##### Table Of Contents
- **[1 The Gods](#p3)**
- [1.1 ](#p3)
- [1.1.1 Ancient Gods](#p3)
- [1.1.2 Sired Gods](#p3)
- **[2 Races](#p4)**
- [2.1 Automaton](#p4)
- [2.1.1 Physical Description](#p4)
- [2.1.2 Society](#p4)
- [2.1.3 Automaton Names](#p4)
- [2.1.4 Automaton Traits](#p4)
- [2.1.5 Automaton Subraces](#p5)
- [2.2 Illithid](#p6)
- [2.2.1 Physical Description](#p6)
- [2.2.2 History](#p6)
- [2.2.3 Society](#p6)
- [2.2.4 Illithid Names](#p7)
- [2.2.5 Illithid Traits](#p7)
- [2.2.6 Backgrounds](#p7)
- [2.3 Skeleton](#p8)
- [2.3.1 Physical Description](#p8)
- [2.3.2 History](#p8)
- [2.3.3 Society](#p8)
- [2.3.4 Skeleton Names](#p9)
- [2.3.5 Skeleton Traits](#p9)
- [2.3.6 Skeleton Subraces](#p9)
- [2.4 New Subraces](#p10)
- [2.4.1 Esperian Elves](#p10)
- [2.4.2 Frost Elves](#p10)
- **[3 New Feats](#p11)**
- [3.1 ](#p11)
- [3.1.1 Agile](#p11)
- [3.1.2 Alchemist](#p11)
- [3.1.3 Anti-Somatic Caster](#p11)
- [3.1.4 Arcane Duelist](#p11)
- [3.1.5 Artificer Savant](#p11)
- [3.1.6 Astute](#p11)
- [3.1.7 Battlewise](#p11)
- [3.1.8 Blacksmith](#p11)
- [3.1.9 Blood Magic](#p12)
- [3.1.10 Cantrip Mastery](#p12)
- [3.1.11 Dagger Master](#p12)
- [3.1.12 Daredevil](#p12)
- [3.1.13 Daywalker](#p12)
- [3.1.14 Deadshot](#p12)
- [3.1.15 Elven Weapon Mastery](#p12)
- [3.1.16 Innate Telepath](#p12)
- [3.1.17 Illithid Mind Prowess](#p12)
- [3.1.18 Illithid Mindfforce](#p13)
- [3.1.19 Interrogator](#p13)
- [3.1.20 Occultist](#p13)
- [3.1.21 Old Magic](#p13)
- [3.1.22 Stylized Combatant](#p13)
- [3.1.23 Whip Master](#p13)
- **[4 New Spells](#p14)**
- [4.1 ](#p14)
- [4.1.1 Bard Spells](#p14)
- [4.1.2 Cleric Spells](#p14)
- [4.1.3 Druid Spells](#p14)
- [4.1.4 Paladin Spells](#p14)
- [4.1.5 Ranger Spells](#p14)
- [4.1.6 Sorcerer Spells](#p14)
- [4.1.7 Warlock Spells](#p15)
- [4.1.8 Wizard Spells](#p15)
- [4.2 Spell Descriptions ](#p16)
\page
# The Gods
### Ancient Gods
The Ancient Gods are the first major sources of energy. They exist to ensure that the functions of the universe are met.
| Name | Domain| Notes |
|:----|:-------------|:-----|
|♀ Maaz | Sun, Life, Creation ||
|♂ Tarsis| Sea, Water, Sailing, Sailors||
|Tarsis’s Anchor|Might, Willpower, Dedication|Living Weapon of Tarsis. Is a God itself, moon of Tarsis|
|♀ Ashla|Crafting, Sewing, Pottery|Moon of Selonia. Sister of Edson
|♂ Edson|Metalworking, Invention|Moon of Selonia. Brother of Ashla
|♂ Dathomir|Blood, Vampires, Darkness|Planet resembles a twisted version of Selonia|
|♂ Trappist|Society, Community, Bards, Music|7 Moons|
|♂ Kres|Warrior, Fatherhood, Man|Binary planet with Basset|
|♀ Basset|Homemaker, Woman, Beauty |Binary planet with Kres|
|♂ Dysik|Reasoning, Logic, Mathematics|Moon of Trappist
|♂ Shinzu|Spirits, Death, Undead|Last Planet, Not visible to naked eye most nights
|♀ Syreen|Fey, Nature, Plants, Sylvan |Gets along well with Elacris
|♂ Elacris|Elves, Purity, Elegance |Gets along well with Syreen
|♀ Selonia|Humans, Travel, Discovery|Has a small following compared to other gods, is widely know
|♂ Martok|War, Orc, Honor, Duty|Legend (became a god by killing one), wields a halberd
|Sappe|Unknown, Magic, Power|Is a comet that visits infrequently
|♂ Sobaku|Deception, Lies, Trickery, Pranks||
|♀ Azos|Air, Flight, Sky, Birds|
|♂ Chromus|Time, Clocks, Calendars|Has been known to grant limited time travel
|♀ Polizko|Preservation, Ice, Snow, Cold|Last of the ancient gods, unknown to exist
### Sired Gods
The Sired Gods did not exist at the beginning, The Sired Gods have been either created by the other gods or are a product of some other process.
| Name | Domain| Notes |
|:----|:-------------|:-----|
|♂ Velzix|Dragons, Dragonborns, Fire|Created from the life force of the first dragon on Selonia
|♀ Cova|Medicine, Healers, Well-being|Daughter of Kres and Basset, Younger sister to Wectune
|♀ Aphine|Rainbows, Rivers, Waterfalls, Rain|Daughter of Tarsis and Azos
|♂ Wectune|Charm, Desire, Passion|Son of Kres and Basset, Older brother of Cova
|♀ Watia|Djinn, Fortune, Destiny|Mostly believed to not exist
|♂ Grog|Swamp, Mud, Unclean, Dew|Combined waste of ancient gods.
|♀ Simera|Trade, Commerce, Halflings|Daughter of Selonia and Dysik
|♀ Piasek|Sand, Desert, Isolation|Daughter of Selonia and Sobaku
|♀ Falvin|Forest, Evergreens, Fall|Daughter of Syreen and Kres
\page
# Races
## Automaton
Constructs and warforged are great for some practices and for simple instructions. However, sometimes constructs are needed to do much more complicated tasks and this calls for an automaton. Automatons are generally not as durable as there construct counterparts, however, what they lack in durability and strength they make up for in intelligence and independence.
### Physical Description
Automatons usually appear like metallic humanoids with sleek metal and glass parts. Of course being an automaton they are sometimes customized to the tasks they were built to perform but most of the time they are bald humanoids usually standing around 6 feet tall and having a slight metallic voice.
```
```
History
automatons were first invented by the masters of contraptions themselves, the Gnomes. Gnomes originally built to serve as assistants for their alchemy and tinkering research but of course, as the automatons became popular, other races raced to build them as well. Different automatons built by different races have different attributes based on who made them and for what purpose with gnomish ones being inventive and intelligent, human ones being adventurous and brave, elven ones being refined and antiquated and halfling ones being curious and inquisitive.
### Society
Automatons don't have a true society and how they are treated varies greatly from kingdom to kingdom. In some kingdoms, automatons are seen as the pinnacle of mechanical and magical engineering and are treated as citizens. While in other kingdoms, many still fear the thought of a created being like an automaton being independent of a master and they are either outlawed or heavily persecuted.; Regardless, the mannerisms of an automaton is generally a dead giveaway as to its origins as most automatons learn their mannerism from their creators.
### Automaton Names
Automatons have a universal Number-Letter-Number system but often times will choose a name for themselves based on either this system or the tasks they perform. In countries of persecution, automatons are known only by their serial number name.
Automaton Names: 2E0, 4C1, 9Z7, etc.
### Bard Spells
##### Cantrips (0 Level)
- Academic Anguish
- Annamerbella's Joy
- Annamerbella's Passion
- Green-Flame Blade
- Origami
##### 1st Level
- Annamerbella's Delay
- Annamerbella's Dye
- Fighting Words
- Fire Whip
##### 2nd Level
- Determine Lineage
- Sound Burst
##### 3rd Level
- Good Hope
##### 4th Level
- Revenge
##### 8th Level
- Blood Contract
### Cleric Spells
##### Cantrips (0 Level)
- Aalum's Transmutation
- Annamerbella's Dye
- Green-Flame Blade
- Soul Drain
##### 1st Level
- Annamerbella's Frost
- Curse Water
##### 2nd Level
- Dathomir's Jet of Fire
- Determine Lineage
##### 3rd Level
- Good Hope
##### 4th Level
- Pell's Mass Stabilization
##### 7th Level
- Wall of Souls
##### 8th Level
- Biddee's Blasting Bolt of Hope
- Blood Contract
- Lord Mellar's Impermanence of Being
- Lord Mellar's Permanence of Being
##### 9th Level
- Soul Strike
### Druid Spells
##### Cantrips (0 Level)
- Green-Flame Blade
##### 1st Level
- Annamerbella's Armor
- Annamerbella's Frost
- Leaf Into Dagger
- Pewter's Detect Secrets
##### 2nd Level
- Annamerbella's Arrow
##### 4th Level
- Revenge
##### 8th Level
- Blood Contract
### Paladin Spells
##### Cantrips (0 Level)
- Aalum's Transmutation
- Green-Flame Blade
- Pewter's Branding
##### 1st Level
- Fire Whip
- Pell's Zephyr Strike
- Pewter's Chains of the Guilty
- Pewter's Detect Secrets
- Curse Water
##### 2nd Level
- Abeloth's Air Blade
- Determine Lineage
##### 5th Level
- Scout
### Ranger Spells
##### Cantrips 0 Level
- Annamerbella's Joy
- Annamerbella's Passion
- Pewter's Branding
##### 1st Level
- Annamerbella's Senses
- Pewter's Detect Secrets
##### 2nd Level
- Abeloth's Air Blade
- Annamerbella's Arrow
- Determine Lineage
##### 4th Level
- Black Arrow
- The Sherwood Swiftbolt
##### 5th Level
- Scout
### Sorcerer Spells
##### Cantrips (0 Level)
- Annamerbella's Dye
- Ghostly Hands
- Soul Drain
##### 1st Level
- Annamerbella's Armor
- Annamerbella's Delay
- Fighting Words
- Fire Whip
- Lord Mellar's Impairment
- Pell's Zephyr Strike
##### 2nd Level
- Abeloth's Air Blade
- Aganazzar's Scorcher
- Dathomir's Jet of Fire
- Lord Mellar's Imp Request
- Tile of Fire
##### 3rd Level
- Mage Plate
- Viktor's Dark Transport
- Viktor's Soul Splinter
\page
##### 4th Level
- Black Arrow
- Revenge
##### 5th Level
- Fire Volley
- Lord Mellar's Grip of Death
##### 7th Level
- Wall of Souls
##### 8th Level
- Annamerbella's Hatred
- Annamerbella's Spin
- Blood Contract
- Lord Mellar's Impermanence of Being
- Lord Mellar's Permanence of Being
##### 9th Level
- Soul Strike
### Warlock Spells
##### Cantrips (0 Level)
- Academic Anguish
- Annamerbella's Dye
- Annamerbella's Joy
- Annamerbella's Passion
- Ghostly Hands
- Pewter's Branding
##### 1st Level
- Annamerbella's Armor
- Annamerbella's Delay
- Annamerbella's Familiar
- Fire Whip
- Lord Mellar's Impairment
- Pewter's Detect Secrets
##### 2nd Level
- Aganazzar's Scorcher
- Annamerbella's Arrow
- Annamerbella's Spin
- Lord Mellar's Imp Request
- Sound Burst
##### 4th Level
- Black Arrow
- Revenge
##### 5th Level
- Fire Volley
- Lord Mellar's Grip of Death
##### 7th Level
- Wall of Souls
##### 8th Level
- Lord Mellar's Impermanence of Being
- Lord Mellar's Permanence of Being
##### 9th Level
- Soul Strike
### Wizard Spells
##### Cantrips (0 Level)
- Academic Anguish
- Annamerbella's Dye
- Annamerbella's Joy
- Annamerbella's Passion
- Ghostly Hands
- Green-Flame Blade
- Leaf Into Dagger
- Origami
- Pewter's Branding
- Soul Drain
##### 1st Level
- Annamerbella's Armor
- Annamerbella's Delay
- Annamerbella's Familiar
- Annamerbella's Senses
- Fire Whip
- Lord Mellar's Impairment
- Pell's Zephyr Strike
- Pewter's Chains of the Guilty
- Pewter's Detect Secrets
- Curse Water
##### 2nd Level
- Aganazzar's Scorcher
- Annamerbella's Arrow
- Annamerbella's Spin
- Dathomir's Jet of Fire
- Determine Lineage
- Lord Mellar's Imp Request
- Tile of Fire
##### 3rd Level
- Good Hope
- Mage Plate
- Viktor's Dark Transport
- Viktor's Soul Splinter
##### 4th Level
- Black Arrow
- Pell's Mass Stabilization
- Revenge
- The Sherwood Swiftbolt
##### 5th Level
- Fire Volley
- Lord Mellar's Grip of Death
- Scout
##### 7th Level
- Wall of Souls
##### 8th Level
- Aarion's Lightning Web
- Annamerbella's Hatred
- Biddee's Blasting Bolt of Hope
- Blood Contract
- Lord Mellar's Impermanence of Being
##### 9th Level
- Soul Strike
\page
## Spell Descriptions
The spells are presented in alphabetical order.
#### Aarion's Lightning Web
*8th-Level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a peice of spider web, and a conductive material)
- **Duration:** 1 minute
A web of crackling lightning appears hovering a dozen feet above the ground in a 40-foot radius you can see within range. Periodically, bolts of lightning zap down from the web to strike at creatures below. You can move the lightning web each round and then make three lightning lash attacks as an action. Its move rate is 30 feet. You may make a trio of spell attack rolls against any creatures under the lightning field when its move ends. Any creatures hit by the lightning take 8d8 lightning damage and must make a Constitution saving throw or be stunned for one round. If you succeed, you take half damage and are not stunned.
#### Aalum's Transmutation
*Transmutation Cantrip*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (a drop of blood)
- **Duration:** Instantaneous
You exchange a portion of your life to a creature.
A creature in range regains a number of hit points equal to 1d4, the same result turns on damage for yourself.
#### Abeloth's Air Blade
*2nd-Level conjuration
___
- **Casting Time:** 1 bonus action
- **Range:** self
- **Components:** S
- **Duration:** Instantaneous
Air crystallizes into a throwing glaive in your hand. As an action, you can throw the glaive up to 50 feet away. Choose one target and a point no more than 10 feet away from the target. The target must make a Dexterity saving throw, taking 4d6 slashing damage on a failed save or half on a successful save. Whether or not the attack hits, the glaive moves towards the point and explodes in a 5 foot cube, dealing 1d4 bludgeoning damage to a target in that area. After making this attack, whether or not the attack hits or deals damage, the glaive dissapears.
#### Academic Anguish
*Divination Cantrip*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a written piece of knowledge)
- **Duration:** Instantaneous
You force information into a creature's mind. Choose one creature within range. That creature must succeed on an Intelligence saving throw or take 1d12 psychic damage. A creature that passes its saving throw gains proficiency in a skill or learns a language of the DM's choice. The creature retains this knowledge for 1 minute. A creature cannot gain more than one skill or language from subsequent successful saving throws against this spell.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
#### Aganazzar's Scorcher
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (a red dragon's scale)
- **Duration:** Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
**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.
#### Annamerbella's Armor
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a small piece of white chalk)
- **Duration:** Concentration, up to 1 minute
You touch a willing creature who isn't wearing armor, and protective magical ice surrounds it until the spell ends. The target's base AC becomes 12 + its Dexterity modifier. The target also becomes resistant to fire damage. The spell ends if the target dons armor or if you dismiss the spell as an action.
#### Annamerbella's Arrow
*2nd-level evocation*
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (powder of a dried goat eye)
- **Duration:** 1 hour
You hurl a silver arrow at a humanoid target you can see within range. It must make a Constitution saving throw. If it succeeds the saving throw it takes 1D12 cold damage. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.
\page
#### Annamerbella's Delay
*1st-level evocation*
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a healing potion of any kind)
- **Duration:** Concentration, up to 1 minute
You temporarily lose 2 levels of exhaustion for up to 1 minute. After the spell ends you will gain 3 levels of exhaustion instead of 2.
#### Annamerbella's Dye
*Illusion cantrip (ritual)*
___
- **Casting Time:** 1 minute
- **Range:** Touch
- **Components:** V, S, M (a pinch of salt)
- **Duration:** 1 hours
You change the color of a touched object or willing creature for the duration of this spell. You can decide for it to be a solid hue, or a specific pattern of many colors, as you imagine when casting the spell.
This spell can be used to create a rudimentary disguise. In casting it, you can add your proficiency bonus to any ability checks you make to create a visual disguise, as if using a disguise kit with which you were proficient.
#### Annamerbella's Familiar
*1st-level conjuration (ritual)*
- **Casting Time:** 1 hour
- **Range:** 10 feet
- **Components:** V, S, M (10 silver coins)
- **Duration:** Instantaneous
You gain the service of a familiar, a spirit that takes the form of a silver fox, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
#### Annamerbella's Frost
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
A protective layer of ice begins to form around you that damages your attackers. For the duration, if a creature hits you with an unarmed strike or a melee weapon attack that is part of its body, it must make a Constitution saving throw. The attacking creature take 2d8 cold damage on a failed save, or half as much damage on a successful one. If the attacking creature makes multiple attacks as part of one action, it only takes damage from the first attack that hits.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
#### Annamerbella's Hatred
*8th-level conjuration*
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
A swirling cloud of snow appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 cold 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.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
#### Annamerbella's Joy
*Evocation Cantrip*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You conjure and throw a magical snowball at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. A fire may be extinguished by this spell.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
\page
#### Annamerbella's Passion
*Conjuration cantrip*
___
- **Casting Time:** 1 action
- **Range:** 20 feet
- **Components:** V, S, M (a small piece of red chalk)
- **Duration:** 1 hours
You throw a small shining snow ball at a creature within range that brands it with your mark. Make a ranged spell attack against the target. On a hit, the target takes 1d6 cold damage and is branded until the end of your next turn. While it is branded, the target takes an extra 1d4 cold damage every time it takes cold damage. If you cast this spell on a creature that is already branded, its current brand lasts until the end of your next turn, but it does not gain another brand.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).
#### Annamerbella's Senses
*1st-level divination*
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a river stone)
- **Duration:** Concentration, up to 10 minute
You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
#### Annamerbella's Spin
*2nd-level conjuration*
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S
- **Duration:** Instantaneous
Briefly surrounded and spinning with snow, you teleport up to 30 feet to an unoccupied space that you can see. When used during natural snowfall the range is increased to 60 feet.
#### Biddee's Blasting Bolt of Hope
*8th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
- **Duration:** up to 1 minute
This spell can only be cast if an ally is currently knocked unconscious. Make a ranged attack roll against a creature or object within range that you can see. On a hit, the target takes 5d20 damage force.
#### Black Arrow
*4th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
For the duration, any time you hit with a ranged weapon attack, you deal an extra 1d6 necrotic damage. If this attack reduces a Medium or Small humanoid to 0 hit points, the humanoid must succeed on a Constitution saving throw or immediately be raised as skeleton, as if you had cast animate dead.
#### Blood Contract
*8th-level enchantment*
___
- **Casting Time:** 1 hour
- **Range:** touch
- **Components:** V, S, M (Blood of the signatories, paper and a writing implement)
- **Duration:** Until dispelled
You magically bind a contract written in the blood of all entities involved in its terms. Every item in the contract must be precisely written. If a term can be interpreted multiple ways, then the Blood Contract will apply to all of the ways a term may be interpreted by the DM.
If a term or a rule defined in the contract is broken by an entity whose blood is bound and no failure condition is defined explicitly, the entity must make a Wisdom saving throw once per day while the rule remains broken. On a failure, that entity takes 20d6 psychic damage, or half that damage otherwise.
#### Curse Water
*1st-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (powdered silver worth at least 25 gp, consumed by spell)
- **Duration:** Instantaneous
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages celestials the way holy water damages undead and fiends.
#### Dathomir's Jet of Fire
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes)
- **Duration:** Until dispelled
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
\page
#### Determine Lineage
*2nd-level divination*
___
- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** V, S, M (ashes)
- **Duration:** 1 minute
You summon an Imp at the closest free space, who will be tasked with helping you for the rest of the day.
The summoned fiends are friendly to you and your companions. Roll initiative for the summoned fiends, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.
You can use a 5th-level spell slot or higher to summon two imps at the same time.
#### Divine Scout
*5th-level divination*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (an opal)
- **Duration:** Concentration, up to 1 minute
You create a translucent visage of yourself within 5 feet of you, that last for 1 minute or until you lose concentration. You may see and hear everything the visage can, and on your turn, you may command the visage to move its movement speed as a bonus action. The visage can move through solid objects at a movement speed of 10 feet, which can not be increased in any way besides casting scout at a higher level.
#### Fighting Words
*1stevel transmutation
___
- **Casting Time:** 1 bonus action
- **Range:** touch
- **Components:** V, S M (a simple weapon)
- **Duration:** 1 minute
A simple weapon you are holding is imbued with your voice's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
#### Fire Volley
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
You shoot a bolt of fire at a creature or object that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 8d8 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2d8 fire damage at the start of each of its turns.
As an action on each of your turns until the spell ends, you can hurl another bolt of fire.
#### Fire Whip
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a 5 foot long piece of silk rope, which the spell consumes)
- **Duration:** 10 minutes
You create a magical whip of fire that can be used as a melee weapon. As an action, you can make a melee spell attack against a target within 10 feet of you. The whip does 1d4 slashing damage plus 1d4 fire damage. Using silk of different colors will affect the color of the whip. The whip is attuned to its caster and only the caster may wield it. If it is dropped it will continue to burn. Anyone other than the caster who attempts to touch it takes 1d4 fire damage.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the spell will do an additional 1d4 fire damage on a hit and when it is touched by another creature for each slot level above 1st.
#### Ghostly Hands
*Necromancy cantrip*
___
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** V, S, M (a few grains of dirt from a graveyard)
- **Duration:** Concentration, up to 1 minute
You touch a willing creature and cover its hands with ghostly energy. For the duration, the first unarmed strike the creature hits with on each of its turns deals an additional 1d8 necrotic damage.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
#### Good Hope
*3rd-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** Self (25-foot cube)
- **Components:** V, S
- **Duration:** Instantaneous
This spell instills powerful hope in those around you, relieving them of their worries. You inspire hope in those around within a 25-foot cube around you magically curing them of several ailments, which include: being stunned, being paralyzed, being frightened, and preventing yourself and those around you of being charmed(does not affect currently charmed individuals) until the start of your next turn.
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#### Green-Flame Blade
*Evocation Cantrip*
___
- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** V, M (a weapon)
- **Duration:** Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
#### Leaf Into Dagger
*Transmutation Cantrip*
___
- **Casting Time:** 1 bonus action
- **Range:** self
- **Components:** V, M (a leaf)
- **Duration:** 1 minute
You use your bonus action to transmute a leaf into a slim dagger for a minute. The dagger can be used just as any normal dagger would, whether it be in melee or ranged combat. After a minute, the dagger reverts back to a leaf.
You may only have three transmuted daggers at a time. If you try to create a fourth dagger, the oldest dagger will revert back into a leaf. These daggers are not considered magical for the purposes of overcoming resistances and immunities.
#### Lord Mellar's Grip of Death
*5th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a trapped soul, consumed by spell)
- **Duration:** Instantaneous
A living creature within range that you can see is sundered with life-sapping agony. The target must make a Constitution saving throw. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
A Medium humanoid killed by this spell rises at the start of your next turn as a skeleton that is under your command for 1 minute, following your verbal orders to the best of its ability.
#### Lord Mellar's Imp Request
*2nd-level necromancy*
___
- **Casting Time:** 45 Minutes (8 Hours as a Ritual)
- **Range:** 120 feet
- **Components:** V, M (an item important to the target)
- **Duration:** Instantaneous
Choose a creature that you can see. You spend the duration of the casting time interacting with them. This can be in any way you like, but it must include at least one small conversation, about 5 minutes of talking, which serves as the Vocal component for this spell.
If you ever are farther than the range of this spell, the spell fails. After the casting time, if the spell succeeds, you learn the creature's race, family line up to the target's grandparents, and the current age of all such creatures.
If any of the creatures in the lineage are deceased, you learn that they are dead and their age at their death instead of their current age. This spell overrides the effects of a 1st or 2nd level spell that would otherwise hide these facts. If the target is under spell effects of 3rd level or higher, the information you gather is subject to the GM.
If the creature has an Intelligence of 4 or less, the spell fails. If you and the creature do not share a spoken or written language, the spell fails.
#### Lord Mellar's Impairment
*1st-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V
- **Duration:** 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
**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.
#### Lord Mellar's Impermanence of Being
*8th-level necromancy*
___
- **Casting Time:** 8 hours
- **Range:** Touch
- **Components:** V, S, M (organic material of a dead creature in childhood)
- **Duration:** Permanent
One creature you can see within range that can hear is rebuked of its immortality. That creature must succeed on a Wisdom saving throw or else lose its immortality, and any feature which would automatically bring it back to life. Upon a failed save, roll 1d10 + your spellcasting modifier. Based on the result, the creature ages that much faster per day. (For example, if a 5 was rolled, the creature would age in one day as if it were five.)
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#### Lord Mellar's Permanence of Being
*8th-level necromancy*
___
- **Casting Time:** 8 hours
- **Range:** Touch
- **Components:** V, S, M (holy symbol of a deity worth at least 50 gp)
- **Duration:** Instantaneous
You reach out and lay your hands on a willing creature that can understand you. You invoke the gods of life and ask for their blessing on a mortal. After casting the spell, roll 1d10 + double your spellcasting modifier. On a result of 11 or higher, the spell is a success, and the target will cease to age indefinitely. Otherwise, the spell fails.
**At Higher Levels.** When you cast this spell at 9th level, you gain advantage on the roll against aging. Additionally, you can choose to cancel to cancel the effects of impermanence of being on the target; roll a d10. On a result of 10, the effects of impermanence of being are undone, but the current age remains the same.
#### Mage Plate
*3rd-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (a shield)
- **Duration:** 4 hours
You touch a willing creature who isn’t wearing armor, and an immensely protective magical force surrounds it until the spell ends.
The target’s base AC becomes 15 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
#### Origami
*Transmutation Cantrip*
___
- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** V, S, M (foldable material)
- **Duration:** 1 Hour
You magically fold and animate a Tiny piece of paper or similiar material, such as a leaf, within range. You can fold it into one of the following shapes:
**Boat.** The boat floats on and is not destroyed by water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5 feet per round. The boat is able to carry a single Tiny object that weighs 1 pound or less.
**Crane.** The crane has a fly speed of 10 feet. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert.
**Dog.** The dog has a movement speed of 10 feet. You can mentally direct the dog to move. If a creature hostile to you moves to within 10 feet of the dog, the dog moves up to its speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert.
**Flower.** The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively.
**Samurai.** The samurai has a movement speed of 5 feet. You can mentally direct the samurai to move. The samurai always points his sword in the direction of the nearest castle or fort.
You can have up to 5 pieces of origami active at once.
#### Pell's Mass Stabalization
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (one leaf of a tree)
- **Duration:** Instantaneous
Every creature within range that is currently knocked unconscious, both ally and enemy, is stabalized.
#### Pell's Zephyr Strike
*1st-level truansmutation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
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.
#### Pewter's Branding
*Transmutation cantrip*
___
- **Casting Time:** 1 minute
- **Range:** Touch
- **Components:** V, S, M (picture of desired branding)
- **Duration:** Up to 5 years
You place the picture you want to brand to a creature on it and cover it with your hand. The target will be branded with the image you placed upon it for up to 5 years or how long you specify. While the spell is being cast the target will feel as if their skin is being burned. The caster will feel as if their hand is being burned but they will be unharmed in the process.
The picture is consumed during the spell and cannot be reused.
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#### Pewter's Chains of the Guilty
*1st-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minutes
Ethereal black chains appear from the ground in a 20-foot square starting from a point within range. For the duration, these chains turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the chains turn to ash and are blown away.
#### Pewter's Detect Secrets
*1st-level divination*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 10 minutes
You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more discernible to you for the duration. The sudden rush of magical insight grants you an advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made specifically to uncover physically hidden objects, details, or clues.
#### Revenge
*4th-level necromancy*
___
- **Casting Time:** 1 reaction*
- **Range:** 10 feet (sphere)
- **Components:** V
- **Duration:** Instantaneous
As you fall to the ground and utter a trigger word, the dark power of your impending death and the anger you feel toward your assailants, bursts outward from your body in an explosion of raw necrotic energy. Each creature other than you in a 10-foot-radius sphere centered on you must make a Constitution saving throw. A target of this spell takes 2d6 necrotic damage for every creature, not including the caster, in the radius of the spell on a failed save, or half as much damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage it deals increases. Using a 6th level slot the spell deals 2d8 necrotic damage for each creature other than you in it's radius, and using an 8th level slot the spell deals 2d10 damage for each creature other than you in it's radius.
#### The Sherwood Swiftbolt
*4th-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** 60 feet
- **Components:** V, S, M (a bow and arrow to fire)
- **Duration:** Instantaneous
A bolt of focused and accelerated magical lightning springs from a fired arrow, hitting a creature of your choice you can see within range without chance of failure. It deals 5d6 lightning damage to its target.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
#### Soul Drain
*Necromancy Cantrip*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Instantaneous
Your hands sap health from others to bolster yourself. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 necrotic damage, and you gain temporary hit points equal to the damage dealt.
**At Higher Levels.** The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
#### Soul Strike
*9th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a black gemstone worth at least 1,000 gp)
- **Duration:** Instantaneous
You assault the soul of a creature within range, attempting to rend it from the body and disperse it into the ether. Make a ranged spell attack against the target. On a hit, the target takes 16d12 necrotic damage. This spell has no effect on undead or constructs.
A creature killed by this spell can be restored to life only by means of a true resurrection spell or a wish spell.
#### Sound Burst
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 1self (20-foot sphere)
- **Components:** V, S, M (a stringed or percussive instrument)
- **Duration:** Concentration, up to 1 minute
You emit a concussive sound wave, damaging creatures within the area. Each creature in a 20-foot sphere originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is deafened for the duration of the spell. On a successful save, the creature takes half as much damage and isn't deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, the spell emits a painfully loud chord audible out to 600 feet.
**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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#### Tile of Fire
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** 1 minutes
One 5 foot square you can see within range is lit on fire by magical means. Any creature that starts its turn in the square, or passes through it, must make a Dexterity saving or take 1d6 fire damage. For the duration of this spell, you use a bonus action to dismiss and recreate the magical fire up to 20 feet away from where it last was.
At Higher Levels. When you cast this spell using a 3rd level spell slot or higher, you can decide to deal an extra 1d6 fire damage or create a separate tile of fire (which has separate damage statistics from the original).
#### Viktor's Dark Transport
*3rd-level necromancy*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S
- **Duration:** Instantaneous
You instantly transform into a flurry of bats and travel up to 60ft in a straight line to an unoccupied space you can see. All creatures caught in your wake must make a constitution saving throw. On a failure, they take 3d4 necrotic damage and half as much on a successful save. You regain hitpoints equal to half the damage dealt.
Enemies you pass through get an attack of opportunity but you gain resistance to any damage dealt from these attacks. If reduced to 0hp whilst in bat form, you reform immediately with 1hp in the location where you were hit and can take no further actions that turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d4 for each slot level above 3rd.
#### Viktor's Soul Splinter
*3rd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** 2 minutes
You splinter your soul into four green lashes that surround your person. As a bonus action on each of your turns, you can force one of these lashes to strike at a target, after which they fizzle out. Make a ranged spell attack for each lash. On a hit, the target takes 2d6 + 1 necrotic damage.
**At Higher Levels.** When you cast this spell using a slot of 4th level or higher, you create one additional lash for each slot above 3rd. If this spell is cast as an 8th level or higher spell, you may hurl two lashes as a bonus action each round.
#### Wall of Souls
*7th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a bone from a dead creature, and a silver mirror inlaid with onyxes worth at least 200 gp)
- **Duration:** Concentration, up to 1 minute
You create a wall made of undead spirits that scares all those who get too close.
You create a wall, up to 60 feet long, 20 feet tall, and 1 inch thick composed of spectral faces and limbs.
These souls produce a loud noise that can be heard from one side only of the wall. Any creature that starts its turn or moves within 30 feet of that side of the wall for the first time on its turn must succeed on a Wisdom saving throw or be frightened until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Any creature that enters the wall must make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, increase the damage by 1d8 for each slot level above 7th.