Spells

Ancient Knowledge

1st-level Divination


  • Casting Time: 1 bonus action
  • Range: Personal
  • Components: V, S
  • Duration: Concetration up to 1 minute

You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Whenever you make a knowledge roll before the spell ends, you can roll a d6 and add the number rolled to knowledge skill. You can roll the die before or after making the ability check.

Clothier's Closet

2nd-level Conjuration


  • Casting Time: 10 minutes
  • Range: 30 ft.
  • Components: V, S, M( A gem worth at least 100 gp).
  • Duration: 8 hours

When you and your companions need to attend a gale reception at the last minute, you need not despair over your clothing. When you cast clothier's closet, you conjure a 3-inch-diameter wooden rod up to 10 feet long between any two upright supports you choose. For example, you could summon the rod between two walls of a corridor or alcove. On the rod hang a number of outfits as determined by you, each of a size and type you specify while the spell is cast.

The conjured rod can hold a variety of separate outfits whose total price does not exceed 100 gp. The outfit types that you can specify include the following:

artisan's outfit (1 gp)

cleric's vestments (5 gp)

cold weather outfit (8 gp)

courtier's outfit (30 gp)

entertainer's outfit (3 gp)

explorer's outfit (10 gp)

monk's outfit (5 gp)

noble's outfit (75 gp)

scholar's outfit (5 gp)

traveler's outfit (1 gp)

The conjured clothing is normal in all respects and does not radiate magic. Even after the duration elapses and the rod and hangers disappear, the clothes remain.

Special: A character with any Mark of Hospitality dragonmark, can cast this spell without the material components, but the conjured clothes last only as long as the spell's duration.

Dimensional Anchor

5th level Abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M ( A bushel of ivy leaves and berries, which must be sprinkled around the area of effect)
  • Duration: Concetration up to 1 minute

As an action you create a shimmering emerald sphere of 120 feet radius centered on you. This sphere completely blocks extradimensional travel.

Forms of movement barred by a dimensional anchor include blink, dimension door, etherealness, gate, maze,misty step, plane shift, teleport and similar teportation abilities. This ability also prevents the use of a gate or teleportation circle for the duration of the spell.

A creature can break through the Dimensional Anchor if it succeeds an Intelligence saving throw against your Spell DC.

Flamebound Symbol

3rd-level Evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

Clerics of the Silver Flame devised this spell to dispose of Karrnathi undead legions, since turning them was seldom enough.

Casting this spell is a bonus action. If you cast the spell before attempting to turn undead, your turn undead ability changes as follows: Instead of being turned or destroyed, all undead within 30 feet take 6d6 points of fire damage. A successful Con save reduces the damage by half. Undead creatures destroyed by the damage are utterly consumed in silvery fire, leaving nothing behind except their possessions.

High level description: When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd.

Flamebound Weapon

1st-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Casting this spell is a bonus action. With it, you imbue a weapon you hold with the power of the Silver Flame. The weapon becomes sheathed in a silvery nimbus of light and deals an additional 1d4 points of radiant damage upon striking an evil creature.

Silver Arrow

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Bow range
  • Components: V, M (a bow and an arrow)
  • Duration: 1 round

While aiming with your bow you pull the string back and by chanting holy words you engulf your arrow with silver flame.

As part of the action used to cast this spell, you must make a ranged attack with a bow against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects but the damage you deal is not physical, instead you deal full radiant damage

High level description: This spell's damage increases when you reach higher levels. At 5th levels the ranged attack deals an extra d6 radiant damage to the target. Damage increase by 1d6 at 11th level and 17th level.

Whispering Flame

2nd-level Divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, Material (two candles)
  • Duration: 8 hours (until the candles melts away)

This spell is placed on two candles, which the caster must hold at the time of casting. Anything that is spoken into the flame of one candle can be heard issuing from the fl ame of the other. The candles’ ability to transmit and receive messages works over any distance, provided they’re both on the same plane of existence. Both candles must be lit for the message transfer to occur.

Zone of Natural Purity

2nd level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M ( A bushel of ivy leaves and berries, which must be sprinkled around the area of effect)
  • Duration: Concetration up to 1 minute

This spell sanctifies an area to the forces of nature. Up to four creatures of your choice that you can see within range are affected by this spell. If the targets are fey,plants or beasts whenever they make an attack roll or a saving throw before the spell ends, the targets can roll a additonal d4 and add the number rolled on attack rolls, damage or saving throws. If the targets are aberrations then they must make Charisma saving throws. Whenever an aberration that fails this saving throw before the spell ends, the target suffers a d4 penalty on attack roll or saving throw.

High level description: When you cast this spell using a spell slot of 3rd lever or higher, you can target one additional creature for each slot level above 2nd.