```metadata title: Lost Spells of Garon description: '' tags: '' systems: [] renderer: legacy theme: 5ePHB ``` ```css undefined ``` # Lost Spells of Garon Ages have passed since mages used their immense power to rule over the many continents of Garon. Though many still wield magical abilities, many spells created by immeasurably intelligent mages long ago were wiped from historical record and lost to time. Others remain trade secrets of the apprentices or children of those mages, and a few made in recent history were stashed away as to never fall into the hands of other mages for fear they should never be used again. These pages are some of the many spells that were lost to Garon.




#### Phantasmal Drown *3rd-level illusion*
**Casting Time:** 1 Action
**Range:** 30 feet
**Components:** V, S, M (a shark tooth in a jar of saltwater)
**Duration:** Concentration, up to 1 minute
Choose a creature you can see within range. You attempt to submerge them in a nightmarish, illusory sea. The target must succeed on a Wisdom saving throw or believe they have been plunged into cold, shark-infested waters. Their vision is lightly obscured, the creature cannot see beyond 30 feet unless it has darkvision, and, unless the target has a swim speed, every foot of movement costs 1 extra foot as their movement is hindered by the illusory water for the duration. Any weapon attacks the target makes are subject to the disadvantages imposed by underwater combat. When you cast this spell, you also create an illusory shark at a point within range that is only visible to creatures under the effects of this spell. While the target is unaware of the shark's illusory nature, the target of this spell is frightened of the shark. The shark moves and creates illusory sound as if it were real. Physical interaction with the creature reveals it to be an illusion, because things can pass through it. A target that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If the target discerns the illusion for what it is, the target can see through the image. As a bonus action on each of your turns while this spell is active, you can move the shark 30 feet in any direction, but no more than 60 feet from you. At the end of each of the target's turns, it can make another Wisdom saving throw. On a success, the spell ends on the target. Discerning the shark is an illusion grants the creature advantage on the saving throw.
A **Sorcerer**, **Warlock** and **Wizard** spell.



















































Art Credit: Riot Games, Legends of Runeterra
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LOST SPELLS OF GARON | SPELL INDEX
\page #### Arthurius' Prolong Life *5th-level transmutation*
**Casting Time:** 1 hour
**Range:** Touch
**Components:** V, S, M (diamonds costing 1,000 gp which this spell consumes)
**Duration:** Concentration, up to 1 year
You touch a willing, living creature and prevent it from dying of poison, disease, old age or any natural dysfunctions that occur from old age. This spell does not cleanse the target from poison or disease, nor does it prevent the target suffering the non-fatal penalties or effects of such conditions. Any mortal wounds inflicted on the target before the casting of this spell are not fully healed but simply scab over to prevent death. This spell does not restore missing limbs. This spell also does not prevent the target from dying due to damage dealt by attacks or spells cast on the target after the casting of this spell. Fighting off the approach of death is a taxing ordeal. For every consecutive year the target remains under the effects of this spell, they suffer one level of exhaustion up to a maximum of 5 and their Constitution score is decreased permanently by 1. These penalties can only be removed by a *greater restoration* or *wish* spell.
An **Artificer** and **Wizard** spell.


#### Spacial Rend *8th-level conjuration*
**Casting Time:** 1 Action
**Range:** 120 feet
**Components:** V, S
**Duration:** 1 round
You choose a point within range and tear apart the fabric of space, causing a 15-foot long, 5 foot wide rift to open on a surface or in the air. All creatures in the area must make succeed on a Dexterity saving throw, taking 20d6 force damage on a failure or half as much damage on a success. Until the end of your next turn, the space opens a connecting rift to a precise location you've been to before and are familiar with. Any creature in either rift's space can spend 5 feet of movement to move seamlessly to any unoccupied space adjacent to the other connecting rift.
A **Sorcerer**, **Warlock** and **Wizard**
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LOST SPELLS OF GARON | SPELL INDEX





\page #### Chronotrigger *9th-level abjuration*
**Casting Time:** 1 Action
**Range:** Self
**Components:** V, S, M (An hourglass filled of diamonds worth at least 5,000 gp and a few drops of your own blood)
**Duration:** Until triggered or dispelled
You weave a temporal ward around yourself and determine a gesture or word that will break it. A gesture trigger must be a specific physical movement performed by the user. A word trigger must be spoken aloud by the user, meaning speaking the word through telepathy or spells such as *message* or *sending* will not count toward triggering this spell. This trigger cannot be changed once the spell is cast and saying or performing the trigger will always break the ward as long as it is active, even if it is not your intention. If the ward is dispelled before it is triggered, the spell fades and nothing happens when the trigger is performed. Breaking the ward requires an action to perform or say the predetermined trigger. Doing so reverts the user to the age and location the user was in when the spell was cast, however the user remembers all the events they have experienced since spell was cast. The user returns to the same number of spell slots available, spells prepared, available abilities and features, and hit points they had once they completed casting this spell. Any conditions or spell effects the user was under at the time of activating the trigger are removed. The user also regrows lost limbs and repairs bodily damage they have sustained in the time between finishing the ward and triggering it. Items which were worn or carried by the user when the spell was cast are returned to the state they were in at the time of casting, although any magical properties which were lost or expended in the time since casting are not affected.
A **Sorcerer** and **Wizard** spell. \page #### Chaos Storm *7th-level evocation*
**Casting Time:** 1 Action
**Range:** 60 feet
**Components:** V, S
**Duration:** Instantaneous
You summon a violent maelstrom of crackling energy that forms 20-foot diameter and 40-foot high cylindrical cyclone. All creatures inside the area must make a Constitution saving throw. A creature takes 2d8 + 10d6 damage on a failed save, or half as much on a success and does not suffer the additional spell effect. Choose one of the d8s. The number rolled on that die determines the attack's damage type and an additional effect, as shown below: | d8 | Damage Type | Spell effect | |:----:|:-----:|:----| | 1 | Acid | All creatures affected take an additional 2d8 acid damage.| | 2 | Cold | All created affected have their movement speed reduced by 15 feet until the start of their next turn. | | 3 | Fire | All creatures affected take an additional 2d4 fire damgage on the end of their turns until they or another creature within 5 feet spends an action to extinguish the flames. | | 4 | Force | All creatures affected have one non-magical item of your choice they are holding or wearing turned to a pile of fine, grey dust.| | 5 | Lightning | All creatures affected cannot take reactions until the start of your next turn. | | 6 | Poison | All creatures affected subtract 1d6 from the next attack roll it makes before the end of your next turn | | 7 | Psychic | All creatures affected subtract 1d6 from the next saving throw it makes before the end of your next turn. | | 8 | Thunder | All creatures affected are deafened until the start of your next turn, pushed 10 feet away from the center of the area and knocked prone. | If you roll the same number on both d8s, chaotic energy resurges within you, allowing you to cast this spell again. Make a new damage roll, which could cause the storm to resurge again. Creatures already affected by this spell this turn have advantage on their saving throw.
A **Sorcerer** spell.























                                                                Art Credit: Mark Winters \page #### Cantrip Salvo *3rd-level evocation*
**Casting Time:** 1 Action
**Range:** 120 feet
**Components:** V, S
**Duration:** Instantaneous
With a quick flourish, you fire off an immense number of simple yet effective elemental spells. You are able to cast *poison spray*, *acid splash*, *fire bolt*, *ray of frost*, *chill touch* and *shocking grasp* each once on your turn, provided there is a target within range. You can target one creature with multiple cantrips. Casting a cantrip as part of this spell does not increase its damage die based on your level.
A **Sorcerer** spell. \page #### Force Ripple *3rd-level evocation*
**Casting Time:** 1 Action
**Range:** Touch
**Components:** V, S
**Duration:** Instantaneous
You channel immense energy into a surface or object you touch, causing intense reverberations to ripple throughout it. One of the following effects occurs depending on whether you cast this spell on an object or surface: ***Object.*** All creatures other than you touching the object must make a Constitution saving throw. On a failure, the creatures take 6d6 force damage and are stunned until the end of their next turn. ***Surface.*** All creatures within 60 feet of the point you touch who are also touching the surface, other than you, must make a Constitution saving throw as the energy racks their body with pain. Creatures take 6d6 force damage on a failed save and have disadvantage on their next weapon attack until the end of their next turn, or half as much damage and no ill effect on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 4rd level or higher, the damage increases by 2d6 for every slot level above 3rd.
A **Sorcerer** and **Wizard** spell. \page #### Thoughtstop *4th-level enchantment*
**Casting Time:** 10 minutes
**Range:** Self
**Components:** V, S, M (a fine piece of parchment with a word or name printed neatly on it)
**Duration:** 1 hour
You weave a psychic thread that permeates the space around you, creating a psychic blockage in a 40 foot cube centered on you. When you cast this spell, you utter a word or the name of a creature to be used as the subject of this ward. For the duration, any creature besides you that attempts to think of the word or name you chose becomes unable to concentrate on a thought involving the designated word or name. They will not think about the subject errantly while inside the space and unknowingly drop any thoughts they were having about the subject when they were outside of the space upon entering the space. If they are forced to think about the designated word or name, either by reading it, hearing it spoken aloud, or being confronted with it physically, they are able to think about it but they will immediately forget once the stimulus is removed.
A **Bard**, **Warlock** and **Wizard** spell. \page #### Attract *1st-level transmutation*
**Casting Time:** 1 action (ritual)
**Range:** 60 feet
**Components:** V, S, M (a tiny magnet)
**Duration:** 10 minutes
You imbue a creature with weak gravitational forces, making it so objects naturally tend to move toward and stay near the target. The target gains the following benefits: - The target is unable to be disarmed. - The target can move any loose Tiny object weighing fewer than 5 pounds within 10 feet into their hand as a bonus action on their turn. - The target is able to keep one item weighing fewer than 10 pounds in orbit around them, perpetually following within 5 feet of them. The target can exchange an item in their hands with an item orbitting them once per turn as a free action.
A **Bard**, **Sorcerer** and **Wizard** spell. \page #### Threadblades *2nd-level conjuration*
**Casting Time:** 1 Action
**Range:** 60 feet
**Components:** V, S, M (a needle and a spool of thread worth at least 5gp which the spell consumes)
**Duration:** Concentration, 1 hour
You spin a of incredibly thin, sharp threads that are nearly undetectable by the human eye and fill a 20-foot cube with them at a point within range. The threads remain for the duration. The threads can only be detected by a successful Perception (Wisdom) check against your spell save DC. A creature that has taken damage from the this spell automatically learns of their presence. If the threads aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured threads collapse on themselves, and the spell ends at the start of your next turn. Threads layered over a flat surface have a depth of 5 feet. Whenever a creature moves into or within the area, its take 4d4 slashing damage for every 5 feet it travels. A creature can use its action to attempt to navigate the area. The creature must make a Dexterity (Acrobatics) check against your spell save DC. On a success it can move freely within the area without taking damage. Attempting any other Action or bonus action which is not solely verbal while within the threads forces the creature to take 1d4 slashing damage, unless the threads have collapsed. ***At Higher Level.*** When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by moving and taking an action within the area increases by 1d4 for every spell slot level above 2nd.
A **Bard**, **Sorcerer** and **Wizard** spell. \page #### Spirit Summon *2nd-level conjuration*
**Casting Time:** 1 bonus action
**Range:** Self
**Components:** V, S, M (a small part of whatever animal your spirit resembles, such as a tuft of fur or a nail)
**Duration:** 1 minute
You manifest a large, translucent spirit resembling a giant animal that remains centered on you for the duration. The spirit takes the form of whatever animal the caster chooses. When you cast this spell, you make a melee spell attack against a creature within 5 feet of you. On a hit, your spirit deals 2d6 force damage to the target. Your attacks have an additional effect depending on the type of animal spirit you summon. ***Octopus.*** Your attack forces the target to make a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC or be grappled by you. ***Bull.*** Your attack forces the target to make a Strength saving throw against your spell save DC or be pushed 5 feet away from you. ***Serpent.*** Your attacks with this spell have the *reach* property. As a bonus action on subsequent turns while the spell is active, you can make an attack with this spell. ***At Higher Level.*** When you cast this spell using a spell slot of 3nd level or higher, the damage increases by 1d6 for every slot level above 1st.
A **Ranger** spell.
                                                                    Art by Howard Lyon \page #### Sprout Flora *Conjuration cantrip*
**Casting Time:** 1 Action
**Range:** 60 feet
**Components:** V, S, M (a small bag of seeds)
**Duration:** 1 minute
You cause thorny plants to sprout from the ground at a point you can see within range and choose whether the plants deal either poison, slashing or piercing damage. The bunch of plants have an AC equal to your spell save DC and 1 hit point. The plants automatically fail all saving throws. Reducing the bunch of plants to 0 hit points ends this spell early. Casting this spell again while another Sprout Flora is still active causes the earlier plants to wilt, reducing their hit points to 0. Until the spell ends, the plants fill a 5-foot cube. The area counts as difficult terrain. Any creature in the plants' space when you cast the spell must succeed on a Strength saving throw or take 1d6 magical slashing, or piercing, or poison damage, depending upon the choice you made for the spell. A creature must also make the saving throw when it moves into the plants' space for the first time on a turn or ends its turn there. The plant's hit points and damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A **Druid** spell. \page #### Planar Anchor *2nd-level abjuration*
**Casting Time:** 1 Action
**Range:** 30 feet
**Components:** V, S, M (a small model anchor)
**Duration:** Concentration, up to 1 minute
You choose one creature you can see within range. The target must succeed on a Charisma saving throw or be chained to an ethereal anchor which prevents the target from blinking, teleportating, or leaving your current plane of existence. This spell only prevents the use of spells cast using a spell slot of the same level or lower. Creatures with a CR equal to or less than twice the level of the spell slot used to cast this spell cannot use innate abilities that would allow it to blink, teleport, or shift to another plane. ***At Higher Level.*** When you cast this spell using a spell slot of 3rd level or higher, the monster features and spell effects you can disrupt are increased according to the spell's description.
A **Bard**, **Warlock** and **Wizard** spell. \page #### Boobytrap *Transmutation cantrip*
**Casting Time:** 1 Action
**Range:** Touch
**Components:** S
**Duration:** 1 minute
You infuse a Tiny object with volatile arcane energy, rigging it to detonate as soon as it is touched. If any creature other than you touches that object before the end of the spell's duration, they must succeed on a Dexterity saving throw or take 2d4 force damage. Casting this spell while another *boobytrap* is already active ends the spell on the first object. This spell's damage increases by 1d4 and the number of objects that this spell can affect at the same time increases by 1 when you reach 5th level (3d4 and 2 objects), 10th level (4d4 and 3 objects) and 17th level (5d4 and 4 objects).
An **Artificer** spell.











































Art by Wizards of the Coast
(Mordenkainen's Tome of Foes) \page #### Visions of Endless Futures *6th-level illusion*
**Casting Time:** 1 Action
**Range:** 30 feet
**Components:** V, S
**Duration:** Concentration, up to 1 minute
You flood a creature's mind with infinite possibilities of future events, forcing it to make an Intelligence saving throw. If the creature you choose has an Intelligence of 4 or lower, the creature is unaffected. On a failed save, the creature is blinded, deafened, and stunned as their senses are overtaken with illusory visions for the duration. At the end of each of the target’s turns before the spell ends, the target can repeat the saving throw. On a successful save, the spell ends. If a target has been affected by this spell for one or more turns, they have to reorient themselves to reality after the spell ends. After the spell effect ends on the target, they have disadvantage on attack rolls and saving throws until the end of their next turn.
A **Warlock** and **Wizard** spell.                                                                      Art by Ryan Barger \page #### Infinite Expanse *1st-level illusion*
**Casting Time:** 1 action
**Range:** 90 feet
**Components:** V, S
**Duration:** Concentration, 1 minute
You beguile a creature by creating the illusion that distance the between you and the target that can never be shortened. The target must succeed on an Intelligence saving throw. On a failure, the creature must always treat you as being as far away from it as you were when you cast the spell, regardless of the actual distance between the target and the caster. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
A **Bard**, **Sorcerer** and **Wizard** spell. \page #### Steal Thoughts *3rd-level divination*
**Casting Time:** 1 Action
**Range:** Touch
**Components:** V, S
**Duration:** Instantaneous
You reach into a creature's mind and siphon out their thoughts, draining them of the information while gaining it for yourself. Make a melee spell attack against the target. On a hit, you deal 4d10 psychic damage and gain insight into the targets immediate thoughts and basic memories, as determined by the DM. This could be the names of immediate friends and family, events of the last 30 minutes, and the name or location of significant places in this creature's life. Attempting to probe deeper forces the target to make an Intelligence saving throw. On a failure, you are able to ask your DM about a specific memory in the creature's mind relating to one name, object or location you name. Examples include what the last thing this creature said to someone you name or what city they saw a given object in. The information cannot exceed one minute of the target's memory. You can choose to remove the information you learn from the target's mind when you learn about it. After using this spell, the target is aware that you gained access to and potentially altered its memory in some way. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d10 psychic damage and you are able to steal a specific memory about one additional name, object or location for each slot level above 3rd.
A **Sorcerer**, **Warlock** and **Wizard** spell.


                                                          Art Credit: Shi JinMengYuan \page #### Jet Stream *Transmutation cantrip*
**Casting Time:** 1 Action
**Range:** 30 feet
**Components:** V, S
**Duration:** Instantaneous
You pool moisture from the air which you then direct into a forceful stream of water toward a target. Make a ranged spell attack. On a hit, the target takes 1d6 magical bludgeoning damage. Casting this spell while a water source is within 30 feet of you allows you to create a stronger blast of water, increasing the spell's effects the larger the nearby water source is. - **Pail or well:** The target instead takes 1d8 magical bludgeoning damage. - **Stream or river:** The target instead takes 1d8 magical bludgeoning damage and and, if it is Medium or smaller, is pushed 5 feet away from you. This movement does not provoke opportunity attacks. - **Lake or larger:** The target instead takes 1d10 magical bludgeoning damage and is pushed 10 feet away. This spell's damage increases the number of damage die rolled by 1 when you reach 5th level (2d6, 2d8 or 2d10), 11th level (3d6, 3d8 or 3d10) and 17th level (4d6, 4d8 or 4d10).
A **Cleric** (Tempest Domain), **Druid**, and **Sorcerer** spell.


                                              Art Credit: Lovingit2 on DeviantArt \page #### Flashflare *1st-level evocation*
**Casting Time:** 1 Action
**Range:** 30 feet
**Components:** V, S, M (a phoenix feather)
**Duration:** Concentration, up to 1 minute
You conjure a brightly shining ball that lingers in your hand. As part of casting this spell, or as a bonus action on a subsequent turn, you can throw it to a point within range where it explodes in a flash of light, ending the spell. All creatures within 5 feet of the explosion that can see it must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the end of their next turn. ***At Higher Levels.*** Whenever you cast this spell with a spell slot of 2nd level or higher, the damage increases by 1d6 and the range of the flash increases by 5 feet for every slot level above 1st, up to a maximum of 20 feet.
A **Bard**, **Ranger** and **Sorcerer** spell. \page #### Suppressive Fire *2nd-level evocation*
**Casting Time:** 1 Action
**Range:** Self (20-foot cone)
**Components:** V, S
**Duration:** 1 round
You unleash a wild, aimless spray of firebolts, forcing each creature in a 20-foot cone to succeed on a Wisdom saving throw or become frightened of you for the spell's duration. A frightened creature cannot use their action on their turn until they have used their movement to attempt to move behind cover or leave the spell's area, unless that action is to Dash or Disengage. If there is no cover within a creature's movement, they must go prone. Whenever a creature enters the spell's area or starts its turn there, they must make a Dexterity saving throw. If the creature is prone, they have advantage. On a failed save, a creature takes 3d6 fire damage. On a successful save, they take half as much damage. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet and the damage incurred by 1d6 for every slot level above 2nd.
A **Bard**, **Sorcerer** and **Wizard** spell. \page #### Harden *1st-level transmutation*
**Casting Time:** 1 Action
**Range:** 30 feet
**Components:** V, S, M (A tiny cube of tungsten)
**Duration:** 1 minute
You touch a Large or smaller inorganic object not being worn or carried or a 10-foot square area of a surface and fortify its structure. You grant it a +2 bonus to AC and 10 additional hit points. In addition, the object is given resistance to non-magical bludgeoning, piercing and slashing damage. This spell cannot raise the AC of an object above 30. If you cast this spell on the same object or surface every day for 1 year, the effects of this spell become permanent. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can increase the bonus to AC by +1 and grant the object 10 additional hit points for each slot level above 1st.
An **Artificer**, **Sorcerer** and **Wizard** spell. \page #### Enhance Familiar *5th-level transmutation*
**Casting Time:** 10 minutes
**Range:** 10 feet
**Components:** V, S, M (ground petals of a flower plucked from the Feywild, consumed on use)
**Duration:** 8 hours
You perform an ancient ritual to empower your familiar, causing its form to change to a magically enhanced beast. Your familiar gains the following benefits for the duration: - Your familiar's hit points are increased by 5 times your wizard and warlock levels. - Whenever you summon your familiar, you can determine whether its size is Small, Medium, or Large. - Your familiar's Strength, Constitution and Wisdom scores increase by 2. If doing so would not raise your familiar's score to at least 10, their score becomes 10. - Your familiar's proficiency bonus is equal to yours. - When you use your bonus action to command your familiar, you can now command it to take the Attack action or cast a spell. - When your familiar takes the Attack action, it can two times. In addition, your familiar's damage die for its natural weapon attack becomes a d8, and each attack deals additional force damage equal to your Intelligence modifier (minimum of 1). - Your familiar learns two cantrips, one first level spell and one second level spell of your choice from your class' spell list. Your familiar has one first level spell slot and one second level spell slot. Wisdom is your familiar's spellcasting ability.
While your familiar is under the effect of this spell, it cannot be targeted by this spell. Casting this spell on your familiar once every day for one month causes these benefits to become permanent.
A **Warlock** and **Wizard** spell. \page #### Slip *Conjuration cantrip*
**Casting Time:** 1 action
**Range:** 5 feet
**Components:** V
**Duration:** Instantaneous
You briefly flash in and out of reality, teleporting 5 feet to an unoccupied space you can see and that you could move to with your base movement speed. This spell can only target its caster.
A **Sorcerer** spell. \page #### False Step *1st-level conjuration*
**Casting Time:** 1 bonus action
**Range:** Self
**Components:** V
**Duration:** Instantaneous
You briefly blink away from your current position, teleporting 30 feet to an unoccupied space you can see. At the end of your turn, you teleport back to the location you were in when you cast this spell.
A **Sorcerer** and **Wizard** spell. \page #### Magnet Star *5th-level conjuration*
**Casting Time:** 1 action
**Range:** 90 feet
**Components:** V, S
**Duration:** Concentration, up to 1 minute
You forge a dense, tiny, magnetic orb of plasma at a point within range. When you cast this spell and whenever a creature starts its turn within 20 feet of the orb, it must make a Strength saving throw. Creatures wearing metal armor or carrying metal items make this saving throw with disadvantage, unless they drop the items. On a failure, a creature is restrained. The creature must repeat the saving throw at the end of its next turn. On a success, the creature is no longer restrained by the spell. On a failure, the creature remains restrained and is pulled to the orb's space. It can repeat the saving throw at the end of its turns until it is freed or the spell ends. On a success, the creature is no longer restrained by the spell. Creatures cannot be restrained more than once by this spell. However, all creatures must treat all movement within the orb's area as movement through difficult terrain, even after succeeding on their saving throw. As a bonus action on your turn, you can move the orb 5 feet. Any creature stuck in the orb's space is moved with it. Metal objects not being worn or carried are immediately pulled to the orb's space and stuck on its surface, unable to be removed until the spell ends. If there are metal objects stuck to the orb when a creature is pulled into the orb's space, they take 2d6 nonmagical bludgeoning, piercing or slashing damage (determined by your DM).
A **Sorcerer**, **Warlock** and **Wizard** spell.

Art from **Xanathar's Lost Notes to Everything Else** by * Lysa Chen, Will Doyle, James Haeck, James Introcaso, Rich Lescouflair, Shawn Merwin, Cindy Moore, Satine Phoenix, Ruty Rutenberg* \page #### Weird *9th-level illusion*
**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S
**Duration:** Concentration, up to 1 minute
Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature \page #### Faithful Pilot *2nd-level conjuration (ritual)*
**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S, M (A piece of string and a bit of metal)
**Duration:** 1 hour
This spell enchants a set of reins, a wheel, or any given piloting mechanism of any land, sea or air vehicle.
A **Bard** and **Wizard** spell. \page #### Dawnhammer *2nd-level evocation*
**Casting Time:** 1 bonus action
**Range:** Self
**Components:** V, S
**Duration:** Concentration, 1 minute
Light coalesces in your grip, creating a hammer of divine energy. The magic hammer lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 radiant damage on a hit and has the *light* and *thrown* properties (range 20/60). Once on your turn when you hit a creature with this weapon, the target is surrounded by guiding light that makes the next attack roll against the target before the start of your next turn have advantage. If you drop the weapon, it dissipates. Thereafter, while the spell persists, you can use a bonus action to cause the hammer to reappear in your hand. ***At Higher Level.*** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
A **Paladin** spell. \page #### Armor Up *2nd-level transmutation*
**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (a shard of onyx worth at least 30gp)
**Duration:** Concentration, 1 minute
Choose a creature wearing clothes or armor that you can see within range. The target must succeed on a Dexterity saving throw. A willing target can choose to fail. On a failure, you convert the clothes or armor on the target's body into non-magical heavy armor. You choose the type of armor (ring mail, chain mail, etc.), but you can only choose a type of armor with a value equal to or less than the value of your material components.
An **Artificer**, **Sorcerer**, and **Wizard** spell. \page #### Ascend *3rd-level transmutation*
**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (a shard of onyx worth at least 30gp)
**Duration:** Instantaneous
You ascend and travel through a solid surface at a point within range directly above you, emerging on the first even surface. If casting this spell would cause you to move more than 500 feet, the spell fails. #### Fuse *2nd-level transmutation*
**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (an object that fits within a 1-foot cube, consumed on use)
**Duration:** 8 hours
You magically fuse an object to a weapon, affixing its properties to the weapon's. ***Monster Part.*** You attach the severed horn, claw, or bones of a creature to a weapon. The weapon's magical for the duration, deals an additional 1d4 damage of its type, and its damage type may change to bludgeoning, slashing, or piercing depending on the part fused (at your DM's discretion). For instance, fusing a Rok's talon to a club would grant slashing damage, while fusing a #### Rewind *2nd-level transmutation*
**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (a shard of onyx worth at least 30gp)
**Duration:** Concentration, 1 minute #### Armor Up *2nd-level transmutation*
**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (a shard of onyx worth at least 30gp)
**Duration:** Concentration, 1 minute \page #### Domain Expansion *9th-level abjuration*
**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S
**Duration:** Concentration, 1 minute
You project a barrier in a 60-foot radius sphere around you, placing you and all creatures within range you choose in an extradimensional space for the duration of the spell. For the duration of the spell, all spells you cast that affect creatures within the extradimensional space created by this spell affect the target of the spell without requiring a spell attack roll or saving throw. When this spell ends, the caster gains 4 levels of exhaustion.