```metadata
title: 'Named Spells: Mordenkainen'
description: ''
tags: ''
systems:
  - 5e
renderer: legacy

```



#### Mordenkainen's Celerity
*5th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M(A pouch of centipede or millipede legs)
- **Duration:** Special

This spell alters the effects of other spells which would affect your movement. This spell's duration is 1 minute, then inflicts an Instantaneous effect on all appropriate spells cast on you during this duration. This effect on the spells remain until the modified spell ends.

The effected spells are altered in the following ways;
- The speed increase or decrease granted by the spell is strengthened or weakened by upto 50%.
- The amount the spell moves you is increased or decreased by upto 50%.
- The spell's duration is doubled. Concentration or other special duration qualities are unchanged.

If a spell affected by Celerity also effects other creatures, only you gain the benefits of Celerity.

**At Higher Levels.** When cast as a 7th-level spell, Celerity also removes the "Concentration" tag from all effected spells of 5th-level or lower. 



#### Mordenkainen's Electric Arc
*2nd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instantaneous

This spell channels arcane lightning energy through your hands or focus. As part of this casting, you roll 3d8. This is the lightning damage you may deal with this spell. After rolling these dice, you choose any number of creatures within range, then distribute the damage between them as you see fit.

**At Higher Levels.** For each level above 2nd, you roll 2d8 additional lightning damage to distribute.



#### Mordenkainen's Encompassing Vision
*4th-level divination*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M(A jar of eyes from 10 separate creatures)
- **Duration:** Special

This spell alters the effects of other spells which would affect your sight. This spell's duration is 1 minute, then inflicts an Instantaneous effect on all appropriate spells cast on you during this duration. This effect on the spells remain until the modified spell ends.

The effected spells are altered in the following ways;
- The special sense's range is increased by upto 50%.
- The spell's effects .
- The spell's duration is doubled. Concentration or other special duration qualities are unchanged.

If a spell affected by Encompassing Vision also effects other creatures, only you gain the benefits of Encompassing Vision.

**At Higher Levels.** When cast as a 6th-level spell, Encompassing Vision also removes the "Concentration" tag from all effected spells of 5th-level or lower. 


#### Mordenkainen's Faithful Phantoms
*4th-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** 8 Hours

You conjure a pair of phantom warriors in unoccupied spaces that you can see within range, where they remain until an enemy is identified within 30 feet of them by you(No action). You may give the phantoms a circumstance to identify their own targets, such as "The creature which activates my Alarm spell" or "The creature my Faithful Hound is barking at."

When a target is identified, the warriors fly to the target. Upon reaching the target, the warriors hover around the target until the end of this spell, the target is killed, or the target moves more than 60 feet away of where the phantoms were placed.

The phantoms are invisible to all creatures except you and their targets, and can't be harmed. They are considered *Undead*, and may be dispelled or banished as normal. The phantoms appear to be wielding spears and shields, and wearing plate mail.

At the start of each of your turns, the phantoms attempt to attack their target. Their attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, they each deal 2d8 piercing damage to the target.

**At Higher Levels.** For each level above 4th, you conjure one additional phantom within range, which behaives identically to the other two.


#### Mordenkainen's Instant Distillation
*9th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M(A crystal albemic unsuited to actual alchemy worth 1000 gp)
- **Duration:** Instantaneous

You touch a magic item which has the power of a legendary item or lower. The item is immediately distilled into it's raw elemental and magical components. All effects from the item and any attunement to the item is ended.


\page

#### Mordenkainen's Penultimate Cogitation
*7th-level divination*
___
- **Casting Time:** 1 hour
- **Range:** 1 mile
- **Components:** V, S, M(A crystal ball worth 1000 gp)
- **Duration:** Special

When you finish casting Penultimate Cogitation, you choose one spell found in a book within range, one spell within a scroll within range, or a spell within a Staff, Wand, or similar implement within range. Your preparation of Penultimate Cogitation is replaced by the preparation of the chosen spell. The spell remains prepared until you choose to unprepare it, as though it were one of the spells found within your spellbook. Once you lose the preparation for the chosen spell, however, you must use this spell or a similar effect to reprepare the spell.

#### Mordenkainen's Protection Against Slime
*1st-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes)
- **Duration:** 1 hour

Until the spell ends, one willing creature you touch is protected against slimekin.

The protection grants several benefits. Slimekin have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

**At Higher Levels.** When cast as a 2nd-level spell, the duration is increased to 2 hours, then to 4 hours as a 3rd level spell, 8 hours as a 4th level spell, and a full 24 hours at 5th level. No benefits exist as a 6th-level or higher spell.

#### Mordenkainen's Protection Against the Bloodthirsty
*3rd-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes)
- **Duration:** 1 hour

Until the spell ends, one willing creature you touch is protected against vampires and their related creatures, such as Skall.

The protection grants several benefits. Bloodthirsty creatures have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

**At Higher Levels.** When cast as a 4th-level spell, the duration is increased to 2 hours, then to 4 hours as a 5th level spell, 8 hours as a 6th level spell, and a full 24 hours at 7th level. No benefits exist as an 8th-level or higher spell.

#### Mordenkainen's Protection Against the Feral
*3rd-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes)
- **Duration:** 1 hour

Until the spell ends, one willing creature you touch is protected against lycanthropes, beastkin, and animals.

The protection grants several benefits. Those types of creatures have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

**At Higher Levels.** When cast as a 4th-level spell, the duration is increased to 2 hours, then to 4 hours as a 5th level spell, 8 hours as a 6th level spell, and a full 24 hours at 7th level. No benefits exist as an 8th-level or higher spell.

#### Mordenkainen's Protection from Beasts
*1st-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes)
- **Duration:** 1 hour

Until the spell ends, one willing creature you touch is protected against animals of the land and sea.

The protection grants several benefits. Beasts without a flying speed have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

**At Higher Levels.** When cast as a 2nd-level spell, the duration is increased to 2 hours, then to 4 hours as a 3rd level spell, 8 hours as a 4th level spell, and a full 24 hours at 5th level. No benefits exist as a 6th-level or higher spell.


\page


#### Mordenkainen's Protection from Birds
*1st-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes)
- **Duration:** 1 hour

Until the spell ends, one willing creature you touch is protected against flying animals.

The protection grants several benefits. Beasts with flying speeds have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

**At Higher Levels.** When cast as a 2nd-level spell, the duration is increased to 2 hours, then to 4 hours as a 3rd level spell, 8 hours as a 4th level spell, and a full 24 hours at 5th level. No benefits exist as a 6th-level or higher spell.

#### Mordenkainen's Protection from Bugs
*1st-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes)
- **Duration:** 1 hour

Until the spell ends, one willing creature you touch is protected against vermin, *Tiny* beasts like bugs, rats, and mice.

The protection grants several benefits. Vermin have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

**At Higher Levels.** When cast as a 2nd-level spell, the duration is increased to 2 hours, then to 4 hours as a 3rd level spell, 8 hours as a 4th level spell, and a full 24 hours at 5th level. No benefits exist as a 6th-level or higher spell.


#### Mordenkainen's Sword
*7th-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:** 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you choose a creature within range. The sword flies to that creature and hovers around them for the duration, or until you use a bonus action to choose a different creature. 

At the beginning of each of your turns, the sword makes an attack against the target, using your spell attack bonus. On a hit, the sword deals 4d8 force damage. If the sword critically strikes a creature, they are *Stunned* until the start of your next turn.

**At Higher Levels.** When cast as an 8th level spell, the sword's attack is Critical on a d20 roll of 19 or 20. When cast as a 9th level spell, the sword's attack is Critical on a d20 roll of 18, 19, or 20.