting Time: 1 action enchantment effect that is affecting the subject is altered in
Range: 60 feet such a way that the caster of subvert charm becomes the
Components: V, S, M (a bladder filled with water) originator of the effect for that one target. The duration of the
Duration: Instantaneous original charm effect is unchanged.
A blast of high-pressure steam erupts from your hand, At Higher Levels: When you cast this spell using a spell
dealing 6d6 fire and bludgeoning damage to all creatures in a slot of 5th level or higher, you can target one additional target
60-foot line, 5-feet in diameter (Dexterity saving throw for for each slot level above 4th.
half). In addition to soaking creatures in scalding water, the jet
heats their equipment, dealing an additional 2d6 fire damage
the following round to any creatures that fail their Dexterity Sunray
saves. Any cold effects or spells operating in the area that are 4th-level evocation
intense enough to deal damage negate the extra fire damage Casting Time: bonus action
from the spell. Creatures in the jet may be knocked down or Range: 150 feet
pushed back if they fail their saves. Tiny or smaller creatures Components: V, S, M (a glass lens)
are knocked down and rolled to the end of the jet plus 1d4 x 10 Duration: Concentration, up to 10 rounds
feet if standing on the ground, or are blown back to the end of You gather the ambient light from your surroundings and
the jet plus 2d6 x 10 feet if flying. Small creatures are knocked focus it into a scorching beam dealing 4d8 fire damage on a
down and rolled to the end of the jet plus 1d3 x 10 feet by the ranged spell attack; undead creatures suffer 8d8 points of fire
force of the water, or are blown to the end of the jet plus 2d4 x damage from this beam. You can make one attack with the
10 feet if flying. Medium creatures are knocked prone by the beam as an action each round for as long as the spell lasts.
force of the steam, or if flying are blown to the end of the jet
plus 1d4 x 10 feet. Large creatures are knocked prone if
standing, or are blown to the end of the jet plus 1d3 x 10 feet if
24
Supernatural Ward, Greater
4th-level abjuration
Casting Time: bonus action
Range: Touch
Components: V, S
Duration: 1 round
The subject gains a +10 bonus to its saving throws against
abilities and effects (such as a succubus’s charm and draining
kiss ability) that are not caused by spells for the spell’s
duration.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, you can target one additional target
for each slot level above 4th.
Symbol of Despair
4th-level enchantment (ritual)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (mercury, phosphorus, powdered
diamond, and opal worth 750gp)
Duration: until dispelled
This spell functions like symbol (death), except each
creature within a 60-foot radius of a symbol of despair is
afflicted with a sense of utter despair for 10 minutes if they fail
a Charisma saving throw. Each affected creature takes a –2
penalty on attack rolls, saving throws, checks, and weapon
damage rolls.
Greater Supernatural Ward
Teeth of the Wind Regardless of size, all creatures have disadvantage on
4th-level evocation Wisdom (perception) checks and ranged weapon attack rolls in
Casting Time: 1 action the spell’s area.
Range: 60 feet The force of the gust automatically extinguishes candles,
Components: V, S, M (miniature bellows) torches, and similar unprotected flames. It causes protected
Duration: 1 round flames, such as those of lanterns, to dance wildly, with a 75%
This spell creates a blast of air and grit at storm strength chance to be extinguished as well. In addition to the effects
(approximately 70 mph) that originates from you and affects noted, teeth of the wind can do anything that a sudden blast of
all creatures in a 60-foot line, 5-feet in diameter. The force of wind would be expected to do, including fan a large fire, move
the blast deals 6d6 bludgeoning damage. Creatures caught in unsecured objects (treat them as creatures of the appropriate
the blast are allowed a Dexterity saving throw for half damage. size), heel over a ship, or blow gases or vapors to the edge of
Creatures in the blast may be knocked down or pushed back if its range.
they fail their saves. Small or smaller creatures are blown away
and rolled 1d4 x 10 feet if standing on the ground (taking 1d4
points of damage per 10 feet moved in addition to the initial
Track Magic
damage, or are battered back 2d6 x 10 feet (taking 2d6 points 4th-level divination
of nonlethal damage) if flying. Medium creatures are knocked Casting Time: 1 minute
prone by the force of the wind, or, if flying, are blown back Range: Touch
1d6x10 feet. Large or Huge creatures are unable to move Components: V, S
forward against the force of the wind, or, if flying, are blown Duration: 8 hours
back 1d6 x 5 feet. Gargantuan or Colossal creatures can move You grant the ability to see traces of magic. The target
normally within a teeth of the wind effect. In any event, though, may follow the trail of any creature that has active (or
teeth of the wind can’t move a creature beyond the limit of the continuous) spells, magic items, innate spellcasting, or magic-
spell’s range. like abilities. The spell lets the target see a faint, glowing trail,
but the target cannot tell what type of magic creates it. For
every three active items/spells/abilities, the subject gains a +1
bonus to Wisdom (survival) checks to track the creature. This
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spell does not help the target track via magic used to conceal or
alter normal tracks, such as pass without trace, but it would still
give the target a chance to track other active magic in the
possession of someone using those magic to avoid being
tracked.
Translocation Viewing
4th-level divination (ritual)
Casting Time: 10 minute
Range: 50 feet
Components: V, S
Duration: 10 minutes
You are able to see the destination of the most recently
used teleportation spell cast within range. You are able to view
the destination as if standing there. In addition, though you
cannot move your perspective from the destination point, you
can look around as if you were there.
True Sacrifice
4th-level conjuration
Casting Time: 10 minute
Range: Touch
Components: V, S, M (diamond worth 5,000gp)
Duration: instantaneous
This spell functions like true resurrection, except at the
end of the spell you are dead (or destroyed) and cannot be
raised or resurrected, ever. If the soul chooses not to return to
life or is unable to be returned to life, you do not die (nor are
Unstable Form
you destroyed).
26
involuntarily through the light take 3d8 radiant damage. Any
living creature that walks through the wall is illuminated as if
by a faerie fire spell for 10 minutes. If the caster attempts to
cast the wall on individual creatures, they may make Dexterity
saving throw to avoid taking damage (if undead) or being
illuminated (if living).
Wall of light counters or dispels any darkness spell of
equal or lower level, but is only dispelled by darkness spells or
effects of 4th level or higher.
The caster can form the wall into a flat, vertical plane or
into a sphere or hemisphere. The wall of light must be
continuous and unbroken when formed.
At Higher Levels: When you cast this spell using a spell slot
of 5th level or higher, you increase the volume of the spell by
20 cubic feet for each slot level above 4th.
Ward of Mercy
4th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a padded cloth glove)
Duration: 10 minutes
Any damage dealt to a living creature within 50 feet of
you that would normally kill the creature will knock the
creature unconscious instead. Any death saving throw in the
area is automatically successful, but a creature may roll to see
if it receives a natural 20 to return to 1 hit point.
Warrior’s Insight
Warrior’s Insight
4th-level divination
Casting Time: 1 action
Wave of Pain
Range: Self 4th-level necromancy
Components: V, S Casting Time: 1 action
Duration: 1 minute Range: 50 feet
You gain a temporary, intuitive insight into the vagaries Components: V, S
of combat. You receive advantage on melee attack rolls, may Duration: Concentration, up to 1 minute
reroll one melee damage roll per turn, and gain a +3 bonus to Choose four targets in range. Those creatures must make
AC for the duration of the spell. a Constitution saving throw. On a failure, the target creatures
suffer wracking pains that impose disadvantage on all attack
rolls and on initiative, ability checks, and saves. In addition, the
Watchful Spirits target creatures’ speed suffers a 10-ft. penalty (to a minimum
4th-level conjuration speed of 5 ft.).
Casting Time: 1 action At Higher Levels: When you cast this spell using a spell
Range: Self slot of 5th level or higher, you can target one additional
Components: V, S, M (small vial of anointing oil) creature for each slot level above 4th.
Duration: 1 hour or until discharged
Opponents gain no bonus and cannot use abilities gained
from flanking you or having allies engaged with you such as a
Witchbreaker
rogue’s sneak attack. In addition, while this spell is in effect, 4th-level evocation
you gain advantage on one save. Using this function is a free Casting Time: 1 action
action and must be declared before the save is rolled. Using this Range: 50 feet
ability discharges the spell. Components: V, S
Duration: Instantaneous
This spell creates a blast of divine energy that causes
anyone in a 20-foot radius of a point in range who can cast an
arcane spell (such as a bard, warlock, wizard, or sorcerer) to
27
take 8d6 radiant damage and be stunned for one round. The
target may make a saving throw based on its spellcasting ability
Zone of Parley
to reduce damage by half and negate the stunned condition. 4th-level abjuration
At Higher Levels: When you cast this spell using a spell slot Casting Time: 1 action
of 5th level or higher, you can increase the damage dealt by Range: 50 feet
1d6 for each slot level above 4th. Components: V, S
Duration: 1 hour
The zone of parley is a special, fortified sanctuary. When
Zone of Mishaps it is set up, anyone who enters it is compelled to proclaim
4th-level abjuration whether he will respect the truce of the zone; this declaration is
Casting Time: 1 action a free action. If he agrees to honor the truce, he is protected by
Range: Self a sanctuary spell until he leaves the zone. However, he must
Components: V, S succeed at a Wisdom saving throw to make any attack (even in
Duration: Concentration, up to 10 minutes response to another’s attacks on him) within the zone, and
By casting zone of mishaps, you manipulate magical suffers 6d8 radiant damage even if he successfully makes his
energy in your immediate vicinity so that spells that are cast save. He loses his sanctuary when he attempts to commit an act
within a 20-foot radius of you may randomly fail. This effect that violates the zone, but must continue to make saving throws
is centered on you, moves with you, but does not affect you. when he attempts to commit further acts of violence (and
Anyone who enters the zone immediately becomes subject to suffers the damage).
its effects, but those who leave are no longer affected. The zone of parley is most commonly used during parleys
Each time a spell is affected by this spell, its caster must in battle.
succeed on a concentration check (DC 10 + spell level) or the
spell is lost with no result.
Zone of Parley
28
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason
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