Guide to Glintstone Magic

Sorcery, magic, and monsters from The Lands Between,
brought into The Forgotten Realms

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Glintstone

This spellbook is a composition of a wide variety of spells that utilize a conduit known as glintstone. It is unknown exactly where glintstone originates, but it is speculated that the turquoise-blue stone once came from the starry expanse of space among the celestial bodies of the moon and stars.

These spells and abilities are available to most learned folk, such as wizards and bards. Those who study magic and spend years honing their craft. However, this type of commitment can often be bypassed when used by those who cut corners in their spellcasting. Warlocks and even sorcerers have been known to benefit from the powers of Glintstone Magic.

Spells:

Cantrips

Glintstone Pebble

Cantrip evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a shard of glintstone)
  • Duration: Instantaneous

Fire a magic projectile from glintstone, one of the most basic and introductory projectile spells you can cast. While it doesn't do very significant damage compared to more costly spells, it can be fired off rapidly.

Make a ranged spell attack against a creature that you can see within range. On a hit, the target takes 1d6 force damage. If you do not use any movement on your turn you can choose to fire a second Glinststone Pebble as a bonus action. If you do this, your speed becomes 0 until the start of your next turn.

This spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Scholars Armaments

Cantrip transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a shard of glintstone and a one handed melee weapon)
  • Duration: 1 minute

Enchant a melee weapon that you are holding in one hand with magic-affinity. For the duration, you can use your spellcasting ability instead of Strength or Dexterity 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.

1st-level

Magic Glintblade

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a shard of glintstone)
  • Duration: One round

As an action, select a creature that you can see and create a sigil overhead from which an enemy-seeking glintblade appears after a brief delay. At the start of that creatures turn make a ranged spell attack against the target. On a hit the target takes 4d6 force damage.

Alternatively, you can choose to increase the delay as a bonus action. When cast in this way, the sigil will remain overhead for a longer duration. make a ranged spell attack against the target at the beginning of your next turn. On a hit the target will instead take 6d6 force damage.

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

Art by: Jason Felix

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Night Comet

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a shard of glintstone)
  • Duration: Instantaneous

Fire a semi-invisible magic comet at a creature that you can see within range. make a ranged spell attack against the target. If you or the target are in dim-light or darkness, make this roll with advantage. On a hit, the target takes 3d8 force damage.

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.

2nd-level

Ambush Shard

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a shard of glintstone)
  • Duration: Instantaneous

Launch a projectile from a distance removed from the caster, so as to strike the enemy from behind. Make a ranged spell attack against a creature within range. On a hit, the spell deals 3d8 force damage. This spell ignores any bonus granted to AC by a shield. The target takes no benefit from cover of any kind.

Additionally, if you cast this spell within 5 feet of your target you gain advantage on the roll. This spell ignores the typical disadvantage that would be present when casting ranged spells within 5 feet of a hostile creature.

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.

Glintblade Phalanx

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a shard of glintstone)
  • Duration: One minute

You create a defensive arch of 4 magic glintblades overhead, which automatically attack nearby foes. The first time a hostile creature comes within 30 feet of the caster, the blades launch at them. make a ranged spell attack against the creature for each glintblade. On a hit, each blade deals 1d6+2 force damage.

If the spell is cast while more than one hostile creature is within 30ft, the spell targets the closest hostile creature. If two or more are within equal distance, the blades will be distributed between them evenly.

When you cast this spell using a spell slot of 3rd level or higher the spell creates one more blade for each slot level above 2nd.

3rd-level

Carian Greatsword

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a shard of glintstone)
  • Duration: Concentration up to one minute

Conjure a magical greatsword and then deliver a sweeping or piercing blow as a part of the same action.

If you choose to make a sweeping attack, each creature in a 10 foot radius arc in front of you must make a dexterity saving throw.

If you choose to make a piercing attack, each creature in a 15 foot line in front of you must make a dexterity saving throw.

On a failed save each creature takes 2d10 plus your spellcasting modifier force damage. You can choose to repeat either attack as an action on each subsequent turn.

When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d10 for each slot level above 3rd.

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Rock Sling

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a shard of glintstone and some form of earth within 5 feet of the caster)
  • Duration: Instantaneous

Pull a clumb of massive rocks from the earth and send them flying. Choose a creature within range to shoot three boulders at. That creature must make a dexterity saving throw for each boulder thrown. On each failed save the creature will take 2d10 bludgeoning damage, or half as much for each successful one. In addition, if the creature fails two or more of the saving throws, that creature will be knocked prone.

Additionally, any creature within 5 feet of the target must make one dexterity saving throw, taking 2d10 bludgeoning damage on a failed save or half as much on a successful one.

When you cast this spell using a spell slot of 4th level or higher the damage for all creatures increases by 1d10 for each slot level above 3rd.

5th-level

Eternal Darkness

5th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a shard of glintstone)
  • Duration: Concentration up to one minute

Create a 10 foot radius sphere of pitch black darkness on a point you can see within range. The sphere has the following properties:

  • The sphere is pitch black and completely opaque. Anything behind or within the radius is entirely obscured and considered to be under full cover. This is considered magical darkness.
  • The sphere warps light in the space around it. Any creature within 5 feet of the sphere is considered under half cover.
  • The sphere draws in any spells that are cast near it. If a spell that requires a ranged attack roll is cast within 15 feet of the sphere, targets a creature within 15 feet of the sphere, or passes within 15 feet of the sphere then the caster has disadvantage on the spell attack roll. Additionally, any spells that require creatures to make a saving throw will be made with advantage if any part of the spell is within 15 feet of the sphere.
  • All spells that pass through the sphere are instantaneously dispelled.

6th-level

Comet

6th-level evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, M (a shard of glintstone)
  • Duration: Instantaneous

Fire a great magical comet at a creature that you can see within range. Make a ranged spell attack roll against the creature dealing 12d6 force damage on a hit. Any creature in a straight line between the caster and the target must make a dexterity daving throw, taking half damage on a failed save, or no damage on a successful one.

Additionally, if you do not use any of your movement on your turn you can choose to charge the attack as a bonus action. When cast in this way the damage increases to 14d6 and your movement becomes 0 until the start of your next turn.

Art by: DongJun Seo

8th-level

Comet Azur

8th-level evocation


  • Casting Time: 1 action
  • Range: 80 feet
  • Components: S, M (a shard of glintstone)
  • Duration: Concentration up to 1 minute

Fire a tremendous comet in a torrent akin to the distant starry expanse, the place said to be the origin of glintstone. A beam of energy 15 feet wide and 60 feet long extends in a straight line from the caster. Every creature in this space must make a dexterity saving throw. On a failed save a creature takes 10d6 force damage and is knocked prone. On a successful save a creature takes half the damage and is not knocked prone.

The space taken up by this speel is considered difficult terrain.

On each subsequent turn that the caster maintains concentration you can use your action to sustain the blast, causing each creature in the space to repeat the saving throw or suffer each effect again. If you do not choose to sustain it, the spell ends.

9th-level

Rennala's Full Moon

9th-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (a shard of glintstone)
  • Duration: Instantaneous

Use the caster as a vessel to incarnate a full moon, then send it floating towards a point within range. Every creature within a 10 foot radius sphere centered on the point must make a dexterity saving throw. On a failed save a creature takes 10d8+10 force damage and any spells on that creature end instantaneously. On a successful save, a creature takes half the damage and spells on that creature do not end.

Additionally, any target hit by this spell, regardless of a success or a failure, become vulnerable to all types of damage caused by spells. If a creature is immune to any type of damage caused by a spell, it instead becomes resistant. If a creature is resistant it loses that resistance. This effect lasts one minute or until a spell is cast on them of at least 9th level that removes curses such as Heal.

Magic Items:

Glintstone Staff:

Staff, common

Staff of the astrologers. A glintsone is embedded in the tip, enabling it to be used as a catalyst for sorceries.

This staff can be wielded by a spellcaster to aid with the casting of glintstone spells. Any time you cast a spell that requires a shard of glintstone as a material component, you do not need to have any free hands so long as you are holding this staff, as each spell will be sourced from the shard resting at it's tip.

This staff can be used as a spellcasting focus. It also possesses the typical damage properties of a quarterstaff.

Carian Glintstone Staff:

Staff, uncommon (Requires attunement by a Wizard, Sorcerer, or Warlock)

Given to sorcerers that they might enact the role of knight.

This staff can be wielded by a spellcaster to aid with the casting of glintstone spells. Any time you cast a spell that requires a shard of glintstone as a material component, you do not need to have any free hands so long as you are holding this staff, as each spell will be sourced from the shard resting at it's tip.

Additionally, any time you cast glintstone spells that utilize swords or blades (Scholar's Armament, Glintblade Phalanx, etc.) you can increase the damage caused by that spell by 1d4 force damage.

This staff can be used as a spellcasting focus. It also acts as a +1 quarterstaff.

Art by: MaR-93

Meteorite Staff:

Staff, rare (Requires attunement by a Wizard, Sorcerer, or Warlock)

Staff embedded with a dark purple glintstone, said to be the fragment of a meteorite.

This staff can be wielded by a spellcaster to aid with the casting of glintstone spells. Any time you cast a spell that requires a shard of glintstone as a material component, you do not need to have any free hands so long as you are holding this staff, as each spell will be sourced from the shard resting at it's tip.

Additionally, any time you cast Rock Sling you can increase the damage caused by each rock by 1d10 bludgeoning damage.

This staff can be used as a spellcasting focus. It also acts as a +2 quarterstaff.

Glintstone Instrument:

instrument, rare (Requires attunement by a Bard)

An instrument of any kind with a shard of glintstone imbedded in the body.

This instrument can be wielded by a spellcaster to aid with the casting of glintstone spells. Any time you cast a spell that requires a shard of glintstone as a material component, you do not need to have any free hands so long as you are holding this instrument, as each spell will be sourced from the shard resting in it's body

Additionally, any time you cast a glintstone spell from this list you can choose to substitute the damage type with psychic damage. If you substitute the damage in this way, you can increase the damage done by 1d4 psychic damage.

Carian Knight's Sword:

Shortsword, very rare (Requires attunement by a spellcaster)

Straight sword embedded with a blue glintstone. Weapon of knights sworn to Carian royalty. These knights' swords could serve as catalysts, letting them wield sorcerous battle skills. Despite numbering fewer than twenty, this power made them a match for even the champions of gold in battle.

This sword acts as a +2 longsword. Additionally, as an action, you can choose to cast Carian Greatsword once per long rest when you have this blade in hand.

Assassin's Cerulean Dagger:

Wonderous item, uncommon (Requires attunement by a spellcaster)

This charm is modelled after the darkly gleaming blades used in the Night of Black Knives. Those which gave the demigods their first taste of death.

While attuned to this item, any time you deal a critical hit with an attack you may choose to regain one spell slot of 3rd level or lower. Once you use this ability you must take a long rest before using it again.

Moon of Nokstella:

Wonderous item, rare (Requires attunement by a spellcaster)

This talisman represents the lost black moon. The moon of Nokstella was the guide of countless stars.

When you attune to this item you can pick any spell from your classes spell list that you have a spell slot level for. When you pick a spell in this way, it becomes bound to the item and permanently added to your list of known or prepared spells, allowing you to cast it as though you were to cast any other spell. Each time you take a long rest you may choose a new spell to be stored in this item.

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Spectral Steed Whistle:

Wonderous item (ring), rare (Requires attunement)

A delicate goldwork ring. Can be used as a finger whistle. Sound the whistle to summon and ride spectral steed.

As an action while attuned to this item you can cast the spell Find Steed.

Twinsage Glintstone Crown:

Wonderous item (Helmet), very rare (Requires attunement by a wizard)

One of the glintstone crowns bestowed upon Raya Lucaria scholars whose pursuits were deemed worthy. Scholars of the Twinsage Conspectus were the elites of the academy, permitted to study and excel in sorceries of all kinds.

While attuned to this helmet, your Intelligence increases by 4 to a maximum of 22, but your constitution decreases by 2.

Smithing Stone:

Wonderous item, uncommon

Stone used to smith a variety of armaments. A shard found in plenty.

When used by a blacksmith, this stone can be applied to any non-magical weapon to increase it's power. If you apply one stone to a weapon, it gains +1 to attack and damage rolls. Each subsequent stone added increases the weapon to a maximum of +3. This does not make the weapon magical.

Feats:

Dodge Roll

When you are the target of an attack or an effect that forces you to make a Dexterity saving throw, you can use your reaction to move 5 feet without provoking opportunity attacks. If you move away from an attack, its attack roll is made with disadvantage.

If you move away from a Dexterity saving throw created by an area of effect, you move before the area’s effects take place. If the Dexterity saving throw was not created by an area of effect, you instead make the saving throw with advantage.

You can use this ability a number of times equal to your dexterity modifier per long rest.

Guard Counter

While you are holding a shield and are targetted by an attack that misses, you can choose to use your reaction to make a single melee weapon attack against a creature within 5 feet of you. You make this attack with advantage.

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Creatures:

Living Jars

The Living Jar, a walking vase that has long arms used for reaching and attacking their foes. A Living Jar may appear small in a group and it can also appear as a singular giant entity, capable of using slow, yet strong attacks.


Small Soldjar

Small construct, Chaotic neutral


  • Armor Class 15
  • Hit Points 32
  • Speed 25ft.

STR DEX CON INT WIS CHA
15 (+2) 5 (-2) 18 (+4) 2 (-4) 10 (+0) 10 (+0)

  • Condition Immunities Blinded, Deafened, Petrified
  • Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 10
  • Languages None
  • Challenge 1

Pack Tactics. The Soldjar has advantage on attack rolls against another creature if at least one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't incapacitated.

False Appearance. While the Soldjar remains motionless, it is indistinguishable from an ordinary object.

Actions

Bash. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 bludgeoning damage (1d6 + 2)


Large Soldjar

Large construct, Chaotic neutral


  • Armor Class 18
  • Hit Points 70
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 10 (+0)

  • Condition Immunities Blinded, Deafened, Petrified
  • Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 10
  • Languages None
  • Challenge 3

Pack Tactics. The Soldjar has advantage on attack rolls against another creature if at least one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't incapacitated.

False Appearance. While the Soldjar remains motionless, it is indistinguishable from an ordinary object.

Actions

Multi-attack. The Soldjar makes two bash attacks on each turn

Bash. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 10 bludgeoning damage (2d6 + 4)

Spinning Strike (Recharge 4-6) The Soldjar begins to spin rapidly and dash forward 30 feet. Every creature within 5 feet of the Soldjar must make a dexterity saving throw or take 4d10+6 bludgeoning damage and be knocked prone. This attack will push creatures of medium size or smaller out of its path.

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Arcane Sphere of Faces

Safeguard of areas related to sorcery. Mysteriously rare and highly unconventional. Arcane Sphere of Faces are strange objects animated through some form of sorcery. Their appearance is that of a spherical body of faces, resembling the stone masks used by members of the Raya Lucaria Academy.


Arcane Sphere of Faces

Large construct, Lawful neutral


  • Armor Class 17
  • Hit Points 100
  • Speed 5ft (Hover).

STR DEX CON INT WIS CHA
15 (+2) 5 (-2) 18 (+4) 18 (+4) 14 (+2) 10 (+0)

  • Damage Immunities Psychic
  • Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 10
  • Languages None
  • Challenge 4

Magic Resistance The Arcane Sphere of Faces has advantage on all saving throws against spells and other magical effects.

Actions

Starfire. AoE spell attack: The Sphere launches numerous orbs of magical glintstone energy into the air before raining back down onto a 15 foot radius sphere centered on a point within 30 feet. Each creature in the radius must make a dexterity saving throw taking 6d6+10 force damage on a failed save, or half as much on a successful one.

Raya Lucaria Sorcerers

Academicians of the Raya Lucaria Academy. These scholars dedicate their lives to learning and mastering the art of sorcery and serve one superior sorcerer who resides within the institute. They are able to use glintstone sorcery to strike their foes from afar, and are still capable of using their weapon for close-quarters combat.


Raya Lucaria Sorcerer

Medium humanoid, Neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 46
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 14 (+2)

  • Saving Throws INT +6, WIS +4
  • Skills Arcana +6, History +6
  • Senses Passive Perception 11
  • Languages Any four languages
  • Challenge 5

Spellcasting. The mage is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): glintstone pebble, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): misty step, ambush shard

3rd level (3 slots): counterspell, rock sling, fly

4th level (2 slots): greater invisibility, ice storm

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

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Lazuli Sorcerer

Medium humanoid, Neutral evil


  • Armor Class 14 (17 with mage armor)
  • Hit Points 66
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 18 (+4) 14 (+2) 14 (+2)

  • Saving Throws INT +7, WIS +4
  • Skills Arcana +7, History +7
  • Senses Passive Perception 11
  • Languages Any four languages
  • Challenge 6

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): scholars armament, mage hand, prestidigitation

1st level (4 slots): magic glintblade, mage armor, magic missile, shield

2nd level (3 slots): misty step, glintblade phalanx

3rd level (3 slots): counterspell, carian greatsword, fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): eternal darkness

Actions

Shortsword (Scholars Armament). Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage.


Battle Mage

Medium humanoid, Neutral evil


  • Armor Class 18 (breastplate and shield)
  • Hit Points 84
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 20 (+5) 14 (+2) 14 (+2)

  • Saving Throws INT +9, WIS +4
  • Skills Arcana +9, History +9
  • Senses Passive Perception 11
  • Languages Any four languages
  • Challenge 10

Spellcasting. The mage is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): scholars armament, mage hand, prestidigitation, glintstone pebble

1st level (4 slots): magic glintblade, night comet, magic missile, shield

2nd level (3 slots): misty step, glintblade phalanx

3rd level (3 slots): counterspell, carian greatsword, fly

4th level (3 slots): greater invisibility, ice storm

5th level (2 slot): eternal darkness, cone of cold

6th level (1 slot): comet

Actions

Shortsword (Scholars Armament). Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 10 (1d8 + 6) slashing damage.