Deep Magic
Deep Magic
Deep Magic
Credits
Lead Designers: Lead Designers: Dan Dillon, Chris Harris, and Jeff Lee
Designers: Wolfgang Baur, Scott Carter, Matthew Corley, Jesse Jordan, Phillip Larwood, Chris Lockey, Michael
Ohl, Carlos Ovalle, Greg Marks, Shawn Merwin, Mike Welham, and Steve Winter
Developer: Steve Winter
Editor: Kim Mohan
Additional Editing: Meagan Maricle, Steve Winter, Marcie Wood
Fantasy Grounds Digital Edition: Linda Buth
Roll20 Digital Edition: Nic Bradley
Art Director: Marc Radle
Cover Art: Marcel Mercado
Interior Artists: Emile Denis, Rita Fei, Marcel Mercado, Julia Metzger, David Auden Nash, William O'Brien,
Corwin Paradinha, Florian Stitz, Bryan Syme, Addison Rankin, Egil Thompson, Mateusz Wilma
Graphic Designer: Marc Radle
Publisher: Wolfgang Baur
Additional Design: Dan Abrahmsen, John-Michael Albrecht, Steven Andrews, Anonymous (2), Brice Barnett,
Mary Beaton, Tor Bittamnn, John H. Bookwalter Jr., Carl Brost, Joshua K. Brown, Nick Brown, Peter Bruhn, Steve
Collin, Trevor Lee Cooper, Andrew Croft, Kameron Crump, Wally D., Jordan Day, Stephen Diamond, Scott
Dornian, Melissa Doucette, Brandon Elms, William Fischer, Alex Fosth, Casey Geyer, Seth Grimes, Kim Hanley,
Chris D. Hansen, Randall Hartman, Claire Hogan, Matthew House, Kristopher R. Hunter, Jacob Johnson, John
Landis, Frank Licato, Michael Liebhart, James McManus, Andre Montague, Fabrizio Nava, Patrick Martin Frosz
Nielsen, Xavier Noé, Conlan Parkman, Kelly Pawlik, Tim Prior, Brian Oppermann, Craig C. Robertson, Abbey
Ross, George Sager, Ricardo L. Santiago, Francisco Santos, John Seidler, Skagasaurus, Kenneth Smith, Brian
Suskind, Dennis Sustare, Michael Swords, David Truman, Cody Tunison, Nsima Uwah, Andrew Vince, Adam
Weiler, Joseph Williams, and John Windsor
A special thanks to the 4,456 backers who made this volume possible! Thanks also to the playtesters who
kept us sharp, the fans who wrote in with questions for clarification, and the of some of these spells in prior
editions of the game going back to the dawn of Zobeck and the ticking pendulum.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open Game Content includes the spells previously published and the backer spells. All other
material is Product Identity, especially place names, character names, locations, story elements, and fiction. No other
portion of this work may be reproduced in any form without permission.
Printed in China
http://www.koboldpress.com (www.koboldpress.com)
ISBN: 978-1-936781-31-7
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Introduction
My first spell-slinger was a cleric of Thor who was more about crushing the enemy than healing the wounded. Choosing
which spells he would be able to cast was a thrill from the very beginning. Plus, announcing each spell with a shout of
praise for thunder and lightning felt, well, extremely metal. I was 12, and casting spells was the best part of playing D&D.
Not that much has changed. This Deep Magic collection offers more than 700 new spells for your character or
your campaign's NPCs to enhance the richness of your adventures. That's 700 new ways to explore, explode,
manipulate, disintegrate, and master the fantasy campaign of your choice. When you add in the subclasses, domains,
and appendices, you'll see that this collection broadens the scope of what spells can accomplish. If you enjoy magic in its
endless variety, this book is a treasure trove of possibilities.
The Deep Magic series for 5th Edition started in 2016 and has expanded to twenty-some installments since then; these
are updated, revised, and collected here together with almost 200 all-new spells, plus material collected from the Warlock
Patreon booklets, Tales of the Old Margreve, Empire of the Ghouls, and other sources. Topped off by the best spells
submitted by Kickstarter backers, this volume offers you a rich collection of particular styles of magic as well as everyday,
highly useful spells for any caster. In its wide-ranging approach, it also includes spells designed expressly for villains and
variations on three traditional spells dating from the earliest days of the game.
This book will inspire you, spark encounters and nefarious plots, and give your hero new tools to outsmart and outfight
the monstrous foes that await in any dungeon. This volume enables all that and more.
The spells in Deep Magic for 5th Edition are all listed here, and the great majority of the spells listed are found in the spell
descriptions detailed in the section after this one. A spell whose entry in the lists ends with a term in brackets (such as
[chaos] or [dragon] or [Void]) is found in a separate section devoted to that category and its traditions and quirks.
A spell whose entry ends with "[clockwork]" is an example of clockwork magic, which is an integral part of the Midgard
Campaign Setting. The appendix of this book presents clockwork magic spell lists for each class capable of using such
magic.
Similarly, a spell whose entry ends with "[labyrinth]" belongs to a small group of rare spells collectively known as labyrinth
magic. The appendix presents labyrinth magic spell lists for each class capable of using such magic.
See the spells page to browse and sort each class' spell list.
Bard spells
Cleric spells
Druid spells
Paladin spells
Ranger spells
Sorcerer spells
Warlock spells
Wizard spells
Spell Descriptions
This section contains more than four hundred spells designed for use by player characters and NPCs. The spell
descriptions are presented in alphabetical order.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
Class Options
No two spellcasters are alike, and making each one stand out is part of the fun of playing such a character. This section
includes nearly three dozen new options for spellcasting types, including the expected wizards, sorcerers, and warlocks,
as well as fifteen new divine domains, four druid circles, two bard colleges, a pair of options for paladins and rangers, and
even an arcane fighter. Browse the possibilities and see what inspires your next magic-slinging character!
Bard College
At 3rd level, a bard gains the Bard College feature. The following options are available to a bard, in addition to those in
the standard rules.
College of Wyrdsingers
Greenleaf College
Divine Domains
At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to
those in the standard rules.
Beer Domain
Cat Domain
Darkness Domain
Dragon Domain
Hunger Domain
Hunting Domain
Justice Domain
Labyrinth Domain
Moon Domain
Mountain Domain
Ocean Domain
Prophecy Domain
Speed Domain
Time Domain
Travel Domain
Winter Domain
Druid Circles
At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those in
the standard rules.
Circle of Oaks
Circle of Owls
Circle of Roses
Circle of the Spirits
Martial Archetype
At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to a fighter, in addition to those
in the standard rules.
Prescient Knight
Sacred Oaths
At 3rd level, a paladin gains the Sacred Oath feature. The following option is available to a paladin, in addition to those in
the standard rules.
Oath of Radiance
Oath of Thunder
Ranger Archetypes
At 3rd level, a ranger gains the Ranger Archetype feature. The following option is available to a ranger, in addition to
those in the standard rules.
Griffon Scout
Vampire Slayer
Sorcerous Origins
At 1st level, a sorcerer gains the Sorcerous Origin feature. The following option is available to a sorcerer, in addition to
those in the standard rules.
Aristocratic
Elemental Essence
Farseer
Otherworldly Patrons
At 1st level, a warlock gains the Otherworldly Patron feature. The following option is available to a warlock, in addition to
those in the standard rules.
The Otherworldly Patrons presented here include modified or augmented Pact Boons, which can be viewed here.
Arcane Tradition
At 2nd level, a wizard gains the Arcane Tradition feature. The following option is available to a wizard, in addition to those
in the standard rules.
Elementalist
White Necromancer
Arcane Backgrounds
Many people come of age after being exposed to some form of arcane magic, or after being attracted to the study of
supernatural forces. The arcane backgrounds presented below are examples of how to expand the concept, all designed
to give players a wider range of choices when fleshing out their characters if the GM allows this material into the
campaign. Optionally, the GM can use these backgrounds to add depth and complexity to NPCs that the player
characters will come up against.
Archivist
Fey Hostage
Soul Channeler
Transformed Familiar
Alkemancy Magic
Too many arcane spellcasters and scholars view alchemy as magic's poor second cousin—an academic pursuit with
practical applications, but still nothing that wizards with real talent would devote serious time or effort to. While alchemy
can achieve astounding, even nearly miraculous feats, it's always been overshadowed by the power and versatility of
arcane magic. Because alchemy requires extensive preparation and forethought, adventurers tend to prefer the flexibility
and immediacy of spellcasting.
In some areas, a branch of alchemy is practiced that surpasses the simple alchemy familiar to the rest of the world.
Known as magical chemistry, or simply alkemancy, this discipline delves into the properties of common alchemical
substances, such as brimstone and salt, and the means by which they can be used to achieve physical and metaphysical
transformation in objects and creatures on levels unseen in most lands. Alkemancy practitioners combine their
understanding of alchemical reagents and elixirs with their knowledge of spellcraft to create new and formidable magical
effects.
Even more than this, though, alkemancy embodies a unique philosophy of life and nature. Alkemancers don't concoct
useful potions and philters as an end in itself. Ultimately, they seek to expand their minds past mortal limits, or even to
achieve true immortality, and alkemancy is simply the path they follow in pursuit of that goal.
Transmuters and alkemancers belong to similar schools of thought. But where transmuters have little use for alchemy
and its secrets, preferring to rely on brute magical force to achieve their aims—at least, that's the opinion held by
traditional alchemists—alkemancers combine extensive knowledge of alchemy with the many ways that the six
fundamental essences can be applied to arcane magic.
Brimstone. The yellow of brimstone (otherwise known as sulfur) represents activity, energy, and masculinity, and it's
related to the sun, volcanoes, and elemental fire. Brimstone is a destructive essence present in small amounts in
explosives, various acids, and in substances such as alchemist's fire.
Lead. Also erroneously referred to as antimony (a different metal that lead is sometimes combined with), lead represents
coldness and heaviness, transformation, and the removal of impurities in objects and creatures. It is associated with
broader elemental metals and is often called the oldest or first metal. Lead is reactive and can be toxic in various forms
over long periods of exposure—useful qualities in lingering poisons and slow-acting corrosives. It's used as a component
in many alchemical creations and supplies.
Quicksilver. Also known as mercury, this silvery metal represents passivity, femininity, and malleability. It's associated
with elemental water and the moon. Quicksilver is seen as a creative essence despite its passive nature. It's also a lethal
poison, much faster-acting than lead, for example. A fluid dram of refined quicksilver is occasionally used in vials of both
alchemical poisons and antitoxins.
Quintessence. One of the rarest and most mysterious of the six fundamental essences, quintessence represents
thought, life, and spirit. It is distantly related to elemental air; in its commonest form, it appears as a vaporous, silvery
liquid. Quintessence is never used in common alchemical items, largely because it's one of the most difficult of the
essences to obtain and it dissipates as soon as it's exposed to air. Alkemancers are always keen to find viable substitutes
for quintessence in their concoctions.
Salt. The most common of the six fundamental essences is salt, which represents matter, physicality, and the human
body. It is closely related to elemental earth. Purified salt is used in many common alchemical items, and solutions of salt
are used widely in mundane and supernatural formulas and rituals.
Void Salt. Dull black crystals distilled from the blood of slain creatures of the Void, the substance known as Void salt
takes its name from its granular appearance. Void salt is associated with dissolution, entropy, and madness. It is a
dangerous substance to work with, because merely touching it with bare skin deals 1 necrotic damage. Anyone intending
to work with Void salt should wear gloves of metal or thick leather, and even those substances corrode soon after coming
in contact with Void salt unless they're protected with an anti-necrotic energy coating. The use of Void salt is reserved for
rare alchemical concoctions, mainly acids, poisons, and explosives.
See the spells page to browse and sort each class' spell list.
Spell Descriptions
The following spells are presented in alphabetical order.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
Acid Gate
Acid Rain
Alchemical Form
Blood to Acid
Boiling Oil
Bottled Arcana
Bottomless Stomach
Brimstone Infusion
Caustic Torrent
Delay Potion
Gluey Globule
Life Hack
Mephitic Croak
Quicksilver Mantle
Ray of Alchemical Negation
Salt Lash
Alkemancer
Alkemancer [–]
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Alembic of Unmaking
Anuraag's Crucible
Brain Juice
Bubbling Retort
Girdle of Traveling Alchemy
Oil of Defoliation
Potion, Pill Form
Scalehide Cream
Alchemist's Ice
Hypodermic Arrow
Swarm Repellent
Tooth Capsule
Angelic Magic
The heavenly planes shine with light and power, as deities both benevolent and stern look down from their thrones.
Without question, the most powerful of those gods' servants are the angels. Angels carry the word of their creators to
mortal ears and bring down their righteous blades against creatures of darkness. These entities are mighty beyond
mortal ken, and their very names seethe with the essence of creation. The secrets of harnessing the power of the angels
are hidden within those names, and a select few mortals have learned how to realize that potential.
The first angelic seals and wards were passed to worthy mortals as rewards for their sacrifice and valor in the service of
light, and as weapons to be used in the struggle against the fiendish hordes. An angelic seal is the written form of the
true name of an angel, inscribed on an object or a surface in a particular way to draw on the essence of that angel's
power. That power flows through the written representation and into the individual who carries it, or into a location that
bears a ward. The angel isn't harmed or hindered when a fraction of its power is siphoned this way, but it does notice,
and woe befalls any wicked soul who steals the secret of a seal and misuses its power.
Angelic Spells
Seals and wards aren't the only expressions of angelic power available to mortals. In the ages since the first angelic
names were carved into earthly forms, the battles between light and darkness have tested the limits of the heavenly host.
In the wake of these struggles, mortal practitioners experimented with variations on the seals and found ways to isolate
the power of the angels and shape it into spells.
Knowledge of angelic spells is rare, and it's not possible for a spellcaster to develop or learn these esoteric spells without
being trained in these specialized practices. Occasionally, the powers of light make a gift of a particular spell to a favored
champion. Also, tomes containing the notes and experiments of the first angelic scribes still exist in hidden libraries and
forgotten shrines.
A spellcaster fortunate enough to discover an angelic spell in written form can gain access to it through study. The usual
method of gaining this access is through the pursuit of the angelic scribe wizard specialty. Angelic scribes preserve the
knowledge embodied in the angels' names and pass those secrets to their apprentices so the forces of good will always
be able to wield their mightiest weapons in times of need.
See the spells page to browse and sort each class' spell list.
Spell Descriptions
The following spells are presented in alphabetical order.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
Angelic Guardian
Benediction
Blade of Wrath
Blazing Chariot
Blessed Halo
Celestial Fanfare
Deva's Wings
Greater Seal of Sanctuary
Quintessence
Seal of Sanctuary
Angelic Scribe
Wizard or Cleric Speciality [–]
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Angelic Seals
Each angelic seal consists of the name of an angel, written in Celestial on a suitable surface, that resonates with a given
seal's effect.
Amnayeth (Benevolence)
Simil (Clarity)
Rikbil (Fortitude)
Barrateth (Fortune)
Vrechiel (Glory)
Ophanim (Humility)
Chamule (Judgment)
Jelaal (Recovery)
Iaothe (Temperance)
Xapanie (Wrath)
Chaos Magic
There exists a form of raw arcane power with no rules or structure—only an unthinking addiction to changing the reality
with which it comes into contact. This force is known as chaos magic. Those who learn to channel this energy eventually
expand and aid this magic in its chaos; to master it, though, chaos demands an emotional price of extreme highs and
lows. An eccentric lifestyle or even full-on madness is common among chaos magic specialists, who are collectively
known as chaos mages.
Spell Descriptions
The following spells are presented in alphabetical order.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
Babble
Bad Timing
Calm of the Storm
Chaotic Form
Chaotic Vitality
Chaotic World
Elemental Twist
Entropic Damage Field
Fluctuating Alignment
Frenzied Bolt
Ill-fated Word
Mass Surge Dampener
Misfortune
Mist of Wonders
Paragon of Chaos
Roaming Pain
Roaring Winds of Limbo
Shifting the Odds
Surge Dampener
Timely Distraction
Uncontrollable Transformation
Undermine Armor
Unruly Item
Unshackled Magic
Wild Shield
Wild Trajectory
Entropist
Entropist [–]
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College of Entropy
College of Entropy [–]
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Chaos Magic Surges
The use of chaos magic sometimes causes a chaos magic surge. This phenomenon is similar to the wild magic surge
caused by some sorcerers. When a chaos magic surge has a chance of occurring, the caster rolls a d20. On a 1, roll
1d100 and consult the Chaos Magic Surge table to determine the result.
Dragon Magic
Some scholars believe that true magic springs only from deep inside an individual creature, such as a dragon or a
demon, and those possessing bloodlines from such terrible creatures can tap their personal magical stores. Others
speculate that magic comes only from other planes of existence or from the gods themselves.
The truth is that magic comes from several sources, and powerful beings can utilize any wellspring of magic to craft
spells and fuel seemingly miraculous effects. One of the first creatures to master all types of magic were the majestic and
terrible dragons. Although they were capable of controlling the elements and inducing terrible fear, they also mastered
more subtle magic. They wove a tapestry of magic into their homes, giving their lairs innate defenses. They taught their
servants, from humans to kobolds to elves, how to make use of the magic that permeated the atmosphere. And they also
passed on to their kin—both true dragons and lesser creatures—the kind of magic that roiled in blood and bone.
Dragon magic is a distinct branch of arcane study, founded in the Draconic language and in an elemental understanding
of arcane forces.
See the spells page to browse and sort each class' spell list.
Spell Descriptions
The following spells are presented in alphabetical order.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
When the elves first developed their magic long ago, the spells they learned to use were all cast as rituals. Over time,
researchers who came later discovered how to cast most spells more quickly and with greater potency—at the expense
of sapping their energy and leaving them in need of recuperation.
Some of the original elven rituals are still being taught and used today—and just as in the distant past, they can be cast
only as rituals. That aspect of their nature sets them apart from all other spells, because it means that anyone who can
cast one of these spells can do so repeatedly, without needing to draw on enough of their inner power to deplete their
magical ability.
Ritual Focus. Another quality unique to elven ritual magic is the ability of the caster to call upon inner reserves and
expend extra effort to improve or enhance the effect of an elven ritual spell. This extra effort is represented by the caster's
ritual focus. Each of the spell descriptions ends with a paragraph that explains the effect of expending the ritual focus on
the casting of that spell.
Unlike a normal spellcasting focus, a ritual focus is not an object; it's a state of mind. And once this mental energy has
been expended, a caster's ritual focus can't be used again until he or she finishes a short or long rest.
Elven ritual magic can be incorporated into the game in one of two ways, depending mainly on whether the GM
uses the rules for feats. If so, then it might be necessary for a character to have the Ritual Caster feat before any
of these spells can be employed. If not, then—unless the GM decides otherwise—a character can cast any of
these spells as normal, provided that they appear on his or her spell list.
See the spells page to browse and sort each class' spell list.
Spell Descriptions
The following spells are presented in alphabetical order.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
Afflict Line
Bloom
Celebration
Clearing the Field
Desolation
Encroaching Shadows
Extract Essence
Guest of Honor
Shadows Brought to Light
Shadowy Retribution
Song of the Forest
Vine Trestle
Heiroglyph Magic
For countless ages the heat of the deserts and shifting sands of these lands have held many secrets that fascinate,
delight, and terrify. Ancient knowledge can be found here by those who know how and where to look, unlocking a new
world of power and possibility. But beware—this knowledge is difficult to learn and dangerous to the unschooled! Few of
its masters are willing to teach their secrets to anyone outside their own sect. But perhaps as an astute linguist, a
talented artist, or even a clever mason, you can tap into the secret script of magic from ancient times and unlock the
power of hieroglyphs.
Accessing the magic of hieroglyphs requires the Script Carver and Script Sage feats. If the option to gain feats isn't used
in your campaign, then Script Carver and Script Sage can be gained in place of level-based ability score improvement, if
your GM approves. Alternatively, characters might need to accomplish other, story-related tasks determined by the GM to
gain the abilities bestowed by the Script Carver and Script Sage feats. Once any obstacles are cleared, all characters
who meet the prerequisites can gain these feats.
Some powers have a level requirement (given in parentheses); when a character attains that level, this power becomes
an additional choice. Mastery powers are a separate category: only a character who has the Script Sage feat for a
particular hieroglyph can use its mastery power. If a power or a mastery power has no level requirement, it becomes
available to you as soon as you acquire the necessary feat.
If a hieroglyph power gives you the ability to cast a spell, you can do so without needing any components (aside from
materials needed for the drawing of the glyph), and the spell is always cast as if using the lowest-level spell slot possible.
It typically has the same duration as a normal casting of the spell, and uses your character level as the caster level.
When a hieroglyph power calls for a saving throw, the DC equals 8 + your ability bonus + your proficiency bonus. The
ability that applies to the DC calculation is the same as the ability used for the saving throw.
Hieroglyph Descriptions
The heiroglyphs are presented below in alphabetical order.
As Does Every God, Every Bird, Every Fish, and Every Creeping Worm
Dress the Air with the Cloying and the Fair
Drink Deep of the River's Power
Flourish in Death as in Life
Fly as the Falcon, Howl as the Wolf
Gifts Taken From the Silver Coffer
Give Succor to Thy People
Grasping Arms of Balance
He Hath Repulsed the Fiends
Hieroglyphs
Hold the Storm in An Urn of the Wind
On the Day of the Destruction of the Fiends
Open the Hidden Springs and Unbolt the Shrine
Savor the Divine Company of the Gods
Shine at the Monument of the Mighty
Stand Above All
Stars and Birds Perceive All
The Gods' Company is Like Light
The Jackal Moves on Tirelessly
Watchful Eyes See What Is Hidden
With One Heart and Voice, The People Raise Cries of Joy
With the Sight and Talons of the Hawk
Illumination Magic
Illumination magic concerns both the manipulation of light and observations of the heavens. Its practitioners have been
likened to elemental specialists who have an affinity for light instead of fire, earth, air, or water. Naturally, these individuals
are anathema to creatures and spellcasters that lurk in places where darkness and shadow hold sway.
Illumination Magic Spell Lists
Mastery of illumination magic comes from long and dedicated study, and thus wizards have access to more of these
spells than other spellcasting classes do.
See the spells page to browse and sort each class' spell list.
Sharp-eyed readers will note that some of the spells described in the standard rules are given out to classes that
were not originally included in those classes' spell lists. Granting access to those spells to a wider range of
classes is a deliberate change, meant to showcase the expanded power and utility of illumination magic. If the GM
decides that this approach is too generous, some or all of these adjustments might be disallowed.
Due to limitations in 5eTools, these expanded illumination spells are not shown on the [spells.html](spells page). A
summary is available here.
Spell Descriptions
The following spells are presented in alphabetical order.
Amplify Light
Burning Radiance
Greater Protective Nimbus
Guiding Star
Last Rays of the Dying Sun
Orb of Light
Phantom Light
Protective Nimbus
Searing Sun
Shield of Starlight
Soothing Incandescence
Starburst
Starfall
Star's Heart
Summon Star
Tracking Beacon
Illuminator
Illuminator [–]
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Ring Magic
Dwarves are renowned as shapers of the physical world. Earth, stone, and metal bend to the will of dwarven hammers.
It's easy to assume that because dwarves have such great skill at shaping material, they must lack the time and energy
to become masters of the arcane, too—but that assumption is wrong. Taking unformed matter and shaping it to conform
to one's will is an effective way of blending the physical and arcane arts. The dwarves' greatest magic has come from this
effort, as evidenced by the legendary weapons, armor, and implements of war that emerge from their mountain
strongholds. Few dwarves pursue the study of magic aside from devotion to their deities, but one discipline bridges the
gap between creation and spellcasting: ring magic.
Ring magic is the dwarven art of forging metal into rings, often with runes inscribed on their surface, and using those
rings to produce or bring about magical effects. Dedicated practitioners known as ring wardens channel their magic
through specially prepared rings, increasing the devastation wreaked upon their foes, and they can even imbue spells
into rings that they or someone else can unleash later.
Rings created for the purpose of invoking ring magic are more than decorative hand jewelry. They often take the form of
circlets of precious metal large enough to adorn a weapon, a staff, or a suit of armor. Wizards who devote themselves to
ring magic are rare outside the dwarves' lands, but they're instantly recognizable by the ring-adorned stafffs they carry.
Although ring magic spells often require a ring of some form as a material component, the effects they produce are quite
distinct and variable, from illusions to transmutations and evocations. What they have in common is that dwarves have
uncovered a way to bind the effects into rings; the deeper arcane connection between the rings and the spells is
sometimes elusive.
See the spells page to browse and sort each class' spell list.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
Bitter Chains
Circle of Devastation
Circle of Wind
Create Ring Servant
Curse Ring
Enchant Ring
Hoarfrost
Innocuous Aspect
Reverberate
Ring Strike
Ring Ward
Spinning Axes
Ring Warden
Ring Warden [–]
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Rune Magic
Writing can be an expression of magic, and a way to trap and focus arcane energy. This precept is the foundation of rune
magic, which requires carving, writing, or otherwise generating glyphs, sigils, signs, and runes of many kinds. This
practice is quite common among many different people, from dwarves and druids to northlanders and even some goblin
tribes. The rune magic presented here is somewhat northern-flavored, but it could easily serve for dwarven runes, druidic
ogham, or goblin graffiti magic. The deeper understanding is that shapes bind power, and that magic can be made
tangible. That tangible magic can be a stone rune, a silvery sigil, or even a bloody scrawl—its power functions regardless
of how it was made.
Rune Powers
Accessing the magic inherent within runes requires the Rune Knowledge feat. If the option to gain feats isn't used in your
campaign, then Rune Knowledge can be gained in place of level-based ability score improvement, if your GM approves.
Alternatively, characters might need to accomplish other, story-related tasks determined by the GM to gain Rune
Knowledge. Once those obstacles are cleared, all characters who meet the prerequisites can gain Rune Knowledge and
Rune Mastery. A character who acquires the Rune Knowledge feat can begin making use of the runes described here.
When one of your rune powers calls for a saving throw, the DC is equal to 8 + your ability modifier + your proficiency
bonus. Your applicable ability modifier is the same one being used for the saving throw unless a different ability is
specified; for example, if a rune calls for a Charisma saving throw, your Charisma modifier is used to set the DC.
Each rune confers a benefit on someone who knows how to scribe it. A rune's benefit is always in effect for a character
who knows that rune. In addition, that character can call upon one of the rune's powers when so desired. Unless
otherwise noted, any rune power can be used once, and that expended use is regained when you finish a long rest.
Some powers have a level requirement (given in parentheses); when a character attains that level, this power becomes
an additional choice. Mastery powers are a separate category: only a character who has the Rune Mastery feat for a
particular rune can use its mastery power. If a power or a mastery power has no level requirement, it becomes available
to you as soon as you acquire the necessary feat.
If a rune's power gives you the ability to cast a spell, you can do so without needing any components (aside from
materials needed for the drawing of the rune), and the spell is always cast as if using the lowest-level spell slot possible.
It typically has the same duration as a normal casting of the spell, and uses your character level as the caster level.
When a rune power calls for a saving throw, the DC equals 8 + your ability bonus + your proficiency bonus. Typically, the
ability that applies to the DC calculation is the same as the ability used for the saving throw.
Rune Descriptions
The following runes are presented in alphabetical order.
See the optional features page to browse and sort runes. Art from this section is attached to the respective runes.
Algiz
Ansuz
Berkanan
Dagaz
Ehwaz
Eiwaz
Fehu
Gebu
Hagalaz
Ingwaz
Isaz
Jera
Kaunen
Laukaz
Mannaz
Naudiz
Nyköping
Otalan
Perto
Raido
Sowilo
Tewaz
Turisaz
Uruz
Wunjo
One magic item, the nithing pole, is also included in this section.
Shadow Magic
Darkness brings a tingle to the spine, reminding us of a time when we felt trapped without light and the darkness itself
seemed a companion to fear.
When the light goes out, the hair on the back of your neck stands up. Was that the wind, or is something lurking in the
dark, waiting to attack you? When nature's deadliest predators hunt in darkness, their ability to see when we can't makes
us feel weak against their power.
Shadow magic can lend a sinister feel to an NPC, or cast a player character as a cursed hero who uses the power of
darkness for good—at the cost of his or her soul. Spellcasters who manipulate shadow draw this mysterious, unsettling
energy from alien dimensions and turn it to their own uses.
See the spells page to browse and sort each class' spell list.
Spell Descriptions
The following spells are presented in alphabetical order.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
Become Nightwing
Black Hand
Black Ribbons
Black Well
Call Shadow Mastiff
Claws of Darkness
Cloak of Shadow
Conjure Shadow Titan
Creeping Darkness
Dark Dementing
Dark Path
Darkbolt
Douse Light
Dying of the Light
Hide in One's Shadow
Legion
Negative Image
Shadow Armor
Shadow Bite
Shadow Blindness
Shadow Gateway
Shadow Hands
Shadow Metamorphosis
Shadow Monsters
Shadow Puppets
Shadow Step
Shadow Tendrils
Shadow Trove
Silhouette
Slither
Umbral Storm
Shadow Bloodline
Shadow Bloodline [–]
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Temporal Magic
The control and manipulation of time is an esoteric and mysterious branch of magic. Spellcasters who seek to alter time
have the potential to perform incredible deeds. That potential is tempered by the great danger of intervening with time,
which resists mortal interference. Many gods, too, look unfavorably on those who try to divert or dam the currents of time,
and their disfavor should never be taken lightly.
Several temporal spells are also classified as clockwork magic. For ease of reference, those entries in the lists carry a "
[clockwork]" identifier.
See the spells page to browse and sort each class' spell list.
Accelerate
Alter Time Flow
Anticipate Arcana
Anticipate Attack
Anticipate Weakness
Auspicious Warning
Chronal Lance
Decelerate
Flickering Fate
Foretell Distraction
Quicken
Quick Time
Ravages of Time
Reset
Right the Stars
Scry Ambush
Seer's Reaction
Time in a Bottle
Time Jaunt
Time Jump
Time Loop
Time Slippage
Time Step
Time Vortex
Wall of Time
Timekeeper
Timekeeper [–]
Timekeeper [–]
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Winter Magic
Winter has considerable power, regardless of how it presents itself. In its most obvious manifestation, it is snow and ice
driven by howling wind that reduces visibility to zero and covers everything in a frozen shell. Just as dangerous as this
overt display of power is winter's deceptively beautiful form, when an ineffective sun shines brightly on a serene tableau
of glistening trees and smooth, powder-coated landscapes. Those who travel unprepared through this misleading
peacefulness are liable to end up blinded or frozen.
Spell Descriptions
The following spells are presented in alphabetical order.
See the spells page to browse and sort spells. Art from this section is attached to the respective spells.
Biting Arrow
Blizzard
Boreas's Breath
Breathtaking Wind
Brittling
Clash of Glaciers
Control Ice
Creeping Ice
Curse of Boreas
Deep Freeze
Entomb in Ice
Evercold
Flurry
Freeze Blood
Freeze Potion
Frostbite
Frostbitten Fingers
Fusillade of Ice
Glacial Cascade
Glacial Fog
Ice Burn
Ice Fortress
Ice Hammer
Icicle Daggers
Protective Ice
Sculpt Snow
Sheen of Ice
Shiver
Snow Boulder
Snow Fort
Snowy Coat
Steal Warmth
Triumph of Ice
Winterdark
Winter's Radiance
Wintry Glide
The Otherworldly Patron presented here includes modified or augmented Pact Boons, which can be viewed here.
Eldritch Invocations
Boreal Aura
Horrific Wintry Visage
Boreal Bloodline
Boreal Bloodline [–]
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Wizard's Entourage
The brooding archmage alone in his tower is a staple of fantasy literature. The more powerful the wizard becomes, the
more distant he or she seems from the common folk, and the greatest wizards are often the most misunderstood or
feared. Some wizards try to alleviate this loneliness by passing on their knowledge to those around them, taking on one
or more apprentices. Others create magic constructs to guard their homes—or simply to keep them company—and
wizards summon familiars for much the same reason.
This section describes various companions and accoutrements that a powerful spellcaster, particularly a wizard, might
have. These creatures and features help to flesh out a wizard's home and are often encountered in the wizard's stead.
Finally, they provide opportunities for adventure, either independent of the wizard or linked to the spellcaster.
Apprentices
Every archmage needs someone to clean dishes, tend to meals, and wash bedpans. Although some wizards use spells
or servants to perform these duties, others give these jobs to their apprentices, budding wizards they have taken under
their wings to learn the esteemed art of magic. Many wizards also rely on their apprentices to deal with the riffraff who
wander into their towers looking for help; for many player characters, the wizard's apprentice is their first point of contact.
Below are presented five apprentices that can be inserted into a new or ongoing campaign. These apprentices are more
than just collections of numbers; each has his or her own history and motivations that can impact the lives of the
characters who deal with them.
Lereilel Cloudwood
*Magic never judges you based on your appearance. It doesn't care if you are fat or thin, if you are beautiful or ugly.
Magic accepts you the way you are.*Lereilel Cloudwood (NG female human 2nd-level wizard) is a young woman in her
early twenties with dark reddish-brown hair, pale green eyes, and numerous freckles. Overweight and lacking confidence,
Lereilel has always been anxious about her appearance and is frequently tongue-tied, particularly when dealing with
members of the opposite sex. She has a real passion for magic, however, and was taken in as an apprentice by Ravin
Wyrdstone (LN male human 16th-level wizard [transmuter]), who has great faith in Lereilel's abilities.
Background. Lereilel was born into an affluent family and displayed an affinity for magic when she came of age—much
to the chagrin of her socialite mother, who constantly expressed her disappointment that Lereilel had taken after her
father's looks and whims. Although she was discouraged by her mother's disapproval and the mirthful stares of the men
her mother brought to woo her, Lereilel eventually convinced her father to let her study magic under the tutelage of Ravin
Wyrdstone. Since then, Lereilel has worked hard to prove herself but still thinks that her appearance holds her back. She
has faith that the transmutation magic she is studying might hold the key to "correcting" her unsightly looks and finally
make her mother proud of her.
Recently, Lereilel has been seeing Thaliydor Brightcrest, a handsome half-elf and a local carpenter who seems to think
the world of her despite her homeliness. Unfortunately for her, Lereilel does not realize she is being duped and that
Thaliydor is actually an assassin (CE male half-elf 5th-level rogue) who is using her to get closer to her master.
Personality. Loreilel is highly intelligent and well versed in arcane lore, but finds it difficult to speak with people and has
been something of a wallflower throughout her life. As such, she can easily be taken advantage of by someone who
gives her any attention, particularly if that person is both attractive and charming. If Lereilel realizes that Thaliydor's
feelings are false, the last shreds of her confidence might finally break, leading her to do something potentially self-
destructive unless someone steps in to save her.
Plot Hook. One easy way for the characters to become involved with Lereilel is to have them hired by her master as
guards. Ravin is concerned that he might be the target of an assassination attempt by an old enemy and wants the
characters to protect him and his apprentice until he can track down the villain. Strangely, the archmage is more
concerned about Lereilel than he is about himself and tells the characters to watch her carefully. Alternatively, they could
be hired by Lereilel's father to check on his daughter and see how she is doing. Regardless of how the characters
become involved, their arrival puts a major chink in Thaliydor's plans and forces the assassin's hand, as the half-elf hires
a band of evil brigands to deal with the characters while he uses Lereilel as bait to make an attempt on the life of her
master.
Terindor Grayveil
*Ever since my sister was forced to marry that horrible noble, I've been looking for a way to free her. You lot might be just
the heroes I need.*Terindor Grayveil (CG male human 1st-level wizard) is a wiry lad of fifteen with unruly orange hair and
deep blue eyes. An earnest and helpful soul, Terindor is also far smarter than most of the adults around him and has
taken to the study of magic with natural aplomb. His master is Elgretta Mathelzor (LG female human 14th-level wizard
[evoker]), a famous war wizard who is often away on military campaigns, leaving Terindor to fend for himself.
Background. Terindor was born to hard-working but luckless mercantile parents who gave everything they had to make
the lives of their children better, even teaching them letters and history to help them establish themselves in the world.
The family became crippled by debt, and rather than seeing her parents cast out onto the streets, Terindor's sister, Ileena,
agreed to marry a lecherous noble in order to save the family business. Shortly thereafter, Terindor sought out the war
wizard and begged to become her apprentice—a move that shocked his mother and father, even more so when Elgretta
agreed. Since then, Terindor has worked hard at his training, moving forward in leaps and bounds even though his
master is frequently absent.
Personality. Terindor is a determined lad who consistently pushes himself to become a better wizard. While maintaining
this focus, he frequently pauses his studies to help out those in need, whether by fixing the roof of a spinster's cottage or
driving out giant rats from the local brewery. Well-liked by those in his community, he is also the only one not awestruck
by his mistress, who is renowned for her success in singlehandedly destroying a horde of goblins and felling a mighty
white dragon with a barrage of spells.
Terindor's main reason for wanting to become stronger is to free Ileena from her forced marriage. Although he knows that
Elgretta sympathizes with him, she has told him quite bluntly that seeking retribution against the noble is wrong and not
something she can be part of.
Plot Hook. While he is training, Terindor keeps his ear to the ground in the community for talk of passing adventurers,
particularly those who don't care about breaking the rules but are still fundamentally good at heart. If he hears of the
characters' deeds, he approaches them at his first opportunity and expresses his desire to help his sister out of her
predicament. Terindor has nothing to give the characters in payment but promises to help them enchant their gear when
he becomes a more powerful wizard. If the characters seem about to refuse his request, he offers them the services of
Elgretta—a promise that he knows might cause him a lot of trouble in the future.
Erolimar
*Master Taramind took me on as his apprentice even though there were more suitable candidates. I'll be forever grateful
to him.*Erolimar (LG male elf 1st-level wizard) is a young elf with sweeping silvery locks and amethyst eyes. Stout of
limb, graceful and handsome, Erolimar seems almost like the perfect elf—yet despite these qualities, he has been cursed
with only middling intelligence and wisdom, making him a poor choice as a wizard's apprentice. Nevertheless, he has
been taken on by Taramind the Scorched (NE elf male 15th-level wizard [conjurer]), a mysterious elf with hideously
burned features who is known for his dealings with elementals and fiends.
Background. Erolimar comes from a long line of accomplished spellcasters. Indeed, it was expected that young Erolimar
would enroll at an esteemed college of magic when he came of age so he could follow in his forebears' footsteps. This
would have been the case, had he passed the entrance exam. Soon, it became clear that Erolimar was not the paragon
of wizardry his father and mother thought he would be. Dejected, he turned his back on magic to pursue the meaningful
but far less prestigious role of hunter for his village.
Just when it seemed that magic had left Erolimar behind, he was saved by Taramind, who approached the young elf to
be his apprentice. At first fearful of the wizard's reputation, Erolimar finally accepted the offer and has taken to his new
position with gusto, unaware that his master has taken him on to prepare Erolimar's soul for sacrifice to a fiend, whose
life force he will then transfer into the young elf 's body.
Personality. Erolimar is a kind-hearted, generous, and naive individual who does not see a bad bone in anyone around
him. Even Taramind, with his menacing demeanor and harsh teaching methods, does not set off Erolimar's alarm bells;
he prefers to focus on his master's strengths, rather than than worry about his flaws. Erolimar is envied by many in his
village for his good looks and natural agility, but they are also aware of his failings, and there are few who can hold a bad
thought in their hearts for the elf for too long.
Plot Hook. The characters are hired by the local elf population to investigate a spate of bizarre animal attacks in the
vicinity of Taramind's mansion. The attacks have been violent and erratic, the animals in question extremely vicious and
difficult to kill. During their investigation, the characters run into Erolimar, and the elf proves to be helpful on more than
one occasion. Eventually (perhaps with Erolimar's help), they realize that the animals have become possessed by lesser
fiends and that some sort of conjuration magic is responsible. It is at this point when Taramind begins to prepare the
young elf for sacrifice, and it is up to the characters to save him. How this plays out is up to the GM, but Taramind is no
pushover—his mansion is home to magic traps, bound fiends, and terrible golems.
Arn if Rowan
*I was a warrior before I became a wizard, a sword for hire who traveled the world looking for adventure. I made a name
for myself as well. Perhaps you've heard of me? Arn's the name—Arn of Rowan.*Arn of Rowan (CN male human 12th-
level fighter/2nd-level wizard) is a strapping man in his mid-thirties with long brown hair, a thick beard, and piercing black
eyes. Tall and full of vigor, Arn seems like an odd choice for a wizard's apprentice, and his master, Jainara
Meadowwands (LN female human 9th-level wizard [illusionist]), seems more like a harried wife than a teacher. Indeed,
most people find their pairing to be odd, especially given that Arn is much more famous than his master.
Background. Arn began his career as a soldier in the army of a self-righteous duke who waged war against his
neighbors under the pretense of dispensing justice. It was during this bloody time that Arn solidified his reputation as a
vicious fighter with axe and shield, and once the duke had his fill of warfare, Arn forged his own career as a mercenary
for hire, basing himself in the small town of Rowan, which he soon put on the map with his legendary exploits.
It was after one particularly harrowing mission that Arn drank too much ale at the local tavern and lost a bet to one of his
companions, a bard who claimed that Arn could never master any trade but that of the blade. Haughtily, Arn took up the
challenge and availed himself of the talents of Jainara Meadowwands, a mousy-haired woman and capable illusionist,
agreeing to pay off her debts in exchange for becoming her pupil. Jainara accepted the deal, believing that Arn would
quickly grow bored and leave—but much to her amazement, he not only stayed but quickly excelled as her student.
Personality. Arn is a boisterous and carefree individual who has many scars and tales from his past. Naturally
charismatic and with an unusually keen intellect, he would probably have been a lord by now if it were not for his chaotic
nature. The fact that he is good at magecraft does not surprise Arn, since he is good at whatever he puts his mind to.
What does surprise him, however, is that he actually enjoys the work. He has also grown quite fond of Jainara, and finds
her presence strangely calming.
Plot Hook. The characters are passing through the area when Rowan is attacked by a flight of wyvern-riding hobgoblins.
Arn and Jainara are also present, and through their combined efforts they and the characters manage to turn back the
attack. Jainara is injured during the fight, and it is at this stage that Arn decides to turn his back on the blade and try
being a wizard full-time. Of course, being Arn of Rowan, he cannot let the culprits get away with hurting his master, so he
offers the PCs his magic battleaxe if they track the hobgoblins back to their base and finish them off.
Xelasora
*Master Dramothir will be with you shortly. Just be sure to mind your manners and don't put any dirt on the
furniture.*Xelasora (LN female dragonborn 1st-level sorcerer/1st-level wizard) is a graceful dragonborn in her late teens
with mottled blue and green scales, four short horns that sweep back from her brow, and large amber eyes. She also has
a large, reddish birthmark on her left shoulder that she normally keeps hidden under her robes. Xelasora is serious and
humble and possesses a razor-sharp mind. Her master is Dramothir Galefnir (LG male dwarf 12th-level wizard [abjurer]),
who in addition to being a learned mage is also a renowned artisan and jeweler.
Background. The youngest of seven siblings, Xelasora lived a happy childhood, until the disastrous day when a red
dragon attacked her community and killed the rest of her family. Mentally and emotionally scarred by the experience,
Xelasora withdrew into herself after she was placed in an orphanage. She was ostracized by the other children in the
orphanage, who were mostly human and considered her little more than a monster. Eventually, her pent-up emotions
boiled over and she unleashed some of her latent magic, setting fire to the clothing of one of her tormentors. This act led
to her being expelled from the orphanage and forced to live on the streets, where she barely managed to stay alive by
using her powers. Finally, when all hope seemed lost, Xelasora was taken in by the mage Dramothir, a dwarf who was
intrigued by her intelligence and wit, and who was a natural sucker for a damsel in distress. Since then, Xelasora has
done her best to be a dutiful apprentice and astutely handles Dramothir's busy schedule.
Personality. Xelasora is the best student that any wizard could hope for. She pursues both her magical studies and her
mundane duties with the same rigorous attention to detail and is faultless in her execution. Her poised exterior, however,
conceals a tormented soul. She constantly doubts herself and is worried that she could lose control of her sorcerous
abilities if she becomes flustered or upset. The deaths of her family and the trouble she faced at the orphanage also still
weigh on her heavily, and lately she has been plagued with dreams of fire and shadowy flying shapes, causing her to
suddenly awaken in terror.
Plot Hook. Xelasora's magic comes from a bit of theft: in her younger days, she stole a set of scrolls from an ancient red
dragon. The dragon still exists in the form of a terrible undead monstrosity, and it shares a strange link with the young
dragonborn that allows the two of them to share dreams and images of their lives. By the time the characters enter the
picture, the dragon is close to discovering Xelasora's location—and when it does so, it plans to slay her and recover its
scrolls. Before this event comes to pass, the characters have a chance to stop it, either by destroying the dragon or
somehow trapping it. Of course, defeating an undead dragon is no easy feat; depending on the characters' level, the GM
might want to lead them up to the event with battles against the dragon's servants in the form of ghouls, trolls, vampires,
and lesser evil dragons.
Magic Constructs
Golems and similar constructs are common features in a wizard's home. The most powerful mages have access to even
more dangerous and complex automatons. Although golems are the most common of these constructs, they seldom
have any individuality or personality, making them little more than defensive window-dressing.
Described below are several unique magic constructs, each with its own history and personality. Some of them are
presented along with ready-made adventure scenarios.
Bzeldruin's Hundred
Leothar's Bust
Nisruel's Coachfly
Sivvar's Writing Desk
While characters explore a wizard's tower or stronghold, an adventurer might come across a variety of strange magic
items, some of which are more helpful than others. To determine what a character finds while searching, roll on the table
below or choose one or more items at your discretion.
Familiar Territory
Although the list of available familiars in the standard rules is sufficient for most campaigns, some players and GMs might
enjoy using an unusual creature that has features not found in other familiars.
To determine what familiar an NPC spellcaster might have, the GM can roll on one of the tables in this section or select a
creature. Players can also use these tables to choose familiars for their characters, with the GM's approval. (Of course,
any creature that can be a familiar must also exist in the world on its own.)
The familiars presented here are of two basic kinds: standard familiars, which function the same as other beasts that
serve the caster of the find familiar spell, and variant familiars, each of which is an intelligent creature that offers a special
benefit to its master.
Common Traits
As stated in the find familiar spell, each of these creatures gains the celestial, fey, or fiend type (spellcaster's choice)
when it becomes a familiar. Also, as noted in the spell, a familiar can't attack (though it can deliver a touch spell on behalf
of its master). The stat blocks in this section include information on attacks, because it might come into play if any of
these creatures are encountered as monsters in their own right, or perhaps as allies of the player characters.
Standard Familiars
With the GM's consent, any of the beasts described in this section can be chosen by a character who casts the find
familiar spell. These creatures might also be encountered as the familiars of NPC spellcasters.
Variant Familiars
This section expands the roster of potential amiliars to include several intelligent creatures with supernatural abilities. The
relationship between the familiar and its master, and the benefits the master receives, resembles how the imp, the
quasit, and the pseudodragon are presented as variant familiars in the standard rules.
If the GM allows the use of any of these variant familiars by player characters, it might or might not be necessary for the
would-be master to start the process by casting find familiar. Either way, a variant familiar is an actual creature (not a
spirit) that serves at its own discretion, obeying its master's commands only when doing so does not immediately bring it
harm, and it will not hesitate to end the link with its master as a matter of self-preservation. Unlike standard familiars, a
variant familiar does not disappear if it drops to 0 hit points; it simply dies or falls unconscious (GM's choice).
Clockwork Magic
Clockwork magic is a style of magic from the Midgard Campaign Setting, divinely granted to humans and dwarves by the
goddess Rava, patron of industry and mistress of time.
If you play in Midgard, or if you want to add clockwork magic to your game, this category of magic includes several
temporal magic spells and some of the spells described earlier in this book. For additional, specific spells to heal or
control clockworks, see the Midgard Heroes Handbook.
Clockwork Familiars
A wizard who embraces clockwork magic can use the find familiar spell in a special way. A small clockwork device in the
form of an animal (worth 10 gp) is substituted for the spell's usual material component. The device must resemble one of
the allowable animals listed in the spell. When the casting is complete, the clockwork animates. It has the statistics of the
chosen animal form, but is a construct, rather than a beast.
A clockwork familiar's form can be changed by rebuilding the clockwork device into a new form of animal and casting the
spell again. If the familiar is destroyed, it can be rebuilt (in the same form or a new one) with the same components, if
they are recovered; otherwise, 10 gp must be spent on replacement parts.
See the spells page to browse and sort each class' spell list.
Labyrinth Magic
The minotaurs created what they call "labyrinth magic" long ago, a result of their fascination with and mastery of mazes.
Spells of this sort tend to involve elements of confusion, dimensional manipulation, and the strengthening of the
minotaur's natural weapons. They are rarely taught to outsiders.
Labyrinth Magic Spell Lists
All spellcasting characters except paladins have access to a selection of labyrinth spells, as given below.
See the spells page to browse and sort each class' spell list.
Dark Magic
This appendix is intended primarily for the GM's use in equipping villains and other NPCs with particularly vile or
dangerous sorts of magic. Although it is possible that some of these spells will find their way into the hands of
spellcasting player characters, most good-aligned characters might (understandably) have doubts about using magic
fueled by bloodletting, the forces of the Void, or the Elder Gods. How far the GM allows player characters to progress
along this dark path is an individual decision, but it should be clear from the nature of the material that anyone who uses
these purely maleficent forms of magic must be prepared to accept the unpleasant and sometimes debilitating
consequences.
Apocalypse Magic
The tradition of apocalypse magic is one road that evil wizards and other arcane casters can follow to power. It also leads
clerics and prophets into the service of ambitious, destructive deities.
Entropy is sometimes seen as synonymous with death and the end of days. In truth, it's a facet of nature as inescapable
as the four elements and the laws of alchemy. Doomsday cults relish the approaching apocalypse, espousing love while
threatening damnation for unbelievers; kings and lords threaten to tear down all of civilization just to add a new province
to their realms.
Apocalypse magic isn't widely practiced, because of its inherent destructiveness. At the same time, practitioners can be
found in a vast variety of situations. Devotees of dark lords, emissaries of hostile interplanar beings, leaders of vicious
cults, and a host of other villainous threats might be workers of apocalypse magic.
When and where this branch of magic originated is unknown. Some scholars see it as the ultimate expression of natural
law, while others consider it a divine gift or the manifestation of a chaotic deity's will. Whatever its source, apocaplyse
magic's potential to harm, weaken, terrify, and empower makes it one of the most dangerous magical arts.
All spellcasting classes except for the ranger have access to certain kinds of apocalypse magic, as shown in the following
lists.
See the spells page to browse and sort each class' spell list.
Spell Descriptions
Aura of Entropy
Black Hole
Brimstone
Caustic Waste
Detonate Corpses
Forceful Repurposing
Frailform
Glimpse the End
Grave Sense
Grim Siphon
Hand of Doom
Hellfire Blitz
Investiture of Blight
Jerilyn's Cadaverous Uprising
Magma Spray
Prayer of Resolve
Proselytize
Servant of Doom
Souleater
Transmogrification
Withering Smite
Apocalypse Domain
Alkemancer Domain [–]
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Doomsayer
Doomsayer [–]
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Blood Magic
Blood is life, and blood magic is closely tied to the dark gods, blood sacrifices, and malevolent casters. Typically, this
style of magic is found among vengeful druids, dark magical societies, cultists of forbidden gods, and lone arcane
practitioners with a wanton disregard for others.
As might be expected, sorcerers and wizards have the largest repertoires of blood spells. At the other end of the
spectrum are druids and rangers, who have only a small amount of such magic.
See the spells page to browse and sort each class' spell list.
Serophage
Serophage [–]
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Blood Mage
Blood Mage [–]
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Fiendish Magic
Any mortal in the world can be evil by choice, or can be forced into performing evil acts. The same cannot be said for
certain denizens of other planes, particularly demons and devils. These fiends are not only innately evil—no choice about
it for them, no forcing needed—but also the very personification of evil.
Some spellcasters take up the practice of a certain kind of magic that enables them to emulate or interact with those
fiends, or to protect themselves from being annihlated by the evil creatures they revere. The largest repertoire of fiendish
magic belongs to evil wizards, but like-minded clerics, sorcerers, and warlocks can also traffic in these spells.
See the spells page to browse and sort each class' spell list.
Spell Descriptions
Aura of Wrath
Chains of Perdition
Channel Fiendish Power
Cloak of Fiendish Menace
Conjure Fiends
Conjure Nightmare
Dark Lord's Mantle
Demon Within
Fiendish Brand
Mammon's Avarice
Nest of Infernal Vipers
Plaguebearer
Tome Curse
Wave of Corruption
Master of Fiends
Master of Fiends [–]
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Void Magic
Void magic comprises a dangerous offshoot of wizardry that exists in the shadows of the more well-known practices. This
form of magic is anathema to existence itself, making it difficult to master and dangerous even to study. Dabblers rarely
produce effects more profound than minor injury, property damage, and psychological scars to themselves and those
around them. More serious investigations into Void magic can spell disaster. Only alien creatures whose psychology and
physiology defy human understanding seem capable of commanding Void magic with relative ease; even beings as
anomalous as aboleths respect and fear the power of Void magic.
A Void spell can never be added to a wizard's spellbook as one of the two free spells obtained for gaining a level. To
learn a Void magic spell, a wizard must find an NPC who is willing to impart the knowledge, or else discover the spell
written on a scroll, in a captured spellbook, or carved on a temple wall, or find it in some other form of recorded lore.
Alternatively, if the GM allows it, a character who sees and hears a Void magic spell being cast can add it to his or her
spellbook, using the same rules as for transcribing a spell from a scroll.
Despite the unique origin of Void magic, it still functions similarly to other arcane magic on a fundamental level. Void
magic follows all the normal rules for spellcasting and is susceptible to dispelling, counterspelling, and antimagic as
normal.
Void Speech. Every Void spell has a verbal component—an utterance in the dark syllables of Void Speech—and can't,
under any circumstances, be cast by someone who cannot speak it. The written form of Void Speech is used to create
Void glyphs, which are involved in the casting of some Void spells.
Void magic as a practice and form is entirely the province of wizards. Warlocks, bards, and other casters seem unable to
master the complex language and arcana associated with it, which demands intense focus and study.
See the spells page to browse and sort each class' spell list.
Spell Descriptions
The following spells are presented in alphabetical order. All Void spells have a verbal component, which must be uttered
in Void Speech.
The Void exists outside the realm of sanity and form. Creatures spawned by unknown powers and processes exist there,
constantly seeking entry into the living, physical world. More than that, the Void itself seems almost alive, or at least
under some constant pressure to spread and expand—to consume. Creatures who taste its power expose themselves to
its touch, and that touch is corruptive. It bears a taint that seeps into physical, spiritual, and mental being.
Void magic is powerful and often destructive, its spells reinforced with the blasphemous intonations of Void Speech, and
it is the most common way for mortals, particularly adventurers, to have their first brush with the Void's taint. Lore and
knowledge gathered from tainted sources or the mindbending unreality of the Void itself seep into a creature's mind and
soul. Even some places become spiritually polluted if the barrier to the existing world wears thin or breaks.
Void Taint. Void taint is a measure of how much the Void's influence has seeped into and corrupted a creature's
essence. Accumulating too much Void taint causes madness and physical debilitation.
Whenever a creature is exposed to Void taint, it risks losing a small piece of itself to that influence. The Void attacks the
very reality of the exposed creature, overwriting a fragment of its personal reality with a twisted version. An exposed
creature must make a Charisma saving throw against a DC based on the severity of the exposure, as described on the
Void Exposure table.
On a successful save, the creature might be shaken or upset by the experience, but suffers no ill effects. Once a creature
has succeeded on a saving throw against a particular kind of Void exposure, it is unaffected by further exposures of the
same type until it finishes a long rest.
Void Exposure
On a failed save, the creature gains 1 point of Void taint. A creature can accumulate an amount of Void taint equal to its
proficiency bonus + its Charisma modifier (minimum of 2 points) without harm. When a creature's Void taint exceeds that
number, it is afflicted with a form of indefinite madness and its Void taint total resets to 0. To determine which type of
madness emerges, refer to the Indefinite Madness table.
Instead of bearing this scar on its psyche, a creature can choose to channel the Void's influence into a physical change,
known as a flesh warp. The Void can produce an infinite variety of these effects, ranging from subtle to terrifying; the
Flesh Warps table offers a number of possibilities. A creature that has any flesh warp has disadvantage on Charisma
checks involving a creature not of the Void for any purpose other than intimidation.
On either the Indefinite Madness table or the Flesh Warps table, a die roll dictates the outcome unless the GM decides
otherwise. Under no circumstances should a player be allowed to choose a desired result.
Curing Flesh Warps and Void Taint. A greater restoration spell removes 1 point of Void taint from the target, in addition
to curing the target's indefinite madness, if the creature succeeds on a DC 15 Charisma saving throw.
Flesh warps are permanent manifestations of the Void within the body of a tainted creature and are incredibly difficult to
remove. A regenerate spell or more powerful magic is required to rid a creature of a flesh warp.
Void Domain
Void Domain [–]
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Void Caster
Void Caster [–]
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Mythos Magic
The work of author H. P. Lovecraft—the so-called "Cthulhu mythos"—has been a cornerstone of RPG storytelling since E.
Gary Gygax immortalized its influence in his "Inspirational and Educational Reading" list. Taking its name from Lovecraft's
famous story, "The Call of Cthulhu," the mythos has become the backdrop for a subgenre of fiction sometimes called
cosmic horror. At the foundation of cosmic horror are two ideas: that the human mind is too tiny and weak to comprehend
more than the barest glimmer of the vastness of the universe and the alien mysteries it contains; and that among those
mysteries are entities so ancient, powerful, and malevolent that they could extinguish Earth's insignificant civilization
without caring or even noticing.
With that in mind, this section explores those "hidden and fathomless worlds of strange life which may pulsate in the gulfs
beyond the stars" that Lovecraft and his contemporaries pioneered in their strange fiction. Herein you will find a host of
forbidden secrets and eldritch lore; a clandestine sort of magic that is full of both cosmic potential and horrific
consequences, and knowledge of which erodes the sanity of all who pursue it.
The spells in this category resemble Void magic in that they harness the power of the Void, but they are not beholden to
it. Mythos magic uses the Great Old Ones as a conduit for its power, while Void magic originates from the Void itself (a
place of negation and emptiness that devours the cosmos, not an entity).
Mythos spells can be learned by anyone with magical aptitude—any character who has the ability to cast spells can add
mythos spells to their spell list. All other characters can acquire a mythos spell only if they learn it from one of the
forbidden and furtive tomes of the Cthulhu mythos or see the spell being cast.
But this power comes at great risk. Casters of mythos magic literally exchange their sanity for magical ability. Unless a
character is protected by great Wisdom or a bulwark of arcane wards, using these spells will certainly lead to madness.
Mythos magic is typically the province of wizards, although any spellcaster can learn these spells under the right
circumstances.
Spell Descriptions
The following spells are presented in alphabetical order. When a mythos spell has a verbal component, the caster must
utter it in Void Speech.
When the stars were right, they could plunge from world to world through the sky...— From "The Call of Cthulhu"
by H.P. Lovecraft>Mythos magic seethes with the unnameable secrets of the Great Old Ones—alien beings from
beyond space and time whose warped, eldritch minds are immeasurably superior to our own and whose sinister,
loathsome agendas challenge not only our sanity but our very existence.
Many of the spells in this section refer to and take inspiration from specific Great Old Ones and Elder Gods of the
Cthulhu mythos. These names can serve as narrative waypoints as you chart the cosmic apocalypse of a
mythos‑laden campaign. In the same spirit of collaboration that fueled Lovecraft's circle of writers, you should feel
free to develop your own Mythic entities.
Some of the Great Old Ones and Elder Gods central to mythos magic include: Cthulhu, Yog‑Sothoth (the
Beyond‑One), Shub‑Niggurath (the Black Goat of the Woods), Bokrug, Tsathoggua, Koth, Bran Mak Morn,
Nodens, Nyarlathotep (the Crawling Chaos), Hastur, Hriggala (the Jaws of Vardesain), the Magnum
Innominandum (the Not‑to‑Be‑Named One), Yig (the Father of Serpents), and the White Goddess.
If antiquity looks upon the stories of Tolkien and dreams of fated rings, or reflects upon the multiverse of Moorcock's
White Wolf and thinks of cursed swords, then surely the Cthulhu mythos will be remembered for its magical tomes.
Described here are three of the most infamous installments in the mythos atheneum: the accursed Necronomicon,
Robert E. Howard's Nameless Cults, and the ubiquitous Book of Eibon. Mythos spells can be learned only from a mythos
grimoire like these or through direct contact with a mythos spellcaster—and those grimoires and casters take many
abhorrent forms.
With a multiverse-wide perspective in mind, these books are considered to be translations of the "real world" originals—
which is to say, they come from the alternate-history Earth of Lovecraft's Cthulhu mythos setting, including elements of
Howard's Hyborian Age. How they made their way through time and space to wind up on alien worlds or your own setting
is the stuff of splendidly macabre speculation (and ultimately is up to you, the GM). One thing's for sure: these tomes are
beyond precious to all who hunger for the eldritch knowledge of the Great Old Ones, and such longings aren't restricted
to humanity and near-humanity. There also exist multitudes of odious aberrations, monstrosities, fiends, and worse
entities who will stop at nothing to possess these tomes.
Book of Eibon
Nameless Cults
Necronomicon
Unsavory Characters
Every world has an abundance of villainous types that stand in the way of what the heroes want to accomplish. Two more
examples of that sort are presented below: the cleric who seduces followers instead of saving them, and the grisly wizard
known as the necrophage.
Lust Domain
Lust Domain [–]
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Necrophage
Necrophage [–]
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Arcane Traps
Wizards and other practitioners of magic create traps that use spells as much as they use physical objects; some of
these hindrances have features in common with pits and spear traps, while others rely on a series of finely wrought
glyphs or enchanted components that require arcane knowledge to identify, much less disarm. A small collection of these
traps is provided here.
Cthugha's Caress
Furies' Moat
Otherworldly Pipes
Infernal Convocation
Seven Flavors (of Doom)
Step Softly
Dreamless Slumber
Spell Variations
This section contains riffs and twists for three classic spells: charm person, fireball, and raise dead. These experimental
variations are meant to entertain players and GMs who are more experienced with—or even jaded by—the standard
versions. Changes affect both flavor and implementation, so the spells look different when cast, have different power
levels, and even have radically different effects.
Each section covers one of the three standard spells, with variations on its theme. Some are similar in effect to the
original but with altered story elements, and others have more pronounced tweaks to their effects on the game.
See the spells page to browse and sort each class' spell list. Note that the 'variant' tag doesn't actually appear in the text,
but has been added here as a convenience for filtering.
Bard spells
Cleric spells
Druid spells
Paladin spells
Sorcerer spells
Warlock spells
Wizard spells
Fireball Variants
Fireball Variants [–]
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