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ShadowDark RPG - Death Timer - Issue 2 (2024, Samskull)

The ShadowDark Supplement introduces new gameplay elements, including ten new ancestries, four new classes (Evoker, Primal Druid, Slayer, Trickster), and various new weapons and spells. It provides detailed rules on oil and torch crafting, as well as a list of new spells for different classes. The document encourages playtesting and highlights contributions from various creators in the ShadowDark community.

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0% found this document useful (0 votes)
299 views52 pages

ShadowDark RPG - Death Timer - Issue 2 (2024, Samskull)

The ShadowDark Supplement introduces new gameplay elements, including ten new ancestries, four new classes (Evoker, Primal Druid, Slayer, Trickster), and various new weapons and spells. It provides detailed rules on oil and torch crafting, as well as a list of new spells for different classes. The document encourages playtesting and highlights contributions from various creators in the ShadowDark community.

Uploaded by

Dix
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

A ShadowDark Supplement

Contents

CONTENTS MAGIC
—–————————————— —–—————————————
Contents/Introduction 2 New Spells 16

Introduction 3 New Ovate Spell List 42

New Priest Spell List 44


GAMEPLAY
—–————————————— New Witch Spell List 46
Oil & Torch Craft 4
New Wizard Spell List 48

EQUIPMENT
MAGIC ITEMS
—–—————————————
—–—————————————
New Weapons 5
Random Magic Items 50

CHARACTERS
—–—————————————
New Ancestry 6

Evoker Class 8

Primal Druid Class 10

Slayer Class 12

Trickster Class 14
2
Introduction
Welcome to the second Enjoy this material, scoured
ShadowDark Supplement from across the “forgotten”
for our Friday Night landscapes of the expanding
Tabletop sessions, Darkness, and remember
Hellrunners! everything new needs
playtesting at the tabletop.
DEATH TIMER 2 picks up
where the first issue left off See you at the tabletop this
adding ten new ancestries Friday!
and four new classes, along
with a couple new weapons Cheers to the
and brief gameplay rules Lady of the Weave,
about torch crafting, and DM SAM, 12 APR 2024
using oil as a weapon.

Addes classes include the


Evoker, the Primal Druid,
the expert monster Slayer,
and the arcane Trickster!
Three out of four are
spellcasters, so we have The Typo Demon
dedicated half this issue to
Death Timer Acknowledgements.
new spells and revised spell
Marc-Antoine Côté, Brian Coughlin,
lists for the ovate, priest, Cursed Scroll (Kelsey Dionne), Matt
witch, and wizard classes. Dietrich, Dungeon Vault (Derek
Ruiz), Martjin van Es, Jake House,
Letters from the Dark (Chris
And as all the half-caster Powell), William McAusland, Jesse
classes also use these spell E. Olsen, Runes (James F. Kelly),
lists, this should provide ShadowSun (Greg Christopher),
David Siegel, Kevin Sheller, Dean
enough magical fodder to Spencer, Unnatural Selection
create some really varied (Xane and Bunni Daniel), and many
more creative writers, artists,
and interesting characters in homebrew DMs/GMs in the greater
the coming days. ShadowDark / OSR community!

3
Oil & Torch Craft
CANDLES A Critical Failure (nat 1 on the
attack roll) results in a flask
In lieu of a torch, candles can
detonation in the user's hands
be used for limited illumination.
for 2d6 damage.
A large candle provides light for
15 minutes real time (start IMPROVISED
your torch timer). A bundle of
four candles takes 1 gear slot. TORCH CRAFTING
Vulnerability. Even in the best Sometimes you might need to
situations, candles can go out make a torch in the wilderness
unexpectedly. If the wielder is or dungeon.
moving, there is a risky 3 in 6
Make a torch in 2 rounds, once
chance at each new initiative to
ingredients are gathered. This
suffer a LIGHT MISHAP (see the
can be split between two
table in ShadowDark RPG, p.
characters to shorten crafting
110).
time.

THROWING Ingredients. Wood, metal, or


bone handle; cloth-like material
LIT OIL FLASKS to burn; a flask of oil; and a
tinder box to light.
Light an oil flask with a cloth-
like wick and throw it at a near Succeed on a DC 12 Dexterity
target. Use your Strength or check in darkness, or a DC 15
Dexterity bonus to attack. Dexterity check if being rushed.

A hit does 2d6 fire damage to The torch is lit on the 3rd round.
the target.
Dropping Torches. There is
A miss lands close distance to always a 1 in 6 chance of the
its intended target. Use d8 for torch going out if dropped to
direction. All that are close to the floor.
the landing spot take 1 damage
from the flames.

4
New Weapons
NEW WEAPONS
Weapon Cost Type Range Damage Properties

Holy Water - R N 2d6 See below

Lance 12 gp M 2x C 1d8/1d12 Mo, 2H,


2 slots

Oil Flask (lit) - R N 2d6 Th

Stake 5 cp M C 1d4 See below

WEAPON SILVER WEAPONS


PROPERTIES Some monsters, such as ghosts
and werewolves, have special
Mounted (Mo). Use the higher
vulnerability to silver.
damage die if you’re wielding
Settlements that frequently
this weapon while riding a
battle such creatures typically
mount (see Cursed Scroll 2,
have at least one merchant
p. 28 for Mount Rules).
capable of “silvering” metal
weapons and ammunition.
SPECIAL
WEAPONS The process usually costs 10
times the base cost of the
Holy Water. Magic, thrown. weapon or ammunition and
Only damages demons, devils, takes one day for each gear slot
and undead. Cannot be sold for the item occupies.
money, or else loses its
blessing. Single use.

Stake. On a critical hit against a


vampire, paralyzes the vampire
for 1d4 rounds. Permanently
destroys vampires at 0 HP.

5
New Ancestry
AARAKOCRA DUERGAR
Bird-like humanoids with Gray-skinned dwarves who
feathers and a beak, often descended from the greedy,
mistaken for birds in flight until deep dwelling miners and
coming into closer view. slavers of the Underdark.

You know the Common and You know the Common and
Auran languages. Dwarvish languages.

Flying. On your turn, you can Invisibility. 1/day, turn invisible


fly up to near height and for 3 rounds. Ends if duergar
distance instead of moving. attacks or casts spells.

GENASI
Created from mortal exposure
to a surge of elemental power
(air, earth, fire, water) genasi
inherit a similar temperament
and coloring.

You know the Common and


Primordial languages.
BULLYWUG
Float. You can move freely
Long-limbed toad-like through allies and enemies
humanoids. They often serve without a STR or DEX check.
warlocks and witches either by
choice or coercion.

You know the Common and


Diabolic languages.

Frog Leap. Once on your turn,


you can jump up to near height
and distance instead of moving.
6
GOLEM KOBOLD
Built from inanimate materials.. Tiny, humanoid dog-lizards
Some live of their own free will, with a penchant for tinkering,
searching for purpose. trap building, and a hint of
magic.
You know the Common and
one additional language. You know the Common and
Draconic languages.
Construct. Gain a bonus +1 to
Armor Class. Knack. You get a +1 to spell-
casting checks, OR may begin
HALF-ELF each session with a luck token.

The prodigy of elves and LEONIN


humans both graceful and
ambitious. They seek to make a Bold, proud, and noble lionfolk,
name for themselves. rarely seen outside their golden
plains, but known as fiercely,
You know the Common and loyal companions.
Elvish languages, and one
additional common language. You know the Common and
Leonin languages.
Slightly Better. You can use
one melee or ranged weapon, Pride Roar. 1/day, all allies
even if not normally allowed by within close who can hear you
your class talents. gain a luck token.

HARENGON LIZARDFOLK
Bipedal, Fey rabbitfolk with Crocodilian humanoids with
long feet and powerful legs scaly faces, claws, and tails,
that embody the spirit of generally dwelling in swamps
freedom and travel. and rivers.

You know the Common and You know the Common and
Sylvan languages. Draconic languages.

Bunny Hop. Once on your turn, Swim. Once on your turn, you
you can jump up to near height can swim up to near distance
and distance instead of moving. as your movement.

7
Evoker Class
Divine-blooded spell-slingers, Spellcasting. You can cast
elemental blasters, and cursed wizard spells you know.
wielders of fiendish power.
Each time you gain a level, you
Weapons: Dagger, staff choose a new wizard spell to
learn according to the WIZARD
Armor: None SPELLS KNOWN table.

Hit Points: 1d6 per level You use your Constitution stat
to cast wizard spells. The DC is
Languages. You know one
10 + the spell’s tier.
additional language based on
your alignment: Celestial (L), If you fail a spellcasting check,
Primordial (N), or Diabolic (C). you can’t cast that spell again
until you complete a rest.
Blood Burn. You can cast a lost
spell by taking 1d4 damage per If you roll a natural 1 on a
tier. spellcasting check, you must
also roll on the WIZARD
Innate Spells. At each even
MISHAPS table (see core
level, you learn one additional
rulebook) for the appropriate
spell from a spell list based
spell tier.
upon your alignment: Priest (L),
Ovate (N), or Witch (C).

EVOKER TALENTS
2d6 Effect (2 duplicate = +1 use per day)

2 1/day, negate Blood Burn damage with luck token

3-7 +2 to Constitution stat or +1 to Spellcasting check

8-9 Increase damage die of one known spell by one

10-11 Advantage on one Innate spell (reroll if none had)

12 Choose a talent, or +2 points to distribute to stats

8
WIZARD SPELLS KNOWN
Spells Known By Spell Tier

Level 1 2 3 4 Innate

1 3 - - - -

2 3 - - - 1 Tier 1

3 3 1 - - -

4 3 1 - - 1 Tier 2

5 3 2 - - -

6 3 2 - - 1 Tier 3

7 3 2 1 - -

8 3 2 1 - 1 Tier 4

9 3 2 2 - -

10 3 2 2 1 1 Tier 5

A blood-burning minotaur Evoker


9
Primal Druid Class
Relentless tribal warriors using Animalistic. You know and may
neutral magic and chaotic rage attempt to cast animal form
to protect the natural order. spell when your rage begins.

Weapons: Greataxe, handaxe, Spellcasting. You can cast


javelin, spear, warhammer ovate spells you know. Each
time you gain a level, you
Armor: Leather, shields choose a new ovate spell to
learn according to the OVATE
Hit Points: 1d8 per level
SPELLS KNOWN table.
Fearless. When not wearing
You use your Constitution stat
armor, you add your positive
to cast ovate spells. The DC is
Constitution modifier to AC,
10 + the spell’s tier. If you fail a
along with Dexterity bonus.
spellcasting check, you can’t
Rage. When an enemy cast that spell again until you
damages you in combat, you complete a rest.
enter a fit of rage until the
If you roll a natural 1 on a
battle ends. While raging, you
spellcasting check, you must
roll your damage rolls with
also roll on the NATURE’S
advantage. You may only
PENANCE table (see Death
choose to make attacks or
Timer 1) for the appropriate
move in the direction of your
spell tier.
enemies.

PRIMAL DRUID TALENTS


2d6 Effect

2 Gain Animalistic spell check ADV when Rage begins

3-6 +1 to melee attack and damage rolls

7-9 +2 to Strength, Dexterity, or Wisdom stat

10-11 +2 to Constitution stat, or +1 to Spellcasting checks

12 Choose a talent, or +2 points to distribute to stats


10
OVATE SPELLS KNOWN
Spells Known By Spell Tier

Level 1 2 3

1 - - -

2 - - -

3 1 - -

4 2 - -

5 3 - -

6 3 1 -

7 3 2 -

8 3 3 -

9 3 3 1

10 3 3 2

Bosco Brightbeard, dwarven Primal Druid


11
Slayer Class
Grizzled dragon hunters, Prey. Choose a category of
studious vampire slayers, and monster to be your prey. You
fiend-smiting champions, who know the language spoken by
dedicated their study to the those creatures (if any) and get
destruction of specific a talent as shown on the next
monsters. page. These talents are always
active, even when you aren’t
Weapons: Crossbow, dagger, fighting your prey.
holy water (new weapon),
longbow, longsword, shortbow, Whenever you gain a new
shortsword, spear, stake (new talent roll, you may choose
weapon) to instead roll for a random
additional prey from the
Armor: Leather armor PREY table (reroll duplicates).
Hit Points: 1d6 per level Monster Lore. Advantage on
checks to recall information
Languages. You know any
about your prey and their
languages granted by your prey
weaknesses. You also have
Tactician. You may use your advantage on checks to track
INT bonus instead of STR or or intimidate those creatures.
DEX on attack rolls.

SLAYER TALENTS
2d6 Effect

2 Gain a new prey of your choice

3-5 You are trained in shields, chainmail armor,


or any one weapon not known

6-9 +2 to Strength, Dexterity, or Intelligence stat

10-11 +1 to melee and ranged attacks

12 Choose a talent, or +2 points to distribute to stats

12
PREY
LV 1: choose one. Odd levels: Can roll Prey or Slayer Talent

d10 Type Language Talent

1 Angels Celestial ADV on ranged attacks


against airborne enemies
(while they’re flying)

2 Aquatic Merran ADV on swimming and


creatures holding breath, regardless
of armor, and being
underwater doesn’t cause
DISADV on anything

3 Beasts and Thanian Creatures with -2 INT or


Monstrosities less have DC 18 morale
checks when fighting you

4 Constructs and none If creature has immunity to


Oozes your damage, it takes half
damage instead

5 Demons and Diabolic You only take half damage


Devils from fire

6 Dragons Draconic ADV on DEX checks to


avoid area of effect attacks

7 Elder Things Primordial ADV on CON checks vs.


and Elementals weather and extreme
cold/heat (not fire)

8 Fey and Plants Sylvan ADV on CON checks vs.


poison and disease

9 Giants, Ogres, Giant ADV on CON checks to


and Trolls hide or deceive horse-sized
or larger creatures

10 Undead none You know turn undead


and consecrate water
spells, use INT for checks

13
Trickster Class
Roguish mage combining both Spellcasting. You can cast
practical and magic techniques wizard spells you know.
for unexpected field situations.
Each time you gain a level, you
Weapons: Club, crossbow, choose a new wizard spell to
dagger, shortbow, shortsword, learn according to the WIZARD
staff SPELLS KNOWN table.

Armor: Leather armor You use your Charisma stat to


cast wizard spells. The DC is 10
Hit Points: 1d4 per level + the spell’s tier.
Languages. You know Sylvan. If you fail a spellcasting check,
you can’t cast that spell again
Flabbergast. When you roll
until you complete a rest.
initiative for combat, you can
cast one spell before the first If you roll a natural 1 on a
round starts. Doesn’t work if spellcasting check, you must
you are surprised. also roll on the WIZARD
MISHAPS table (see core
Prestige. You have advantage
rulebook) for the appropriate
on checks related to deception,
spell tier.
impersonation, sleight of hand,
and misdirection.

TRICKSTER TALENTS
2d6 Effect (2 duplicate = reroll)

2 Advantage on opening locks (free thieves’ tools)

3-7 +2 to Charisma stat or +1 to Spellcasting check

8-9 +2 to checks to maintain spell focus

10-11 +2 to Dexterity or Constitution

12 Choose a talent, or +2 points to distribute to stats

14
WIZARD SPELLS KNOWN
Spells Known By Spell Tier

Level 1 2 3

1 1 - -

2 2 - -

3 2 1 -

4 2 2 -

5 3 2 -

6 3 3 -

7 3 3 1

8 3 3 2

9 4 3 2

10 4 3 3

Gregor Hilltop, elven arcane Trickster


15
New Spells
Collected from their original ANIMAL FORM
sources, and edited as needed.
They may (with DM’s discretion) Tier 1, ovate
be used by player characters
Duration: 10 rounds
with access to that spell list.
Range: Self
These “forgotten spells” could be
known by NPCs or on a spell You transform into your choice of
scroll in old dungeons (ie. D&D a natural animal (non-flying) of a
modules). If allowable by the DM, LV one less than yours. Any gear
the wizard could add them to his you carry melts into your new
spell book with the appropriate form.
checks to learn and copy.
You gain the creature’s physical
AMNESIA stats and features, but retain
your non-physical stats and
Tier 3, witch features.

Duration: Instant If you are reduced to 0 hit points,


you revert to your true form with
Range: Close
half your prior HP rounded down
With a wave of your hand, you (minimum 1).
erase one creature’s memories of
the last minute.

If the target specifically learns


that their memory was erased,
they can make an Intelligence
check vs. your spellcasting check
to regain the memories.

16
ANIMAL ASSISTANTS
Tier 4, ovate

Duration: Instant

Range: Far

You state a task with which you


require assistance, and 1d4+1
natural animals within range,
which are best suited for the task
ANIMAL MESSENGER
(but chosen by GM and whose
Tier 2, ovate levels add up to no more than 7)
immediately approach to assist
Duration: Instant you to their best ability for up to 2
days.
Range: Near
You understand the animals’
You choose a natural animal you
basic intentions and can provide
can see within range and
further instructions by speaking
command it to delay a message
to them in Sylvan. However, they
of up to 25 words. You must be
will not attempt the impossible
able to name or visualize the
or put themselves in harm’s way.
recipient of the message, as well
as their location within 5 miles. You speak to and understand
The animal will travel at its animals, and you have advantage
normal speed, avoiding danger on checks with animals.
and stopping to eat, drink, and
sleep as required until it reaches
the location specified.

If the recipient is within 5 miles of


the location, the animal will
magically locate them and
deliver the message in your
voice. If the recipient is not
within 5 miles of the location you
specify when the animal arrives,
or if it is impossible for the
animal to reach the recipient, the
enchantment ends and the
animal is freed.
17
AWAKEN
Tier 5, ovate

Duration: Permanent

Range: Close

You touch a plant or natural BEAST FRIEND


animal and gift it with the
Tier 2, wizard
burden of consciousness.
Duration: 1d8 days
The target gains an INT of 3d6
(rolled when you cast the spell) Range: Near
and gains the ability to speak one
language of your choice that you You magically beguile one
can speak. natural animal of LV 4 or less
within range, which views you
If the target is a plant, it can use and your allies as close friends for
its limbs and roots to move. the duration.

The spell ends if you or your allies


do anything the target notices to
hurt it.

BLOOD RAGE
Tier 1, priest

Duration: 1 round

Range: Near
BARKSKIN
You instill the reckless fury of
Tier 2, ovate
your chaotic god into a willing
Duration: 10 rounds creature within range.

Range: Self For 1 round, target has advantage


on melee attacks, but enemies
Your skin becomes tough like also have advantage on melee
tree bark. For the spell’s duration, attacks.
your armor class becomes 15 (18
on a critical spellcasting check). Caster must be of chaotic
alignment.
18
BIND BLADE WARD
Tier 2, wizard Tier 1, wizard

Duration: 5 rounds Duration: Focus

Range: Far Range: Self

Creatures in a near-sized cube While maintaining focus, the


within range are immobilized by caster has resistance to bladed or
magical chains, vines, or similar. piercing weapons.

Each must succeed on a STR Each round the caster may


check vs. your spellcasting check perform another non-casting
on their turn to get free. They action, such as a weapon attack,
take 1d4 damage for each failed as well.
escape.

BIND UNDEAD
Tier 1, priest

Duration: Focus

Range: Close

You magically dominate one


undead creature whose level is BLIGHT
less than or equal to half your
level rounded down (min. 2). Tier 4, ovate

For the duration, that creature Duration: Instant


obeys your commands and will
Range: Close
fight your enemies. While you
control it, it cannot receive Your touch rots away flesh and
healing from any source, even wilts plantlife, dealing 4d6
from itself. damage to a target.

Caster cannot be of lawful You have advantage on the


alignment. spellcasting check, if the target is
plant-like in nature or has a
negative CON modifier.

19
BLOOD RAGE BULWARK AURA
Tier 1, priest Tier 1, priest

Duration: 1 round Duration: Focus

Range: Near Range: Near

You instill reckless fury into a The protection of your god


willing creature within range. surrounds you.

For 1 round, the creature has For the duration, allied creatures
advantage on melee attacks gain +1 bonus to their armor class
against a target. as long as they are within near of
you.
BLUR
Tier 2, wizard

Duration: 3 rounds

Range: Self

The caster’s form becomes blurry


and wavering. Any weapon
attacks against the caster has
disadvantage.

BRAND
Tier 2, wizard CALL LIGHTNING

Duration: Focus Tier 4, ovate

Range: Far Duration: Instant

You imprint an enemy with a Range: Far


burning mark, dealing 1d6 initial
You call a bolt of lighting from
damage and 1d6 damage per
the sky, hitting a target creature
round. The mark emits light out
and any creatures within close
to near and remains as long as
range of it. Creatures struck by
you focus.
lightning take 3d6 damage.This
spell only works outdoors.

20
CHARM PERSON CORNUCOPIA

Tier 1, priest, witch, wizard Tier 1, priest

Duration: 1d8 days Duration: 1 day

Range: Near Range: Near

You magically beguile one You summon fresh food and


humanoid of LV 2 or less within water equivalent to 10 rations
near range, who regards you as a within range. Each creature who
friend for the duration. consumes part of the feast
makes any daily CON checks
The spell ends if you or your allies against existing diseases today
do anything harmful to the with advantage. After 1 day, the
target. feast dissolves into fertile soil.

The target knows it was


magically charmed after the spell CORPSE EXPLOSION
ends.
Tier 3, grave warden, priest

CONSECRATE WATER Duration: Instant

Tier 1, priest Range: Near

Duration: Instant With a clench of your fiat, you


cause a non-animated corpse to
Range: Close explode. All creatures within
close of the corpse take 5d6
You bless a bottle-sized container
damage.
of water with the power of your
deity.

The water becomes Holy Water.


(see New Weapons). You are
trained in its use as a weapon.

Your blessing can’t be active on


more than one container of
water at a time.

21
CREATE WATER DANCING LIGHTS
Tier 1, ovate, priest Tier 1, wizard

Duration: Instant Duration: Focus

Range: Close Range: Near

Within range, you create up to 10 You summon four floating marsh


gallons of clean water in a lights that bob in the air together
vessel/place of your choice, or it and cast light out to a close
falls on a flame to extinguish it. radius around it.

The lights can change colors and


DANCING FEVER
take on vague shapes, and float
Tier 4, witch up to near distance on your turn.

Duration: Focus
DAZZLE
Range: Far Tier 2, priest, witch

Creatures in a near-sized cube Duration: Focus


within far stop what they are
doing and dance for as long as Range: Self
you focus..
Dazzling field of colorful lights
Each time a dancing creature whirl around your body. This
takes damage, they can make a provides brief visibility (per
Wisdom check vs. your last torch). Roll 1d6. The magic’s
spellcasting check. On a success, colorful pattern will also either
they stop dancing. terrify (1-3) or stun (4-6) any kind
of wild animal, undead, or
monster of low INT (negative
mod) that observes it.

22
DETECT EVIL DISPEL EVIL
Tier 1, priest, wizard Tier 5, priest

Duration: Focus or 5 rounds Duration: Focus

Range: Far Range: Near

Objects enchanted for evil The caster may instantly remove


purposes or creatures with evil all curses upon a creature or
intentions (per DM) are caused to object, or banish an individual
magically glow in your sight. chaotic or evil (per DM) creature
to your deity’s plane for as long
as you hold focus.

The creature can attempt a DC 18


WIS check to escape the
banishment, with a success
causing it to immediately flee
until out of the caster’s sight.

DIVINATION
Tier 4, priest, witch, wizard

Duration: Instant

Range: Self

You throw the divining bones or


DETECT MAGIC peer into the blackness between
the stars, seeking a portent.
Tier 1, priest, wizard
You can ask the GM one yes or no
Duration: Focus question. The GM truthfully
answers “yes” or “no.”
Range: Near
If you cast this spell more than
You can sense the presence of
once in 24 hours, treat a failed
magic within near range for the
spellcasting check for it as a
spell’s duration. If you focus for
critical failure instead.
two rounds, you discern its
general properties. Full barriers
block the spell.

23
ENSOUL OBJECT
Tier 1, witch

Duration: Instant

Range: Close

You transfer the spirit of your


familiar into a non-magical
inanimate object that is no
DRAGON’S BREATH larger than cat-sized.

Tier 1, wizard While the familiar inhabits the


object, it functions as if it were
Duration: Instant
the familiar, and it can fly up to
Range: Close near on each of its turns.

You spew forth a burst of fire For spell ends when you choose
from your mouth like a dragon. to dismiss it, at which point your
The flame manifests as a narrow familiar rematerializes close to
cone and deals 1d8 fire damage the object.
to a single target.

It will ignite nearby flammable


materials and can be useful as a
tool to awe the simple-minded.
The spell also creates a burst of ENTANGLING VINES
light that fades with the fire. Tier 2, ovate

DUST CLOUD Duration: Focus

Tier 2, witch, wizard Range: Far

Duration: 5 rounds Entangling weeds and vines


sprout from the ground in a
Range: Far near-sized area of your choice,
restraining creatures caught in
You create winds that swirl up to
the area.
a near radius cloud of dust.
Non-magical vision is completely A creature can use its action to
obscured by the dust. Actions in break free with a STR check vs.
the cloud have disadvantage. your last spellcasting check.

24
EQUILIBRIUM EXORCISE
Tier 1, priest Tier 1, priest

Duration: 1 round Duration: Instant

Range: Near Range: Near

Your god restores balance to a End one possession, charm, or


creature within range. mind control effect that affects
one target you see in range.
For the duration, attacks and
checks that the creature makes Caster cannot be of chaotic
have neither advantage nor alignment.
disadvantage.

ESSENCE STORM
Tier 5, wizard

Duration: Focus

Range: Near

You surround a foe in a storm of


magic, dealing 4d6 damage to it
and 1d6 damage to each creature
within close of it. This repeats FAERIE FIRE
each time you focus.
Tier 1, ovate
If you successfully focus on this
Duration: Focus
spell for 3 rounds in a row, the
target is ripped Range: Double near
apart and
destroyed. Each creature in a near-sized
cube within range is outlined by
a visible aura of a color of your
choice, if it fails a Dexterity check
vs. your spellcasting check.

All creatures have advantage to


attack rolls against those targets
illuminated by the aura.

25
FAIRIES OF FAVOR
THE COURT
Tier 5, ovate
Tier 5, ovate
Duration: Instant
Duration: 10 rounds
Range: Self
Range: Near
You make a plea to an archfey for
From the court of an archfey with a favor. State the task for which
whom you are aligned, 5 fairy you require assistance, and the
soldiers (___) emerge from the GM determines which of the
surroundings to assist you and following the archfey chooses to
your allies for up to 10 rounds. do:
● The archfey casts any ovate
The brave fairy soldiers are spell with an automatic DC
friendly toward you and your of 25 to assist the ovate.
allies and will assist you where ● The archfey intervenes to
possible, but they answer only to undo or alleviate a
their archfey ruler and may spellcasting mishap by you
refuse to do what you say. within the last 5 rounds.

If you or your
allies attack or FEY FORM
anger them,
Tier 3, ovate
They will defend
themselves and Duration: 10 rounds
the archfey will
send 5 more Range: Self
fairies of the
You transform into your choice of
court to assist them in
a fey creature of a level less than
neutralizing you and your allies
yours. Any gear you carry melds
and stealing your belongings.
into your new form. You gain the
On your turn, you may do a
creature’s physical stats and
spellcasting check to attempt to
features, but retain your
banish them back to the Feywild
non-physical stats and features.
before the spell ends.
If you are reverted to 0 hit points,
If any of the summoned fairy
you revert to your true form at
soldiers die, the archfey may
half your prior HP, rounded down
contact you for a favor as
(minimum 1).
repayment.

26
FEYGATE FLYING ANIMAL FORM
Tier 5, ovate Tier 3, ovate

Duration: 5 rounds Duration: 10 rounds

Range: Close Range: Self

Choose a crack or opening in a You transform into your choice of


stone or tree, a pool of water, or a any natural animal of a LV one
thicket of plants. The target less than yours. Any gear you
becomes a magical gate to carry melts into your new form.
another such target on your
same plane that you’ve seen You gain the creature’s physical
before. The gate stretches to stats and features, but retain
allow passage for nearby your non-physical stats and
creatures. features.

You may alternatively use the If you are reduced to 0 hit points,
gate to travel from your plane to you revert to your true form with
a random location in the Feywild, half your prior HP rounded down
or from the Feywild to a random (minimum 1).
location on the Prime Material
Plane. FORCE DART

You and other creatures on either Tier 1, wizard


side of the gate can travel
Duration: Instant
through it in both directions for
the duration. You may close the Range: Far
gate early at will.
You fling a projectile of pure
FIND TRAPS energy, dealing 1d6 damage to
one target.
Tier 2, ovate, priest, wizard

Duration: 3 rounds

Range: Near

Trapped objects or areas within


range of the caster glow with
magical light in your sight.

27
GOODBERRY HEALING FEAST
Tier 1, ovate Tier 5, ovate, priest

Duration: Instant Duration: Instant

Range: Close Range: Near

You conjure a number of juicy, You conjure a meal for all allies in
red berries, equal to 1 + half your near, healing 4d12 HP and curing
level, each of which provides 1 HP poisoning and fatigue. It takes 5
and a day’s worth of nutrition. rounds to eat and must be fully
consumed.
Goodberries expire if not eaten
before the next day.

GUST OF WIND
Tier 3, ovate, wizard HALLOWED GROUND
Duration: Instant Tier 5, priest

Range: Double near Duration: Permanent

You create a powerful blast of Range: Far


wind in a single direction of your
choice. It is double close wide. You imbue a landmark with
divine magic, permanently
Anyone caught in the blast can turning it into a beacon of hope
make a STR check vs. DC 15 to and safe haven for the living.
remain in place, but they will
take 1d4 damage from the strain. All the land within 1 mile radius
of the beacon are blessed with
Everyone else will be lifted off any burial grounds in the area
the ground and blown in the immediately protected from the
direction of the wind. If rising of the dead in any form.
unobstructed, they are blown to
double near distance from their Any undead in the area have
original position. If they collide disadvantage on attacking
with an obstruction or wall, they mortal humanoids. Anyone who
take damage as if they had fallen is buried on hallowed ground is
that distance and landed on that protected from returning as an
obstruction (1d6 per 10 feet). undead creature.

28
HIDEOUS LAUGHTER IRON PASSAGE
Tier 2, wizard Tier 3, ovate, wizard

Duration: Focus Duration: 5 rounds

Range: Touch Range: Close

One target you touch of LV 4 or A single iron obstruction you


less collapses helplessly with touch, such as a wall or door,
disturbing, pained laughter for becomes soft to the touch,
the spell’s duration. allowing one-way passage
through a 5-foot diameter.

KNOW INTENTION
Tier 1, ovate, priest

Duration: Instant
INCENDIARY CLOUD
Range: Near
Tier 5, witch, wizard
You instantly know the intention
Duration: 10 rounds of a creature within range.

Range: Near
LAVA FLOW
You create a fist-sized ball of ash
Tier 2, ovate
up to a far distance away. The ball
immediately explodes into a Duration: Focus
pyroclastic dust cloud that
expands out to near distance Range: Far
from the ball.
A near-sized area of ground
Everyone in the cloud takes 4d6 around a point you choose erupts
damage per round (no check). with flowing lava. You can use
ANy breathing creatures within your action on subsequent turns
the cloud must make a CON to control the flow of the lava,
check vs. DC 18 every round or be causing it to move up to near.
incapacitated by choking.
A creature that comes in contact
Non-magical vision is completely with or ends its turn within close
obscured by the cloud. Actions in of the lava flow takes 2d4
the cloud have disadvantage. damage.
29
LIGHT STEP OVERWHELM
Tier 2, wizard Tier 4, wizard

Duration: 5 rounds Duration: Instant

Range: Self Range: Near

This spell allows you to walk Your eyes glow, your voice gets
across surfaces weightlessly. You louder, and the ground around
can safely cross water, quicksand, you vibrates.
dust, and similar surfaces that
might give way beneath your Enemies within near of you take
weight. Make sure you get back 3d6 damage and must make a
to solid ground before the spell CHA check vs. your spellcasting
ends. check. If they fail, they flee from
you for 5 rounds unless they are
While this spell is active, you will immune to morale checks.
not activate pressure plates.
PACTED IMP
LIGHTNING BUG
Tier 3, witch
Tier 1, ovate
Duration: 1 day
Duration: 1 hour real time
Range: Near
Range: Close
You summon an imp servant
You summon a swarm of within near. It is bounded by a
harmless bioluminescent insects Diabolic contract to carry out
which illuminate out to a near your will.
distance for 1 hour
real time before Per the terms of the contract, any
fluttering off. damage taken by the imp is also
inflicted on you, but this damage
doesn’t force you to make
additional focus checks.

The imp remains for 1 day, or


until it drops to 0 HP. In either
case, it vanishes in a flash of
sparks.

30
PASS WITHOUT TRACE PETRIFICATION
Tier 2, ovate Tier 4, wizard

Duration: Focus Duration: Permanent

Range: Near Range: Close

You and all allies within near A single humanoid target you
range of you become more touch turns to stone. They are
difficult to detect. frozen in place as a statue. The
target is allowed to make a CON
Checks to move silently or avoid check vs. DC 10 + your level to
detection are always easy (DC 9). resist the effects.
Checks made to actively search This effect can only be reversed
for you or your allies are always by dispel magic. If they were
hard (DC 15), while you remain damaged while in stone form,
out of line of sight. this will persist. For example, an
arm that is broken off will not be
restored.

PHANTASMAL FORCE
Tier 2, wizard

Duration: Focus

Range: Far
PENETRATING BEAM
A visual illusion, scene, or
Tier 3, wizard monster of the caster's choosing
manifests in a near-sized cube.
Duration: Instant
An illusory scene (ie. avalanche,
Range: Far
etc.) or monster “attack” cannot
You fire a beam of energy from physically harm any creature in
your hands, hitting all creatures the target area, but anyone
in a straight line out to a far failing a DC 12 WIS check believes
distance. the illusion is real and will be
paralyzed for 1d4 rounds. An
Creatures hit by the beam take illusory monster has an AC 10,
3d6 damage. and will vanish if hit in combat.

31
PLANT FRIENDSHIP PROTECTIVE CIRCLE
Tier 3, ovate Tier 1, priest, wizard

Duration: Focus Duration: Focus

Range: Near Range: Close

You telepathically communicate This spell causes beings of an


with plants within range. The opposed alignment (lawful vs
plant becomes sentient (INT 6) chaotic) to have disadvantage on
for duration and can recall events attack rolls and hostile
in the immediate area from 1 day spellcasting checks against the
ago. target. Beings of opposed
alignment trying to move within
The plants also gain the limited close distance of the target will
ability to move. They cannot suffer debilitating pain.
uproot themselves, but you can
instruct them to hold objects, These beings also can’t possess,
move limbs, extend vines, not compel, or beguile the target.
prick you or your friends with However, targets already under
their thorns, etc. You can also those effects are not protected.
instruct them to create difficult
terrain (or arduous terrain if it is It has no effect if cast upon a
already difficult), or vice versa. being of neutral alignment.

When the spell ends, plants will READ LANGUAGES


remain in the positions they had
taken at the time. Tier 1, priest, wizard

Duration: 10 rounds
POISON SPRAY
Range: Self
Tier 1, ovate, wizard
The caster may read and
Duration: Instant
understand (but not speak) any
Range: Near language, common or rare,
coded message, map, or other
You open your mouth and exhale set of written instructions.
a poisonous mist that deals 1d6
damage to up to 3 creatures
standing next to each other.

32
REFLECTION RESURRECTION
Tier 2, priest, wizard Tier 5, priest

Duration: Instant Duration: Permanent

Range: Near Range: Close

All near inanimate objects reflect A creature’s body you touch


rays of light towards a designated during a 1-hour ritual, if its soul is
point. A strong fire will start at free and willing, is restored to life.
that location. If a creature is the
target, they will take 2d4 They are completely rebuilt
damage. magically, restoring their hit
points to maximum and
removing all ability damage.
REMOVE FEAR
However, it will then inflict a
Tier 1, priest, wizard permanent reduction of
Constitution by 1d4.
Duration: Instant
The beings body is now free of all
Range: Close wounds, poisons, diseases, and
curses it may have had during its
One creature you touch is purged
previous life. Even an undead can
of fear (magical or otherwise).
be restored from its undead form.

REPULSE They will return to the age they


previously died, and cannot
Tier 1, wizard reverse aging.

Duration: Instant This spell can only be used on a


being once, who died no longer
Range: Close
than 200 years ago, and for any
You emit a burst of energy in all reason other than old age.
directions, dealing 1d4 damage
to creatures and objects within
close, and pushing them a close
distance away from you.

33
SORCERER’S BLADE SHADOW FORM
Tier 1, wizard Tier 4, witch, wizard

Duration: Focus Duration: Focus

Range: Self Range: Self

A blade of focused magical Your body and everything you


energy is conjured. You are are carrying transforms into
proficient with the weapon and incorporeal shadow. You can
attack with advantage. It deals move around in this form, but
1d6 damage on a hit. cannot pass through solid
matter.
SEE INVISIBLE
However, you can slip through
Tier 2, priest, wizard tiny cracks and holes. You make
no noise. Unlike invisibility, you
Duration: Focus can freely make attacks and cast
spells while in shadow form..
Range: Self
While shadow walking, you are
Your irises grow to fill your eyes
not truly invisible. You will be
and your pupils turn into black,
nearly invisible in a dark room,
vertical slits.
but if you move into a brightly lit
You can see invisible creatures area, you will be plainly visible.
and secret doors for the spell’s
duration.

34
SHILLELAGH SPEAK WITH PLANTS
Tier 1, ovate Tier 3, ovate

Duration: 10 rounds Duration: 10 rounds

Range: Self Range: Self

One held wooden weapon For the duration, you can


becomes magical and gains +1 communicate simple ideas with
bonus to attack and damage rolls and ask questions of plants
for the duration (+3 on critical within near range.
success spellcasting check) .
SPELL BURST
If you drop or let go of the
weapon, the spell ends. Tier 3, wizard

Duration: Instant

Range: Far

A point you can see within range


explodes with magic. All
creatures in a near-sized cube
around that point take 3d6
damage.

SLEEP SPIRITUAL WEAPON


Tier 1, priest, wizard Tier 2, priest

Duration: Instant Duration: Focus

Range: Near Range: Near

You weave a lulling spell that fills A floating, spectral weapon in a


a near-sized cube extending from type favored by your god,
you. Creatures in the area of representing divine retribution,
effect fall into a deep sleep if they appears near an enemy. The
are LV 2 or less. creature receives radiant damage
equal to 1d6 + half your level
Vigorous shaking or physical (minimum one).
injury wakens them.

35
STAMPEDE
Tier 3, ovate

Duration: Focus

Range: Far

You call nearby wilderness beasts


for assistance, which appear and
stampede a near-sized area
within range, trampling creatures
and damaging objects in their
path.

All creatures that start their turn


within the stampede take 2d6
damage, and are fall prone. STONE SHAPE
Tier 4, wizard
STICKS TO SNAKES
Duration: Focus
Tier 4, ovate, priest
Range: Near
Duration: 5 rounds
This spell allows you to reshape
Range: Far
all stone within near distance at
With the wave of your hand, a will. You can spend a round
bunch (2d8) of normal wooden focusing to gather your body
sticks or twigs are miraculously weight in stone (assuming it is
transformed into conjured available nearby).
snakes under your control.
You can reshape the sand into a
The snakes follow basic weapon or armor in 1 round. As a
commands, including attacking weapon, it deals 2d6 damage in
your enemies. When defeated or combat. As an armor, it provides
the spell duration is reached, AC 20.
they revert back to wood.
You can create any improvised
CONJURED SNAKE shape you desire, subject to the
AC 13, HP 4, ATK 1 bite +0 (1d4), GM's judgment. The spell will not
MV near, AL N, LV 1 move or animate the stone after
it is shaped.

36
THORNS TREE STEP
Tier 2, ovate Tier 5, ovate

Duration: 5 rounds Duration: Focus

Range: Far Range: Close

You point to one creature, and a You magically enter one tree you
thorny vine emerges from their touch and emerge from another
own body to stab and deal 1d6 tree of the same kind within far
damage every round for the range. When you step between
duration. The creature may use trees, you magically know the
their turn to uproot or cut the location of all similar trees within
vine, which ends the spell but range.
allows the vine to do 1d6
additional damage in the While you focus, you can
process. continue traveling between trees
on subsequent rounds, though it
When the spell ends, the vine takes half your movement.
dissipates into thousands of tiny
flower petals of a color of your You can bring one willing
choice, scattering into the wind creature you are touching when
or onto the ground. you travel between trees, but this
uses all of your movement
instead.
THUNDERCLAP
Tier 2, ovate TRUE SIGHT
Duration: Instant Tier 4, wizard

Range: Close Duration: 10 rounds

You clap your hands together, Range: Self


unleashing a wave of thunderous
energy out to a close area around You see all things as they truly
you. exist. You automatically
disbelieve illusions and can see
Creatures within close range take any beings that are invisible,
1d6 damage, and are deafened incorporeal, or in stealth. Material
until the end of their next turn. less than 6 inches thick (such as a
door) becomes translucent.

37
VEIL VORTEX
Tier 1, ovate, witch, wizard Tier 2, ovate

Duration: 10 rounds Duration: Focus

Range: Self Range: Far

Your physical appearance You stir the air into a twisting


changes to a generic person of whirlwind or a body of water into
your ancestry. Each person that a funnel that pulls creatures and
views you sees a different objects within near range toward
appearance and will struggle to its center.
even describe your features if
asked later. While you focus, creatures in the
vortex’s area must make a STR
If you leave their presence and check vs. your last spellcasting
return while the spell is still check on their turn to move away
active, they have a 50% chance from the vortex, and do so at half
of believing you are a different speed. On a 1, the creature is
person. pulled to the center of the vortex
and is knocked prone.
Anyone who touches your body
can make a WIS check vs DC 15
to become aware that magic is in
effect, but even then, they will
not see your true appearance.
They will just get a feeling of
unease about you.

VENTRILOQUISM
Tier 1, wizard

Duration: 5 rounds

Range: Double near

The caster may make their voice


appear to come from any
location or source (ie. statue)
within range.

38
WALKING HUT WALL OF SAND
Tier 5, witch Tier 2, wizard

Duration: 1 day Duration: Focus

Range: Near Range: Far

A non-magical building within A magical 10-foot tall and 5-foot


near that is no larger than a near- thick wall of sand raises. It
sized cube sprouts legs. spreads across a contiguous near
distance of your choice. Anyone
For the duration, the building has trying to pass through it must
basic intelligence and oneys your make a CON check vs. DC 15 or
telepathic commands no matter be repulsed.
its distance from you (even if it is
on another plane).

It has a speed of double near, and


it can even travel while you sleep
(provided you give it command
beforehand).

When the spell ends, the


building’s legs disappear, and it
plants itself back into the ground.

WALL OF STONE
Tier 3, wizard

Duration: Focus

Range: Near

A vertical 2-foot thick stone wall


springs into existence. The wall
must be contiguous and cover a
near- sized area in width and
length. It lasts until dispelled or
physically broken.

39
WALL OF THORNS WAR WATER
Tier 4, ovate, wizard Tier 2, witch

Duration: Focus Duration: Focus

Range: Near Range: Near

You create a wall of thorny 5-foot You douse a creature within near
thick brambles and weeds which with foul-smelling, rust-colored
form a ringed wall around a water.For the spell duration or
near-sized area of your choice in until the water is cleaned off, the
range, or as a straight wall targeted creature has
double-near length. disadvantage on attack rolls and
hostile spellcasting checks
Creatures that come in contact against you. It also can’t possess,
with the wall take 4d4 damage compel, or beguile you.
and are restrained (DC 15 STR
check to break free). Failing to
break free inflicts the spell’s
damage an additional time.

When the spell ends, the


building’s legs disappear, and it
plants itself back into the ground.

WARP WOOD
Tier 2, ovate

Duration: Permanent

Range: Far

One or more non-magical


wooden weapons and
ammunition (ie. arrows, bows,
javelins, etc.) in a close area
within range bend out of shape,
instantly becoming useless.

40
WRATH OF NATURE
Tier 5, ovate

Duration: Focus

Range: Far

You call the wrath of nature


on your foes. Vines, tree limbs,
and sudden pools of mud
restrain creatures (DC 15 STR
check to break free) in a near-
sized cube of your choice within
range.

Strong winds deafen creatures in


the area and give them
disadvantage on WIS checks and
ranged attacks while they remain
in the area. On each of your turns
while you focus (including when
initially cast), you cause acid
rain, swarms of hornets, or
tiny meteorites to pummel all
creatures caught in the area,
causing 3d6 damage.

WREATH OF FLAME
Tier 2, wizard

Duration: 5 rounds

Range: Self

Flames burst forth from your


skin. Anyone that touches you (or
you touch) takes 2d4 damage.
Attacks made against you have
disadvantage. The fire will ignite
close flammable materials not
carried by creatures.
41
New Ovate Spell List
All spells appear in Unnatural
TIER 2
Selection with the exception of
1. Animal Messenger
any new spells in bold.
2. Barkskin
Ovates and casters using ovate 3. Charm Animals
spells can cast spells from scrolls 4. Entangling Vines
that appear on the ovate spell 5. Find Traps
list, but cannot learn them. Use 6. Foresee Good
destroys the scroll. 7. Healing Sprout
8. Lava Flow
TIER 1 9. Obscuring Spores
10. Pass without Trace
1. Animal Form
11. Reduce Animal
2. Arrow of Hornets
12. Thorns
3. Barkhide
13. Thunderclap
4. Create Tree
14. Tree Assault
5. Create Water
15. Vicious Bite
6. Faerie Fire
16. Vortex
7. Fungal Cloud
17. Warp Wood
8. Goodberry
18. Whip of Fire Ants
9. Know Intention
10. Lightning Bug
11. Poison Spray
12. Shillelagh
13. Speak with Animals
14. Torch of Fireflies
15. Tree Guardian
16. Veil

42
TIER 4
1. Animal Assistants
2. Blight
3. Call Lightning
4. Companion Sight
5. Enlarge Animal
6. Forest Bind
7. Life Wolf
8. Mass Breathe Water
9. Resurrect Animal
10. Sticks to Snakes
11. Tomorrow’s Vision
12. Tree Sanctuary
13. Wall of Thorns

TIER 3 TIER 5
1. Awaken
1. Animal Totem
2. Fairies of the Court
2. Arbor Vantage
3. Favor
3. Bloomquake
4. Feygate
4. Fey Form
5. Forest Altar
5. Flying Animal Form
6. Forest of Treants
6. Gust of Wind
7. Giant Antapult
7. Iron Passage
8. Healing Feast
8. Plantidote
9. Pass Tree
9. Plant Friendship
10. Rock to Mud
10. Speak with Plants
11. Summon Giant Animal
11. Stampede
12. Tree
12. Summon Animal
13. Tree Step
13. Sword of Scorpions
14. Wrath of Nature
14. Train Animal
15. Yesterday’s Vision

43
New Priest Spell List
All spells appear in ShadowDark
RPG with the exception of any
new spells in bold. *wizard spell.
**ovate spell. ***grave warden.

Priests and casters using priest


spells can cast spells from scrolls
that appear on the priest spell
list, but cannot learn them. Use
destroys the scroll. TIER 2
1. Augury
TIER 1 2. Bless
1. Bind Undead 3. Blind/Deafen
2. Blood Rage 4. Cleansing Weapon
3. Bulwark Aura 5. Dazzle
4. Charm Person* 6. Find Traps
5. Consecrate Water 7. See Invisibility
6. Cornucopia 8. Reflection
7. Create Water 9. Silence*
8. Cure Wounds 10. Smite
9. Detect Evil 11. Spiritual Weapon
10. Detect Magic* 12. Zone of Truth
11. Equilibrium
12. Exorcise TIER 3
13. Holy Weapon 1. Command
14. Know Intention** 2. Corpse Explosion***
15. Light 3. Lay to Rest
16. Protection from Evil 4. Mass Cure
17. Protective Circle 5. Rebuke Unholy
18. Read Languages 6. Restoration
19. Shield of Faith 7. Sending*
20. Sleep* 8. Speak with Dead
21. Turn Undead

44
TIER 4 TIER 5
1. Commune 1. Dispel Evil
2. Control Water 2. Divine Vengeance
3. Divination* 3. Dominion
4. Flame Strike 4. Hallowed Ground
5. Pillar of Salt 5. Heal
6. Regenerate 6. Healing Feast**
7. Sticks to Snakes 7. Judgment
8. Wrath 8. Plane Shift
9. Prophecy
10. Resurrection

45
New Witch Spell List
All spells appear in ShadowDark
TIER 2
RPG with the exception of any
1. Alter Self
new spells in bold.
2. Augury
Witches and casters using priest 3. Bogboil
spells can cast spells from scrolls 4. Cacklerot
that appear on the witch spell 5. Cat’s Eye
list, but cannot learn them. Use 6. Dazzle
destroys the scroll. 7. Dust Cloud
8. Frog Rain
TIER 1 9. Invisibility
10. Pacted Imp
1. Beast Speech
11. Poison
2. Cauldron
12. Spidersilk
3. Charm Person
13. Toadstool
4. Ensoul Object
14. War Water
5. Eyebite
6. Fog
7. Hypnotize TIER 3
8. Oak, Ash, Thorn 1. Amnesia
9. Puppet 2. Broomstick
10. Shadowdance 3. Coven
11. Veil 4. Howl
12. Willowman 5. Mistletoe
13. Witchlight 6. Pin Doll
7. Speak with Dead
8. Swarm
9. Void Stare
10. Whisper

46
TIER 4 TIER 5
1. Beguile 1. Anathema
2. Cloak of Night 2. Dreamwalk
3. Curse 3. Enfeeble
4. Dancing Fever 4. Finger of Death
5. Dimension Door 5. Incendiary Cloud
6. Divination 6. Mother of Night
7. Glassbones 7. Scrying
8. Moonbeam 8. Shapechange
9. Nightmare 9. Soul Jar
10. Polymorph 10. Walking Hut
11. Shadow Form

47
New Wizard Spell List
All spells appear in ShadowDark Wizards and casters using wizard
RPG with the exception of any spells can cast spells from scrolls
new spells in bold. that appear on the wizard spell
list, Use destroys the scroll. Only a
TIER 1 wizard can learn a spell from
1. Alarm scrolls by making a DC 15
2. Blade Ward Intelligence check.
3. Burning Hands
4. Charm Person TIER 2
5. Dancing Lights 1. Acid Arrow
6. Detect Evil 2. Alter Self
7. Detect Magic 3. Beast Friend
8. Dragon’s Breath 4. Bind
9. Feather Fall 5. Blur
10. Floating Disk 6. Brand
11. Force Dart 7. Detect Thoughts
12. Gust of Wind 8. Dust Cloud
13. Hold Portal 9. Find Traps
14. Light 10. Fixed Object
15. Mage Armor 11. Hideous Laughter
16. Magic Missile 12. Hold Person
17. Poison Spray 13. Invisibility
18. Protect from Evil 14. Knock
19. Protective Circle 15. Levitate
20. Read Languages 16. Light Step
21. Remove Fear 17. Mirror Image
22. Repulse 18. Misty Step
23. Sleep 19. Phantasmal Force
24. Sorcerer’s Blade 20. Reflection
25. Veil 21. See Invisible
26. Ventriloquism 22. Silence
23. Wall of Sand
24. Web
25. Wreath of Flame

48
TIER 3 TIER 5
1. Animate Dead 1. Antimagic Shell
2. Dispel Magic 2. Create Undead
3. Fabricate 3. Disintegrate
4. Fireball 4. Essence Storm
5. Fly 5. Hold Monster
6. Gaseous Form 6. Incendiary Cloud
7. Illusion 7. Plane Shift
8. Iron Passage 8. Power Word Kill
9. Lightning Bolt 9. Prismatic Orb
10. Magic Circle 10. Scrying
11. Penetrating Beam 11. Shapechange
12. Protection from Energy 12. Summon Extraplanar
13. Sending 13. Teleport
14. Speak with Dead 14. Wish
15. Spell Burst
16. Wall of Stone

TIER 4
1. Arcane Eye
2. Cloudkill
3. Confusion
4. Control Water
5. Dimension Door
6. Divination
7. Overwhelm
8. Passwall
9. Petrification
10. Polymorph
11. Resilient Sphere
12. Shadow Form
13. Stoneshape
14. Stoneskin
15. Telekinesis
16. Wall of Force
17. Wall of Thorns

49
Random Magic Items
Because we had space… BRIGHTBEARD
STOUT XL ALE
BLESSED HOLY SYMBOL
A cask of strong-smelling and
OF WAUKEEN
tasting, black ale.
A thick gold chain holding a
large neck medallion made from Benefit. Drinking one cup heals
coins bearing the resemblance 1d6 hit points OR grants as many
of the smiling Shining Lady, all temporary hit points.
forming a larger depiction, and
Curse. If someone greedily drinks
imbued with divine radiance!
a second cup, they lose the
Benefit. +1 spellcasting bonus. gained hit points (healed or
temporary). And if they stupidly
Owner. Gnomebody. drink a third cup will have
DISADV on CON checks for 1d4
BOOTS OF rounds. A forth cup…ZZZZZZZ.
THE CAT Owner. Z’beth Hilltop.
Black, doeskin boots as thin and
soft as slippers, each bearing the DARK
secret tabaxi paw mark of SWORD
infamous cat burglar Purrsi
Meowkittius. A long, dark reflectionless blade
dripping with black ichor.
Benefit. As your movement, you
can jump up to a near distance Bonus. +1 longsword.
away from a standstill. Your
Benefit. Once per day, deflect a
checks to move silently are
melee attack that would hit you.
always easy (DC 9).
Curse. Any light source you hold
Owner. Backdoor
(on person) immediately
Tommy.
extinguishes.

Owner. Grim.

50
FLAMEWALKER SCROLL OF
SIGNET RING CONVEYANCE
A tarnished silver signet ring Unrolled it appears as a blank
with a noble crest of the piece of parchment.
dwarven Flamewalker clan.
Benefit. When placed face-down
Bonus. +2 bonus to armor class. on a non-living object, the object
disappears and reappears as a
Benefit. You can walk on non-
hand-drawn image on the scroll.
solid surfaces for 2 rounds at a
The item may be transported for
time.
a maximum of one hour (taking
Curse. You have disadvantage on only one gear slot).
CON checks.
Before time expires, the scroll
Owner. Milton Moonbringer. must be unrolled and placed
face-down on a flat surface,
which returns the item.
HELM OF
THE SATYR Flaw. If time is exceeded, the
item returns next to the scroll,
A bedazzled, gleaming silver
and the scroll is destroyed.
skull cap designed to fit a very
special type of horned wizard. Owner. Morgen ‘Normous.

Benefit. Grants +1 bonus to armor


class (only fits satyr wizard). VORPAL
GREATSWORD
Owner. Llaphan Gavi.
This wide, curved blade has a
snarling head on the pommel
RING OF and a deep blood groove down
RELOCATION the blades’ length.
A band of three twisted metals:
Bonus. +1 greatsword.
copper, electrum, and silver.
Benefit. If you roll a critical hit
Bonus. +1 bonus to armor class.
with this weapon, the target is
Benefit. Once per day, teleport beheaded. It dies instantly, if
(self) a near distance. decapitation would kill it.

Owner. Ratam. Owner. Noone, yet.

51
A successful monster-hunting Slayer

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