Maledictor Spells

Level 1

Absorb Elements
Level: 1 Casting Time: 1 Reaction Abjuration
Range: Self Duration: 1 Round Components: S

When you take acid, cold, fire, lightning, or thunder damage, you can cast this spell to capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.


Alarm (Maledictor, Wizard)
Level: 1 Casting Time: 1 Minute (Ritual) Abjuration
Range: 30ft Duration: 8 Hours Components: VSM (a tiny bell and a piece of fine silver wire)

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


Armor of Faethon (Maledictor, Warlock)
Level: 1 Casting Time: 1 Action Abjuration
Range: Self Duration: 1 Hour Components: VSM (a cup of water)

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 Acid damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the acid damage increase by 5 for each slot.


Blade Ward (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 1 Casting Time: 1 Action Abjuration
Range: Self Duration: 1 Minute (Concentration) Components: VS

You extend your hand and trace a sigil of warding in the air. Until the end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.


Cause Fear (Maledictor, Warlock, Wizard)
Level: 1 Casting Time: 1 Action Necromancy
Range: 60ft Duration: 1 Minute (Concentration) Components: V

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Cloak of Secrets (Bard, Maledictor, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Action Illusion
Range: Self Duration: 1 Hour Components: S

This spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the conversation. The bubble also disguises lip movements to match the false conversation.

Any creature listening to the conversation for at least 1 round can attempt to make a Wisdom (Insight) against your Spell Save DC to realize that the apparent conversation doesn't actually make any sense. The bubble also obscures the verbal components of spells cast within the area so it's impossible to identify spells by their verbal components alone.


Color Spray (Maledictor, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Action Illusion
Range: 15ft Cone Duration: Instant Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue)

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.


Command (Bard, Cleric, Maledictor, Paladin)
Level: 1 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Round Components: V

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Silence. The target stops speaking for the duration of the spell.
Speak. The target speaks for the duration of the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Compelled Duel (Maledictor, Paladin)
Level: 1 Casting Time: 1 Bonus Action Enchantment
Range: 30ft Duration: 1 Minute (Concentration) Components: V

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.


Darting Duplicate (Bard, Maledictor, Sorcerer, Wizard)
Level: 1 Casting Time: Bonus Action Illusion
Range: Touch Duration: Instant Components: VS

An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.

Any creature that threatens that square must succeed at a Wisdom save or be forced to make an attack of opportunity against the image.


Detect Magic (Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Minute (Ritual) Divination
Range: Self Duration: 10 Minutes (Concentration) Components: VS

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Distort Value (Bard, Maledictor, Sorcerer, Wizard, Warlock)
Level: 1 Casting Time: 1 Minute Illusion
Range: Toch Duration: 8 Hours Components: V

You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.


Expeditious Retreat (Maledictor, Sorcerer, Warlock, Wizard)
Level: 1 Casting Time: 1 Bonus Action Transmutation
Range: Self Duration: 10 Minutes (Concentration) Components: VS

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.


Faerie Fire (Bard, Druid, Maledictor, Shaman)
Level: 1 Casting Time: 1 Bonus Action Evocation
Range: 60ft Duration: 1 Minute (Concentration) Components: V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.


Feather Fall (Bard, Maledictor, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Reaction (when you or a creature within range falls) Transmutation
Range: 60ft Duration: 1 Minute Components: VM (a small feather or piece of down)

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.


Gift of Alacrity (Bard, Cleric, Maledictor, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Minute Divination
Range: Touch Duration: 8 Hours Components: VS

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.


Glowing Coin (Bard, Maledictor, Wizard)
Level: 1 Casting Time: 1 Minute Enchantment
Range: 60ft Duration: 1 Minute Components: VSM (1GP, which the spell consumes)

When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.


Hex (Maledictor, Shaman, Warlock)
Level: 1 Casting Time: 1 Bonus Action Enchantment
Range: 90ft Duration: 1 Hour Components: VSM (the petrified eye of a newt)

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Hunter's Mark (Maledictor)
Level: 1 Casting Time: 1 Bonus Action Divination
Range: 90ft Duration: 1 Hour (Concentration) Components: V

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Identify (Bard, Maledictor, Shaman, Wizard)
Level: 1 Casting Time: 1 Minute (Ritual) Divination
Range: 90ft Duration: 1 Hour Components: VSM (a pearl worth at least 100GP and an owl feather)

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

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


Jump (Druid, Maledictor, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Minute Components: VSM (a grasshopper's hind leg)

You touch a creature. The creature's jump distance is tripled until the spell ends.


Longstrider (Bard, Druid, Maledictor, Wizard)
Level: 1 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Hour Components: VSM (a pinch of dirt)

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Shield (Maledictor, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Reaction (when you are hit by an attack or targeted by the Magic Missile or the Arcane Ammunition spell) Abjuration
Range: 30ft Duration: 1 Minute Components: VS

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile or Arcane Ammunition.


Silvery Barbs (Bard, Maledictor, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Reaction (when a creature within range succeeds on an attack roll, ability check, or saving throw) Enchantment
Range: 60ft Duration: Instant Components: V

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.


Sleep (Bard, Maledictor, Shaman, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Action Enchantment
Range: 90ft Duration: 1 Minute Components: VSM (a pinch of fine sand, rose petals, or a cricket)

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Sudden Spark (Maledictor, Shaman, Sorcerer, Wizard)
Level: 1 Casting Time: 1 Reaction (When you hit with or are hit by a melee weapon attack) Evocation
Range: Self Duration: Instant Components: V

You electrify the attacker's weapon as it strikes its target. The spell deals a creature 2d6 lightning damage on a failed Constitution saving throw, or half as much damage on a successful save. If the attack was a critical hit, the damage increases by 1d6. The spell's target is determined by who made the triggering attack.
Defensive. If you were hit by the triggering attack, the attacker makes the Saving Throw, with disadvantage if it used a metal weapon to make the attack, on a failed Save, it also drops the weapon used in the attack.
Offensive. If you made the triggering attack, the target of your attack makes the Saving Throw, with disadvantage if it is wearing armor made of metal, on a failed Save, it also can't take reactions until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Thunderous Smite (Maledictor, Paladin)
Level: 1 Casting Time: 1 Bonus Action Evocation
Range: Self Duration: 1 Minute (Concentration) Components: V

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.


Zephyr Strike (Maledictor, Paladin, Shaman)
Level: 1 Casting Time: 1 Bonus Action Transmutation
Range: Self Duration: 1 Minute (Concentration) Components: V

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.


Level 2

Arcanist's Magic Aura (Maledictor, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Illusion
Range: Touch Duration: 24 Hours Components: VSM (a small square of silk)

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Aid (Cleric, Maledictor, Paladin)
Level: 2 Casting Time: 1 Action Abjuration
Range: 30ft Duration: 8 Hours Components: VSM (a tiny strip of white cloth)

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.


Air Strike Shield (Maledictor, Paladin, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Bonus Action Abjuration
Range: 30ft Duration: 1 Minute (Concentration) Components: VS

A glowing, spectral shield of force springs into existence in the air at an unoccupied space you choose within range. The shield appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. The shield takes the shape of a 5-foot-by-5-foot square that is 1/4 inch thick. It lasts for the duration.
The shield has an AC of 20, and is destroyed if it takes 10 or more damage from a single source. Nothing can physically pass through the shield. The wall also extends into the Second Ward, blocking ethereal travel through the wall.
As a bonus action, you can summon another identical shield, which lasts for the spell’s duration. If your turn ends and you have not summoned a new shield, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the shields conjured by the spell become more resilient. for each slot level above 2nd, a shield conjured by the spell can take an additional 10 damage from a single source before being destroyed.


Ashen Memory (Druid, Maledictor, Shaman)
Level: 2 Casting Time: 1 Action Divination
Range: Touch Duration: 1 Minute (Concentration) Components: VSM (a bit of powdered dust)

You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The DM determines the details of what is revealed.


Blood Biography (Maledictor, Warlock, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Divination
Range: 10ft Duration: Instant Components: VSM (a drop of blood)

You learn the answer to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures may make a Wisdom Saving Throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell you learn the following about the designated creature: the name the creature is most commonly known by, the creatures gender, race, profession, role, a brief outline of the events that cause the creatures blood to be spilt to the best of the creature's knowledge, and when the creatures blood was spilled. These answers appear on any flat surface you designated, such as a wall, a piece of paper, a scroll, etc, and appear in a language you can read.


Blur (Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: Self Duration: 1 Minute (Concentration) Components: V

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with Blindsight, or can see through illusions, as with Truesight.


Branding Smite (Maledictor, Paladin)
Level: 2 Casting Time: 1 Bonus Action Evocation
Range: Self Duration: 1 Minute (Concentration) Components: V

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d10 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.


Calamitous Flailing (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Round Components: V

You cause a creature's attacks to careen wildly, endangering itself and those around it. The target must make a Wisdom Saving Throw, on a failed Save the target has disadvantage on all attack rolls it makes until the end of your next turn. If one of the target's attacks misses, the target instead attacks a creature it considers friendly, targeting itself if there are no such creatures in range. Use the creatures original attack roll for this new attack.


Cloud of Daggers (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Conjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a silver glass)

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 Slashing Damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.


Crown of Madness (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Enchantment
Range: 120ft Duration: 1 Minute (Concentration) Components: VS

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.


Darkness (Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 60ft Duration: 10 Minutes (Concentration) Components: VM (bat fur and a drop of pitch or piece of coal)

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


Darkvision (Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: Touch Duration: 8 Hours Components: VSM (either a pinch of dried carrot or an agate)

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature treats darkness and dim light within 120 feet of it as bright light.


Demand Offering (Bard, Cleric, Maledictor, Paladin)
Level: 2 Casting Time: 1 Action Enchantment
Range: Touch Duration: Instant Components: V

You reach out and touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failure, the target uses its reaction to hand you the objects it's holding.


Detect Thoughts (Bard, Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Divination
Range: Self Duration: 1 Minute (Concentration) Components: VSM (a copper piece)

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.


Drown (Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Conjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (teeth, seaweed, and seawater)

You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot breathe or speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, the target loses 2d8 hit points at the start of each of its turns. At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.


Enhance Ability (Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer)
Level: 2 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (fur or a feather from a beast)

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor. The target has advantage on Charisma checks. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Enlarge/Reduce (Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a pinch of powdered iron)

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Find Steed (Maledictor, Paladin)
Level: 2 Casting Time: 10 Minutes Conjuration
Range: 30ft Duration: Instant Components: VS

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a Warhorse, a Pony, a Camel, an Elk, Mastiff, or a Moorbounder. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a fey or highling (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Gale Weapons (Cleric, Maledictor, Paladin, Warlock)
Level: 2 Casting Time: 1 Bonus Action Transmutation
Range: Touch Duration: 1 Hour (Concentration) Components: VS

One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren't already, and they also have a +1 bonus to damage rolls. This effect is suppressed for a weapon while you aren't holding it. In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged
Melee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.
Ranged. The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one ofyour free hands at the end of your turn if it has the thrown property.


Hold Person (Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a small, straight, piece of iron)

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Invisibility (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (an eyelash encased in gum arabic)

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Invisibility (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (an eyelash encased in gum arabic)

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Iron Spine (Bard, Cleric, Druid, Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: 60ft Duration: 1 Minute (Concentration) Components: VM (a small iron ingot)

You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.


Jolt of Pain (Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Duration: Instant Components: VS

A bolt of white lightning infused with magical pain leaps from your outstretched finger to strike one creature that you can see within range. You make a Ranged Spell attack against the target. On a hit, the target takes 5d8 Lightning damage and can't take Reactions until the end of your next turn. If damage dealt by this spell forces the target to make a saving throw to maintain concentration, the DC is increased by an amount equal to your spellcasting modifier and the target has disadvantage on the Saving Throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd


Kinetic Jaunt (Bard, Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Bonus Action Transmutation
Range: Self Duration: 1 Minute (Concentration) Components: S

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

  • Your walking speed increases by 10 feet.
  • You don’t provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.


Locate Object (Bard, Cleric, Druid, Maledictor, Paladin, Wizard)
Level: 2 Casting Time: 1 Action Divination
Range: Self Duration: 10 Minutes (Concentration) Components: VSM (a forked twig)

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.


Magic Weapon (Maledictor, Paladin, Shaman, Wizard)
Level: 2 Casting Time: 1 Bonus Action Transmutation
Range: Touch Duration: 1 Hour (Concentration) Components: VS

You touch one weapon. Until the spell ends, those weapon becomes a magic weapon if it was not already, and has a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


Mind Spike (Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Divination
Range: 60ft Duration: 1 Hour (Concentration) Components: S

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 Psychic Damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
On subsequent turns, you can cast this spell without expending spell slots on target while you maintain concentration. Create the range of this spell as infinite for the purpose of this casting of the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Mind Whip (Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Enchantment
Range: 90ft Duration: 1 Round Components: v

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 Psychic Damage, and it can’t take a Reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a Move, an Action, or a Bonus Action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

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


Mirror Image (Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: Self Duration: 10 Minutes (Concentration) Components: VS

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.


Misty Step (Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Bonus Action Conjuration
Range: Self Duration: 10 Minutes (Concentration) Components: V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


See Invisibility (Bard, Maledictor, Shaman, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Divination
Range: 120ft Duration: 1 Hour Components: VSM

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent.


Shadow Blade (Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Bonus Action Illusion
Range: 120ft Duration: 1 Minute (Concentration) Components: VS

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.


Silence (Bard, Cleric, Maledictor)
Level: 2 Casting Time: 1 Action (Ritual) Illusion
Range: 120ft Duration: 10 Minutes (Concentration) Components: VS

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


Unspoken Name (Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Minute Divination
Range: 120ft Duration: 1 Day Components: V

When you cast this spell, designate a word, phrase, or mane. If a creature within 1 mile of you uses that word, phrase, or name to refer to you, you immediately learn that creature's name, appearance, and location. After this, the spell ends.


Warding Bond (Cleric, Maledictor)
Level: 2 Casting Time: 1 Action Abjuration
Range: Touch Duration: 1 Hour Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration)

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.


Zone of Truth (Bard, Cleric, Maledictor, Paladin)
Level: 2 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 10 Minutes Components: VS

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.


Level 3

Alone (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 1 Minute (Concentration) Components: VS

You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom Saving Throw, on a failure, it treats its allies as if they were invisible and silenced. The target cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the target can repeat the Saving throw. On a successful Save, the spell ends.


Anticipate Thought (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Divination
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (Something that belongs to the target, worth at least 1CP)

This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.


Barrow Haze (Cleric, Druid, Maledictor, Paladin, Shaman, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Necromancy
Range: 60ft Duration: 1 Minute (Concentration) Components: V

You create a 20ft radius sphere of black, necromantic fog, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of fast or greater speed (at least 25 miles per hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. You are considered to be within 5ft of all points within the haze for the purposes of casting spells with a range of Touch, or performing Melee Weapon Attacks
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.


Battle Trance (Bard, Maledictor, Paladin)
Level: 3 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Minute (Concentration) Components: V

You are transformed into a single-minded force of destruction. For the duration of the spell, you gain the following benefits:

  • Your critical range increases by 1
  • On your turn when you score a critical hit or reduce a creature to 0 Hit Points, you can make one melee weapon attack as a Bonus Action
  • You are immune to the Frightened and Charmed conditions


Bestow Curse (Bard, Cleric, Maledictor, Shaman, Wizard)
Level: 3 Casting Time: 1 Action Necromancy
Range: Touch Duration: Instant, 1 Minute (Concentration) Components: VS

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 Necrotic Damage to the target.
  • While cursed, target is Slowed.
  • While cursed, the target cannot speak.
  • While cursed, the target shouts its thoughts out loud.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.


Blink (Maledictor, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: Self Duration: 1 Minute Components: VS

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Second Ward. At the start of your next turn, and when the spell ends if you are in the Second Ward, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Second Ward, you can see and hear the material world, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.


Bloatbomb (Maledictor, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Necromancy
Range: 60ft Duration: Instant Components: VS

You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer remaining Hit Points than the amount rolled, it immediately drops to zero Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft radius sphere, centered on the target. Creatures within range must make a Dexterity Saving throw, taking 3d6 Acid Damage on a failed Save, or half as much damage on a successful Save.


Cold Snap (Druid, Maledictor, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: 1 Round or 10 Minutes Components: S

With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava.
If you target a creature, it must make a Constitution Saving Throw. On a failure, the target takes 5d10 Cold Damage and until the end of your next turn, its speed is reduced to 0ft and it has disadvantage on weapon attack rolls. It also gains one level of Exhaustion unless it has Resistance or Immunity to the Cold Damage. On a successful Save, it only takes half damage and doesn't suffer any other effects.
If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30ft cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.
Any levels of exhaustion caused by this spell are only removed from a creature when it finishes a long rest in a warm environment.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d1O for each slot level above 3rd


Counterspell (Maledictor, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Reaction when you see a creature within 60ft of you casting a spell Abjuration
Range: 60ft Duration: Instant Components: S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Dispel Magic (Bard, Cleric, Druid, Maledictor, Paladin, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Abjuration
Range: 120ft Duration: Instant Components: VS

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.


Elemental Weapon (Bard, Maledictor, Paladin, Shaman)
Level: 3 Casting Time: 1 Action Transmutation
Range: Touch Duration: Instant, 1 Hour (Concentration) Components: VS

A weapon you touch becomes a magic weapon if it was not already. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 damage of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.


Fear (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Illusion
Range: 30ft Emanated Cone Duration: 1 Minute (Concentration) Components: VSM (w white feather or the heart of a hen)

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot emanated cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.


Glyph of Warding (Bard, Cleric, Maledictor, Wizard)
Level: 3 Casting Time: 1 Hour (Ritual) Abjuration
Range: Touch Duration: Until Dispelled or Triggered Components: VSM (incense and powdered diamond worth at least 200 gp, which the spell consumes)

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.


Haste (Maledictor, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a shaving of licorice root)

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.


Impossible Angles (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: 60ft Duration: 1 Minute (Concentration) Components: V

You cause a 20ft radius sphere centered on a point you choose within range to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. For the duration, the area becomes difficult terrain.
Any creatures in the area when this spell is cast, or that enter the area must succeed a Wisdom Saving Throw or become disoriented and become Poisoned until it leaves the area.
An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success.


Magic Circle (Maledictor, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Minute Abjuration
Range: 10ft Duration: 1 Hour Components: VSM (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: elementals, fey, highlings or undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.


Nondetection (Bard, Maledictor, Shaman, Wizard)
Level: 3 Casting Time: 1 Action Abjuration
Range: Touch Duration: 8 Hours Components: VSM (a pinch of diamond dust worth 25GP sprinkled over the target, which the spell consumes)

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.


Petrify Limb (Druid, Maledictor, Shaman, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a petrified bone or amber worth at least 75GP)

A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 5d10 necrotic damage, and it must make a Constitution saving throw if it has any limbs. On a failed saving throw, you choose one of its limbs to affect. That limb is turned to stone until the spell ends, and cannot be used to make attacks. This spell also has an additional effect based on which limb you chose as follows:
Arm. The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.
Leg. The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl.
Wing. The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic.
Tail. The target's swimming and climbing speeds are halved, except those granted by magic, unless the limb is replaced by a prosthesis.
Fin. The target's swimming speed is halved unless it is granted by magic or the limb is replaced by a prosthesis. For the duration, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell two times, the spell ends. If it fails saves four times, it stops making saving throws for this spell The successes and failures don't need to be consecutive; keep track of both until the target collects enough of either kind.
If you maintain your concentration on this spell for the full duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the petrified condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
Undead, constructs, and creatures that cannot be petrified are entirely immune to this spell
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d10 for each slot level above 3rd.


Remove Curse (Cleric, Maledictor, Paladin, Shaman, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Abjuration
Range: Touch Duration: Instant Components: VS

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.


Roaming Pit (Bard, Druid, Maledictor, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()

You create a 10x10ft extra-dimensional hole with a depth of 30ft on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. As a bonus action, you can direct the pit to move up to 20 feet horizontally.
A creature that the pit moves under for the first time on a turn, or who ends its turn adjacent to the pit must make a Dexterity save or fall in. Any creature that avoid falling into the pit when it reaches its new destination move to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.

Sending (Bard, Cleric, Maledictor, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: Unlimited Duration: 1 Round Components: VSM (a short piece of fine copper wire)

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.


Slow (Maledictor, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: 120ft Duration: 1 Minute (Concentration) Components: VSM (a drop of molasses)

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.


Thunder Step (Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Conjuration
Range: 90ft Duration: Instant Components: V

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.


Level 4

Arcane Eye (Maledictor, Wizard)
Level: 4 Casting Time: 1 Action Divination
Range: 30ft Duration: 1 Hour (Concentration) Components: VSM (a bit of bat fur)

You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Aversion (Bard, Cleric, Druid, Maledictor, Paladin, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 10 Days Components: V

You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.


Banishment (Cleric, Maledictor, Paladin, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Abjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (an item distasteful to the target worth at least 1CP)

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless section of the Second Ward. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Compulsion (Bard, Maledictor)
Level: 4 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 1 Minute (Concentration) Components: VS

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.
Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.


Confusion (Bard, Druid, Maledictor, Shaman, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Enchantment
Range: 90ft Duration: 1 Minute (Concentration) Components: VSM (three nut shells)

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

  • 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
  • 2-6: The creature doesn't move or take actions this turn.
  • 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • 9-10: The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.


Dimension Door (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 500ft Duration: Instant Components: V

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.


Find Greater Steed (Maledictor, Paladin, Shaman)
Level: 4 Casting Time: 10 Minutes Conjuration
Range: 30ft Duration: Instant Components: VS

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a Griffon, a Pegasus, a Peryton, a Dire Wolf, a Rhinoceros, or a Saber-Toothed Tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a fey or highling (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.


Fire Shield (Maledictor, Shaman, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: Self Duration: 10 Minutes Components: VSM (a bit of phosphorus or a firefly)

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.


Greater Invisibility (Bard, Maledictor, Shaman, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Illusion
Range: Touch Duration: 1 Minute (Concentration) Components: VS

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.


Hallucinatory Terrain (Bard, Druid, Maledictor, Shaman, Warlock, Wizard)
Level: 4 Casting Time: 10 Minutes Illusion
Range: 300ft Duration: 24 Hours Components: VSM (a tone, a twig, and a bit of green plant)

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.


Heat Wave (Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 50ft Still Emanation Duration: Instant Components: VSM (a chunk of cast iron)

A wave of nauseatingly hot air swirls briefly in a 5O-foot cube emanating from you that spreads around corners. Each creature in the area other than you must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 fire damage, is poisoned until the end of your next turn, and gains one level of exhaustion. On a success, a creature takes half as much damage, is not poisoned, and doesn't gain any exhaustion.
A creature has disadvantage on the saving throw if it has resistance or immunity to cold damage. If it has resistance to fire damage or immunity to fire damage, it has advantage on the saving throw and it can't gain any exhaustion from the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


Locate Creature (Bard, Cleric, Druid, Maledictor Paladin, Wizard)
Level: 4 Casting Time: 1 Action Divination
Range: Self Duration: 1 Hour (Concentration) Components: VSM (a bit of fur from a bloodhound)

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.


Lost Legacy (Bard, Cleric, Maledictor)
Level: 4 Casting Time: 1 Action Enchantment
Range: Touch Duration: 30 Days Components: VSM (a small locking container)

You inflict a powerful curse on a creature within range that causes others to quickly forget positive aspects of their interactions with the target. The target must make a Charisma saving throw. On a failure, creatures that would normally be friendly or helpful toward the target must succeed on a Wisdom Saving Throw each time they interact with the target, treating the target with indifference and suspicion on a failure for the duration. If a creature interacting with the target fails the save four times, it automatically fails any further saves for the duration of this spell on the target. Once this curse is removed, creatures coming back into contact with the target regain their pleasant memories of it.


March of Blades (Bard, Maledictor, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (any bladed weapon)

You conjure a row of synchronized floating blades made of magical energy in a line 30 feet long and 5 feet wide. The line extends in any direction and originates from any point you can see within range. The blades slash in a wide arc as they appear, forcing each creature in the area to make a Dexterity saving throw. A creature takes 3d10 slashing damage on a failed save, or half as much damage on a success.
The blades provide half-cover to creatures behind them. You can use a bonus action on subsequent turns to move one or both ends of the line to different locations up to 30 feet away that you can see. When you finish moving the area in this way on a turn, you may choose to have the blades slash again, forcing all creatures in the area to repeat the Dexterity saving throw.
The blades last until the spell ends, at which point they vanish. If at any time you aren't within range of at least one end of the line, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the slashing damage dealt increases by 1d10 for each slot level above 4th.


Maroon (Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (an item distasteful to the target worth at least 1CP)

You attempt to send one creature that you can see within range to a random uninhabited island on the same plane of existence. The target must succeed on a Charisma saving throw or be marooned. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is humanoid, when the spell ends the target remains there. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Sickening Radiance (Maledictor, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant, 10 Minutes (Concentration) Components: VS

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.


Staggering Smite (Maledictor, Paladin)
Level: 4 Casting Time: 1 Bonus Action Evocation
Range: Self Duration: 1 Minute (Concentration) Components: V

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.


Stoneskin (Druid, Maledictor, Shaman, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Abjuration
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (diamond dust worth 100GP, which the spell consumes)

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.


Level 5

Babble (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 5 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Hour (Concentration) Components: VS

You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows.
s an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.


Banishing Smite (Maledictor, Paladin)
Level: 5 Casting Time: 1 Bonus Action Abjuration
Range: Self Duration: 1 Minute (Concentration) Components: V

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.
Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.


Blazing Thunderbolt Strike (Maledictor, Paladin, Shaman, Sorcerer, Warlock, Wizard)
Level: 5 Casting Time: 1 Bonus Action Evocation
Range: Self Duration: 1 Minute (Concentration) Components: V

The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal
On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and Burning 5 (Fire).
If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by 1d8. If the target is Burning when you hit with the attack, the fire damage increases by 2d6.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by 1d8 (or 2d8 in stormy conditions) and the fire damage dealt increases by 1d6 (or 2d6 if the target is already ablaze) for each slot level above 5th.

Circle of Power (Maledictor, Paladin)
Level: 5 Casting Time: 1 Action Abjuration
Range: 30ft Moving Emanation Duration: 10 Minutes (Concentration) Components: V

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.


Curse of Befouled Luck (Cleric, Maledictor, Warlock)
Level: 5 Casting Time: 1 Action Necromancy
Range: 60ft Duration: 8 Hours Components: V

You curse the target. The target must make a Wisdom Saving Throw or become incredibly unlucky. While affected by curse of befouled fortune, the target cannot roll with advantage. Additionally, the first time each round the target makes an attack, saving throw, or skill check, it must roll with disadvantage.
At Higher Levels. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled.

Dominate Person (Bard, Maledictor, Sorcerer, Wizard)
Level: 5 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Minute (Concentration) Components: VS

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.


Dispel Evil and Good (Cleric, Maledictor, Paladin)
Level: 5 Casting Time: 1 Action Abjuration
Range: Self Duration: 1 Minute (Concentration) Components: VSM (holy water or powdered silver and iron)

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond Drakomere Plane. For the duration, elementals, fey, highlings, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by an elemental, a fey, a highling, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal. As your action, make a melee spell attack against an elemental, a fey, a highling, or an undead you can reach. On a hit, you attempt to drive the creature past the First and Second Wards out of Drakomere. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
This is one of the few commonly known planar travel spells, and pierces the First and Second Wards, for they send invaders out of Drakomere.


Far Step (Maledictor, Sorcerer, Warlock, Wizard)
Level: 5 Casting Time: 1 Bonus Action Conjuration
Range: Self Duration: 1 Minute (Concentration) Components: V

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.


Fingers of Lightning (Maledictor, Sorcerer, Wizard)
Level: 5 Casting Time: 1 Action Evocation
Range: 4, 100x5ft Emanated Lines Duration: Instant Components: VSM (a bit of fur, a piece of amber, glass or a crystal rod, and four copper pins)

Your hands arc with electricity as you create 4 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and lines can overlap, but they must all fit within a 180 degree angle from you. Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 lightning damage plus 1d6 lightning damage for each line area that they are within. On a successful save, a creature takes half as much damage. The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th.


Hold Monster (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 5 Casting Time: 1 Action Enchantment
Range: 90ft Duration: Instant, 1 Minute (Concentration) Components: VSM (a small, straight piece of iron)

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.


Legend Lore (Bard, Cleric, Maledictor, Wizard)
Level: 5 Casting Time: 10 Minutes Divination
Range: Self Duration: Instant, 1 Minute (Concentration) Components: VSM (incense worth at least 250GP, which the spell consumes, and four ivory strips worth at least 50GP each)

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of The Stone, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."


Mislead (Bard, Maledictor, Wizard)
Level: 5 Casting Time: 1 Action Illusion
Range: Self Duration: 1 Hour (Concentration) Components: S

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.


Modify Memory (Bard, Maledictor, Wizard)
Level: 5 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 1 Minute (Concentration) Components: VS

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).


Passwall (Maledictor, Wizard)
Level: 5 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Hour Components: VSM (a pinch of sesame seeds)

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.


Planar Binding (Bard, Cleric, Druid, Maledictor, Wizard)
Level: 5 Casting Time: 1 Action Abjuration
Range: 30ft Duration: 1 Hour Components: VSM ()

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.


Skill Empowerment (Bard, Maledictor, Sorcerer, Wizard)
Level: 5 Casting Time: 1 Action Transmutation
Range: Touch Duration: 8 Hours Components: VS

Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.


Steel Wind Strike (Bard, Maledictor, Paladin, Wizard)
Level: 5 Casting Time: 1 Action Conjuration
Range: 30ft Duration: Instant Components: VSM (a melee weapon)

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.


Synaptic Static (Bard, Maledictor, Sorcerer, Warlock)
Level: 5 Casting Time: 1 Action Enchantment
Range: 120ft Duration: Instant Components: VS

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.


Taboo (Bard, Cleric, Druid, Maledictor, Paladin, Wizard)
Level: 5 Casting Time: 1 Minute Enchantment
Range: 60ft Duration: 30 Days Components: V

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Telepathic Bond (Malidector, Wizard)
Level: 5 Casting Time: 1 Action Divination
Range: 30ft Duration: 1 Hour Components: VSM (pieces of eggshell from two different kinds of creatures)

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.