```metadata
title: Better Spellbook - Ariadne's Codex of Strings
description: ''
tags: []
systems: []
renderer: V3
theme: 5ePHB
```
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# Better Spellbook
## by Ariadne's Codex of Strings
---
{{banner 5e Compendium}}
{{footnote
A Compendium of 60+ Homebrew Spells of All Levels to add to your Table!
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## Legal Mumbo-Jumbo
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Read the following considerations if you are interested in using our content as a part of a commercial venture, or if you want to understand how Ariadne's Codex of Strings ties in with the content / software published by Wizards of the Coast, Midjourney Inc. and NaturalCrit. If none of this is of relevance to you, feel free to skip this page and move on to the content you came for!
- The content here contains references to Wizards of the Coast's 5th edition SRD, and is indeed shaped for compatibility with the rules and content there described. Everything we use from the SRD belongs squarely and completely to WoTC and Hasbro: we offer an expansion upon that content, by the terms of the CC-BY-4.0 license under which the SRD was published by WoTC.
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- As a paying customer, you may use our expanded ruleset, our features, our spells, our monster --all our original content, in sum-- in any way you see fit, so long as it's non-commercial. If you want to use the content as a part of a commercial venture, you must give proper credit to "Ariadne's Codex of Strings" for the content you make use of. You can claim compatibility with our expanded ruleset, but not affiliation to our enterprise -- your content remains yours (and your responsibility), even if you use fragments of Ariadne's Codex.
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- Some of the artwork featured in this entry of Ariadne's Codex of Strings is made by Kim Diaz Holm and licensed under the Creative Commons Attribution 4.0 International License. In other words, available for free use. Do check out Kim on Patreon to support free art!
http://www.patreon.com/kimholm
:
- Some of the artwork featured in Ariadne's Codex of Strings is made using a Midjourney premium plan, and hereby published under their General Commercial Terms. This means the artwork featured in Ariadne's Codex of Strings is not owned by us or anyone else. We are not endorsed by Midjourney. Likewise, we do not claim ownership of the artwork, which may be used, commercially or otherwise, by all individuals or enterprises that own a Midjourney premium use license.
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- The name "Ariadne's Codex of Strings", as well as "Ariadne Stringweaver", "City of Strings", "Runo Fylsworth", and "Guilliam Fallow" are copyright 2023 by Alvar Mallo and Marcelo Fosco. You may use them verbatim (as they are written in this entry) under the conditions of point two, but you may not sell content that significantly expands upon their character and attributes as described here.
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* The formatting of Ariadne's Codex of Strings is made using the Hombrewery software by NaturalCrit, licensed under an MIT license. As such, we express our profound thanks to them for providing this wonderful tool, and we hereby recommend it to anyone in the process of making professional-looking homebrew content for TTRPGs.
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## Contact Information
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You may email us at support@codexofstrings.com if you have any questions, collaboration proposals, or, truth be told, anything you want to tell us at all!
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If you want a great deal on all our publications, find us on Patreon and subscribe to one of our amazing (limited) tiers! www.patreon.com/codexofstrings
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Check out Kim Holm! He makes amazing art and is an all around pretty cool guy. He's got a youtube channel and all! What a distinguished gentleman!
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{{footnote Legal Considerations}}
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### Better Spellboook Changelog V.1.1
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##### Syntax, WoTC wording everywhere!
* Corrected some wording mistakes!
* Clarified some other things too, such as durations and range on some spells
* Absolute Zero's name has been changed to Frozen Stride
* Eldritch Oblation is better worded :D
##### General Balancing
* Dark Tides now gives vulnerability for the next round, not for the next 1d4 rounds.
* Runo's Coin Throw: Platinum coin now takes ONE item, but for a whole minute.
* Power Word: Penance now deals 40 points of damage
* Astral Dust now caps at +2 AC
* Cosmic singularity's duration has been changed to a single round.
* Changed Vow of Hatred's duration to Concentration, 1 round
* Heartsteal's damage increases by 2d4 per level instead of 1d4
##### New Spells!
* Added *The Rippling East* spells
* Yokai Curses!
* Dynast Magic!
* Added *The Library of Underside* spells
* Aurinoir Arcanum!
* Primeval Arcanisms!
* Added *Allfather's Ink* spells
* Prayers of War!
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{{footnote Changelog}}
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## The Eldritch Library
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These are spells the Prophet class organisms have access to. Evil or neutral player characters may also learn these incantations of questionable morality. All classes may take them: the ruinous powers do not care about the path, only the destination.
#### Dark Tides
*2nd-level Evocation*
**Casting Time:** :: 1 action
**Range:** :: Self (30 ft. cone)
**Components:** :: S, M (a vial of murky water)
**Duration:** :: Instantaneous
A powerful wave of dark water sprouts from your palm, drenching all creatures within range with a powerful shock of frost. Each creature in a 30-foot cone must make a Dexterity save. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one. Additionally, creatures that fail the saving throw become vulnerable to cold damage until the end of their next turn
:
#### Nightmare's Embrace
*3rd-level Enchantment*
**Casting Time:** :: 1 action
**Range:** :: Touch
**Components:** :: V
**Duration:** :: Concentration, up to 10 minutes
You assail a single creature within range with vivid hallucinations, making them freeze in terror as their worst nightmares come to life before their eyes. The target must succeed on a Wisdom saving throw or be stunned in a trance-like state for the duration. While stunned in this way, creatures take 2d6 psychic damage when they begin their turn. 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.
:
#### Mass Despair
*4rd-level Enchantment*
**Casting Time:** :: 1 action
**Range:** :: 60 ft
**Components:** :: S, V
**Duration:** :: Concentration, up to 10 minutes
You utter a sinister whisper of doom that worms its way into the minds of up to six creatures within range. Each target may hear a different sound according to what they believe is a hopeless scenario. All those affected must succeed on a Wisdom save or be *demoralized*. While in this state, they cannot gain advantage by any means, nor use inspiration. Additionally, as a part of this spell, as long as the *demoralized* condition is maintained, affected creatures have disadvantage on Intelligence, Wisdom and Charisma saves.
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##### Threadnotes: The Hag of the Kingslake
Stories tell of a strange Shaman variant, unique in nature, capable of walking in direct sunlight. This creature is known to dwell around the Kingslake, not far from Harspire. It is rumored to have been cast out of the depths, exiled to the surface in the same way the stuck up nobles of the kingdom may exile someone to the peninsula.
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Even though shamans have no discernable gender, locals have come to call it "The Hag of the Kingslake". Whatever "she" really is, it doesn't generally intervene in human matters, but tends to capture unsuspecting adventurers from time to time, for purposes unknown. She is truly isolated: other Deep Ones no longer follow her orders, and have been observed to attack her during the night.
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The Kingslake stands as a haven within the region, perhaps the sole body of water untouched by corruption. Its surroundings teem with vibrant purple lotus blossoms, which diligently repel the encroaching ichor. Moreover, multiple rivers converge into the Kingslake, ensuring a constant flow that prevents stagnation. Deep Ones appear to shun this water, rendering it a sanctuary for various creatures. This is likely the reason why many believe the Hag has chosen to settle in proximity to the Kingslake—to seek refuge from her own kind.
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High Sentinel Dalius has promised a substantial reward to anyone capable of capturing the creature alive. The significance of this creature to the Hunter's Guild remains a mystery. Nonetheless, exercise utmost caution when venturing near the vast expanse of the Kingslake. Take heed of the peculiar behavior of birds and remain mindful of the eerie stillness that pervades the forest.
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When the water turns ghostly green, when the only sound you hear are your hurried footsteps, you'll know. She is never far behind.
}}
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{{footnote The Eldritch Library}}
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#### Visions of Doom
*5th-level Divination (ritual)*
**Casting Time:** :: 10 minutes
**Range:** :: Self
**Components:** :: S, V, M (a crystal sphere)
**Duration:** :: Concentration, up to 1 hour
Once you finish casting this spell, you may choose a single effect from the following.
***Doomsight.*** A powerful foretelling of the future starts to manifest within your mind, showing you several of the worst possible futures you could come across in the next hour. In these visions, at the DMs discretion, you may witness the worst possible outcomes you could encounter by taking a specific course of action. You can use this foretelling power a number of times equal to your spellcasting ability modifier.
***Critical Failure.*** A terrible future is revealed to you. You may replace any attack roll, saving throw or ability check made by a creature you can see with a one. This effect expires if not used during the duration of the spell.
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##### From "The King's Angels", Verse Five
*But heed this proverb, a warning of old,*
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*That the terrors of night, we can all behold.*
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*For in facing our fears, we become ever so bold,*
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*And conquer the darkness, that never grows old.*
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*So let us brave the night, with courage so bright,*
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*For the terrors that lurk, they'll never take flight.*
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*For we are the warriors, who will stand and fight,*
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*And banish the fears, that haunt us at night.*
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#### Eldritch Oblation
*8th-level divination*
**Casting Time:** :: 1 hour
**Range:** :: Self
**Components:** :: S, V, M (one or more humanoid creatures, which the spell consumes)
**Duration:** :: Instantaneous
You enact a cursed ritual in the hopes of making contact with the void beyond the stars. The creature(s) you intend to sacrifice by the means of this spell must have a soul and stay within the magic circle for the whole duration. The more you give to the ruinous powers, the more they give in turn; you may attempt to sacrifice a number of creatures equal or lower than your spellcasting ability modifier.
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By means of this spell, you may ask the great beyond for a boon in proportion to your sacrifice, at the DM's discretion -- not all souls are equal in worth. These eldritch blessings may take several shapes.
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* ***Gift of Form:*** You gain the ability to shapechange into a creature you sacrificed. This ability is permanent. You may change into said creature and to your true form as an action. While transformed, you use the creature's statistics and abilities, except for your Intelligence score, which you keep regardless of form. You use the greater of the two forms' hit points.
* ***Gift of Eyes:*** You gain the ability to gaze into the near future by peering through the eyes of your eldritch benefactors. You can now cast the 9th level spell *Foresight* once per day without expending a spell slot.
* ***Gift of Blood:*** You gain greater vitality in proportion to the creature(s) you sacrificed. You gain half of your hitpoint maximum as temporary hit points after every long rest, and one fourth after every short rest. These hitpoints do not stack through rests: half of your maximum hitpoints is the highest you may reach.
* ***Gift of Servitude:*** You gain a feat given to you by your eldritch patrons (which you cannot choose). In addition you may cast *Eldritch Oblation* and benefit from its effects an additional time. You may now cast *Eldritch Oblation* as a 6th level spell. Choosing this boon turns you into a Harbringer Shaman (or even a Harbringer Queen, depending on the value of your sacrifice).
These are just examples of what the great beyond might offer. Depending on the sacrifice, the boon could be much greater. Once you cast this spell for the first time, you may not benefit from it again (unless you chose *Gift of Servitude*).
After casting this spell you gain a permanent affliction that cannot be explained by conventional means, such as persistent bad luck, always feeling euphoric, forgetting those you love, or losing control of an extremity. These are, like the gifts, merely examples. Your DM chooses your affliction.
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{{footnote The Eldritch Library}}
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# Eldritch Library: Appendix
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#### Thunderous Crimson
*1st-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V, S
**Duration:** :: Instant
You summon a wave of crackling red lightning that travels in a 30 foot cone in front of you. Each creature in that area must succeed on a Dexterity saving throw or suffer 4d4 lightning damage and be *dazzled* until the end of their next turn.
:
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
::
#### Ariadne's Mimicry
*4th-level transmutation*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V, S, M (a splinter of wood)
**Duration:** :: 8 hours.
This spell transforms a creature with at least 1 hit point that you can see within range into an object. An unwilling creature must make a Wisdom saving throw to avoid the effect. If it fails, it can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends on the target. A shapechanger automatically succeeds on this saving throw.
:
The transformation lasts for the duration, or until the target takes 10 points of damage. The new form can be any common object that is large or smaller. The target’s game statistics are replaced by the statistics of the chosen object. It retains its alignment and personality.
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The caster of the spell may use a bonus action to turn the creature back into its original form and have it act immediately.
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The creature is limited in the actions it can perform by the nature of its new form; it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. The object-form can, however, move up to half the creature's speed by magical means.
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#### Death and Despair
*8th-level necromancy*
**Casting Time:** :: 1 action
**Range:** :: 90 feet
**Target:** 30-foot-radius surface centered on a point within range.
**Components:** :: S, V
**Duration:** :: Concentration, up to 1 minute.
:
Dark and eldritch energies curse the ground in a 30-foot-radius surface area you choose within range. It lasts for the duration or until dispelled.
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This spell affects all creatures touching the ground and up to 10 feet above it. Each creature in it must make a Constitution saving throw. A creature takes 12d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. Nonmagical plants within the area wither and die, while magical plants take double damage.
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All creatures damaged by this spell at least twice must make Wisdom saving throw. On a failed save, they are *demoralized*. Any *demoralized* creature within the area has its speed reduced to 0, falling to their knees in absolute despair.
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{{footnote Threadmaster's Archive: Eldritch Library}}
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## Lodge Arcanisms
#### Runo's Coin Throw
*1st-level evocation -- "You get what you pay for!"*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: S, M (a coin which the spell consumes)
**Duration:** :: Instantaneous
When you cast this spell, select the type of coin you want it to consume: silver, gold, or platinum. Depending on your choice, one of the following effects is cast:
:
***Silver -- Force of Fortune.*** Make a ranged spell attack against a target within range. On a hit, the target takes 3d8 force damage.
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***Gold -- Gilded Cage.*** Make a ranged spell attack against a target within range. On a hit, the target takes 3d8 force damage and must succeed on a Strength saving throw or be *restrained* by gilded barbs until the end of their next turn.
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***Platinum -- Purchasing Power.*** Make a ranged spell attack. On a hit, the target takes 3d8 force damage, and must suceed on a Charisma saving throw or have a single nonmagical possession of your choice transported to an unreachable extraplanar space, reappearing after a minute is passed. Posessions can include a suit of armor, a weapon, a purse...
:
#### Crystal Shards
*1st-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 90 feet
**Components:** :: S,V, M (a starshard)
**Duration:** :: Instantaneous
You manifest a slew of gemstone-like shards that spread from a point within range. Each creature in a 20-foot radius shere centered on that point must make a Dexterity saving throw. On a failure, a target takes 1d6 piercing damage and is considered *irradiated* for 1d4 + 1 turns. Irradiated creatures automatically take 1d6 force damage whenever affected by a spell or magical effect.
:
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#### Fallow's Theorem
*3nd-level divination*
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: V, S
**Duration:** :: Concentration, Up to 5 minutes
You summon a crystal shard of arcane divination, which you can utilize to peer into possible futures. You may envision the consequences of a single action you could take in the next hour, witnessing up to 5 minutes' worth of likely consequences before the shard crumbles.
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If you witnessed any effects that would cause you to make a saving throw in your vision and you decide to go through with the action, you gain advantage on the roll. Additionally, you cannot be surprised by creatures whose actions you witnessed inside the shard.
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#### Energy Feedback
*4th-level necromancy*
**Casting Time:** :: 1 action
**Range:** :: Touch
**Components:** :: S, V, M (a charged starshard)
**Duration:** :: Instantaneous
You force a creature to expend its prana, their arcane potential bursting out of them in a painful surge of energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 force damage. A creature hit by this attack must make a Charisma saving throw. On a failed save, a creature takes another 4d6 force damage.
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A spellcaster that fails this saving throw loses a 3rd level spell slot, and is unable to cast spells of a school of your choice until the end of their next turn.
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**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the first instance of damage increases by 1d6 for each slot level above 4th. In addition, spellcasters who fail the saving throw are drained of a spell slot one level below the spell slot that was used to cast this spell.
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{{footnote Lodge Arcanisms}}
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## The Holy Arts
Celestials and their allies use their fair share of spells and other specialties to further their cause. Many of them were developed in Lyntas, the radiant citadel, where mortals, arcanists, and heavenly beings mingle together. Well, sort of mingle together -- they do enjoy a good segregation system, these pious templars!
:
#### Order's Judgement
*divination cantrip*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V
**Duration:** :: Instantaneous
A chastising light falls upon a creature within range, who must succeed on a Charisma saving throw or take 1d4 radiant damage and have one of its damage
vulnerabilities (if any) exposed to you.
:
Creatures exposed in this way have disadvantage on subsequent saving throws against this spell, and the damage type becomes the exposed vulnerability. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
:
#### Cause Arrhythmia
*3rd-level necromancy*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: V, S, M (a dried blood clot)
**Duration:** :: concentration, up to 1 minute
You cause a nearby creature's heart to beat irregularly, making them partially lose control of their bodies as their pulse falters. Creatures that don't have a heart or similar organ aren't affected by this spell. A target must succeed on a Constitution saving throw or be affected by one of the two following effects (your choice):
- **Bradycardia:** the creature's heart beats too slow, causing disadvantage on strength saving throws and ability checks, and dealing 1d8 necrotic damage at the start of each of their turns.
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- **Tachycardia:** the creature's heart beats too fast, causing disadvantage on all dexterity based ability checks. When the effect ends for the creature, they must roll a Constitution saving throw with a DC of 5 + the number of turns they were affected by tachycardia. On a failure, they suffer 8d8+10 necrotic damage as their heart fails.
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#### Pulverizing Radiance
*5th-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V, S
**Duration:** :: Instantaneous
You fire a mote of blazing light at a creature within range. Make a ranged spell attack. On a hit, the target takes 6d6 + 20 radiant damage and instantly gains three stacks of the *irradiated* condition that last for a minute.
:
#### Power Word: Penance
*7th-level enchantment*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Target:** :: One creature you can see within range
**Components:** :: V
**Duration:** :: Instantaneous
You speak a word of power that overwhelms the mind of one creature you can see within range, confronting them with the harm they caused. If the target has dealt 50 or more points of damage within the last minute, they suffer 40 points of force damage. Otherwise, the spell has no effect.
:
A creature affected by this spell cannot take the Attack action until the end of their next turn.
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{{footnote High District: The Holy Arts}}
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# Wyrmsigns of Yharel
The infamous greatwyrms have such enormous amounts of magical might contained within themselves that, much like Gods, the very fact of their existence can power spells and arcanisms being manifested thousands of miles away. Indeed, the greatwyrms "lend" their power to those who learn the proper rituals and give worship to their elemental majesty.
:
#### Frostbolt
*1st-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 120 feet
**Components:** :: V, S
**Duration:** :: Instantaneous
A bolt of concentrated cold, this spell is a natural ability of many elementals in the Soulfrost Expanse. You hurl a snowball imbued with energy to a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 cold damage and is *chilled* for a minute.
:
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd.
#### Ice Gale
*2nd-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: S
**Duration:** :: Instantaneous
A quick, unnatural flick of the fingers brings forth a gust of icy elemental wind. The first wyrmsign many discover, often by accident. Choose a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. or be assaulted by frost, taking 4d6 cold damage and suffering from a 15 feet penalty to their movement until the end of their next turn.
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**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
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#### Frozen Stride
*3rd-level transmutation*
**Casting Time:** :: 1 action
**Range:** :: 90 ft
**Components:** :: V, S, M (a small shard of dry ice or cryolite)
**Duration:** :: Instantaneous
You summon a great frost that spreads from a point within range, covering the ground in a 30-foot radius of that point with a thin layer of elemental ice. Any patch of water or other liquids becomes frozen, and anyone trying to move more than half their maximum speed must make a Dexterity saving throw or be knocked prone. The ice lasts for 60 seconds, or until dispelled. Creatures on thin ice cannot take reactions until the end of their next turn.
:
Aditionally, you can allow a number of creatures equal to your spellcasting ability modifier to glide across the ice, doubling their movement and ignoring all the negative effects of the spell.
::
#### Glacial Ward
*5th-level transmutation*
**Casting Time:** :: 1 action
**Range:** :: Touch
**Components:** :: S, M (a shard of everfrost worth at least 100 GP, which the spell consumes)
**Duration:** :: Concentration, Up to 10 minutes
A buildup of sturdy ice covers a creature within range, granting them resistance to piercing, bludgeoning, slashing and cold damage, and increasing their A.C by 2, but lowering their movement speed by 10 feet. Additionally, their melee attacks deal an extra 1d6 cold damage while this spell remains active.
:
**At Higher Levels:** When you cast this spell using a 7th level spell slot or higher, the movement penalty becomes 5ft., the A.C bonus increases to 3, and the attacks deal an extra 2d6 cold damage instead of 1d6.
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{{footnote Hestra: Wyrmsings of Yharel}}
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# Wyrmsigns: Appendix
:
#### Frozen Brume
*6th-level transmutation*
**Casting Time:** :: 1 reaction, which you take when you are hit by an attack
**Range:** :: 30 feet
**Components:** :: V, S
**Duration:** :: 1 round
You turn into a cloud of icy mist until the start of your next turn. You are immune to bludgeoning, piercing and slashing damage while transformed, and cannot be targeted by spell attacks nor single target spells that don't require. These protections work against the triggering attack.
:
Additionally, creature that pass through your space while you're transformed take 2d6 cold damage and are *chilled* until the end of their next turn.
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#### Stasis Storm
*9th-level conjuration*
**Casting Time:** :: 10 minutes
**Range:** :: touch
**Components:** :: S, M (cryolite dust worth at least 2.000 GP, which the spell consumes)
**Duration:** :: 3 hours
The oldest and most powerful wyrmsign, this spell replicates the effects of Yharel's flight. Your fill a 5 foot square with primordial runes of frost, stasis and death drawn in cryolite dust. When the casting is complete, a killing frost envelops everything in a 2000 foot radius centered on the point where the spell was cast.
:
For the duration of the spell, a magical blizzard that slowly rises in intensity is manifested. If the runes that empower this spell take 50 fire damage, it immediately ends.
:
**Hour 1:** The area is covered with powdered snow and hail, making the entire area lightly obscured. Nomagical flames can't be maintained. Creatures who venture out in the open without heavy winter clothes or magical protection are instantly *chilled*, and become *frostbitten* after 10 minutes.
:
**Hour 2:** Nonmagical clothes no longer protect creatures from the stasis storm, and the *frostbitten* condition is applied instantly instead of *chilled*. After 10 minutes, creatures become *frozen* instead of *frostbitten*. Minor structures (shacks, wooden towers...) are pierced by the cold storm and no longer protect creatures from the effects of the stasis storm.
:
**Hour 3:** The effects from hour two remain active, but spells of 5th level or lower are disrupted by the arcane cataclysm, and become impossible to cast within the area of effect. In addition, creatures become Soul Chilled after being exposed to the blizzard for 10 minutes. Only the sturdiest structures can resist this frozen onslaught: castles, underground bunkers... Weaker buildings freeze over, losing their protective benefits against the frost.
:
If the spell lasts for its full duration, every creature affected by a congelation effect within the area is *death frosted*.
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{{footnote Threadmaster's Archive: Eldritch Library}}
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## The Devil Rites
:
For as long as they have lived, devils have not shied away from using the arcane to further their goals. This holds true in the Molten Crucible's enclaves, where mortals, arcanists, and infernal creatures mingle together. Magic is born out of necessity, and many of these spells have become a staple of the Molten Crucible's particular brand of danger.
:
#### Vow of Hatred
*evocation cantrip*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V
**Duration:** :: 1 round
You utter an infernal vow that promises swift demise to a creature within range. On your next turn, your first attack against that creature has advantage and deals an additional 1d10 fire damage, provided the creature is still within range. If the target leaves the range of the vow, the spell ends.
:
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
:
#### Immolate
*3rd-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: V, S, M (a handful of ash)
**Duration:** :: concentration, up to 1 minute
You conjure a flame that consumes your enemies from the inside. A creature within range must succeed on a Constitution saving throw or take 4d6 fire damage as their innards burn. A creature that fails the save catches fire for the duration, taking 4 (1d6) fire damage at the start of each turn until the flames are doused with water, cold damage, or by using an action.
:
On subsequent turns, you can use a bonus action to intensify the flames, increasing the damage taken at the start of each turn by 1d6.
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::::::::::::::::::
#### Infernal Word
*5th-level enchantment*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V, S
**Duration:** :: Instantaneous
You emit a guttural whisper, a primordial blasphemy forged in the fiery pits of hell. A creature of your choice within range that can hear you must succeed on a Charisma saving throw or take 28 (8d6) psychic damage and be *stunned*. At the end of each of the creature's turns, they can attempt the save again, ending the effect on themselves on a success.
:
#### Prana Drain
*7th-level necromancy*
**Casting Time:** :: 1 action
**Range:** :: Touch
**Components:** :: V, S
**Duration:** :: Instantaneous
You inhibit a creature’s ability to cast spells, blocking their prana and stealing their voice. Make a melee spell attack against a creature within range. On a hit, the creature takes 8d10 force damage and must succeed on a Charisma saving throw. On a failure, they are rendered mute and cannot cast spells for a week.
:
Only a 7th level upcast of *Remove Curse* or *Greater Restoration* can end this effect early.
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{{footnote The Devil Enclaves: Castle of Night }}
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## The Nova Spellbook
:
There's no power in the universe mortals haven't observed, researched, and exploited. The latent energy of the Eminent Star is no exception, having yielded a good crop of uniquely useful arcanisms.
:
Stellar Refuges are a great place to find a tutor in this subtype of arcana, or to purchase some crumbling scrolls from a passing merchant.
#### Astrologist's Reading
*1st-level divination*
**Casting Time:** :: 30 seconds
**Range:** :: 10 ft.
**Components:** :: S
**Duration:** :: instantaneous
You consult the ever-watching stars and celestial bodies for information about a creature's character. Make a spellcasting ability check with a DC of 8 + the target's level or CR. On a success, you learn the target's current alignment, and may also glimpse at its most immediate motivation. Unless they see you and are familiar with the spell, they are not aware of your reading.
#### Starfire
*3rd-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: V, S, M (a purple glass shard)
**Duration:** :: Concentration, up to 1 minute
You call down mauve flames upon a creature within range, who must succeed on a Charisma saving throw or be affected by this spell. This magical fire consumes arcane energy instead of physical matter. When a creature first fails this save and at the end of each of their subsequent turns, they must choose what the fire consumes: a spell slot (of the target's choice), a charge from a magic item they are attuned to, or some other arcane resource equivalent in power to at least a 1st level spell slot---for example, 2 sorcery points.
:
If the target has no arcane resources available to it, this spell has no effect.
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#### Cosmic Singularity
*7th-level conjuration*
**Casting Time:** :: 1 action
**Range:** :: self (30 ft. line)
**Components:** :: M, V (an opaque crystal worth at least 100 GP)
**Duration:** :: 1 round
You conjure a dark, cannonball-sized orb of unendurable gravitational power in front of you, which travels 30 feet in a straight line. Creatures that come within 10 feet of the orb for the first time must succeed on a Strength saving throw or take 6d6 force damage
}}
:::::::::::::::::::
and be absorbed by the orb. This space is a {{width:40px}} small demiplane from which absorbed creatures {{width:40px}} can see their surroundings as if they were standing {{width:20px}} in the orb's place. Creatures absorbed by the orb cannot be affected by effects outside of the demiplane, and can't communicate with creatures outside of it, unless by magical means (such as a *sending* spell).
:
To exit, absorbed creatures can teleport away or use an action to try to pierce through the opaque boundaries, rolling a Strength (athletics) check against your spell save DC, exiting at a place within 5 feet of the orb on a success. At the start of your next turn, the orb collapses in a flash of dark energy, dealing 6d6 force damage to all creatures within it, and instantly transporting them to a random location within the Astral Sea.
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{{footnote The Nova Spellbook}}
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# The Astral Arcana
:
*Proximity to the primordial celestial bodies has led the inhabitants of the Nova Clusters to develop a mighty collection of spells that use the energy of their ancestral domain. These are a few examples, gathered by the City of Strings for the benefit of your spellbook!*
:
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#### Astral Dust
*abjuration cantrip*
**Casting Time:** :: 1 bonus action
**Range:** :: self
**Components:** :: S
**Duration:** :: 1 round
You conjure a nebulous cloud around your body, obscuring your movements and making you momentarily harder to strike. You gain a +1 to your A.C that lasts until the start of your next turn. A creature that does not rely on sight to strike ignores this benefit.
:
The A.C bonus increases to +2 when you reach 5th level.
#### Gravity Blast
*2nd level evocation*
**Casting Time:** :: 1 action
**Range:** :: 60 ft.
**Components:** :: S, M (a meteorite shard)
**Duration:** :: instantaneous
A rippling current of force extends from a point within range, pushing objects and creatures outward as it expands. Creatures within 20 feet of that point must make a Strength saving throw, taking 2d10 force damage and being pushed 10ft. away from the point on a failed save. On a successful save, they take only half damage and aren't pushed.
:
**At Higher Levels:** When you cast this spell using a spell slot of 3nd level or higher, the damage increases by 1d10 for each slot level above 2nd.
#### Gravity's Favor
*4th level transmutation*
**Casting Time:** :: 1 action
**Range:** :: Self
**Components:** :: S, M (a small platinum sphere)
**Duration:** :: Concentration, up to 1 minute
Gravitational force surrounds your body for the duration, granting you the following benefits:
:
- Your melee attacks deal additional force damage equal to your spellcasting ability modifier.
:
- You have advantage on checks to grapple and shove other creatures. Additionally, checks made to grapple or shove you are made at disadvantage.
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:
- Your jump distance is doubled, and you gain a 10ft bonus to your walking speed.
#### Nebula
*9th-level, multiple schools*
**Casting Time:** :: 1 action
**Range:** :: 120 feet
**Components:** :: S, V
**Duration:** :: Concentration, up to 1 minute
You spawn a 30 foot radius sphere of swirling cosmic energy centered on a point within range. When you first cast this spell, choose one of the following variants. The effects take place when a creature first enters the area of the spell, and when they start their turn within it.
:
***Gold: Orion's Chains.*** A gleaming constellation manifests, magically holding down creatures within the area, who must succeed on a Wisdom saving throw or be paralyzed. At the end of each of their turns, they can attempt the save again, ending the effect on themselves on a success.
:
***Red: Burning Core.*** A miniature sun spawns in the middle of the sphere, attracting and scorching creatures and objects within the area. Creatures must make a Strength saving throw or be pulled to the center of the sphere, taking 6d10 radiant damage and 6d10 fire damage, before being spit out by a flare, landing in a place of the caster's choice 20 feet away from the center of the Nebula's area.
:
***Blue: Particle Accelerator.*** Lightning-fast specks of celestial dust travel around the area. Creatures within it must make a Dexterity saving throw, taking 10d12 force damage on a failed save, or half as much on a successful one. Creatures killed in this way are molecularly destroyed, turning into transparent, glue-like goo.
:
***Purple: Unendurable Eminence.*** The true power of the stars is making and unmaking reality to their will. Creatures within the area must succeed on a DC 10 Charisma saving throw or take 150 force damage that cannot be prevented in any way. Creatures killed in this way disappear without leaving behind a body. The DC increases by 2 each time a creature has to roll it between long rests. Nonmagical objects of the caster's choice are instantly unmade in this way.
:
You can change the current effect of the Nebula or move its center by 10 feet by spending an action on your turn.
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{{footnote The Astral Arcana}}
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::
## Yokai Curses
Some Yokai, notably the Yokai of Envy, use particular spells, created within the Narak, to bring chaos to the world. These are the few that Daxin scholars have been able to decipher. To cast one of these spells in Asiore carries the death penalty.
:
#### Twin Fangs
*2nd-level necromancy*
**Casting Time:** :: 1 bonus action
**Range:** :: 30 feet
**Components:** :: S
**Duration:** :: Instantaneous
You summon twin spectral fangs from your outstretched hand, targeting a single creature within range. Make a spell attack. On a hit, the target takes 3d6 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for a minute. If the target of the spell is already poisoned when the attack hits, this spell does not consume a spell slot.
:
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
#### Bad Morale
*2nd-level enchantment*
**Casting Time:** :: 1 action
**Range:** :: 120 feet
**Components:** :: M, S (a small symbol of an iron eagle with its wings down)
**Duration:** :: Concentration, up to 10 minutes
You prod at the resolve of a number of creatures equal to your spellcasting modifier within range. Each creature targeted by this spell must succeed on a Charisma saving throw or be *demoralized*. While demoralized, a target is unable to roll with advantage and use inspiration and other similar effects for the duration. Additionally, a demoralized creature must roll a d6 at the start of each of their turns. On a 1, they don't use their action on that turn.
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:::::::::
#### Heartsteal
*4th-level necromancy*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: M, V, S (a vial of blood)
**Duration:** :: Instantaneous
You steal the vitality of a creature within range and regain some of your own. The target of this spell must make a Constitution, taking 25 (10d4) necrotic damage on a failed save, or half as much on a successful one. For every 4 rolled on the dice, you regain 4 hit points.
:
**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th.
:
#### Greater Sleep
*5th-level enchantment*
**Casting Time:** :: 1 action
**Range:** :: 120 feet
**Components:** :: V, S
**Duration:** :: instantaneous
A bright streak of purple stars travels from your fingertips to a point you choose within range and summons a magical gas that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature that fails the saving throw falls into a deep, dreamless slumber that they can only escape if a condition set by you is met, the target takes at least 10 damage, or a full hour passes. Creatures immune to being charmed cannot be put to sleep in this way.
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{{footnote Sins of Longing}}
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## Dynast Magic
:
Like other beings of great power, the draconic dynasts of the Rippling East power an interesting subset of arcanisms by the mere fact of their existence.
You need not worship them to use these, though that path is one that has earned many warlocks and sorcerers their power -- you merely need to understand the intricacies of their magical nature enough to draw upon it.
:
#### Water Drake
*conjuration cantrip*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V, S, M (a gallon of water)
**Duration:** :: concentration, up to 1 minute
You raise a semi-spectral aquatic dragon from the water used to cast this spell at a point within range. It immediately breathes scalding steam in a 15 foot line in a direction of your choosing. Creatures within that area must make a Dexterity saving throw, taking 3 (1d4) fire damage on a failed save, or half as much on a successful one. On subsequent turns, you can use your bonus action to make the water drake breathe steam again.
:
This spell's damage increases to 2d4 when you reach 5th level, 3d4 at 11th level, and 4d4 at 17th level.
#### Serpentine Swipe
*2nd-level evocation*
**Casting Time:** :: 1 action
**Range:** :: self (20 foot circle)
**Components:** :: S
**Duration:** :: Instantaneous
You perform a quick swirl, and a spectral draconic tail follows your movement, bludgeoning and tripping those around you. Creatures in a 20 foot circle around you must succeed a Dexterity saving throw or take 3d8 force damage and be knocked prone.
:
**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.
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#### Echo of Leung
*5th-level enchantment*
**Casting Time:** :: 1 action
**Range:** :: self (40ft. sphere)
**Components:** :: V, S, M (the scale of a dragon)
**Duration:** :: concentration, up to 1 minute
A powerful shout commands the respect and subservience of all creatures that can hear you within the range of this spell. They must succeed on a Wisdom saving throw or be unable to attack you and purposefully target you with damaging spells for as long as you maintain concentration.
:
Additionally, when you first cast the spell, you can choose a short mental order that must be followed by all creatures that fail the saving throw on their next turn, as per the *command* spell.
::
#### Reflective Scales
*8th-level transmutation*
**Casting Time:** :: 1 action
**Range:** :: Touch
**Components:** :: S, M (a piece of raw platinum worth at least 700 GP, which the spell consumes)
**Duration:** :: concentration, up to 10 minutes
The skin of a large or smaller creature you touch undergoes a divine transformation, turning into rainbow-colored, gleaming scales. The creature gains a +3 bonus to their A.C. Additionally, when they are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, they are unaffected. On a 6, they are unaffected, and the effect is reflected back at the caster as though it originated from the target of this spell, turning the caster into the target.
:
**At Higher Levels:** When you cast this spell using a 9th level spell slot, the maximum duration increases to 1 hour.
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{{footnote Yungar & Daxin: An Alliance for Satokai}}
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::::
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# The Aurinoir Arcanum
:
*Penned by many illustrious planeswalkers of the City of Strings, the Aurinoir Arcanum is a collection of spells designed for the defense and recovery of Underside items. Like all knowledge, however, it has spread far beyond its initial purpose, and can now be found in diverse corners of the planes, being used for motives noble and ruinous alike.*
:
}}
#### Arcane Cuffs
*2nd level abjuration*
**Casting Time:** :: 1 action
**Range:** :: touch
**Components:** :: S, M (an ingot of polished silver, which the spell consumes)
**Duration:** :: 1 hour
You attempt to place silvery anti-magical restraints on a creature within range, who must succeed on a saving throw using their spellcasting ability or be unable to cast spells of 2nd level or lower for the duration.
:
Restrained creatures have disadvantage on this save, and incapacitated creatures fail it automatically.
:
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the target becomes unable to cast spells of the slot's level or lower. Additionally, the duration of the spell increases to 8 hours when cast with a spell slot of 4th level or higher, 24 hours at 6th level, and one week at 8th level.
:
#### Greater Identify
*3rd level divination (ritual)*
**Casting Time:** :: 10 minutes
**Range:** :: touch
**Components:** :: S, V, M (A pearl worth at least 500 gp and an owl feather)
**Duration:** :: instantaneous
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 the identities of its three previous users, and the most significant actions they took with it. You also learn of any hidden compartments, traps or malicious design concealed within the object. You learn if any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
:
Additionally, you decipher compatibilities and dissonances of the object with different magical auras, learning if the item would react adversely or positively to planar energies of any kind, such as chaotic, lawful, good and evil auras and effects.
:
If you instead touch a creature throughout the casting, you learn what spells or magical effects, if any, are currently affecting it. You also learn the the three highest level spells the creature can cast, and the last spell it casted.
:
#### Arcane Rescripting
*4th level omniturgy*
**Casting Time:** :: 1 minute
**Range:** :: touch
**Components:** :: S, V, M (a shard of fine opal worth at least 100 GP, which the spell consumes)
**Duration:** :: instantaneous
You target a construct you can touch with a powerful arcane script that allows you to modify its fundamental behavior. Create a sentence, no longer than 30 words, to act as the construct's new root programming.
:
At the end of the casting time, an unwilling construct must succeed on a Wisdom saving throw or be bound to obey your arcane script over any previous orders and instructions for the next 24 hours. You must touch the construct throughout the entire casting of the spell for the script to take effect.
:
**At Higher Levels:** If you cast this spell using a spell slot of 7th level, the arcane script lasts for one week. If you cast it using a spell slot of 9th level, it lasts indefinitely until it is dispelled or the construct dies.
{{note,position:relative,top:10px
##### Of omniturgy and how to run it
This entry of the Codex of Strings works a lot with a new school of magic: Omniturgy, the magic of reality manipulation. This primeval form of arcana is typically reserved for deities endowed with the power of creation, but through ceaseless scientific study, mortals can replicate some of this long lost power.
:
Omniturgy is the study of the underlying magic systems of the universe. In our world, it represents adaptations of the ancient magics that shaped the universe, and as such, many Omniturgy spells deal with modifying other magical effects.
:
If you don't feel like adding another school of magic to your setting, that is fine! You can replace Omniturgy with Abjuration or Enchantment, for most spells. If you do want to use it, consider changing the type of certain reality-manipulating spells to Omniturgy -- time stop, reverse gravity, and wish, for example, fit the bill perfectly.
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{{footnote The Aurinoir Arcanum}}
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#### Magisteal
*5th level omniturgy*
**Casting Time:** :: 1 reaction taken when you see a spell or magical effect being cast by a creature within range
**Range:** :: 30 feet
**Components:** :: S, M (the eye of a hawk)
**Duration:** :: 8 hours
You save an arcane snapshot of a spell or magical effect of 5th level or lower that you witness within range. For the duration, you can consume the snapshot to replicate the magic as if you were its source, maintaining all its original effects, damage and DCs, if any. Once you do so, the spell ends. You cannot use this spell to save a snapshot of an effect being replicated by *Magisteal*.
:
*The slot level required to copy a magical effect other than a spell is up to DM discretion, as they are too varied to make a general rule for, but we suggest dividing the casting creature's CR by two, rounding up. This way, the **Healing Touch** of a Planetar (CR 16) would require an 8th level upcast of Magisteal, as would the **Fire Breath** of an Adult Red Dragon (CR 17).*
:
**At Higher Levels:** When you cast this spell with a spell slot of 6th level or higher, you can copy a spell or magical effect if its level is less than or equal to the level of the spell slot you used. To copy *Power Word Kill*, for example, you must cast Magisteal using a spell slot of 9th level.
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#### Mantle of Bodily Safety
*5th level abjuration*
**Casting Time:** :: 1 action
**Range:** :: touch
**Components:** :: S, V, M (a purple diamond worth at least 300 GP)
**Duration:** :: concentration, up to 10 minutes
A creature you touch is wreathed in an ethereal cloak of protective light, rendering them completely immune to spells or magical effects that would alter their form, such as the *polymorph* spell or a Medusa's *petrifying gaze*. Creatures within 15 feet of the Mantle of Bodily safety are also aided by its magic, gaining advantage on saving throws against spells or magical effects that would alter their form.
:
**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the maximum duration is increased to 1 hour.
:
#### Confiscate
*6th level abjuration*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: S, M (a platinum magnet)
**Duration:** :: Concentration, up to 1 minute
You target a wondrous item you can see within range. If a creature is attuned to it, they must succeed on a Charisma saving throw or have their attunement interrupted for as long as you maintain concentration on the spell. If you concentrate for the full duration of the spell, their attunement is broken and you can choose to instantly attune to it in their stead. Items that are sentient or of *Artifact* rarity are not affected by this spell, unless you cast it using a 9th level spell slot.
:
Additionally, while you concentrate on this spell, you can use your bonus action to magically pull the targeted item 30 feet towards you, catching it if you have a free hand to do so when it reaches you. If a creature is carrying it, it must make a Strength (athletics) check against your spell save DC to prevent the item from being torn from their grasp.
::::::
{{quote
"Chosen by a higher power... that is quite something. You must be very special, are you not? Now, let me borrow that... blessing of yours. Let me have a taste of your power. Us wizards, you know... we had to actually earn ours.
:
{{attribution Myriel Genra, Threadseeker of Divinity}}
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{{footnote The Aurinoir Arcanum}}
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{{text-align:center
## Mass Modify Memory
*9th-level enchantment*
::
}}
**Casting Time:** :: 8 hours
**Range:** :: self (25 mile sphere)
**Components:** :: S, V, M (an opalescent gem worth at least 10.000 GP)
**Duration:** :: Instantaneous
:
You perform a powerful arcanism to muddle the memories of every creature in a 25 mile radius centered on yourself, changing their recollection of an event they learned about or witnessed within the past month.
:
You can choose to eliminate all memory of the event, change details in the targets' recollection of it, or create a memory of some other event to replace it.
:
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.
:
Creatures with an Intelligence score of 20 or higher can make an Intelligence saving throw against the effect, keeping their memory intact and becoming aware of the attempted modification on a success.
:
The sum of the stolen memories are transferred to the opalescent gem used as a component in the casting of the spell, which darkens with the weight of the contained information. While the gem is in your possession, creatures that were affected by this spell have disadvantage on Wisdom, Intelligence and Charisma rolls made to discern your intentions or resist your spells.
:
If a creature affected by this spell encounters new information contradicting the modified memory, they can repeat the saving throw (or make it for the first time, depending on their Intelligence score), recovering their stolen memories on a success. On a failure, the information appears to be incorrect, and the creature discards it as a mistake or a lie.
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The memory gem is a tiny magical object with 100 hit points, an AC of 25, and immunity to all damage except force. If it is destroyed, all creatures affected by the spell recover their memory and become aware of your manipulation.
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## Kara's Neural Needle
*9th-level evocation*
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**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: S
**Duration:** :: Instantaneous
You target the mind of a creature within range with a sharp pulse of psychic energy, attempting to destroy its mind. The creature must make an Intelligence saving throw. On a failure, they take 66 (12d10) psychic damage and suffer deep neural damage. On a success, they take half damage and are not affected by the spell's other effects. Choose one of the following afflictions to affect the creature with for the next week. Creatures that are immune to psychic damage are unaffected by this spell.
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***Paraplegia.*** Basic motor skills become tremendously difficult. The target's walking speed is reduced to 5 feet, and they have disadvantage on Dexterity checks, weapon attacks and unarmed attacks.
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***Time Agnosia.*** The mental mechanisms that track time break down, leading the target to be confused all the time. They cannot sleep unless induced by medicine or magic, and they are unable to make plans that require projecting actions into the future.
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***Retrograde Amnesia.*** A deep loss of memories affects the target's mind, making them forget their acquaintances, friends and family. They will still feel an instinctive pull to protect their allies, and a natural mistrust of their enemies, but they can easily be manipulated away from these intuitions.
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***Anterograde Amnesia.*** The target can remember their past, but has tremendous difficulty learning new things. They are unable to recall any information learned after the casting of this spell.
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***Apathetic Depression.*** The target loses their capability for feeling emotion, making them deeply unempathetic and cold. They have disadvantage on all Charisma checks and become deeply miserable.
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***Sensory Loss.*** The target's senses are extremely dulled. They lose any special senses (such as darkvision or blindsense), have disadvantage on Perception checks, and cannot see, hear or smell anything beyond a range of 30 feet.
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A casting of *Greater Restoration* reduces the duration of the effects by 1d4 days.
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## Primeval Arcanisms
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Few things are more powerful than a mage that truly understands magic, that is, one who knows of the primeval science of omniturgy, the oldest and mightiest arcana. Supposedly, the acts of creation that turned empty space into planes of existence, stars and planets were the first uses of omniturgy.
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Omniturgy is the magic of gods and elder horrors, in truth, magic that breaks all the rules reality purports to enforce. Only through strenuous study and practice can a mortal cast even the most basic omniturgical arcanisms.
#### Omission
*2nd-level omniturgy*
**Casting Time:** :: 1 action
**Range:** :: 30 ft.
**Components:** :: V, S
**Duration:** :: 1 hour
You target a creature within range with disruptive psychic arcana, carried over by your words. When you cast this spell, choose a subject to be omitted by the thought process of the creature. This subject can be a person, a place, or an idea, as long as it isn't too broad or too ingrained as a basic part of the target's psyche. For example, you can't choose "breathing" or "running" for most humanoids.
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The creature must succeed on a Wisdom saving throw or be unable to autonomously produce any thoughts involving the chosen omission. If an event, such as hearing the name of the barred creature, brings the omission to the forefront of the affected creature's mind, the spell ends.
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#### Mindblast
*2nd-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 30 ft.
**Components:** :: V, S
**Duration:** :: instantaneous
You launch a powerful burst of disruptive psychic waves at a creature within range. The target must succeed on an Intelligence saving throw or take 11 (2d10) psychic damage and be incapacitated until the end of their next turn. If they fail the saving throw by 5 or more, they are *stunned* instead. This spell has no effect on creatures with an Intelligence score lower than 3.
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***At Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
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#### Blindspot
*3rd-level enchantment*
**Casting Time:** :: 1 action
**Range:** :: 60 ft.
**Components:** :: V, S, M (a small vial of black oil)
**Duration:** :: Concentration, up to 1 hour.
You target a number of creatures equal to your spellcasting ability modifier with a visual enchantment, creating a blindspot in their vision for a particular thing. Each creature must succeed on a Wisdom saving throw or become blind to a single object or creature of your choice that is no larger than a 10-foot cube. This can be a door, an enemy, a lever, etc. A creature is unaware of this manipulation and its vision fills the missing space with a suitably inconspicuous background.
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A creature affected by this spell can interact with the blindspot normally in every way except sight; it can touch it, smell it, and hear it even though it appears to be invisible to the creature for the duration.
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***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, you can create one additional blindspot for each slot level above 3rd, up to a maximum of five.
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#### Fate Denial
*4th level omniturgy*
**Casting Time:** :: 1 reaction, taken when you fail a saving throw
**Range:** :: self
**Components:** :: V, S, M (a fractal-shaped crystal)
**Duration:** :: instantaneous
As a reaction when you fail a saving throw, you magically ward your soul from the fate that had been bestowed upon you. You immediately roll the saving throw again with a bonus to the roll equal to your spellcasting ability modifier. You must use the new roll.
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#### Greater Darkness
*5th-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: V, S, M (an obsidian shard)
**Duration:** :: Concentration, up to 1 minute
Magical darkness spreads from a point you choose within range to fill a 60-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.
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You and a number of creatures equal to your spellcasting ability modifier can see through the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
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#### Distort Timeline
*7th-level omniturgy*
**Casting Time:** :: 1 action
**Range:** :: 120 feet
**Components:** :: V, S, M (an antique stopwatch worth at least 1000 GP)
**Duration:** :: 1 round
You create a magical snapshot of all that happens within 120 feet of you from the moment you cast this spell until the end of your next turn, creating a save point. During that period of time, you can make all objects and willing creatures return to the state of the save point as a reaction, changing to their original position and recovering any lost resources, such as hit points and spell slots. An unwilling creature can attempt to resist this reset with a successful Charisma saving throw. All creatures are aware of this change. You can choose not to return to the save point and let time continue by not using your reaction, but the spell slot is still consumed.
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This spell only affects things within range. If a creature or object is further than 120 feet from you when you return to the save point, it does not change positions or state, regardless of its circumstances when you started to record the save point.
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#### Fumes of Insanity
*8th-level omniturgy*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: V, S, M (a purple glass shard)
**Duration:** :: Concentration, up to 1 minute
You create a 20-foot radius sphere of swirling, neon-colored fumes centered on a point within range. Creatures that enter the area for the first time in their turn must make a Wisdom saving throw, a Constitution saving throw and a Charisma saving throw.
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*Wisdom Fail:* the creature is hypnotized by the swirling colors, becoming incapacitated and having their speed reduced to 0. This effect ends for an affected creature if it takes more than 15 points of damage from a single source.
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*Constitution Fail:* the toxicity of the fumes deals 14 (3d8) poison damage to the creature and applies the *poisoned* condition to it until they leave the cloud or succeed this saving throw on one of their subsequent turns.
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*Charisma Fail:* the fumes break something inside the creature's mind, who must roll on the *short-term madness* table (5e SRD) to determine the effect they suffer for the next 1d10 minutes.
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#### Oath of War
*1st-level evocation*
**Casting Time:** :: 1 action
**Range:** :: Self
**Components:** :: V, S
**Duration:** :: Concentration, up to 1 minute
When you proclaim this oath, the Thread of War empowers and prepares you for a great battle. You gain 5 temporary hit points and your next attack roll or saving throw has advantage. In addition, increase an ability score of your choice by 1 for the duration.
#### Radiant Weapon
*3rd-level conjuration*
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: S,V, M (a holy symbol worth at least 50 GP, which the spell consumes)
**Duration:** :: Concentration, up to 1 hour
Praying to the Thread of War, you manifest a golden weapon around your holy symbol. You can choose to create any weapon you are proficient with. The size of the weapon is proportional to your size. The weapon has a +2 to attack and damage rolls and deals radiant damage instead of its usual damage type.
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For the duration, although translucent and ethereal, the weapon is a physical object. When the spell ends, the weapon disappears and the Holy Symbol corrodes into fine golden dust.
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When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
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***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the spell no longer requires concentration to maintain.
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## Prayers of War
#### Hymn of Honor
*4th-level enchantment*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V, S
**Duration:** :: Concentration, up to 1 minute
You intone an inspiring hymn, enhancing the abilities of nearby allies. When you cast this spell, choose a number of creatures equal to your spellcasting ability modifier within 30 feet of you. Creatures affected by the spell have their speed increased by 15 feet, their AC increases by 2, and gain a +3 bonus to attack and damage rolls while in range of the spell. During each of your turns while concentrating on this spell, you must use your action to maintain the spell's effect.
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***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the hymn's range increases by 10 feet for every level above 4th.
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#### Divine Judgement
*8th-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: S, V, M (a holy symbol)
**Duration:** :: 1 minute
You manifest true, unescapable divine judgement upon a creature within range. The target of this spell is marked by a divine symbol of your choice that glows faintly on their chest, shedding dim light in a 15-foot radius until the spell ends. The affected creature can't turn invisible for the duration.
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At any point during the spell, you can use your bonus action to teleport to an unoccupied space of your choice within 60 feet of the target. This golden teleportation can follow a creature through planes of existence. When the spell ends, however, you return to your plane of origin.
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Once you do so, you can immediately use your action to make a ranged spell attack against the creature. On a hit, the target takes 10d10 radiant damage and must succeed on a Constitution saving throw or be blinded until the end of their next turn.
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You can use this teleportation and following smite action three times, after which the spell ends.
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#### Barrier of Gold
*5th-level abjuration*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V, S, M (a golden coin)
**Duration:** :: 1 minute
You create a golden barrier from point you choose within range that extends in a 15-foot radius sphere centered on that point. A number of creatures equal to your spellcasting ability modifier can use their reaction when they take damage to reduce said damage by 4d8 while within the barrier. In addition, hostile creatures inside the barrier must subtract 1d4 from their attack rolls.
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***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage reduction increases by 1d8 for every level above 5th.
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{{backCover}}
# That's all, Folks!
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We hope you enjoyed this wonderful sourcebook. This is a compilation of our spells from all of our entries. If you want to see more of us, we have a lot more content in our site: www.codexofstrings.com
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