TEXT:  
   
   
   
  
   
  Table of Contents 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Foreword ................................................................. 1 
  Spell Lists ................................................................. 1 
  Tags ........................................................................... 8 
  Spell Descriptions .................................................. 9 
       A ............................................................................. 9 
       B ........................................................................... 14 
       C ............................................................................ 15 
       D .......................................................................... 21 
       E ........................................................................... 24 
       F ........................................................................... 27 
       G .......................................................................... 30 
       H .......................................................................... 32 
       I ............................................................................ 34 
       J ............................................................................ 36 
       K ........................................................................... 37 
   
  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, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  From the Arcane Archive is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2018 Mage Hand Press. All Rights 
  Reserved 
       L ........................................................................... 37 
       M .......................................................................... 39 
       N .......................................................................... 42 
       O .......................................................................... 42 
       P ........................................................................... 42 
       Q .......................................................................... 46 
       R ........................................................................... 46 
       S ........................................................................... 48 
       T ........................................................................... 52 
       U .......................................................................... 54 
       V ............................................................................ 55 
       W .......................................................................... 56 
       Y ........................................................................... 59 
       Z ........................................................................... 59 
   
  
  1 
  magehandpress.com 
   
   
  Foreword 
  Within the shelves and halls of the Arcane Archive are 
  nestled every manner of ritual, every shape of spell, and 
  every form of incantation. Great sages and legendary 
  arcanists have compiled the innumerable works contained 
  here, a record of a thousand lifetimes of magical knowledge 
  from around the world.  
       Sadly, the archive has been lost to history, its location 
  forgotten, and its magical secrets once again sequestered. 
  And though apocryphal stories tell of the archive burning 
  overnight or being buried by the shifting sands, the archive 
  in truth remains. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       These pages, the remnants of dozens of spellbooks, 
  scrolls, and missives detail all that is known of the archives 
  contents, but surely much more is yet untold. What 
  mysteries might this archive contain? What magics, known 
  to the ancients but forgotten today, have yet to be 
  uncovered? 
  Mage Hand Press 
  From the Arcane Archive compiles all of the spells yet 
  written by Mage Hand Press over its years of developing 
  for 5th edition. It is truly an exhaustive resource, containing 
  around 250 spells and spell lists for every class, including 
  many classes written by Mage Hand Press themselves. Of 
  course, these options might not be suitable for all 
  campaigns or all tables; the GM gets the final say on 
  whether or not a spell from this Archive belongs on your 
  spell list.  
  Spell Lists 
  The following spell lists show which spells can be cast by 
  characters of each class. In addition to providing spell lists 
  for the principle core classes, spell lists for the Channeler, 
  Warmage, and Witch, published by Mage Hand Press, are 
  also included. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bard Spells 
  Cantrips (Level 0) 
  Cheat 
  Concealed Shot 
  Cryptogram 
  Finger Guns 
  Force Buckler 
  Legendary Libation 
  Magic Daggers 
  Magic Mic 
  Manipulate Clockwork 
  Moment to Think 
  Quickstep 
  Springheel 
  Technomancy 
  1st Level 
  Antivirus 
  Autopilot 
  Break Waves 
  Chameleon Mask 
  Conjure Saguaro 
   
  Curse of Tomes 
  Dragon Roar 
  Elemental Blade 
  Enhance Reflexes 
  Flawed Reconstruction 
  Guided Missile 
  Hardlight Blaster 
  Landseek 
  Lashing Tendrils 
  Memorize 
  Psychedelics 
  Sandbags 
  Slow Thinking 
  Snowshoes 
  Technical Difficulties 
  Worldseek 
  2nd Level 
  Action 
  Dazzling Ray 
  Delay 
  Dragon Shout 
  Hangover 
  Heat Barrel 
  Intrusive Thought 
  Jethro’s Instant Reload 
  Nondescript 
  Perception Hack 
  Stranger 
  
  2 
  magehandpress.com 
   
  Heat Barrel 
  Intrusive Thought 
  Jethro’s Instant Reload 
  Nondescript 
  Perception Hack 
  Stranger 
  Unseen Accountant 
  Vanishing Trick 
  Zone of Atmosphere 
  Zone of Sweet Air 
  3rd Level 
  Glitterdust 
  Greater Mending 
  Phantasmal Beauty 
  Yellow Sign 
  4th Level 
  Adoration of the Frightful 
  Arcane Convolution 
  Curse of Aging 
  Curse of Youth 
  Dire Charm 
  Distort Gravity 
  False Vision 
  Feral Footman 
  Impressions of the Past 
  Invisibility Purge 
  Telaros’s Speedcycle 
  5th Level 
  Curse Weapon 
  Power Word: Deafen 
  Power Word: Fatigue 
  Power Word: Scan 
  6th Level 
  Corruption Curse 
  Demand 
  Frenzy 
  Power Word: Distract 
  Power Word: Sicken 
  Telaros’s Terrific Transport 
  7th Level 
  Abduct 
  Astrogation 
  Power Word: Blind 
  Power Word: Pain 
  Power Word: Silence 
  Winds of Change 
  9th Level 
  Power Word: Annihilate 
  Secret Enclave 
  Zone of Altered Time 
  Channeler Spells 
  1st Level 
  Arcane Anomaly 
  Blood Print 
  Boomering 
  Bullet Storm 
  Cerebral Ray 
  Chromatic Bullet 
  Clue 
  Déjà Vu 
  Detect Law and Chaos 
  Dragon Roar 
  Flawed Reconstruction 
  Guided Missile 
  Hardlight Blaster 
  Heedless Lash 
  Icicle Javelin 
  Landseek 
  Lashing Tendrils 
  Rumbling Charge 
  Sandbags 
  Technical Difficulties 
  Transient Bulwark 
  Worldseek 
  Zephyr’s Feather 
  2nd Level 
  Dazzling Ray 
  Dragon Shout 
  Geodesic Shield 
  Glass Blade 
  Hardlight Nails 
  Jam Weapon 
  Jethro’s Instant Reload 
  Mistbound 
  Petal Storm 
  Protect Threshold 
  Stone Bones 
  Swift Flight 
  Volting Blade 
  3rd Level 
  Conjure Cannonball 
  Draconic Aura 
  Frostmail 
  Hardlight Construction 
  Hardlight Gauntlet 
  Polybrachia 
  Ray of Warping 
  Scouring Mists 
  Yellow Sign 
  4th Level 
  Arcing Spark 
  Logic Bomb 
  Telaros’s Speedcycle 
  Watery Tentacles 
  5th Level 
  Hardlight Frame 
  Iron Body 
  Oblivion 
  Power Word: Scan 
  Cleric Spells 
  Cantrips (Level 0) 
  Amanuensis 
  Eye of Anubis 
  Eye of Ra 
  Relaxing Meditation 
  Soft Focus 
  1st Level 
  Accursed Act 
  Antivirus 
  Autopilot 
  Boomering 
  Detect Law and Chaos 
  Elemental Blade 
  Exhume 
  Faerie Ward 
  Landseek 
  Lashing Tendrils 
  Refrigerate 
  Slow Thinking 
  Worldseek 
  Zephyr’s Feather 
  2nd Level 
  Aberrate 
  Chop 
  Consecrated Armor 
  Curse Ward 
  Hangover 
  Heat Barrel 
  Iceberg 
  Lesser Animate Dead 
  Protection from Ballistics 
  Repulsor Ring 
  Wooden Sanctuary 
  Zone of Atmosphere 
  Zone of Sweet Air 
  3rd Level 
  Create Vacuum 
  Glitterdust 
  Greater Mending 
  Hardlight Construction 
  Headwind/Tailwind 
  Restore Youth 
  Riptide 
  Ruby-Eye Curse 
  Undead Lieutenant 
  4th Level 
  Arcane Convolution 
  Curse of Aging 
  Curse of Youth 
  Ice Shape 
  Impressions of the Past 
  Intensify Gravity 
  Invisibility Purge 
  5th Level 
  Power Word: Deafen 
  6th Level 
  Corruption Curse 
  Frenzy 
  Winter Flower 
  7th Level 
  Astrogation 
  Curse of Binding 
  Power Word: Blind 
  Power Word: Silence 
  Zone of Fortification 
  8th Level 
  White Dwarf 
  9th Level 
  Call Avalanche 
  Fimbulwinter 
  Zone of Altered Time 
  Druid Spells 
  Cantrips (Level 0) 
  Dragon Claws 
  Elemental Influence 
  Quickstep 
  Relaxing Meditation 
  Snakebite 
  Springheel 
  1st Level 
  Break Waves 
  Chameleon Mask 
  Conjure Saguaro 
  Detect Law and Chaos 
  Dragon Roar 
  Geomantic Discernment 
  Icicle Javelin 
  Landseek 
  
  3 
  magehandpress.com 
   
   
  Lashing Tendrils 
  Psychedelics 
  Slow Thinking 
  Snowflake Shield 
  Snowshoes 
  Spacetime Distortion 
  Speak with Cacti 
  Thaw 
  Worldseek 
  2nd Level 
  Aberrate 
  Chop 
  Heat Barrel 
  Iceberg 
  Leaves to Lacquer 
  Petal Storm 
  Rusting Grasp 
  Stone Bones 
  Swift Flight 
  Volting Blade 
  Wooden Sanctuary 
  Zone of Atmosphere 
  3rd Level 
  Create Vacuum 
  Desiccate 
  Draconic Aura 
  Electrify Water 
  Frostmail 
  Glitterdust 
  Greater Mending 
  Headwind/Tailwind 
  Polybrachia 
  Rain Squall 
  Ray of Warping 
  Restore Youth 
  Riptide 
  Wyrmskin 
  4th Level 
  Conjure Pseudonatural 
  Beasts 
  Curse of Aging 
  Curse of Youth 
  Distort Gravity 
  Hunger of the Earth 
  Ice Shape 
  Impressions of the Past 
  Intensify Gravity 
  Invisibility Purge 
  Vortex  
  Watery Tentacles 
   
  5th Level 
  Conjure Pseudoelemental 
  Frolicking Fountain 
  6th Level 
  Corruption Curse 
  Frenzy 
  Mandy’s Marvelous 
  Metamorphosis 
  Winter Flower 
  7th Level 
  Astrogation 
  Freezing Touch 
  Inevitable Boulder 
  Splice 
  Winds of Change 
  8th Level 
  Permanent Bond 
  Walking Wood 
  White Dwarf 
  9th Level 
  Call Avalanche 
  Fimbulwinter 
  Liveoak 
  Secret Enclave 
  Paladin Spells 
  1st Level 
  Antivirus 
  Blood Print 
  Boomering 
  Clue 
  Detect Law and Chaos 
  Dragon Roar 
  Faerie Ward 
  Landseek 
  Sandbags 
  Slow Thinking 
  Transient Bulwark 
  Worldseek 
  Zephyr’s Feather 
  2nd Level 
  Consecrated Armor 
  Curse Ward 
  Geodesic Shield 
  Jethro’s Instant Reload 
  Perforating Smite 
  Protection from Ballistics 
  Repulsor Ring 
  Stone Bones 
  Zone of Sweet Air 
  3rd Level 
  Draconic Aura 
  Greater Mending 
  Hardlight Gauntlet 
  Polybrachia 
  4th Level 
  Invisibility Purge 
  Telaros’s Speedcycle 
  Ranger Spells 
  1st Level 
  Blood Print 
  Bullet Storm 
  Chameleon Mask 
  Chromatic Bullet 
  Clue 
  Conjure Saguaro 
  Dragon Roar 
  Enhance Reflexes 
  Geomantic Discernment 
  Guided Missile 
  Hardlight Blaster 
  Icicle Javelin 
  Landseek 
  Psychedelics 
  Sandbags 
  Snowshoes 
  Speak with Cacti 
  Worldseek 
  Zephyr’s Feather 
  2nd Level 
  Alarm Glyph 
  Dispel Alarm 
  Hardlight Nails 
  Jam Weapon 
  Jethro’s Instant Reload 
  Leaves to Lacquer 
  Nondescript 
  Protection from Ballistics 
  Rusting Grasp 
  Stone Bones 
  Time’s Arrow 
  Vanishing Trick 
  Wooden Sanctuary 
  Zone of Atmosphere 
  3rd Level 
  Draconic Aura 
  Electrify Water 
  Hardlight Gauntlet 
  Polybrachia 
  4th Level 
  Conjure Pseudonatural 
  Beasts 
  False Vision 
  Invisibility Purge 
  5th Level 
  Conjure Pseudoelemental 
  Power Word: Scan 
  Shugenja Spells 
  Cantrips (Level 0) 
  Acidic Blade 
  Amanuensis 
  Concealed Shot 
  Cryptogram 
  Diamond Edge 
  Elemental Influence 
  Finger Guns 
  Glacial Blade 
  Magic Daggers 
  Manipulate Clockwork 
  Molten Blade 
  Mystical Blade 
  Phantom Grapnel 
  Quickstep 
  Springheel 
  Storming Blade 
  Technomancy 
  Thundering Blade 
  Voidlight 
  1st Level 
  Antivirus 
  Autopilot 
  Break Waves 
  Bullet Storm 
  Chromatic Bullet 
  Curse of Tomes 
  Déjà Vu 
  Detect Law and Chaos 
  Elemental Blade 
  Enhance Reflexes 
  Geomantic Discernment 
  Guided Missile 
  Icicle Javelin 
  Landseek 
  Memorize 
  Refrigerate 
  Rumbling Charge 
  Sandbags 
  Slow Thinking 
  Snowflake Shield 
  
  4 
  magehandpress.com 
   
  Snowshoes 
  Spacetime Distortion 
  Technical Difficulties 
  Thaw 
  Transient Bulwark 
  Whispering Wind 
  Worldseek 
  2nd Level 
  Action 
  Aerial Alacrity 
  Animate Snow 
  Burst of Speed 
  Chop 
  Circuit Breaker 
  Glass Blade 
  Heat Barrel 
  Iceberg 
  Jam Weapon 
  Jethro’s Instant Reload 
  Protection from Ballistics 
  Rusting Grasp 
  Stone Bones 
  Stone Tell 
  Swift Flight 
  Unseen Accountant 
  Volting Blade 
  Water Jet 
  Zone of Atmosphere 
  Zone of Sweet Air 
  3rd Level 
  Create Vacuum 
  Desiccate 
  Electrify Water 
  Frostmail 
  Greater Mending 
  Headwind/Tailwind 
  Ice Claw Prison 
  Rain Squall 
  Riptide 
  4th Level 
  Arcane Convolution 
  Arcing Spark 
  Detonate Ammunition 
  Distort Gravity 
  Earth-Shattering Kaboom 
  Hunger of the Earth 
  Ice Shape 
  Impressions of the Past 
  Intensify Gravity 
  Invisibility Purge 
  Logic Bomb 
  Shape Metal 
  Vortex  
  Watery Tentacles 
  5th Level 
  Evasiveness 
  Flaming Death 
  Frolicking Fountain 
  Iron Body 
  Suffocate 
  6th Level 
  Dislocation in Time 
  Elemental Curse 
  Wall of Iron 
  Winter Flower 
  7th Level 
  Antiballistics Field 
  Astrogation 
  Freezing Touch 
  Inevitable Boulder 
  8th Level 
  Bombardment 
  Erase 
  Time Freeze 
  White Dwarf 
  9th Level 
  Call Avalanche 
  Fimbulwinter 
  Transmute Lava 
  Zone of Altered Time 
  Sorcerer Spells 
  Cantrips (Level 0) 
  Acidic Blade 
  Amanuensis 
  Bloody Lancet 
  Bursting Shot 
  Card Trick 
  Cheat 
  Cryptogram 
  Diamond Edge 
  Dragon Claws 
  Finger Guns 
  Force Buckler 
  Force Dart 
  Glacial Blade 
  Hardlight Needle 
  Magic Daggers 
  Magic Mic 
  Manipulate Clockwork 
  Molten Blade 
  Moment to Think 
  Mystical Blade 
  Phantom Grapnel 
  Quickstep 
  Snakebite 
  Springheel 
  Storming Blade 
  Technomancy 
  Thundering Blade 
  Voidlight 
  1st Level 
  Accursed Act 
  Animate Body Part 
  Arcane Anomaly 
  Blood Print 
  Break Waves 
  Bullet Storm 
  Cerebral Ray 
  Chaos Shield 
  Chromatic Bullet 
  Clue 
  Conjure Saguaro 
  Curse of Chains 
  Curse of Tomes 
  Déjà Vu 
  Dragon Roar 
  Elemental Blade 
  Enhance Reflexes 
  Flawed Reconstruction 
  Guided Missile 
  Hardlight Blaster 
  Heedless Lash 
  Hollowing Curse 
  Icicle Javelin 
  Landseek 
  Psychedelics 
  Sandbags 
  Slow Thinking 
  Snowshoes 
  Technical Difficulties 
  Transient Bulwark 
  Worldseek 
  2nd Level 
  Action 
  Aerial Alacrity 
  Burst of Speed 
  Chop 
  Circuit Breaker 
  Dazzling Ray 
  Delay 
  Dragon Shout 
  Hangover 
  Hardlight Nails 
  Iceberg 
  Intrusive Thought 
  Jam Weapon 
  Jethro’s Instant Reload 
  Mistbound 
  Nondescript 
  Petal Storm 
  Perception Hack 
  Protect Threshold 
  Protection from Ballistics 
  Reckless Dweomer 
  Rusting Grasp 
  Stone Bones 
  Stranger 
  Swift Flight 
  Vanishing Trick 
  Volting Blade 
  Zone of Atmosphere 
  3rd Level 
  After Image 
  Conjure Cannonball 
  Create Vacuum 
  Curse of Blades 
  Desiccate 
  Draconic Aura 
  Electrify Water 
  Glitterdust 
  Greater Mending 
  Hardlight Construction 
  Hardlight Gauntlet 
  Headwind/Tailwind 
  Phantasmal Beauty 
  Polybrachia 
  Rain Squall 
  Ray of Warping 
  Riptide 
  Ruby-Eye Curse 
  Scouring Mists 
  Wyrmskin 
  Yellow Sign 
  4th Level 
  Adoration of the Frightful 
  Arcane Convolution 
  Curse of Aging 
  Curse of Youth 
  Detonate Ammunition 
  Dire Charm 
  Duplicate Object 
  Earth-Shattering Kaboom 
  Hunger of the Earth 
  Ice Shape 
  Intensify Gravity 
  
  5 
  magehandpress.com 
   
   
  Logic Bomb 
  Vortex  
  Watery Tentacles 
  5th Level 
  Evasiveness 
  Flaming Death 
  Frolicking Fountain 
  Hardlight Frame 
  Oblivion 
  Pharaoh’s Curse 
  Power Word: Deafen 
  Power Word: Fatigue 
  Power Word: Scan 
  Temporal Reversion 
  6th Level 
  Corruption Curse 
  Dislocation in Time 
  Frenzy 
  Mandy’s Marvelous 
  Metamorphosis 
  Power Word: Distract 
  Power Word: Sicken 
  Winter Flower 
  7th Level 
  Abduct 
  Antiballistics Field 
  Astrogation 
  Curse of Binding 
  Freezing Touch 
  Kyu’s Discount Wish 
  Lesser Time Stop 
  Power Word: Blind 
  Power Word: Pain 
  Power Word: Silence 
  8th Level 
  Conjure Hardlight Avatar 
  Erase 
  Permanent Bond 
  Time Freeze 
  9th Level 
  Call Avalanche 
  Fimbulwinter 
  Identity Curse 
  Mists of Time 
  Orbital Hardlight Cannon 
  Paradox 
  Power Word: Annihilate 
  Secret Enclave 
  Zone of Altered Time 
  Warlock Spells 
  Cantrips (Level 0) 
  Acidic Blade 
  Ante Up 
  Bursting Shot 
  Card Trick 
  Cheat 
  Cryptogram 
  Eldritch Orb 
  Exploding Dice 
  Flurry of Steel 
  Force Buckler 
  Force Dart 
  Glacial Blade 
  Hardlight Needle 
  Magic Daggers 
  Magic Mic 
  Manipulate Clockwork 
  Minor Lifesteal 
  Molten Blade 
  Mystical Blade 
  Phantom Grapnel 
  Quickstep 
  Springheel 
  Storming Blade 
  Technomancy 
  Thundering Blade 
  Voidlight 
  1st Level 
  Accursed Act 
  Blood Print 
  Bullet Storm 
  Cerebral Ray 
  Chromatic Bullet 
  Clue 
  Curse of Chains 
  Curse of Tomes 
  Déjà Vu 
  Faerie Ward 
  Flawed Reconstruction 
  Hardlight Blaster 
  Hollowing Curse 
  Landseek 
  Lashing Tendrils 
  Slow Thinking 
  Technical Difficulties 
  Worldseek 
  2nd Level 
  Aberrate 
  Chop 
  Circuit Breaker 
  Curse Ward 
  Dragon Shout 
  Hardlight Nails 
  Intrusive Thought 
  Nondescript 
  Petal Storm 
  Protect Threshold 
  Protection from Ballistics 
  Repulsor Ring 
  Stranger 
  Swift Flight 
  Unseen Accountant 
  Vanishing Trick 
  Zone of Atmosphere 
  3rd Level 
  After Image 
  Benign Dismemberment 
  Curse of Blades 
  Electrify Water 
  Glitterdust 
  Hardlight Gauntlet 
  Ice Claw Prison 
  Phantasmal Beauty 
  Ray of Warping 
  Riptide 
  Ruby-Eye Curse 
  Undead Lieutenant 
  Yellow Sign 
  4th Level 
  Arcane Convolution 
  Curse of Aging 
  Curse of Youth 
  Devastate Undead 
  Dire Charm 
  Earth-Shattering Kaboom 
  Feral Footman 
  Shape Metal 
  Soul Bond 
  Vortex  
  Watery Tentacles 
  5th Level 
  Flaming Death 
  Frolicking Fountain 
  Gingerbread Cottage 
  Pharaoh’s Curse 
  Power Word: Deafen 
  Power Word: Fatigue 
  Power Word: Scan 
  6th Level 
  Corruption Curse 
  Frenzy 
  Mandy’s Marvelous 
  Metamorphosis 
  Power Word: Distract 
  Power Word: Sicken 
  7th Level 
  Astrogation 
  Curse of Binding 
  Power Word: Blind 
  Power Word: Pain 
  Splice 
  9th Level 
  Fimbulwinter 
  Mists of Time 
  Paradox 
  Power Word: Annihilate 
  Secret Enclave 
  Warmage Spells 
  Cantrips (Level 0) 
  Acidic Blade 
  Ante Up 
  Bloody Lancet 
  Bursting Shot 
  Card Trick 
  Cheat 
  Concealed Shot 
  Cryptogram 
  Diamond Edge 
  Dragon Claws 
  Eldritch Orb 
  Exploding Dice 
  Finger Guns 
  Flurry of Steel 
  Force Buckler 
  Force Dart 
  Glacial Blade 
  Hardlight Needle 
  Magic Daggers 
  Magic Mic 
  Manipulate Clockwork 
  Molten Blade 
  Mystical Blade 
  Phantom Grapnel 
  Quickstep 
  Springheel 
  Storming Blade 
  Technomancy 
  Thundering Blade 
  Voidlight 
   
  
  6 
  magehandpress.com 
   
  Witch Spells 
  Cantrips (Level 0) 
  Bloody Lancet 
  Cheat 
  Cryptogram 
  Eldritch Orb 
  Eye of Anubis 
  Manipulate Clockwork 
  Minor Lifesteal 
  Moment to Think 
  Quickstep 
  Relaxing Meditation 
  Snakebite 
  Soft Focus 
  Springheel 
  Technomancy 
  1st Level 
  Accursed Act 
  Antivirus 
  Blood Print 
  Cerebral Ray 
  Chameleon Mask 
  Clue 
  Curse of Chains 
  Curse of Tomes 
  Déjà Vu 
  Detect Law and Chaos 
  Enhance Reflexes 
  Exhume 
  Faerie Ward 
  Flawed Reconstruction 
  Heedless Lash 
  Hollowing Curse 
  Icicle Javelin 
  Landseek 
  Lashing Tendrils 
  Psychedelics 
  Slow Thinking 
  Snowshoes 
  Spacetime Distortion 
  Speak with Cacti 
  Technical Difficulties 
  Whispering Wind 
  Worldseek 
  2nd Level 
  Burst of Speed 
  Chop 
  Hangover 
  Hardlight Nails 
  Intrusive Thought 
  Jam Weapon 
  Leaves to Lacquer 
  Mistbound 
  Nondescript 
  Perception Hack 
  Protect Threshold 
  Stone Tell 
  Stranger 
  Unseen Accountant 
  Vanishing Trick 
  Wooden Sanctuary 
  Zone of Atmosphere 
  Zone of Sweet Air 
  3rd Level 
  Benign Dismemberment 
  Create Vacuum 
  Curse of Blades 
  Glitterdust 
  Greater Mending 
  Headwind/Tailwind 
  Ice Claw Prison 
  Rain Squall 
  Ray of Warping 
  Restore Youth 
  Riptide 
  Ruby-Eye Curse 
  Scouring Mists 
  Yellow Sign 
  4th Level 
  Adoration of the Frightful 
  Arcane Convolution 
  Curse of Aging 
  Curse of Youth 
  Dire Charm 
  Distort Gravity 
  Feral Footman 
  Invisibility Purge 
  Logic Bomb 
  Soul Bond 
  Vortex  
  Watery Tentacles 
  5th Level 
  Curse Weapon 
  Evasiveness 
  Frolicking Fountain 
  Gingerbread Cottage 
  Oblivion 
  Pharaoh’s Curse 
  Power Word: Deafen 
  Power Word: Fatigue 
  Suffocate 
  Temporal Reversion 
  6th Level 
  Corruption Curse 
  Demand 
  Elemental Curse 
  Frenzy 
  Mandy’s Marvelous 
  Metamorphosis 
  Power Word: Distract 
  Power Word: Sicken 
  7th Level 
  Abduct 
  Astrogation 
  Curse of Binding 
  Freezing Touch 
  Power Word: Blind 
  Power Word: Pain 
  Splice 
  8th Level 
  Erase 
  9th Level 
  Fimbulwinter 
  Identity Curse 
  Liveoak 
  Mists of Time 
  Paradox 
  Secret Enclave 
  Zone of Altered Time 
  Wizard Spells 
  Cantrips (Level 0) 
  Acidic Blade 
  Amanuensis 
  Ante Up 
  Bursting Shot 
  Card Trick 
  Cheat 
  Concealed Shot 
  Cryptogram 
  Dragon Claws 
  Exploding Dice 
  Finger Guns 
  Force Buckler 
  Force Dart 
  Glacial Blade 
  Hardlight Needle 
  Magic Daggers 
  Magic Mic 
  Manipulate Clockwork 
  Minor Lifesteal 
  Molten Blade 
  Moment to Think 
  Mystical Blade 
  Phantom Grapnel 
  Quickstep 
  Snakebite 
  Springheel 
  Storming Blade 
  Technomancy 
  Thundering Blade 
  Voidlight 
  1st Level 
  Accursed Act 
  Animate Body Part 
  Antivirus 
  Arcane Anomaly 
  Autopilot 
  Blood Print 
  Break Waves 
  Bullet Storm 
  Cerebral Ray 
  Chromatic Bullet 
  Clue 
  Conjure Saguaro 
  Curse of Chains 
  Curse of Tomes 
  Déjà Vu 
  Elemental Blade 
  Enhance Reflexes 
  Exhume 
  Faerie Ward 
  Flawed Reconstruction 
  Geomantic Discernment 
  Guided Missile 
  Hardlight Blaster 
  Heedless Lash 
  Hollowing Curse 
  Landseek 
  Lashing Tendrils 
  Memorize 
  Psychedelics 
  Refrigerate 
  Safiya’s Industrious Worker 
  Sandbags 
  Slow Thinking 
  Snowshoes 
  Spacetime Distortion 
  Technical Difficulties 
  Thaw 
  Transient Bulwark 
  Worldseek 
  2nd Level 
  Aberrate 
  Action 
  
  7 
  magehandpress.com 
   
   
  Aerial Alacrity 
  Alarm Glyph 
  Animate Snow 
  Burst of Speed 
  Chop 
  Circuit Breaker 
  Curse Ward 
  Dazzling Ray 
  Delay 
  Dispel Alarm 
  Dragon Shout 
  Glass Blade 
  Hangover 
  Hardlight Nails 
  Iceberg 
  Intrusive Thought 
  Jam Weapon 
  Jethro’s Instant Reload 
  Leaves to Lacquer 
  Lesser Animate Dead 
  Mistbound 
  Nondescript 
  Petal Storm 
  Perception Hack 
  Protect Threshold 
  Protection from Ballistics 
  Repulsor Ring 
  Rusting Grasp 
  Stone Bones 
  Stranger 
  Swift Flight 
  Time’s Arrow 
  Unseen Accountant 
  Vanishing Trick 
  Zone of Atmosphere 
  3rd Level 
  After Image 
  Benign Dismemberment 
  Conjure Cannonball 
  Create Vacuum 
  Curse of Blades 
  Desiccate 
  Electrify Water 
  Glitterdust 
  Greater Mending 
  Hardlight Construction 
  Hardlight Gauntlet 
  Headwind/Tailwind 
  Ice Claw Prison 
  Phantasmal Beauty 
  Polybrachia 
  Ray of Warping 
  Riptide 
  Ruby-Eye Curse 
  Scouring Mists 
  Shrink Object 
  Undead Lieutenant 
  Yellow Sign 
  4th Level 
  Adoration of the Frightful 
  Arcane Convolution 
  Conjure Pseudonatural 
  Beasts 
  Curse of Aging 
  Curse of Youth 
  Detonate Ammunition 
  Devastate Undead 
  Dire Charm 
  Distort Gravity 
  Duplicate Object 
  Earth-Shattering Kaboom 
  False Vision 
  Feral Footman 
  Hunger of the Earth 
  Ice Shape 
  Intensify Gravity 
  Invisibility Purge 
  Logic Bomb 
  Shape Metal 
  Soul Bond 
  Telaros’s Speedcycle 
  Vortex  
  Watery Tentacles 
  5th Level 
  Conjure Pseudoelemental 
  Curse Weapon 
  Evasiveness 
  Flaming Death 
  Frolicking Fountain 
  Gingerbread Cottage 
  Hardlight Frame 
  Iron Body 
  Oblivion 
   
   
   
   
   
   
   
   
   
   
   
   
  Pharaoh’s Curse 
  Power Word: Deafen 
  Power Word: Fatigue 
  Power Word: Scan 
  Temporal Reversion 
  6th Level 
  Demand 
  Dislocation in Time 
  Frenzy 
  Mandy’s Marvelous 
  Metamorphosis 
  Power Word: Distract 
  Power Word: Sicken 
  Telaros’s Terrific Transport 
  Wall of Iron 
  Winter Flower 
  7th Level 
  Abduct 
  Antiballistics Field 
  Astrogation 
  Curse of Binding 
  Freezing Touch 
  Inevitable Boulder 
  Kyu’s Discount Wish 
  Lesser Time Stop 
   
   
   
   
   
  Power Word: Blind 
  Power Word: Pain 
  Splice 
  Winds of Change 
  8th Level 
  Bombardment 
  Conjure Hardlight Avatar 
  Erase 
  Permanent Bond 
  Time Freeze 
  White Dwarf 
  9th Level 
  Call Avalanche 
  Fimbulwinter 
  Identity Curse 
  Mists of Time 
  Orbital Hardlight Cannon 
  Paradox 
  Power Word: Annihilate 
  Secret Enclave 
  Transmute Lava 
  Zone of Altered Time 
   
   
   
   
   
   
   
  
  8 
  magehandpress.com 
   
  Tags 
  To better organize these spells, and allow GMs and players 
  to filter spells by their preferences, we've included a few 
  tags, which are located behind the spell's level and school. 
  These tags are as follows: 
  Chronomancy 
  Chronomancy spells, marked with the [chronomancy] tag, 
  pull at the very fabric of time and manipulate causal events. 
  This rare and elusive magic is largely practiced by 
  spellcasters known as chronomancers, who walk between 
  the ages and glimpse the beginning and end of time.  
  Futuristic 
  Spells marked with the [futuristic] tag originate in the far 
  future, where the advancement of technology has blurred 
  the line between it and magic. These spells feature rules 
  that include spacecraft, mega hit points and damage, 
   
   
   magical technology, blasters, and new skills, all of which 
  can be found detailed within the book, Dark Matter. Such 
  spells might not be appropriate for all campaign settings, 
  and GMs are likely to exclude these spells for any 
  campaign which lacks the influence of high technology. 
  Renaissance 
  The renaissance age saw dramatic revolutions in logic and 
  science, which magic subsequently learned to influence. 
  The first firearms developed in this age, as did the first 
  ships capable of sailing on ocean-spanning voyages, 
  systems for both of which are described in the book High 
  Seas. 
       Spells from the renaissance age are marked with the 
  [renaissance] tag, but might apply to much later ages as 
  well. Spells which affect or emulate firearms, for example, 
  and relevant even in modern settings. As such, GMs might 
  choose to exclude or focus on spells with this tag, 
  depending on the campaign. 
  
  9 
  magehandpress.com 
   
   
  Spell Descriptions 
  These spells are listed in alphabetical order. If a spell 
  includes a tag, it is listed to the right of its school of magic. 
  Abduct 
  7th-level conjuration 
  Casting Time:  1 minute 
  Range: 1,000 miles 
  Components: V, S, M (a silver saucer) 
  Duration: 1 hour 
  This spell teleports a creature to your location. Choose a 
  creature known to you within range as the target of this 
  spell. An unwilling creature can make a Charisma saving 
  throw to resist this effect. The target is placed at a location 
  of your choice within 30 feet of you. You choose if the 
  target is sitting, standing, prone, or bound with nearby 
  restraints. At the end of the spell's duration, you can choose 
  whether the target remains at your location or is teleported 
  back to the location from which it was abducted. 
  Aberrate 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  This spell uses energies from the Far Realm to distort your 
  body. As a result, your anatomy becomes fluid, constantly 
  refreshing into new and more terrible shapes. For the 
  duration, you do not take extra damage from critical hits. 
       Additionally, your body adapts to threats as it warps. 
  After you take damage while this spell is active, you can 
  use your reaction to gain resistance to that damage type 
  until this spell ends or until you use this ability again to 
  gain resistance to a different damage type. 
  Accursed Act 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (incense and a black candle) 
  Duration: Concentration, up to 1 minute 
  Lighting a candle, you speak dark curses in a lost tongue, 
  directed at one creature you can see within range. That 
  creature must make a Wisdom saving throw or be cursed 
  for the duration. While cursed, whenever that creature takes 
  the Attack or Cast a Spell action, it takes psychic damage 
  equal to 1d8 + your spellcasting modifier. The creature can 
  repeat their saving throw at the end of their turn, ending the 
  effect on a success. 
       A remove curse spell ends this curse early.   
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd-level or higher, you deal an additional 1d8 
  psychic damage for each slot level above 1st. 
  Acidic Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack deals damage as normal, except that the entire attack 
  deals acid damage instead of its normal type. The creature 
  must also make a Dexterity saving throw or take 1d8 acid 
  damage at the start of its next turn. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 acid damage to the target. Both 
  damage rolls increase by 1d8 at 11th level (2d8/3d8), and 
  17th level (3d8/4d8). 
  Action 
  2nd-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a shaving of licorice root) 
  Duration: 1 round 
  Choose a willing creature that you can see within range. 
  During its next turn, the target gains an additional action. 
  That action can be used only to take the Attack (one 
  weapon attack only), Dash, Disengage, Hide, or Use an 
  Object action. 
  Adoration of the Frightful 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Your piercing eyes turn terror into praise. When you cast 
  this spell, you can choose for each creature you can see that 
  is frightened of you to instead become charmed by you for 
  the duration of this spell. 
  A 
  
  10 
  magehandpress.com 
   
  Aerial Alacrity 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a feather from a bird of prey) 
  Duration: 10 minutes 
  Target a willing creature within range you can see that has 
  a flying speed (including those with a temporary or 
  magically-bestowed flying speed). That creature gains the 
  following benefits for the duration: 
  • The target can take the Dash action as a bonus action. 
  • The target can hover. 
  • The target has advantage on Dexterity (Acrobatics) 
  checks. 
  • The target doesn't provoke an opportunity attack when 
  it flies out of an enemy's reach. 
  After Image 
  3rd-level illusion  
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a silver hand mirror worth 50 gp) 
  Duration: 10 minutes 
  You create an illusory duplicate of yourself which follows 
  your every movement. When you are hit by an attack 
  during the spell's duration, roll any die. On an odd roll, the 
  attack targets and hits the duplicate instead of you. The 
  duplicate vanishes, reappearing after you move 10 feet or 
  more or take the Dodge action. On an even roll, the attack 
  targets you as normal. 
  Alarm Glyph 
  2nd-level abjuration 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (powdered diamond worth 100 gp, 
  which the spell consumes) 
  Duration: Until dispelled 
  This spell, based on the alarm and glyph of warding spells, 
  is used to discourage theft by triggering an alarm when an 
  item is removed from a location. It comes in two versions: 
  one that is cast on an aperture, and one that is cast on an 
  object. 
       Aperture. You spend ten minutes inscribing invisible 
  glyphs on an aperture such as a door, gate, window or 
  archway no larger than 10 square feet. Whenever an object 
  bearing an alarm glyph passes through the warded area, it 
  produces the sound of a hand bell for 10 seconds within 
  120 feet. Casting the knock spell on the aperture suppresses 
  the effect for 10 minutes. 
       Object. You spend ten minutes inscribing an invisible 
  glyph on an object. This object will now trigger any 
  alarmed apertures through which it passes. 
       At Higher Levels. When you cast the aperture version of 
  this spell using a spell slot of 3rd level or higher, you can 
  store one spell of 2nd level or lower (usually hold person) 
  inside it. This spell must target be capable of targeting a 
  creature, object, or area and you must expend the 
  appropriate spell slot and spell components when the spell 
  is stored. This stored spell is then cast and expended the 
  first time the alarm is triggered. If the triggering object is 
  being worn or carried, the stored spell targets whoever is 
  carrying it or the location where they are standing. If not, it 
  targets the object directly. Once it has been expended, the 
  stored spell can be re-activated (or changed to a different 
  spell) by touching the glyph and expending another spell 
  slot and spell components. 
  Amanuensis 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a quill or pen, which is animated 
  by the spell) 
  Duration: 10 minutes 
  You touch a quill or pen and cause it to copy writing from 
  one source (such as a book) into a blank book, paper, or 
  parchment. This spell copies up to 2,500 words, creating a 
  perfect duplicate of the original. The spell copies only non-
  magical text, not illustrations or magical writings (such as 
  the text of a spellbook or a spell scroll). If the source 
  contains normal and magical writing (such as a letter with 
  explosive runes), only the normal text is copied, leaving 
  blank space in the copied text where the magical writing 
  would be expected. Likewise, if the source contains both 
  text and illustrations, only the text is copied. The spell does 
  not translate the copied writing. If you do not understand 
  the original, you have no additional ability to understand 
  the copy. 
       The spell triggers (but does not copy) writing-based 
  magic traps in the material being copied. 
       Blank paper, parchment, or a book must be provided for 
  the spell to write upon. If more pages in the source exist 
  than blank pages are available, the spell copies the original 
  until it runs out of blank pages. At any time during the 
  spell's duration you can redirect the magic to copy from 
  another source, copy onto a different set of blanks, or 
  
  11 
  magehandpress.com 
   
   
  resume a duplication that was interrupted by a shortfall of 
  blank pages. 
  Animate Body Part 
  1st-level necromancy 
  Casting Time: 1 minute 
  Range: 10 feet 
  Components: V, S, M (a drop of blood, a piece of flesh, 
  and a pinch of bone dust) 
  Duration: Instantaneous 
  This spell creates an undead servant. Choose a severed 
  body part from a Medium or Small creature within range. 
  Your spell imbues the target with a foul mimicry of life, 
  raising it as an undead creature. The target becomes a 
  zombified body part (statistics below). 
       On each of your turns, you can use a bonus action to 
  mentally command any creature you made with this spell if 
  the creature is within 60 feet of you (if you control multiple 
  creatures, you can command any or all of them at the same 
  time, issuing the same command to each one). You decide 
  what action the creature will take and where it will move 
  during its next turn, or you can issue a general command, 
  such as to guard a particular chamber or corridor. If you 
  issue no commands, the creature only defends itself against 
  hostile creatures. Once given an order, the creature 
  continues to follow it until its task is complete. 
       The creature is under your control for 24 hours, after 
  which it stops obeying any command you’ve given it. To 
  maintain control of the creature for another 24 hours, you 
  must cast this spell on the creature again before the current 
  24-hour period ends. This use of the spell reasserts your 
  control over up to four creatures you have animated with 
  this spell, rather than animating a new one. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you animate or reassert control 
  over two additional undead body parts for each slot level 
  above 1st. Each of the creatures must come from a different 
  part of a corpse―for example, you cannot cut one long 
  tentacle down to make multiple smaller tentacles. 
  Creeping Foot 
  Tiny undead, neutral evil 
  Armor Class 11 
  Hit Points 2 (1d4) 
  Speed 20 ft. 
  STR 
  14 (+2) 
  DEX 
  13 (+2) 
  CON 
  11 (+0) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
  Damage Immunities poison 
  Condition Immunities charmed, exhausted, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages understands Common but can't speak 
  Challenge 0 (10 XP) 
  Turn Immunity. The foot is immune to effects that turn undead. 
  ACTIONS 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.   
  Hit: 4 (1d4 + 2) bludgeoning damage. 
  Flapping Wing 
  Tiny undead, neutral evil 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 30 ft. 
  STR 
  13 (+1) 
  DEX 
  15 (+2) 
  CON 
  11 (+0) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
  Damage Immunities poison 
  Condition Immunities charmed, exhausted, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages understands Common but can't speak 
  Challenge 0 (10 XP) 
  Turn Immunity. The wing is immune to effects that turn undead. 
  ACTIONS 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.   
  Hit: 4 (1d4 + 2) bludgeoning damage. 
  Rolling Head 
  Tiny undead, neutral evil 
  Armor Class 9 
  Hit Points 3 (1d4 + 1) 
  Speed 20 ft. 
  STR 
  14 (+2) 
  DEX 
  9 (-1) 
  CON 
  12 (+1) 
  INT 
  7 (-2) 
  WIS 
  12 (+1) 
  CHA 
  6 (-2) 
  Damage Immunities poison 
  Condition Immunities charmed, exhausted, poisoned, prone 
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 0 (10 XP) 
  Turn Immunity. The head is immune to effects that turn undead. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.     
  Hit: 4 (1d4 + 2) piercing damage. 
  Slithering Tentacle 
  Tiny undead, neutral evil 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 30 ft., swim 30 ft. 
  
  12 
  magehandpress.com 
   
  STR 
  13 (+1) 
  DEX 
  14 (+2) 
  CON 
  11 (+0) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
  Damage Immunities poison 
  Condition Immunities charmed, exhausted, poisoned, prone 
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages understands Common but can't speak 
  Challenge 0 (10 XP) 
  Turn Immunity. The tentacle is immune to effects that turn 
  undead. 
  ACTIONS 
  Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage, and the target is grappled 
  (escape DC 11). Until this grapple ends, the creature is restrained, 
  and the tentacle can't constrict another target. 
  Animate Snow 
  2nd-level transmutation  
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (meltwater from a glacier) 
  Duration: Concentration, up to 10 minutes  
  This spell creates a snowy servant from snow within 60 
  feet. Your spell imbues the target with a semblance of life 
  for the duration, raising it as two separate snowmen. 
       On each of your turns, you can use a bonus action to 
  mentally command any creature you made with this spell if 
  the creature is within 60 feet of you (if you control multiple 
  creatures, you can command any or all of them at the same 
  time, issuing the same command to each one). You decide 
  what action the creature will take and where it will move 
  during its next turn, or you can issue a general command, 
  such as to guard a particular chamber or corridor. If you 
  issue no commands, the creature only defends itself against 
  hostile creatures. Once given an order, the creature 
  continues to follow it until its task is complete. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you animate two additional 
  snowmen for each slot level above 2nd.  
  Snowman 
  Medium construct, neutral good 
  Armor Class 9 
  Hit Points 9 (2d8) 
  Speed 20 ft. 
  STR 
  12 (+1) 
  DEX 
  8 (-1) 
  CON 
  10 (+0) 
  INT 
  4 (-3) 
  WIS 
  6 (-2) 
  CHA 
  2 (-5) 
  Damage Vulnerability fire 
  Damage Resistances cold, piercing  
  Condition Immunities exhaustion, unconscious 
  Senses passive Perception 8 
  Languages Common 
  Challenge 1/8 (2 XP) 
  Rebuild. If there is snow on the ground, a damaged snowman can 
  be repaired back to its maximum hit points by any creature that 
  spends 1 minute working on it. 
  ACTIONS 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.   
  Hit: 4 (1d6 + 1) bludgeoning damage. 
  Smother. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) bludgeoning damage and the target is grappled 
  (escape DC 11). Until this grapple ends, the creature is restrained 
  and the snowman cannot smother another target. If the target is 
  a fire elemental, it takes double damage from this attack, but the 
  snowman is instantly destroyed. 
  Antiballistics Field 
  7th-level abjuration [renaissance] 
  Casting Time: 1 action 
  Range: Self (40-foot-radius sphere) 
  Components: V, S, M (a pinch of wet gunpowder) 
  Duration: Concentration, up to 10 minutes 
  An invisible 40-foot-radius field of magic extends from 
  you, disrupting bullets and causing firearms to malfunction. 
  Within the sphere, attacks with firearms fail, and firearms 
  used to make an attack immediately jam. A jammed firearm 
  can't be used to make an attack until a creature uses its 
  action to clear the weapon malfunction. 
       Firearms outside the sphere which are fired into it have 
  disadvantage on attack rolls and deal only half damage on a 
  successful hit. 
  Ante Up 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (at least 1 gold piece, which the 
  spell consumes) 
  Duration: Instantaneous 
  With a flourish, you toss a number of gold pieces at a target 
  within range. Make a ranged spell attack against the target. 
  On a hit, the target takes 1d12 magical bludgeoning 
  damage.  
       This spell's damage increases by 1d12 when you reach 
  5th level (2d12), 11th level (3d12), and 17th level (4d12), 
  but the number of gold pieces required to cast the spell 
  increases as well: 5 gp at 5th level, 10 gp at 11th level, and 
  25 gp at 17th level. When you can cast this spell, you can 
  choose to cast it as if you were of a lower level, dealing less 
  damage and using less gp. 
  
  13 
  magehandpress.com 
   
   
  Antivirus 
  1st-level abjuration (ritual) [futuristic] 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 24 hours 
  You ward a device that you touch from digital interlopers. 
  For the duration, this device can't be disabled by magical 
  effects, such as the technical difficulties or logic bomb 
  spell, and it can’t be infected by the N-Virus. Additionally, 
  creatures have disadvantage on Intelligence (Data) checks 
  made to hack this device.  
  Arcane Anomaly 
  1st-level abjuration  
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S, M (a broken mirror) 
  Duration: Concentration, up to 1 minute 
  You spread cracks in the magical energy that suffuses the 
  multiverse. For the duration, whenever a spell is cast within 
  range, roll a d6. On a 1, the spell casting fails, expending a 
  spell slot as normal, but not consuming expensive material 
  components.  
  Arcane Convolution 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self (120-foot radius) 
  Components: V, S, M (a pinch of powdered glass) 
  Duration: 1 minute 
  This spell distorts the rules of the universe in a short range 
  around you, wreaking arcane havoc. For the duration, some 
  damage types are exchanged with others, as shown on the 
  table below. 
       Additionally, no creature within range can regain hit 
  points due to magic. Instead, when a creature would regain 
  hit points, it must make a Constitution saving throw or take 
  necrotic damage equal to the amount it would have 
  regained (rounded down.) 
  Damage Type 
  Damage Type  
  Cold 
  Fire 
  Fire 
  Radiant 
  Necrotic 
  Thunder 
  Acid 
  Poison 
  Poison 
  Psychic 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Arcing Spark 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a silver pin) 
  Duration: Instantaneous 
  You create a flash of lightning that arcs toward a target of 
  your choice that you can see within range. Two bolts then 
  leap from that target to as many as two other targets, each 
  of which must be within 20 feet of the first target. A target 
  can be a creature or an object and can be targeted by only 
  one of the bolts. 
       A target must make a Dexterity saving throw. taking 
  4d10 lightning damage on a failed save, or half as much 
  damage on a successful one. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, one additional bolt leaps from 
  the first target to another target for every two slot levels 
  above 4th. 
  Astrogation 
  7th-level divination [futuristic] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (rare spices and incense worth at 
  least 500 gp, which the spell consumes) 
  Duration: Concentration, up to 1 minute 
  By burning rare spices and incense, you can briefly 
  determine your course through the universe. If you perform 
  a void jump while this spell is in effect, you roll twice on 
  the Jump Navigation table (Ships Chapter in Dark Matter), 
  taking the result you choose, and add 50 to the roll. If your 
  result is greater than 100, you treat the roll as a 100. 
   
  
  14 
  magehandpress.com 
   
  Autopilot 
  1st-level enchantment (ritual) [futuristic] 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a quartz crystal) 
  Duration: 1 hour 
  You touch a spaceship, granting it a limited ability to 
  operate without active control by its crew. For the duration, 
  the ship can make ability checks and saving throws that 
  would be made by its pilot, engineer, or gunner, even if 
  there is no one in those roles. The ship’s ability scores are 
  treated as being 10 for each ability, and it has no 
  proficiencies. 
       Additionally, when you cast this spell, you can choose a 
  speed and direction within the ship’s cone of movement for 
  the ship to travel when there is no creature in the pilot role. 
  The ship moves automatically at the beginning of the 
  initiative order. This automatic movement ends whenever a 
  creature enters the pilot role. 
       A ship cannot be commandeered while it is under the 
  influence of this spell. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the duration increases to 8 hours. 
  Benign Dismemberment 
  3rd-level necromancy (ritual) 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S 
  Duration: 1 hour 
  For the duration, a willing target's body parts (fingers, legs, 
  tail, and even its head) can be harmlessly severed from its 
  body. It takes no damage from such dismemberment, as 
  long as the cut removing the body part is swift and leaves a 
  clean cut. The target's head remains alive and conscious, 
  and parts connected to it also remain alive. All severed 
  body parts become inanimate, but do not begin 
  decomposition for the spell's duration. Any of the target's 
  severed body parts that are removed during this spell's 
  duration can be held back to the stump, which instantly 
  causes the part to knit to the stump, restoring the body part. 
       At the end of the duration, severed body parts become 
  permanent, and the target dies if vital organs have not been 
  reattached to its head. 
  Blood Print 
  1st-level necromancy (ritual) 
   
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (an ounce or more of blood) 
  Duration: Instantaneous 
  At your touch, wet blood on a surface shifts and reforms 
  into a pattern of crimson blotches. This blood print is 
  unique to the particular creature to whom the blood 
  belongs, but you can determine the creature’s kind (such as 
  human, gnoll, deer, or fire giant) by examining the general 
  shape. A print can be preserved by pressing a sheet of paper 
  against the it. If this spell is cast twice, it is possible to 
  match samples of blood originating from the same creature 
  by comparing the prints.  
  Bloody Lancet 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, M (a weapon) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  target suffers the attack's normal effects and you drain life 
  energy from them, gaining 1d4 temporary hit points. 
       This spell deals additional damage when you reach 
  higher levels. At 5th level, the melee attack deals an extra 
  1d6 necrotic damage to the target, and you gain 2d4 
  temporary hit points. The damage roll increases by a further 
  1d6 and the hit points by 1d4 at 11th level and 17th level. 
  Bombardment 
  8th-level conjuration 
  Casting Time: 1 action 
  Range: 1 mile 
  Components: V, S 
  Duration: Instantaneous 
  Massive rocks crash to the ground at three different points 
  you can see within range. Each creature in a 20-foot-radius 
  sphere centered on each point you choose must make a 
  Dexterity saving throw. The sphere does not spread around 
  corners. A creature takes 12d8 bludgeoning damage on a 
  failed save, or half as much damage on a successful one. A 
  creature in the area of more than one impact is affected 
  only once. 
       This spell deals double damage to objects and structures. 
       At Higher Levels. If you cast this spell using a 9th level 
  spell slot, you can select a fourth 20-foot sphere to target 
  for bombardment. 
  B 
  
  15 
  magehandpress.com 
   
   
  Boomering 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  A dizzying ring of sparks launches from your outstretched 
  hand and returns to it moments later. Make a ranged spell 
  attack roll against a creature within range. On a hit, you 
  deal 3d6 radiant damage. If this attack misses, you can 
  repeat the attack roll against the same target once. 
      At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d6 for 
  each slot level above 1st. 
  Break Waves 
  1st-level abjuration 
  Casting Time: 1 reaction, when you would take 
  bludgeoning damage from water or be pushed against 
  your will 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  This spell diverts incoming energy when you are struck by 
  a volume of water, either naturally or magically motivated, 
  or by some other force that can push you against your will. 
  You are not moved or knocked prone by the triggering 
  effect. If the effect was a volume of water or some other 
  fluid that would deal damage to you, have immunity to 
  bludgeoning damage from the force of its impact until the 
  end of your next turn. 
  Bullet Storm 
  1st-level evocation [renaissance] 
  Casting Time: 1 action 
  Range: 40 feet  
  Components: V, S 
  Duration: Instantaneous 
  You bring into existence an ethereal gun and rapidly fire 
  six shots. Make 6 spell attack rolls with disadvantage 
  against targets you can see within range. These attacks 
  always have disadvantage, regardless of circumstance. On a 
  hit, a target takes 1d8 force damage. 
       At Higher Levels. When you cast this spell using spell 
  slot of 2nd level or higher, you can make two additional 
  attacks with disadvantage for each slot level above 1st, to a 
  maximum of 6 additional attacks. 
  Burst of Speed 
  2nd-level transmutation [chronomancy] 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, S, M (a shaving of licorice root) 
  Duration: 1 round 
  Choose a willing creature that you can see within range. 
  Until the start of your next turn, the target's speed increases 
  by 20 feet and it gains a +2 bonus to AC. 
  Bursting Shot 
  Evocation cantrip [renaissance] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a firearm) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you must make 
  an attack with a firearm, otherwise the spell fails. On a hit, 
  the shot bursts, dealing thunder damage equal to your 
  spellcasting ability modifier to the target and 1d6 to each 
  other creature within 5 feet of it. 
       The spell’s damage to creatures other than the target 
  increases by 1d6 when you reach 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6). 
  Card Trick 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 60 feet  
  Components: V, S, M (a deck of playing 
  cards) 
  Duration: Instantaneous 
  With a flash of your hands, you fling a number of playing 
  cards charged with energy at your opponents. Make a 
  ranged spell attack against a target within range. On a hit, 
  the target takes 1d8 force damage. Alternatively, you can 
  target a space within range instead of a creature; each 
  creature within 5 feet of that space must make a Dexterity 
  saving throw, taking 1d6 force damage on a failed save. 
       You can throw 1 additional card on your turn at 5th 
  level (2 cards), at 11th level (3 cards), and at 17th level (4 
  cards). 
  Call Avalanche 
  9th-level evocation  
  Casting Time: 1 action 
  Range: 1 mile 
  Components: V, S 
  C 
  
  16 
  magehandpress.com 
   
  Duration: Concentration, up to 1 minute  
  A wave of snow springs into existence at a point you 
  choose within range. You can make the wave up to 300 feet 
  long, 300 feet high, and 50 feet thick. The wave lasts for 
  the duration. 
       When the wave appears, each creature within its area 
  must make a Strength saving throw. On a failed save, a 
  creature takes 10d4 bludgeoning damage and 10d4 cold 
  damage, or half as much damage on a successful save.  
       At the start of each of your turns after the wave appears, 
  the wave, along with any Huge or smaller creatures in it, 
  moves 50 feet in a direction you choose. Any creature  
  inside the wave or whose space the wave enters when it 
  moves  must succeed on a Strength saving throw or take 
  9d4 bludgeoning damage and 9d4 cold damage. A creature 
  can take this damage only once per round. Additionally, 
  any exposed flames that the avalanche moves over, 
  including those created by spells of 8th level or lower, are 
  extinguished. At the end of the turn, the wave’s height is 
  reduced by 30 feet, and the damage creatures take from the 
  spell on subsequent rounds is reduced by 1d4 for both 
  damage types. When the wave reaches 0 feet in height, the 
  spell ends. 
       Any Huge or smaller creature caught in the avalanche is 
  prone and restrained for the duration of the spell.  
  Cerebral Ray 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  A translucent beam of violet light streaks toward a creature 
  within range. Make a ranged spell attack against the target. 
  On a hit, the target takes 2d10 psychic damage and has 
  disadvantage on ability checks until the beginning of your 
  next turn. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d10 
  for each slot level above 1st. 
  Chameleon Mask 
  1st-level illusion 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a chameleon's tail) 
  Duration: Concentration, up to 10 minutes 
  You touch a willing creature and place a minor illusion on 
  it that allows it to blend in with its surroundings. For the 
  duration, that creature can replace its Dexterity (Stealth) 
  modifier with your spell attack bonus on any Dexterity 
  (Stealth) checks it makes. 
  Chaos Shield 
  1st-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 8 hours 
  You ward yourself against chaotic energies. For the 
  duration, whenever you roll a d100 to generate a random 
  magical effect, you can add or subtract 1 from the roll. 
  Furthermore, you have advantage on any saving throw you 
  are forced to make against any magical effects generated by 
  such a roll (whether they were created by yourself or 
  others). 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can add or subtract any 
  number from your d100 roll, up to the level of the spell slot 
  used. 
  Cheat  
  Divination cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: S, M (a weighted die) 
  Duration: 1 round  
  You subtly twist your fingers and fate seems to follow suit. 
  For the duration, you can reroll any ability check you make 
  to play nonmagical games of skill. Therefore, this ability 
  could influence a game of poker, but not the result of a 
  Deck of Many Things. 
  Chop 
  2nd-level evocation [renaissance] 
  Casting Time: 1 action 
  Range: 500 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  A 75-foot-radius area of water that you specify within 
  range begins to roil and pitch as if being affected by a 
  strong gale. Ships in the area move at half speed as they are 
  buffeted about by waves. Each swimming creature you 
  choose in the area must make a Strength (Athletics) check 
  opposed by your spell save DC when it attempts to swim. 
  On a failed check, the creature does not move, and is 
  instead tossed by the waves within its space. 
  
  17 
  magehandpress.com 
   
   
  Chromatic Bullet 
  1st-level evocation [renaissance] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a firearm) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you must make 
  an attack with a firearm, otherwise the spell fails. On a hit, 
  the target suffers the attack's normal effects and takes an 
  additional 1d4 damage. You can choose for the weapon’s 
  damage, as well as this additional damage, to be either acid, 
  cold, fire, lightning, poison, or thunder damage. You do not 
  need to pick the same type for both, and you can leave the 
  weapon damage as whatever type would normally be dealt 
  by the weapon. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 2d4 for 
  each slot level above 1st. 
  Circuit Breaker 
  2nd-level evocation [futuristic] 
  Casting Time: 1 reaction, which you take in response to 
  being damaged by a creature within 5 feet of you that you 
  can see 
  Range: Self (5-foot radius) 
  Components: V, S 
  Duration: Instantaneous 
  You let out a burst of electricity, shocking those nearby and 
  temporarily overloading devices. Each creature within 5 
  feet of you must make a Dexterity saving throw or take 3d8 
  lightning damage, or half as much on a successful save. 
  Each piece of magical technology within range is also 
  disabled until the end of your next turn. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage increases by 1d8 for 
  each slot level above 1st. 
  Clue 
  1st-level divination (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a magnifying glass and pipe) 
  Duration: 10 minutes 
  When you cast this spell, all footprints and fingerprints 
  within a 45-foot radius of a point you touch become 
  highlighted and glow faintly for the duration. At the time of 
  casting, choose any period of time up to the last 10 days to 
  the present; only footprints and fingerprints left within that 
  time will be highlighted. Each creature whose footprints or 
  fingerprints are detected by the spell is assigned a unique 
  color, but are not otherwise identified. Any creature that 
  moves or touches objects in the area will also leave colorful 
  footprints and fingerprints, which might reveal invisible 
  creatures in the area. 
  Concealed Shot 
  Illusion cantrip [renaissance] 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (a firearm) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you must make 
  an attack with a firearm, otherwise the spell fails. The spell 
  then masks any audible or visible output from the weapon, 
  making it impossible to see or hear where the shot came 
  from. 
       This spell only conceals the first shot you make; any 
  additional shots are not concealed. 
  Conjure Cannonball 
  3rd level conjuration [renaissance] 
  Casting Time: 1 action 
  Range: 600 feet 
  Components: V, S, M (a small replica cannon) 
  Duration: Instantaneous 
  You summon a cannonball, mid-flight and at full velocity, 
  which explodes on impact. Make a spell attack roll against 
  a target you can see within range. On a hit, the target takes 
  4d10 bludgeoning damage, and each creature within 5 feet 
  of the target must make a Dexterity saving throw. On a 
  failed save, a creature takes half as much damage as the 
  target. 
  Conjure Hardlight Avatar 
  8th-level conjuration [futuristic] 
  Casting Time: 1 minute 
  Range: 90 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Concentration, up to 15 hours 
  You conjure into being all the shimmering gears, pistons, 
  plates, and motors of a sophisticated hardlight construct. 
  Your choice of a hardlight etherolus or a hardlight 
  juggernautus (statistics are in Dark Matter) appears in an 
  unoccupied space within range. The construct disappears 
  when it drops to 0 hit points or when the spell ends. 
       Roll initiative for the construct, which has its own turns. 
  As a bonus action, you can mentally command the 
  
  18 
  magehandpress.com 
   
  construct if it is within 500 feet of you. You decide what 
  action the construct will take and where it will move during 
  its next turn, or you can issue a general command, such as 
  to guard a particular chamber or corridor. If you issue no 
  commands, the construct only defends itself against hostile 
  creatures. Once given an order, the construct continues to 
  follow it until its task is complete. 
       No magic can restore the construct's hit points, as 
  hardlight always evaporates away with time. 
  Conjure Pseudoelemental 
  5th-level conjuration 
  Casting Time: 1 minute 
  Range: 90 feet 
  Components: V, S, M (a cup of human blood) 
  Duration: Concentration, up to 1 hour 
  You call forth a horrible creature from beyond the stars, to 
  do your bidding. An elemental creature of your choice (a 
  despair elemental, fear elemental, madness elemental, pain 
  elemental, or rage elemental,) emerges from a portal that 
  opens within range. These elementals are all found in the 
  Lovecraft Handbook. 
       The elemental disappears when it drops to 0 hit points or 
  when the spell ends. 
       The elemental is friendly to you and your companions 
  for the duration. Roll initiative for the elemental, which has 
  its own turns. It obeys any verbal commands that you issue 
  to it (no action required by you). If you don’t issue any 
  commands to the elemental, it defends itself from hostile 
  creatures but otherwise takes no actions. 
       If your concentration is broken, the elemental doesn’t 
  disappear. Instead, you lose control of the elemental, it 
  becomes hostile toward you and your companions, and it 
  might attack. An uncontrolled elemental can’t be dismissed 
  by you, and it disappears 1 hour after you summoned it. 
       The GM has the creatures’ statistics. 
  Conjure Pseudonatural Beasts 
  4th-level conjuration 
  Casting Time: 1 minute 
  Range: 90 feet 
  Components: V, S, M (a cup of human blood) 
  Duration: Concentration, up to 1 hour 
  You summon pseudonatural beasts (any beast with the 
  pseudonatural template, as found in the Lovecraft 
  Handbook) that appear in unoccupied spaces that you can 
  see within range. You choose one the following options for 
  what appears:  
   
  • One beast of challenge rating 2 or lower  
  • Two beasts of challenge rating 1 or lower  
  • Four beasts of challenge rating 1/2 or lower  
  • Eight beasts of challenge rating 1/4 or lower  
  Each beast disappears when it drops to 0 hit points or when 
  the spell ends.  
       The summoned creatures are friendly to you and your 
  companions. Roll initiative for the summoned creatures as 
  a group, which has its own turns. They obey any verbal 
  commands that you issue to them (no action required by 
  you). If you don’t issue any commands to them, they 
  defend themselves from hostile creatures, but otherwise 
  take no actions.  
       The GM has the creatures’ statistics.  
       At Higher Levels. When you cast this spell using certain 
  higher-level spell slots, you choose one of the summoning 
  options above, and more creatures appear: twice as many 
  with a 5th-level slot, three times as many with a 7th-level 
  slot, and four times as many with a 9th-level slot. 
  Conjure Saguaro 
  1st- level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a saguaro fruit) 
  Duration: Concentration, up to 1 hour 
  You summon an immense saguaro cactus that springs out 
  of the ground in an unoccupied space you can see within 
  range. The cactus now occupies a 10-foot cube, blocking 
  movement through this area and conferring 3/4 cover 
  against ranged attacks made through it. 
       The saguaro is an object with 22 (4d10) hit points and 
  an AC of 14. When the spell ends, the saguaro wilts away, 
  leaving no trace of its existence. 
  Consecrated Armor 
  2nd-level abjuration (ritual) 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (A drop of blessed oil) 
  Duration: 8 hours 
  You trace a holy symbol on your chest, and an invisible 
  barrier protects you until the spell ends. Your base AC 
  becomes 12 + your Dexterity modifier. If you are attacked 
  by a fiend or undead, your AC becomes 15 + your 
  spellcasting ability modifier against that attack. 
   
  
  19 
  magehandpress.com 
   
   
  Corruption Curse 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  With a piercing glare and sinister gesture, you send a 
  ribbon of dark magic into a target’s body. A creature you 
  can see within range is cursed for the duration and suffers 
  from one of the following effects of your choice while 
  cursed: 
       Dull Reflexes. The target has disadvantage on Dexterity 
  checks and saving throws.  
       Feeble Fortitude. The target has disadvantage on 
  Constitution saving throws and can't regain hit points.  
       Weak Will. The target has disadvantage on Wisdom 
  saving throws as well as spell attack rolls. 
       A remove curse spell ends this curse early.   
  Create Vacuum 
  3rd-level conjuration [futuristic] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a bit of kindling) 
  Duration: Concentration, up to 10 minutes 
  You create a spherical area nearly devoid of air centered on 
  a point within range for the duration. The sphere can have 
  any radius you choose to a maximum of 30 feet. Any 
  creature in the area that breathes air must hold its breath or 
  begin suffocating. If the point you choose is on an object 
  you are holding or one that isn't being worn or carried, the 
  sphere is centered on the object and moves with it. 
  Airborne substances such as poisonous gas, smoke, or fog 
  cannot enter the sphere, and any such substances already 
  within the sphere's area are destroyed. If such a substance is 
  created by a spell of a higher level than this one, it is 
  unaffected. 
  Cryptogram 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: Unlimited 
  Components: V, S, M (a small written message) 
  Duration: Instantaneous 
  You send a small scroll with a short message to a creature 
  of your choice. The recipient must be a creature known to 
  you and also be on the same plane of existence as you. This 
  scroll will hover in the air in front of the recipient, deposit 
  into their pocket, or appear sitting on something nearby. 
  The scroll's message can be up to 8 characters long (spaces 
  count as characters.) You can send only one scroll to a 
  single target each day. 
  Curse of Aging 
  4th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Until dispelled 
  A creature you touch must succeed on a Wisdom saving 
  throw or become cursed to age and wither. While cursed, 
  the target ages at twice their normal rate, becoming two 
  days older for every day that passes. In addition, it has 
  disadvantage on all Strength checks and saving throws. 
      A remove curse spell ends this curse. 
  Curse of Binding 
  7th-level enchantment (ritual) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a body part from the intended 
  target, such as a fingernail, a lock of hair, or a drop of 
  blood) 
  Duration: Until dispelled 
  You bind one creature or object to a location, cursing it so 
  that it may never leave. Choose a target and a location 
  within range, both of which you must be able to see. If the 
  target is a creature, it must make a Charisma saving throw 
  (a willing creature may choose to fail this save), or be 
  cursed to be permanently bound to the chosen location. 
  While cursed, the target can act and move around freely, as 
  long as it remains within 20 feet of the point it is bound to. 
  If the target begins its turn outside of this area, it must 
  make a Strength saving throw against your spell save DC or 
  be dragged 60 feet towards the point it was bound to. 
       In addition, if the creature attempts to teleport or use any 
  other means of extraplanar travel, it must make another 
  Charisma saving throw. On a failure, the travel attempt 
  fails and any resources used are wasted. On a success, the 
  curse is suppressed until the creature returns to the plane on 
  which it was bound, at which point the dragging effect 
  resumes. 
       A remove curse spell ends this curse.  
  Curse of Blades 
  3rd-level necromancy 
  Casting Time: 1 action 
  
  20 
  magehandpress.com 
   
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Unholy bands of black energy tie a creature to its weapon. 
  Choose a creature you can see that is holding a weapon 
  within range to make a Wisdom saving throw. On a failed 
  save, the creature is cursed for the duration. A cursed target 
  can't willingly drop or stow its weapon. Additionally, 
  whenever it takes the Attack action on its turn, it makes one 
  additional attack using its weapon targeting itself, against 
  its own AC, dealing damage as normal on a hit. 
       A remove curse spell ends this curse early.  
  Curse of Chains 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  A black brand resembling iron shackles darkens the ankles 
  of two creatures you can see. Choose two creatures you can 
  see within range of the spell and within 30 feet of each 
  other to make a Constitution saving throw. A willing 
  creature can choose to fail this saving throw. On a failed 
  save, a target is cursed for the duration. If only one target is 
  cursed by this spell, you can use your action or bonus 
  action on a subsequent turn to choose another target within 
  30 feet of the cursed creature to make a saving throw. 
  While two creatures are cursed by this spell, they are 
  unable to willingly move further away from each other. 
       A remove curse spell ends this curse early.  
  Curse of Tomes 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 24 hours 
  You speak the backward words of a dead language, 
  scrambling the letters in a target's mind. Choose one 
  creature within range to make a Wisdom saving throw. On 
  a failed save, the target is cursed for the duration. A cursed 
  target can't read or write any language for the duration, 
  prepare spells from a spellbook, perform rituals, or cast any 
  spells that involve writing runes or sigils. At the end of 
  each hour, the target can repeat this save, ending the effects 
  early on a success.  
       A remove curse spell ends this curse early.   
  Curse Ward 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 1 hour 
  You reach out your hand and touch a willing target within 
  your reach, raising a smoke-like barrier around it. For the 
  duration, the target has resistance to necrotic damage and 
  can't be cursed, possessed, or targeted by a hex. Also, its 
  maximum hit points can't be lowered. If the target is 
  already affected by one of these effects, the effect is 
  suspended until the spell ends.   
  Curse Weapon 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Until dispelled 
  You touch a weapon. Until the spell ends, the weapon 
  becomes magical (if it wasn’t already) and gains the 
  following property in addition to any others it has: 
       Curse. This weapon is cursed, and touching it extends 
  this curse to you, unless you are a fey creature, in which 
  case you suffer no ill effect. As long as you remain cursed, 
  you are unwilling to part with the weapon, keeping it 
  within reach at all times. 
       Whenever you roll a 1 on an attack roll with this 
  weapon, roll a d6 and apply the result from the table below. 
  d6 Effect 
  1 
  You fall prone and your turn ends immediately. 
  2 
  You are blinded until the end of your next turn. 
  3 
  You are deafened until the end of your next turn. 
  4 
  You are immediately teleported 20 feet in a 
  random direction. If you would end up within a 
  solid obstacle, you take 2d6 bludgeoning damage 
  and end up as close to the destination as possible. 
  5 
  All food items within ten feet of you immediately 
  spoil, becoming completely inedible. 
  6 
  The weapon transforms into a live goose (or 
  another animal chosen by the GM), which is 
  magically bound to your hand and cannot be 
  removed by any means (except by ending the 
  curse). It reverts to its original form after one 
  minute. 
       A remove curse spell ends this curse. 
   
  
  21 
  magehandpress.com 
   
   
  Curse of Youth 
  4th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a child’s toy) 
  Duration: Concentration, up to 1 hour 
  This spell reverses time for a creature that you can see 
  within range until it becomes a helpless baby. An unwilling 
  creature must make a Wisdom saving throw to avoid the 
  effect. Shapechangers and creatures that do not experience 
  infancy automatically succeed on this saving throw. 
       If the target drops to 0 hit points, it reverts back to its 
  original age, and excess damage carries over to its normal 
  form. As long as the excess damage doesn’t reduce the 
  creature’s normal form to 0 hit points, it isn’t knocked 
  unconscious. 
       The target retains all of its game statistics except its base 
  movement speed, hit points, and size, which are changed to 
  10 feet, half of the target's maximum, and one size category 
  smaller, respectively. It cannot take any actions, bonus 
  actions, or reactions, cannot cast spells, and cannot 
  communicate, except by crying (a person using the spell 
  comprehend languages or similar abilities can interpret 
  such crying to gain a rough understanding of the baby’s 
  emotional state). While under the effects of this spell, the 
  target is prone and cannot stand up without the help of an 
  adult. 
       The target’s gear is unaffected by this spell; it will likely 
  fall off the target due to being vastly oversized. 
       A remove curse spell ends this curse early. 
       At Higher Levels. If you cast this spell using a spell slot 
  of 7th level or higher and maintain your concentration on it 
  for the entire possible duration, the target makes another 
  Wisdom saving throw. On a failure, the target is cursed to 
  remain as a baby until a remove curse spell ends the curse. 
  Additionally, if the target drops to 0 hit points, it does not 
  revert to original age, and begins making death saves as 
  normal. On a success, the effects end. 
   
   
   
   
   
   
   
   
   
   
  Dazzling Ray 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 round 
  Three rays of brilliant color shoot from your hand at up to 
  three creatures that you can see within range. Make a 
  ranged spell attack for each ray. On a hit, the target is 
  blinded until the spell ends.  
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you create one additional ray for 
  each slot level above 2nd, to a maximum of 6 rays. 
  Déjà Vu 
  1st-level enchantment [chronomancy] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a small silver mirror) 
  Duration: Instantaneous 
  You briefly rewind the thoughts a creature of your choice 
  that you can see within range. The target must succeed on a 
  Wisdom saving throw. A creature that took no actions on 
  its previous turn automatically succeeds this saving throw. 
  On a failed save, the target on its next turn must repeat the 
  actions it performed in its previous turn. It can use its 
  reaction as normal; it is not forced to repeat a reaction it 
  made previously. If the situation has changed in such a way 
  that the subject can’t take the same actions again, the 
  subject stands still and takes no actions or bonus actions for 
  1 round. 
  Delay 
  2nd-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a small crystal) 
  Duration: Instantaneous 
  You briefly slow time for a creature of your choice that you 
  can see within range. The target must succeed on a Wisdom 
  saving throw or be moved to last place in the initiative 
  order from the beginning of the next round onwards. 
  Demand 
  6th-level enchantment 
  Casting Time: 1 action 
  Range: Unlimited 
  D 
  
  22 
  magehandpress.com 
   
  Components: V, S, M (a snake’s tongue and a piece of 
  copper wire) 
  Duration: Concentration, up to 8 hours 
  You send a short message of twenty-five words or fewer to 
  a creature with which you are familiar. The creature hears 
  the message in its mind, recognizes you as the sender if it 
  knows you, and can answer in a like manner immediately. 
  The spell enables creatures with Intelligence scores of at 
  least 1 to understand the meaning of your message. 
       You can send the message across any distance and even 
  to other planes of existence, but if the target is on a 
  different plane than you, there is a 5 percent chance that the 
  message doesn’t arrive. 
       You can use this message to suggest a reasonable-
  sounding course of activity to the target, in which case the 
  target must make a Wisdom saving throw or be compelled 
  to follow your instructions for the duration, as per the 
  suggestion spell. 
  Desiccate 
  3rd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Your hands radiate crimson energy. Make a melee spell 
  attack against a target within your reach. On a hit, the target 
  takes 2d6 necrotic damage and suffers a level of 
  exhaustion, as you siphon the water from its body. Until the 
  spell ends, you can make the attack again on each of your 
  turns as an action. Each creature you target with this spell 
  can only suffer one level exhaustion as a direct result of 
  this spell. 
       At Higher Levels. When you cast this spell using spell 
  slot of 4th level or higher, the damage increases by 2d6 
  damage for every slot level above 3rd. 
  Detect Law and Chaos 
  1st- level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  For the duration, you know if there is any creature that has 
  been invested with legal authority or that has been 
  outlawed by such an authority within 30 feet of you, as well 
  as where the creature is located. 
       The spell can penetrate most barriers, but it is blocked 
  by 1 foot of stone, 1 inch of common metal, a thin sheet of 
  lead, or 3 feet of wood or dirt. 
  Detonate Ammunition 
  4th-level evocation [renaissance] 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (flint and steel) 
  Duration: Instantaneous 
  You send a mote of fire into an enemy’s ammunition pouch 
  or bandolier, triggering a massive explosion. Make a 
  ranged spell attack against a creature you can see within 
  range that is carrying spare firearm ammunition. On a hit, 
  up to 50 spare bullets or shells and all gunpowder and/or 
  explosives that the target is carrying are instantly 
  destroyed, and the target takes 2d10 thunder damage. All 
  creatures within 20 feet of the target (including the target 
  itself) must then make a Dexterity saving throw. A creature 
  takes 6d6 fire damage on a failed save, or half as much on a 
  successful one. 
  Devastate Undead 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (one black onyx stone worth at least 
  50 gp) 
  Duration: Instantaneous 
  Target an undead creature that you control (such as by the 
  create undead or dominate monster spells) and that you can 
  see within range. That creature is instantly destroyed, 
  leaving no remains. You regain hit points equal to that 
  creature's remaining hit points at the time of its destruction. 
  Diamond Edge 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S, M (a tiny diamond worth at least 1 gp) 
  Duration: 1 minute 
  The edge of a slashing or piercing weapon you are holding 
  is magically sharpened. For the duration, you can use your 
  spellcasting ability instead of Strength or Dexterity for the 
  attack and damage rolls of melee attacks using that weapon, 
  and the weapon deals double damage to objects and 
  structures. The weapon also becomes magical, if it isn’t 
  already. The spell ends if you cast it again or if you let go 
  of the weapon. 
  
  23 
  magehandpress.com 
   
   
  Dire Charm 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a nymph's eyelash, worth at least 
  100 gp. If you are a nymph, you may use one of your 
  own) 
  Duration: 10 days 
  You attempt to charm a humanoid you can see within 
  range. It must make a Wisdom saving throw, and has 
  disadvantage unless you or your companions are fighting it. 
  If it fails the saving throw, it is charmed by you until the 
  spell ends. If you or your companions do anything harmful 
  to it, it can reattempt the saving throw. The charmed 
  creature regards you as a friendly acquaintance. When the 
  spell ends, the creature knows it was charmed by you. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 8th level or higher, the duration becomes permanent 
  (until dispelled). 
  Dislocation in Time 
  6th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (any device capable of telling the 
  time) 
  Duration: Concentration, up to 10 minutes 
  You step out of the normal flow of time, and remain there 
  for the duration or until you use your action to dismiss the 
  spell. While dislocated in time, you can see and be seen by 
  creatures and objects that remain in normal time, but 
  everything there looks grey to you; likewise, you appear 
  blurred and indistinct to those in normal time. You can't be 
  affected by creatures and effects which originate in the 
  normal flow of time. You also ignore objects in the normal 
  flow of time, allowing you to move through objects you 
  perceive on the plane you originated from. Likewise, 
  nothing you do can have any effect on normal time. 
  Dispel Alarm  
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  You touch an object. If there is an alarm glyph or alarm 
  spell on the object, the spell is dispelled. This spell can 
  only be used on the object version of the alarm glyph; the 
  aperture version can only be affected by dispel magic. 
  Distort Gravity 
  4th-level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a gyroscope) 
  Duration: Concentration, up to 1 hour 
  This spell changes the direction of gravity within a 60-foot 
  square area on surface you touch. The affected area can 
  wrap around a surface, if its geometry permits. For the 
  duration, creatures and objects within 15 feet of the surface 
  fall toward it as if it were the ground. A creature can walk 
  on this surface as if it were level ground, even if the surface 
  is perpendicular to the ground or upside down. 
       When the duration ends, all creatures and objects fall 
  from the surface. 
  Draconic Aura 
  3rd-level illusion 
  Casting Time: 1 action 
  Range: Self (15-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You assume a formidable aura of draconic presence. Each 
  creature you choose within 15 feet of you, as well as any 
  creature you choose that enters the area or begins its turn 
  there for the first time, must make a Wisdom saving throw 
  or become frightened of you for the duration. While 
  frightened by this spell, a creature treats the area of the 
  spell as difficult terrain and has disadvantage on attack rolls 
  while it is within that area.  
       If a creature ends its turn outside the area, it can make a 
  Wisdom saving throw. On a successful save, the spell ends 
  for that creature, even if it returns within the spell’s area. If 
  the creature fails this save three times, it is frightened for 
  the duration and can no longer make saving throws against 
  it. 
  Dragon Claws 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S 
  Duration: Instantaneous 
  Spectral dragon claws appear around your hands ready to 
  rend your foes. Make a melee spell attack against a creature 
  within 5 feet of you. On a hit, the target takes 1d10 
  
  24 
  magehandpress.com 
   
  damage, and you choose whether the attack does acid, cold, 
  fire, lightning, or poison damage when you cast the spell. 
       The spell allows you to make more than one attack 
  when you reach higher levels: 2 attacks at 5th level, 3 
  attacks at 11th level, and 4 attacks at 17th level. You can 
  make the attacks against the same target or different ones. 
  Make a separate attack roll for each attack. All of your 
  attacks deal the same damage type. 
  Dragon Roar 
  1st-level evocation 
  Casting Time: 1 action 
  Range: Self (10-foot radius) 
  Components: V 
  Duration: 1 round 
  You bellow forth a great noise like a dragon’s roar, audible 
  out to 500 feet. Each creature within 10 feet of you must 
  make a Wisdom saving throw. On a failed save, a creature 
  takes 2d6 thunder damage and is frightened of you until the 
  end of your next turn. On a successful save, the creature 
  takes half that damage and isn’t frightened. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d6 for 
  each slot level above 1st. 
  Dragon Shout 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Self (15-foot radius) 
  Components: V 
  Duration: Instantaneous 
  You let forth a spirited warcry, which concusses the air in 
  waves of force. Each creature within 15 feet of you must 
  make a Strength saving throw. On a failed save a creature is 
  pushed back 10 feet and is knocked prone. On a successful 
  save, a creature is pushed back only 5 feet and is not 
  knocked prone. 
  Duplicate Object 
  4th-level conjuration 
  Casting Time: 1 minute 
  Range: 30 feet 
  Components: V, S, M (a silver mirror) 
  Duration: Instantaneous 
  You create an exact copy of a nonmagical, non-living 
  object you can see within range (the copy must also appear 
  within the spell’s range.) The object must fit inside a 5-foot 
  cube. The copy is a real, permanent, independent object 
  that functions exactly like the original. You can’t duplicate 
  an object created by this spell. 
       If the object you wish to copy would be considered a 
  ‘complex item’ as noted in the Tools of the Trade chapter 
  of the Complete Craftmsan, you must be proficient in the 
  requisite tools to duplicate it using this spell. 
       Materials such as adamantine, coldwood, mithral, and 
  zurkhwood count as magical for the purposes of this spell. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the sides of the cube in which the 
  object must fit are increased by 5 feet for each slot level 
  above 4th, to a maximum of a 20-foot cube. Thus, when 
  cast at 5th level, you could duplicate an object that fits in a 
  10-foot cube. 
  Earth-Shattering 
  Kaboom 
  4th-level evocation 
  Casting Time:  1 minute 
  Range: 120 feet 
  Components: V, S, M (a red button) 
  Duration: 1 round 
  Streams of arcane energy pour from your hands and 
  coalesce into a great unstable ball at a point you can see 
  within range. At the end of this spell's duration, when the 
  mass of arcane energy is at its zenith, you rupture the ball 
  of energy, causing a massive detonation. When this 
  happens, roll a d20. On a 1, the ball fizzles into 
  nothingness. On any other roll, each creature in a 30-foot 
  radius sphere centered on that point must make a Dexterity 
  saving throw. A target takes 5d8 thunder damage plus 5d8 
  radiant damage on a failed save, or half as much damage on 
  a successful one. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the thunder damage or the 
  radiant damage (your choice) increases by 1d6 for each slot 
  level above 4th. 
  Eldritch Orb 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You fling a ball of eldritch energy at a creature or object 
  within range. Make a ranged spell attack against the target. 
  On a hit, the target takes 1d8 force damage, and each other 
  creature within 5 feet of the target must make a Dexterity 
  E 
  
  25 
  magehandpress.com 
   
   
  saving throw. On a failed save, a creature takes half as 
  much damage. 
       This spell's damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  Electrify Water 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Crackling electricity arcs from your fingertips into a 
  contiguous area of water within range, electrifying it for the 
  spell’s duration. The affected area can be no more than 25 
  feet in any dimension but can be any shape you choose. 
       When a creature enters the affected area for the first 
  time on a turn or starts its turn there, the creature must 
  succeed on a Constitution saving throw. On a failed save, a 
  creature takes 4d6 lightning damage, and it can't take 
  reactions until the start of its next turn. 
  Elemental Blade 
  1st-level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You evoke a blade of destructive energy in your hand. This 
  blade is similar in size and shape to a scimitar, and it lasts 
  for the duration. If you let go of the blade it disappears, but 
  you can evoke it again as a bonus action. The damage type 
  of the spell is acid, cold, fire, lightning, or poison damage, 
  chosen when you cast the spell. 
       You can use your action to make a melee spell attack 
  with the blade. The target takes 2d6 damage on a hit. The 
  blade sheds bright light in a 10-foot radius and dim light for 
  an additional 10 feet. 
       At Higher Levels. When you cast this spell at 2nd level 
  or higher, the damage increases by 1d6 for every level of 
  spell slot above 1st. 
  Elemental Curse 
  6th-level evocation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, 
  Duration: Concentration, up to 1 minute 
  A spark leaps from your finger to a creature you touch, 
  spreading in bright cracks across its skin. The target must 
  make a Constitution saving throw or be cursed for the 
  duration. While cursed, the target has vulnerability to your 
  choice of acid, cold, fire, lightning, or thunder damage. If 
  creature has resistance to the chosen damage type, it instead 
  only loses that resistance. If the target has immunity to the 
  chosen damage type, it is treated as having only resistance 
  to that damage. 
       A remove curse spell also ends this curse early. 
  Elemental Influence 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You warp and shape the elements to your will, causing one 
  of the following effects: 
  • Create a harmless, instantaneous sensory effect related 
  to air, earth, fire, or water, such as a shower of sparks, a 
  puff of wind, a spray of light mist, or a gentle rumbling 
  of stone.  
  • Instantaneously light or snuff out a candle, a torch, or a 
  small campfire.  
  • Chill or warm up to 1 pound of nonliving material for 
  up to 1 hour.  
  • Cause earth, fire, water, or mist that can fit within a 1-
  foot cube to shape itself into a crude form you 
  designate for 1 minute. 
  Enhance Reflexes 
  1st-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a drop of mercury) 
  Duration: Concentration, up to 10 minutes 
  Choose a willing creature that you can see within range. 
  Until the spell ends, the target has advantage on all 
  Dexterity checks. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can target one additional 
  creature for each slot level above 1st. 
  Erase 
  8th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a quartz crystal worth at least 100 
  gp) 
  Duration: Instantaneous 
  
  26 
  magehandpress.com 
   
  You point your finger and fire a pale blue ray at a Small or 
  smaller nonmangical object that you can see within range. 
  Make a ranged spell attack against the target. On a hit, the 
  target is erased from time. 
       No trace remains of the erased object and the memory 
  any creature (except the caster) that knew of its existence is 
  altered to reflect the fact that the object never existed. If 
  anything else in the world would not make sense in the 
  absence of the object, history is re-written to explain it. The 
  GM determines the new version of events. Generally, this 
  spell makes the smallest possible change that would 
  provide a plausible explanation. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 9th level, you can target a Medium object or 
  creature. On a hit, the creature takes 10d10 force damage. 
  If it is reduced to 0 hit points by this damage, it is erased 
  from time as described above, along with any nonmagical 
  objects it is wearing or carrying. 
  Exploding Dice 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  With a flick of your wrist, you conjure an exploding die, 
  which you can toss at a hostile target within range. Make a 
  ranged spell attack roll against the target. On a hit, the 
  target takes 1d6 thunder damage. If you roll a 6 on any 
  damage die, you can roll an additional d6 and add its 
  damage to the total, rolling again if this die it also a 6, and 
  so on. Effects which would increase the damage die size of 
  a spell have no effect on this cantrip.  
       This spell's damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).   
  Exhume 
  1st-level necromancy (ritual) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a drop of blood) 
  Duration: Instantaneous 
  Choose an unoccupied 20-foot square within range―note 
  that the area must have solid earth beneath it; this spell fails 
  if cast on the upper floor of a building. This spell then 
  causes one pile of humanoid bones to rise out of the ground 
  within that square. If you cast this spell within a burial 
  place such as a graveyard, mausoleum or barrow, 1d4 piles 
  of bones are exhumed instead of 1. The ground itself is not 
  changed or disturbed by this spell; the bones simply appear 
  out of the ground. 
  Evasiveness 
  5th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, M (a scrap of silk) 
  Duration: Concentration, up to 1 hour 
  You touch a willing creature. Until the spell ends, the target 
  gains a superhuman ability to dodge attacks. The target’s 
  AC becomes 22, if it were lower, regardless of what kind of 
  armor it is wearing. 
       This spell puts enormous strain on the target’s body. 
  After the spell ends, the target gains one level of 
  exhaustion. 
  Eye of Anubis 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: M (a holy symbol) 
  Duration: Instantaneous 
  A beam of tenebrous moonlight streaks from your left eye, 
  toward a creature within range. Make a ranged spell attack 
  against the target. On a hit, the target takes 1d8 necrotic 
  damage and can't take the Disengage actions until the end 
  of your next turn. 
       This spell creates an additional beam and deals more 
  damage at higher levels. At 5th level, you fire a second 
  beam originating from your right eye. Your first beam's 
  damage increases by 1d8 (2d8) when you reach 11th level, 
  and your second beam's damage increases by 1d8 (2d8) 
  when you reach 17th level. 
  Eye of Ra 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: M (a holy symbol) 
  Duration: Instantaneous 
  A beam of furious radiance erupts from your right eye, 
  directed at a creature you can see within range. Make a 
  ranged spell attack against the target. On a hit, the target 
  takes 1d8 radiant damage and can't take the Hide action 
  until the end of your next turn. 
       This spell creates an additional beam and deals more 
  damage at higher levels. At 5th level, you fire a second 
  beam originating from your left eye. Your first beam's 
  
  27 
  magehandpress.com 
   
   
  damage increases by 1d8 (2d8) when you reach 11th level, 
  and your second beam's damage increases by 1d8 (2d8) 
  when you reach 17th level. 
  Faerie Ward 
  1st-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a handful of acorns, 
  which the spell consumes) 
  Duration: Concentration, up to 10 minutes 
  Until the spell ends, one willing creature you touch is 
  protected against certain types of creatures: aberrations, 
  constructs, fiends, giants, oozes, and undead. 
       The protection grants several benefits. Creatures of 
  those types have disadvantage on attack rolls against the 
  target. The target also can't be charmed, frightened, or 
  possessed by them. It 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. 
  False Vision 
  4th-level illusion 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pinch each of diamond, ruby, 
  emerald and sapphire dust, worth a total of 100 gp, which 
  the spell consumes) 
  Duration: 8 hours 
  For the duration, you hide a target that you touch from 
  divination magic. The target can be a willing creature, a 
  place, or an object no larger than 10 feet in any dimension. 
  If the target is targeted by any divination magic or 
  perceived through a scrying spell’s sensors, you are able to 
  present the diviner with false information of your choice, as 
  long as you are conscious at the time of the divination 
  attempt. The target could appear to be in different 
  circumstances, in one or more false locations, or 
  completely undetectable as you desire. 
  Feral Footman 
  4th-level transmutation 
  Casting Time: 1 minute 
  Range: 30 feet 
  Components: V, S, M (a small servant's bell) 
  Duration: Special 
  After spending the casting time singing a song, you touch a 
  Small or smaller beast. The target must have either no 
  Intelligence score or an Intelligence of 3 or less. The beast 
  then transforms into a humanoid of your choosing. All of 
  the creature’s abilities scores are changed to 10. The 
  humanoid is of a friendly disposition to you. has a basic 
  understanding of all simple unskilled labors, and can 
  understand the languages you speak, but does not speak 
  themselves. The footman has proficiency in any trade, 
  craft, or profession you have proficiency in and uses your 
  proficiency bonus. Additionally, upon transformation, the 
  animal is clothed in mundane clothing of your choosing 
  with a nominal value no greater than 10 gp (though this 
  clothing cannot be removed from their body for the 
  duration of the spell). 
       You can instruct the humanoid to do anything that is 
  reasonably within their capability and is not obviously 
  dangerous. They behave as though they are dutifully 
  employed by you. 
       The transformation lasts for the duration, or until the 
  target drops to 0 hit points or dies. The humanoid form has 
  4 (1d8) hit points. When it reverts to its true form, the 
  creature returns to the number of hit points it had before it 
  transformed. If it reverts as a result of dropping to 0 hit 
  points, any excess damage carries over to its true form. As 
  long as the excess damage doesn’t reduce the creature’s 
  normal form to 0 hit points, it isn’t knocked unconscious. 
       This spell’s duration varies depending upon when and 
  where it was cast. If cast in a location where time passes 
  normally, the spell lasts until the twelfth stroke of the next 
  midnight, however long that may be. Elsewhere, the spell 
  lasts for 24 hours. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, you can transform one additional 
  animal for each spell slot above 4th. 
  Fimbulwinter 
  9th-level transmutation  
  Casting Time: 10 minutes  
  Range: Self (100-mile radius) 
  Components: V, S, M (a crystal snowglobe worth at least 
  1,000 gp) 
  Duration: 180 days  
  You change the weather to a state of permanent winter, or 
  strengthen winter conditions already present. It takes 10 
  minutes to cast the spell and an additional 10 minutes for 
  the effects to manifest themselves. The GM determines the 
  current natural weather conditions You then choose what  
   
  F 
  
  28 
  magehandpress.com 
   
  wintry conditions you want to manifest; these can include 
  supernatural and extreme conditions such as Arctic Cold 
  Temperatures (found in the Tundra Update), hurricane 
  winds and blanket snowfall. Lakes, rivers, and even seas 
  can be frozen over during a fimbulwinter, and crop failures 
  and famine are likely. 
       You control the general tendencies of the weather, such 
  as the direction and intensity of the wind, though it is 
  always cold and wintry. When you select a certain weather 
  condition to occur, the weather assumes that condition 10 
  minutes later (changing gradually, not abruptly). The 
  weather continues as you left it for the duration, or until 
  you use a standard action to designate a new kind of 
  weather (which fully manifests itself 10 minutes later). 
       The snowglobe focus can be smashed by using an action 
  to make a DC 20 Strength check. If successful, the spell 
  ends, and the weather gradually returns to normal over the 
  next 10 minutes. 
  Finger Guns 
  Evocation cantrip [renaissance] 
  Casting Time: 1 bonus action 
  Range: 40 feet 
  Components: V, S 
  Duration: 1 minute 
  You extend your index finger and thumb, a dangerous 
  gesture mimicking a gun. For the duration, you can use 
  your action to make a spell attack roll against one creature 
  you can see within 40 feet, dealing 1d8 force damage on a 
  hit. 
       Your finger gun does not require ammunition, but is still 
  considered to be a firearm for spells and effects such as 
  bursting shot and protection from ballistics. 
       The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  Flaming Death 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: S 
  Duration: Concentration, up to 1 minute 
  Flames wreathe one creature you can see within range, 
  which must make a Constitution saving throw. The target 
  takes 3d6 fire damage on a failed save, or half as much 
  damage on a successful one. The target is also on fire for 
  the spell’s duration. A creature that is on fire repeats this 
  saving throw at the end of each of its turns. It takes 2d6 fire 
  damage on a failed save, and the flames go out on a 
  successful one. The flames cannot be extinguished by 
  nonmagical means. 
       If a creature within 90 feet of you is on fire due to this 
  spell, you can use a bonus action on your turn to cause the 
  flames to leap to up to two other creatures within 30 feet of 
  it. Each of these creatures must make a Constitution saving 
  throw or also catch on fire. A creature that successfully 
  saves against this spell can't be caught on fire again by the 
  same instance of it again. 
  Flawed Reconstruction 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a needle and thread) 
  Duration: Instantaneous 
  You stitch together the wounds of a creature you touch, 
  which regains 4d6 hit points. However, the mending is 
  imperfect, and the target's maximum hit points is decreased 
  by the same amount until it finishes a long rest. A creature 
  that regains hit points due to this spell will be left with 
  some permanent scars. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the healing increases by 1d6 for 
  each slot level above 1st. 
  Flurry of Steel 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: V, M (a dagger) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you must make 
  a melee attack with a dagger against one creature, 
  otherwise the spell fails. If the attack hits, you can make 
  another attack with the dagger against the same target. You 
  cannot have advantage on any attacks made as part of this 
  spell. 
       This spell allows you to make more attacks when you 
  reach higher levels. At 5th level you can make up to three 
  attacks, up to four at 11th level and up to five at 17th level. 
  You must hit with each attack in succession before you can 
  roll the next one.  
  Force Buckler 
  Abjuration cantrip 
  Casting Time: 1 action 
  Range: Self 
  
  29 
  magehandpress.com 
   
   
  Components: V, S, M (A specially prepared gauntlet 
  worth at least 5 gp) 
  Duration: 1 minute 
  You summon a translucent, yet visible, field of force which 
  springs forth from the prepared gauntlet. For the duration, 
  you can wield this field of force as a shield, and you have 
  proficiency with it.  
  Force Dart 
  Evocation cantrip  
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous  
  You fling a dart of magical force at a creature or object 
  within range. Make a ranged spell attack against the target. 
  On a hit, the target takes 1d10 force damage. 
       This spell's damage increases by 1d10 when you reach 
  5th level (2d10), 11th level (3d10), and 17th level (4d10). 
  Freezing Touch 
  7th-level transmutation  
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute  
  You touch a creature and attempt to freeze it in place. Make 
  a melee spell attack against the target. On a hit, the target 
  takes 8d8 cold damage and is restrained. At the end of each 
  of its turns, the creature makes a Constitution saving throw. 
  If it fails its saves three times, it is turned to ice and is 
  petrified for the duration, and if it succeeds three times, the 
  spell ends immediately. The successes and failures don’t 
  need to be consecutive; keep track of both until the target 
  collects three of a kind. Additionally, any creature reduced 
  to zero hit points by damage from this spell is immediately 
  frozen (and stable) as if it had failed three saves against the 
  spell. 
       If the creature is physically broken while petrified, it 
  suffers from similar deformities if it reverts to its original 
  state. While petrified, it is immune to cold damage and 
  vulnerable to fire damage.  
       If you maintain your concentration on this spell for the 
  entire possible duration, the creature is turned to ice until 
  the effect is removed.  
  Frenzy 
  6th-level enchantment 
   
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a drop of fresh blood) 
  Duration: Concentration, up to 1 minute 
  With a gesture, you reduce a crowd to base instinct and 
  violence. Choose a point you can see within range. Each 
  creature within 20 feet of that point must make a Wisdom 
  saving throw. On a failed save, a creature is frenzied for the 
  duration. 
       When a creature is frenzied, it draws a melee weapon, if 
  it has one. If it does not have a melee weapon, the creature 
  must use an improvised weapon or unarmed strikes for 
  attacks. 
       A frenzied creature must use its action at the beginning 
  of its turn to attack a creature within its reach. It uses a 
  melee weapon, if it has one, or an improvised weapon or 
  unarmed strike, if it does not. If multiple targets are within 
  the creature’s reach, it chooses its target randomly. If there 
  is no target within the creature’s reach, it attacks itself, and 
  automatically succeeds such an attack roll. 
       At the end of its turn, a frenzied creature can repeat its 
  saving throw, ending the effect on it early on a success. 
  Frolicking Fountain 
  5th-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a conductor’s baton) 
  Duration: Concentration, up to 1 minute 
  You cause a 5-foot cube of water within range to animate 
  in a hypnotic motion. The water swirls for the duration, not 
  leaving its space except to send small jets up to five feet 
  into the air. Each creature except for the caster within 60 
  feet which sees the fountain must make a Wisdom saving 
  throw or become charmed by you for the duration. While 
  charmed by this spell, a creature must use its movement on 
  each of its turns to get as close to the water as possible. A 
  charmed creature can’t willingly move away from the 
  fountain. At the end of its turn, a charmed creature can 
  attempt the saving throw again, ending the effect on a 
  success. Once a creature has succeeded on a save against 
  this spell, it cannot be affected by the same instance of it 
  again. 
       If a creature is within 5 feet of the dancing waters, you 
  can use a bonus action to command the water to lash out at 
  that creature. Make a melee spell attack against the target. 
  On a hit, the water deals 4d6 bludgeoning damage to the 
  target. If the target is charmed by this spell, it can attempt 
  the saving throw again after taking damage from it. 
  
  30 
  magehandpress.com 
   
  Frostmail  
  3rd-level abjuration  
  Casting Time:  
  1 action Range: Touch  
  Components: V, S, M (a drop of water or piece of ice)  
  Duration: 8 hours  
  You touch a willing creature who isn’t wearing armor, and 
  a chain shirt, made a glimmering ice, appears on their body. 
  The target’s base AC becomes 14 + its Dexterity modifier. 
  Additionally, whenever a creature hits the target of this 
  spell with a melee attack, the attacker takes 1d4 cold 
  damage. The spell ends if the target dons armor or if you 
  dismiss the spell as an action.  
  Geodesic Shield 
  2nd-level conjuration [futuristic] 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Translucent, triangular plates of force assemble to form a 
  15-foot radius spherical dome around you, centered on a 
  point you touch. The dome contains clean, breathable air, 
  and airborne substances, such as poisonous gas, smoke, or 
  fog can't penetrate within it. The dome insulates those 
  inside it from extreme temperatures, regardless of the 
  outside environment. Creatures can walk freely into or 
  out of the dome, but the dome blocks ranged attacks, 
  spells, and other effects. 
       The dome has AC 10 and 20 HP. The spell ends 
  when the dome is reduced to 0 HP. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the dome's AC 
  increases by 1 and its HP increases by 10 for each 
  spell level above 2nd. 
  Geomantic Discernment 
  1st-level divination 
  Casting Time: 1 action 
  Range: Self (300-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You gain the ability to sense valuable minerals in a 300-
  foot radius around you. A glowing aura that only you can 
  see appears around any valuable gems, ores, native 
  elements, or other resources in that radius for 
  the spell’s duration. You can see this aura 
  through any amount of nonmagical material. 
  Gingerbread Cottage 
  5th-level conjuration 
  Casting Time: 10 minutes 
  Range: 30 feet 
  Components: V, S, M (candies, cookies, and cakes worth 
  at least 10 gp, which the spell consumes) 
  Duration: 8 hours 
  This spell conjures a small cottage made from bread 
  centered on a point you can see within range. You 
  determine the floorplan of the cottage, though it must fit 
  within a 15-by-15-foot footprint, and may have no more 
  than one story and one door. The interior is comfortably 
  appointed, and up to six people may rest inside (if there are 
  more occupants, it becomes too cramped to allow resting). 
       The walls of the cottage are magically 
  reinforced and cannot be destroyed 
  except by a dispel magic or disintegrate 
  spell. The door has a mundane lock  
   
   
   
  G 
  
  31 
  magehandpress.com 
   
   
  (DC 15 to pick). You can place windows in any of the 
  exterior walls, allowing those inside to see out and those 
  outside to see in. Ranged attacks can be made through 
  windows. 
       Everything inside the cottage is made out of gingerbread 
  and other sweet treats. There are enough nonessential 
  elements to feed up to six creatures, which gain the 
  following benefits after spending 10 minutes eating in the 
  cottage: the creature is freed from any charm affecting it 
  and is immune the charmed condition. Its hit point 
  maximum increases by 2d6 and it gains the same number of 
  hit points. These benefits last for the next 8 hours. 
  Glacial Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack does damage as normal, except that the entire attack 
  deals cold damage instead of its normal type. Additionally, 
  the target must make a Constitution saving throw or be 
  covered in brittle frost. If the target is then hit again by an 
  attack before the beginning of your next turn, the target 
  takes an additional 1d8 cold damage. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 cold damage to their targets. 
  Both damage rolls increase by 1d8 at 11th level (2d8/3d8), 
  and 17th level (3d8/4d8). 
  Glass Blade 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a handful of sand) 
  Duration: Concentration, up to 10 minutes 
  You hold out your palm, and cause sand to whirl through 
  the air and transmute roughly into the shape of a scimitar, 
  whose blade is razor-sharp glass, and which lasts for the 
  duration. If you let go of the blade it reforms into sand, but 
  you can transmute it back again as a bonus action. 
       You can use your action to make a melee weapon attack 
  with the blade, as if it had the properties of a scimitar. On a 
  hit, the target takes 3d6 slashing damage. This damage is 
  magical for the purposes of overcoming resistance and 
  immunity to nonmagical slashing damage. 
       The magic of this spell prevents this scimitar from being 
  broken by nonmagical means. 
       At Higher Levels. When you cast this spell using spell 
  slot of 4th level or higher, the damage increases by 1d6 
  damage for every two slot levels above 2nd. 
  Glitterdust 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: Self (15-foot cone) 
  Components: V, S, M (a handful of powdered mica) 
  Duration: Concentration, up to 1 minute 
  You spray golden particles in a 15-foot cone, covering all 
  creatures and objects in that area. Each creature in the area 
  must make a Constitution save or be blinded for the 
  duration. A creature blinded by this spell can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
       An affected creature or object can’t benefit from being 
  invisible for the duration. 
  Greater Mending 
  3rd-level transmutation (ritual) [futuristic] 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (two lodestones) 
  Duration: Instantaneous 
  This spell repairs breaks, tears, and other damage in an 
  object you can see within range, such as a smashed control 
  panel, ripped radiation plating, a corrupted keycard, or a 
  jammed turbine. As long as the damaged object is no larger 
  than 10 feet in any dimension, you mend it, leaving no 
  trace of the former damage and restoring it to full working 
  order. Note that this spell cannot restore lost hit points to a 
  damaged ship. 
       This spell can repair a magic item or construct as long as 
  its magic was present at the time it was broken. The spell 
  does not, however, restore lost charges. 
  Guided Missile 
  1st-level transmutation 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V 
  Duration: Instantaneous 
  You cast the spell the moment you make a ranged weapon 
  attack, causing the projectile to arc toward its target. You 
  have advantage on this ranged weapon attack. 
  
  32 
  magehandpress.com 
   
  Hangover 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a tiny vial of strong 
  liquor) 
  Duration: Instantaneous 
  You emit a drunken aura that quickly washes away, leaving 
  the feeling of an intense hangover. A creature you choose 
  within range must succeed on a Constitution saving throw 
  or take 3d8 psychic damage. The target has disadvantage 
  on Constitution checks it makes to maintain concentration 
  on a spell due to this damage. Additionally, the target is 
  poisoned until the start of your next turn. 
  Hardlight Blaster 
  1st-level conjuration [futuristic] 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Instantaneous 
  You wave your hand and conjure a sophisticated arcane 
  weapon, constructed of brilliant compressed light, which 
  hovers in the air in an unoccupied space within 10 feet of 
  you. The weapon fires a crackling beam of energy at a 
  target you choose within 60 feet of it, making a ranged 
  spell attack using your spell attack bonus. The weapon is 
  the point of origin for this attack; therefore, the attack can 
  target a creature that is not within your line of sight, as long 
  as it is within the weapon’s line of sight. On a hit, the target 
  takes 3d6 force damage. After this attack, this weapon 
  dissipates. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you deal an additional 1d6 force 
  damage for each slot level above 1st. 
  Hardlight Construction 
  3rd-level conjuration [futuristic] 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: 10 minutes 
  You compress waves of light into a solid, shimmering 
  structure composed of hardlight within range. You can 
  create a Huge or smaller object (contained within a 15-foot 
  cube, or 27 connected 5-foot cubes) which persists for the 
  duration. For example, you can build a bridge crossing a 
  chasm, a tower to see over the treeline, or a patch for the 
  hull of a starship. This object can't have moving parts or 
  deal damage or directly harm anyone. No matter what 
  object you build, it has AC 10 and HP equal to 30 + your 
  spellcasting modifier. The object collapses into nothingness 
  and the spell ends if it is reduced to 0 hit points.  
       At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, it's HP increases by 10 per slot 
  level above 3rd. If you cast this spell using a spell slot of 
  6th level or higher, you can use your action to change the 
  object created into any other object you choose which fits 
  the criteria. Doing so does not restore the object's HP. 
  Hardlight Frame 
  5th-level conjuration [futuristic] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Concentration, up to 10 minutes 
  Plates of shimmering compressed light swarm your body, 
  landing in the precise positions to form an intricate suit of 
  power armor. For the duration, you gain the following 
  benefits: 
  • Your AC equals 16. 
  • You gain 40 temporary hit points. If these temporary 
  hit points are reduced to 0, the spell ends. If any of 
  them remain when the spell ends, they are lost. 
  • Your size becomes Large, if it was smaller. 
  • You have advantage on Strength checks and saving 
  throws. 
  • The armor confers the benefits of a life suit. 
  • The armor has two built-in battlefists. You have 
  proficiency with these weapons. When you attack with 
  them, you make a melee spell attack against a target 
  within 10 feet of you. On a hit, the battlefists deal force 
  damage equal to 2d12 + your spellcasting ability 
  modifier. 
  • You can attack twice, instead of once, when you take 
  the Attack action on your turn. You ignore this benefit 
  if you already have a feature, like Extra Attack, that 
  gives you extra attacks. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, the temporary hit points 
  bestowed by the spell increases by 10 points for each spell 
  level above 5th. 
  Hardlight Gauntlet 
  3rd-level evocation [futuristic] 
   
   
  H 
  
  33 
  magehandpress.com 
   
   
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Instantaneous 
  You conjure a scintillating gauntlet composed of 
  compressed energy and unleash a barrage of strikes. Make 
  three melee spell attacks against a single target. On the first 
  hit, the target takes 1d12 force damage, on the second hit, it 
  takes 2d12 force damage, and on the third hit, it takes 3d12 
  force damage. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, you can make 1 additional 
  attack; the fourth hit deals 4d12 force damage. If you cast 
  this spell using a spell slot of 7th level or higher, you make 
  2 additional attacks; the 5th hit deals 5d12 force damage. 
  Hardlight Nails 
  2nd-level conjuration [futuristic] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Concentration, up to 10 minutes 
  Thousands of bright, miniscule spikes of compressed light 
  form in a 10-foot square on a surface you choose within 
  range. This area becomes difficult terrain for the duration. 
  When a creature moves within the area, it takes 2d6 force 
  damage for every 5 feet it travels. 
       As a reaction when a creature moves in front of the area 
  of spikes, you can cause them to explode outward, 
  peppering the target with spikes and ending the spell. Each 
  creature within 30 feet of the spikes must make a Dexterity 
  saving throw, taking 4d6 force damage, or half as much on 
  a successful save. 
  Hardlight Needle 
  Conjuration cantrip [futuristic] 
  Casting Time: 1 action  
  Range: 60 feet 
  Components: V, S, M (an emerald ring worth 30 gp)  
  Duration: Instantaneous 
  You condense light into a razor-sharp pinpoint that you can 
  effortlessly guide. A target you can see within range takes 3 
  piercing damage. 
       This spell's damage increases by 3 when you reach 5th 
  level (6), 11th level (9), and 17th level (12). 
  Headwind/Tailwind 
  3rd-level evocation [renaissance] 
   
  Casting Time: 1 action 
  Range: 600 feet 
  Components: V, S 
  Duration: Concentration, up to 8 hours 
  A ship of your choice with at least 1 sail that you can see 
  within range is either hastened or slowed (your choice) by a 
  magical wind that fills its sails. If you choose to hasten the 
  ship, it moves at one and one-half times its maximum speed 
  for the duration, regardless of wind direction. If you choose 
  to slow the ship, its helmsman must make a sailing check 
  against your spell save DC. On a failed check, the ship 
  moves at half speed for the duration, or until it is more than 
  1,200 feet from you. The helmsman may repeat this check 
  at the beginning of each of its turns. On a successful check, 
  the ship can move normally for that round. 
  Heat Barrel 
  2nd-level transmutation [renaissance] 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a piece of iron and a flame) 
  Duration: Concentration, up to 1 minute 
  The barrel of a firearm you can see glows white hot. For 
  the duration, the firearm can’t be used to make more than 
  one attack per round, and you subtract 2 from attack rolls 
  using it. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you can target one additional 
  firearm within range for each slot level above 2nd. 
  Heedless Lash 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You conjure forth a glowing, white tendril formed of the 
  Dead Mists of R'lyeh, which lashes out at a foe, but also 
  wracks you with pain. Make a ranged spell attack roll 
  against a creature within range; if you hit, the target takes 
  4d8 necrotic damage. You take 1d8 necrotic damage when 
  you cast this spell. This damage ignores both damage 
  resistance and damage immunity. 
       At Higher Levels. If you cast this spell using a slot of 
  2nd level or higher, the damage to your target increases by 
  2d8 and the damage to yourself increases by 1d8 for each 
  slot level above 1st. 
  
  34 
  magehandpress.com 
   
  Hollowing Curse 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Tendrils of black mist extend from your fingertips, latching 
  onto a creature and draining its vitality. Choose a creature 
  you can see within range to make a Dexterity saving throw. 
  On a failed save, the target takes 1d12 necrotic damage and 
  is cursed for up to one minute. While the target is cursed, 
  you can use your action to deal 1d12 necrotic damage to it 
  automatically. The curse ends early if you use your action 
  to do anything else, or if the target is ever outside the 
  spell’s range or if it has total cover from you. A remove 
  curse spell also ends this curse. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the initial damage increases by 
  1d12 for each slot level above 1st. 
  Hunger of the Earth 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (any kind of gemstone worth at least 
  100 gp, which the spell consumes) 
  Duration: Concentration, up to 1 hour 
  The earth opens up beneath a creature you can see within 
  range, and swallows them up. The target must make a 
  Strength saving throw or be restrained for the duration. 
  Furthermore, if the target fails the save, it sinks two feet 
  into the ground. Climbing out requires ten feet of 
  movement for every two feet the target has been dragged 
  down. 
       While the target remains in the same space (whether it is 
  restrained by the spell or not), it sinks at a rate of two feet 
  per round. This sinking happens at the start of the caster's 
  turn, and cannot be resisted in any way. If a target that 
  needs to breathe has all of its airways dragged 
  underground, it begins to suffocate, unless provided with 
  some kind of magical or mechanical breathing aid. 
       If a target is restrained by this spell, the target or another 
  creature can attempt to free the target by using an action to 
  make a Strength check against your spell save DC, freeing 
  the target on a success. The target has disadvantage on this 
  Strength check. 
       Creatures with a flying speed are immune to this spell. 
  Iceberg 
  2nd-level conjuration [renaissance] 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S, M (a vial of seawater) 
  Duration: 24 hours 
  You create an iceberg that is up to 25 feet in any dimension 
  centered on a point of water within range. You decide the 
  iceberg’s shape within these dimensions. The iceberg is an 
  object with an AC of 12 and 100 hit points. The lowermost 
  80 percent of it is submerged as it floats. At the end of the 
  spell’s duration, the iceberg melts back into water. 
       As a bonus action on each of your turns, you can move 
  the iceberg up to 50 feet in any direction you choose. If the 
  iceberg collides with a ship or other object of Huge size or 
  larger, both objects take 4d10 bludgeoning damage. If the 
  object is a ship, it gains 1d4 leaks. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, for each slot level above 2nd, the 
  following changes take place: 
  • The iceberg’s AC increases by 2. 
  • Its hit points increase by 20. 
  • Its maximum size in any dimension increase by 25 feet. 
  • The damage dealt when colliding with an object 
  increases by 1d10. 
  Ice Claw Prison  
  3rd-level evocation  
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S, M (a crystal claw)  
  Duration: Concentration, up to 1 minute  
  You choose an unoccupied 10-foot square area that you can 
  see within range. A Large clawed hand made from razor-
  sharp ice appears there and lasts for the spell’s duration. It 
  acts at your command, though it cannot move from its 
  initial location.  
       The hand is an object that has AC 18 and hit points 
  equal to half your hit point maximum. If it drops to 0 hit 
  points, the spell ends. The claw doesn’t fill its space. When 
  you cast the spell and as a bonus action on your subsequent 
  turns, you can command the claw to perform one of the 
  following tasks:  
       Slash. The claw lashes out at a target within 10 feet of 
  itself. Make a melee spell attack using your own spell 
  attack bonus. On a hit, the target takes 2d8 slashing or cold 
  damage (your choice.)  
  I 
  
  35 
  magehandpress.com 
   
   
       Imprison. The claw grabs a large or smaller target 
  within 10 feet of itself. The target must succeed on a 
  Strength saving throw against your spell save DC or be 
  dragged into the claw's space and restrained for the 
  duration. To escape, the restrained target can make a 
  Strength check against your spell save DC on the end of 
  each of its turns. On a success, the target escapes and is no 
  longer restrained by the hand, but on a failure it takes 1d6 
  cold damage. While a creature is restrained by the hand, the 
  hand can’t imprison or slash another creature. The claw can 
  slash a creature it has restrained.  
       Release. The claw releases an imprisoned target, which 
  is no longer restrained. 
  Ice Shape 
  4th-level transmutation  
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a shard of ice) 
  Duration: Instantaneous  
  You touch an ice object of Medium size or smaller or a 
  section of ice no more than 5 feet in any dimension and 
  form it into any shape that suits your purpose. So, for 
  example, you could shape a large block of ice into a 
  weapon, idol, or coffer, or make a small passage through a 
  wall of ice, as long as the wall is less than 5 feet thick. You 
  could also shape an ice door or its frame to seal the door 
  shut. The object you create can have up to two hinges and a 
  latch, but finer mechanical detail isn’t possible.  
  Icicle Javelin 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a small icicle) 
  Duration: Instantaneous 
  You fling a massive icicle toward a target of your choice 
  within range. Make a ranged spell attack against the target. 
  On a hit, the target takes 3d8 cold damage. If the target is 
  also adjacent to a wall, or a similar large, immobile object, 
  it may also be pinned to that surface on its next turn. At the 
  beginning of its turn, the target can make a Strength saving 
  throw. On a failed save, it has a speed of 0 until the end of 
  its turn. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d8 for 
  each slot level above 1st. 
  Identity Curse 
  9th-level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Until dispelled 
  You extend a finger to a creature's temple, who then forgets 
  its own name. Choose one creature you can touch to make a 
  Wisdom saving throw. On a failed save, the target falls 
  unconscious for 1 hour and is cursed to forget its identity. 
  When the target awakes, it loses all its personal memories, 
  though the target retains all of its general knowledge, 
  proficiencies, and other statistics. The target will not realize 
  it has any class features or special abilities, and so does not 
  willingly make use of them. If left to its own devices, the 
  target will quickly adopt a new name and begin to build a 
  new identity.  
       A remove curse spell ends this curse. When this curse 
  ends, the target regains all its past memories. 
  Impressions of the Past 
  4th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an hourglass and a glass eye worth 
  at least 100 gp) 
  Duration: Concentration, up to 1 minute 
  You cast your senses back in time to perceive your current 
  location as it was at some point in the past, including any 
  events that were happening at that time. You must specify 
  the exact time you wish to see, which cannot be more than 
  100 years ago. When viewing the past, it appears dreamlike 
  and shadowy, but you are able to discern detail and hear 
  conversation as normal, and any special senses you possess 
  (such as darkvision) also work as normal. 
       While perceiving the past, you can look in any direction, 
  but you cannot move or speak and are unable to sense your 
  present surroundings. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, you may share this spell with 
  one other creature that you touch. An unwilling target may 
  make a Wisdom saving throw to avoid being affected. In 
  addition, when you cast this spell using a spell slot of 8th 
  level or higher, you can choose to perceive a time up to 
  1,000 years ago. 
  Inevitable Boulder 
  7th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (an almost spherical stone) 
  
  36 
  magehandpress.com 
   
  Duration: Concentration, up to 1 minute 
  At a point you choose within range, you conjure into 
  existence a Large 8-foot diameter boulder which rolls in 
  pursuit of one creature that you can see of your choice. The 
  boulder has 18 AC, 75 HP, and resistance to nonmagical 
  bludgeoning, piercing, and slashing damage. If the boulder 
  is reduced to 0 hit points, it vanishes.  
       At the beginning of each of your turns, the boulder 
  moves 60 feet in the direction of its target. If the boulder 
  enters a creature's space, the creature must make a 
  Dexterity saving throw. On a failed save, it takes 6d10 
  bludgeoning damage and, if it is Large size or smaller, is 
  knocked prone. The boulder also crushes nonmagical 
  objects smaller than itself in its path. If the boulder reaches 
  its target, it rolls over it and continues on, completing its 
  60-foot movement. The boulder continues to pursue its 
  target for the duration, rolling over it more than once, if 
  possible. 
       After the spell ends, the boulder continues to pursue its 
  target for up to 24 hours. Once the boulder strikes its target 
  after the spell ends, it immediately vanishes. 
  Intensify Gravity 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 100 feet 
  Components: V, S, M (a lodestone and iron filings) 
  Duration: Concentration, up to 1 minute 
  This spell intensifies gravity in a 50-foot-radius, 100-foot 
  high cylinder centered on a point within range. Each 
  creature in this area must spend two feet of movement for 
  every foot moved, including flying, jumping, and climbing 
  movement. This can be combined with difficult terrain to 
  slow movement to a quarter of normal speed. If a prone 
  creature wishes to stand up, it must succeed on a Strength 
  check against your spell save DC. On a failure, it can’t 
  move at all on its turn. 
       Objects in the area, including those being worn or 
  carried, weigh double their usual weight, which therefore 
  may cause creatures to become encumbered or cause load-
  bearing spells like levitate to fail. Any ranged weapon 
  attacks that pass into, out of, or through the area have 
  disadvantage and any falling damage dealt within the 
  spell’s area is doubled. 
  Intrusive Thought 
  2nd-level transmutation 
  Casting Time: 1 reaction, which you take when you see a 
  creature within 60 feet of you taking an action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  As a reaction when a creature you can see within range 
  takes the Attack, Dash, Dodge, or Disengage action, you 
  can attempt to distort its thinking. The target makes a 
  Wisdom saving throw. On a failed save, the creature 
  instead takes your choice of those actions. 
  Invisibility Purge 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (powdered silver worth at least 100 
  gp) 
  Duration: Instantaneous 
  You purge magical invisibility effects within 120 feet of 
  you. Any creature, object, location or effect within 120 feet 
  of you that is hidden by magical invisibility is revealed and 
  the effect dispelled. 
       This spell applies to innate abilities such as an imp’s 
  Invisibility or a faerie dragon’s Superior Invisibility (as 
  long as they are magical in nature) but it does not affect 
  creatures on other planes (such as the Ethereal Plane), nor 
  creatures that are naturally invisible. Items that grant 
  magical invisibility (such as a ring of invisibility) have their 
  effects suppressed for 1 minute. 
  Iron Body 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a bar of steel-adamantium alloy 
  worth at least 500 gp, that the spell consumes) 
  Duration: 8 hours 
  This spell turns the flesh of a willing creature you touch as 
  hard as iron. Until the spell ends, the target has resistance 
  to bludgeoning, piercing, and slashing damage from 
  nonmagical weapons.  
  Jam Weapon 
  2nd-level transmutation [renaissance] 
  Casting Time: 1 reaction, which you take when 
  a creature you can see within 60 feet attacks 
  with a firearm 
  Range: 60 feet 
  Components: V, S, M (a pinch of wet 
  gunpowder) 
  J 
  
  37 
  magehandpress.com 
   
   
  Duration: Instantaneous 
  The loaded firearm you can see jams upon firing. The 
  attack fails, and the firearm is jammed. A jammed firearm 
  can't be used to make an attack until a creature uses its 
  action to clear the weapon malfunction.  
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you can target one additional 
  firearm within range for each slot level above 2nd. 
  Jethro’s Instant Reload 
  2nd-level conjuration (ritual) [renaissance] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a spent bullet casing)  
  Duration: 1 hour 
  One firearm you are holding becomes enchanted to reload 
  itself automatically. When the weapon’s ammunition is 
  depleted, new ammunition teleports from your person into 
  the weapon, reloading it. If the weapon has the Loading 
  property, you can ignore this for the duration. If the weapon 
  takes an action or longer to reload (such as with the Reload 
  (2 actions) property), it reloads itself at the end of your 
  turn. 
       If you are not carrying sufficient ammunition for the 
  weapon to reload, the spell ends. 
  Kyu’s Discount Wish 
  7th-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, M (a copper piece, which 
  the spell consumes) 
  Duration: Instantaneous 
  This wondrous spell has the power to grant wishes. 
  Unfortunately, it only functions when given a vague, 
  general sense of what the caster wants. When you cast this 
  spell, you must speak the phrase “I wish for…” followed 
  by one of the following words: 
       Freedom. You are immune to the charmed, grappled, 
  paralyzed, petrified, and restrained conditions for the next 8 
  hours. 
       Friendship. The spell conjures two random beasts of 
  CR 2 or lower, as per the conjure animals spell, cast with 
  5th level spell slot. 
       Happiness. You automatically succeed on the next 
  saving throw you are required to make. 
       Health. You regain 10d8 hit points and are cured of any 
  diseases and poisons you are suffering from. 
       Knowledge. You learn 3 things that you didn’t know 
  before, determined by the GM. If you are currently engaged 
  in a quest or mission, at least one piece of information will 
  be relevant to it. 
       Love. One randomly-determined creature that you have 
  previously met falls in love with you. 
       Peace. Up to 6 creatures of your choice plus 6 creatures 
  of the GM’s choice are placed under the effects of a 
  sanctuary spell for the next 8 hours. 
       Power. Your maximum hit points are increased by 25 
  for the next hour. Also, one of more of your ability scores 
  chosen at random from the table below becomes 19 for the 
  same duration, unless it is already higher. 
  d6 Ability Score  
  1 Strength 
  2 Dexterity 
  3 Intelligence 
  4 Wisdom 
  5 Charisma 
  6 Roll twice on this table and keep both 
  results (re-roll additional sixes) 
       Wealth. The spell creates coins or gemstones worth 
  1d100 × 100 gp, which disappear after 24 hours. 
  Landseek 
  1st-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a handful of sand) 
  Duration: Concentration, up to 1 hour 
  This spell reveals the path to the nearest body of land to 
  you. For the duration, you know the direction and the 
  distance to the nearest island or continent. If you cast this 
  spell while you're on dry land, the spell fails. 
  Lashing Tendrils 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (the end of an octopus tentacle) 
  Duration: Concentration, up to 1 minute 
  You sprout grotesque, whipping tendrils which 
  automatically attack nearby creatures. When a creature 
  comes within 5 feet of you or begins its turn there, it must 
  make a Dexterity saving throw. A creature takes 2d6 
  bludgeoning damage on a failed save, or half as much on a 
  successful one. 
  K 
  L 
  
  38 
  magehandpress.com 
   
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d6 for 
  each slot level above 1st. 
  Leaves to Lacquer 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: V, S, M (an empty cocoon) 
  Duration: 24 hours, or until temporary hit points are 
  exhausted 
  This spell gathers nearby live foliage within its range to 
  encase one object that you touch with a volume of no more 
  than 1 cubic foot. The plant material transforms into a 
  tough, resilient, waterproof, and airtight coating that 
  protects the object. The object is granted 5 temporary hit 
  points, a fixed AC of 16 unless it would normally higher, 
  and gains resistance to acid, cold, lightning, and thunder 
  damage. A container that opens and closes can be sealed in 
  such a way to protect the contents inside, but while the 
  lacquer remains, it cannot be opened by any means. 
       This spell can also be used to protect weapons and 
  armor from damage and corrosion but does not provide any 
  benefit to the creature using them. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, each spell level above 2nd 
  increases the total volume affected by 1 cubic foot, grants 5 
  additional temporary HP, and grants 1 additional point of 
  AC.  
  Legendary Libation 
  Conjuration cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, M (a container, such as a mug, tankard, 
  or flask, which is filled with liquid that is purified by the 
  spell) 
  Duration: Instantaneous 
  You speak a word of power and your container fills with a 
  drink of your choosing, which can be imbibed as an action. 
  The drink is delicious and satisfies the drinker's thirst for 
  the next 24 hours. Furthermore, the drinker has advantage 
  on saving throws against becoming frightened for one hour 
  after consuming this libation. If the drink is not consumed  
  within one hour of being conjured, it loses its magic and 
  turns into mundane, flavorless water. 
       A creature cannot benefit from more than one legendary 
  libation in any given 24-hour period. 
  Lesser Animate Dead 
  2nd-level necromancy 
  Casting Time: 1 minute 
  Range: 10 feet 
  Components: V, S, M (a drop of blood, a piece of flesh, 
  and a pinch of bone dust) 
  Duration: Instantaneous 
  This spell creates an undead servant. Choose a pile of 
  bones or a corpse of a Small or Tiny beast, monstrosity, or 
  plant within range. Your spell imbues the target with a foul 
  mimicry of life, raising it as an undead creature. The target 
  becomes a skeleton if you chose bones or a zombie if you 
  chose a corpse or a plant (the GM has the creature’s 
  statistics, which should represent an undead form of 
  whatever creature was targeted). 
       On each of your turns, you can use a bonus action to 
  mentally command any creature you made with this spell if 
  the creature is within 60 feet of you (if you control multiple 
  creatures, you can command any or all of them at the same 
  time, issuing the same command to each one). You decide 
  what action the creature will take and where it will move 
  during its next turn, or you can issue a general command, 
  such as to guard a particular chamber or corridor. If you 
  issue no commands, the creature only defends itself against 
  hostile creatures. Once given an order, the creature 
  continues to follow it until its task is complete. 
       The creature is under your control for 24 hours, after 
  which it stops obeying any command you’ve given it. To 
  maintain control of the creature for another 24 hours, you 
  must cast this spell on the creature again before the current 
  24-hour period ends. This use of the spell reasserts your 
  control over up to four creatures you have animated with 
  this spell, rather than animating a new one. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you animate or reassert control 
  over two additional undead creatures for each slot level 
  above 2nd. Each of the creatures must come from a 
  different corpse or pile of bones. 
  Lesser Time Stop 
  7th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: Instantaneous 
  You briefly stop the flow of time for everyone but yourself. 
  No time passes for other creatures, while you take 2 turns 
  in a row, during which you can use actions and move as 
  normal. 
  
  39 
  magehandpress.com 
   
   
       This spell ends if one of the actions you use during this 
  period, or any effects that you create during this period, 
  affects a creature other than you or an object being worn or 
  carried by someone other than you. In addition, the spell 
  ends if you move to a place more than 300 feet from the 
  location where you cast it. 
  Liveoak 
  9th-level transmutation 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (an amber statuette of a treant worth 
  at least 5,000 gp, which the spell consumes) 
  Duration: Instantaneous 
  Choose a single Huge or larger oak tree within range that is 
  alive and healthy. The target becomes a treant (the GM has 
  game statistics for it). 
       The treant is charmed by you for 30 days, or until you or 
  your companions do anything harmful to it, or until you 
  cast this spell again. When the charmed condition ends, the 
  treant chooses whether to remain friendly to you, based on 
  how you treated it while it was charmed. 
  Logic Bomb 
  4th-level enchantment [futuristic] 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a component from a construct core) 
  Duration: Concentration, up to 1 minute 
  Circuits of arcane energy reach out from your fingertips 
  and embed themselves in nearby technology, afflicting 
  everything it touches with a magical virus. Unattended 
  magical technology you choose within range is disabled for 
  the duration. Each creature you choose that is wearing or 
  carrying magical technology (or has embedded or 
  integrated technology on their person) must make an 
  Intelligence (Technology) check against your spell save DC 
  at the beginning of each of its turns or be unable to use this 
  technology. On a successful save, the spell ends for this 
  target.  
       Each construct you choose within range must make a 
  Wisdom saving throw. On a failed save, it is incapacitated, 
  even if it would otherwise be immune to being 
  incapacitated, and its speed is reduced to 0 for the duration. 
  At the beginning of each of its turns, a construct can repeat 
  this saving throw, ending the effect on itself on a success. 
  Magic Daggers 
  Conjuration cantrip  
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S  
  Duration: 1 minute  
  With a flourish, you summon a number of throwing 
  weapons equal to twice your spellcasting modifier. These 
  weapons can be of any type: daggers, handaxes, sling 
  bullets, darts, etc. For the duration of the spell, the 
  summoned weapons float within easy reach, allowing you 
  to grab and throw them with ease. As an action, you can 
  throw one weapon as a ranged spell attack with a range of 
  60 feet; on a hit, the weapon deals 1d6 magical piercing, 
  slashing, or bludgeoning damage as appropriate to the 
  weapon thrown. After one hit, the weapon vanishes. 
      At higher levels, you can make more attacks with your 
  weapons. At 5th level, you can make two attacks, at 11th 
  level, three attacks, and at 17th level, four attacks. 
  Magic Mic 
  Transmutation cantrip [futuristic] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You conjure into existence a spectral microphone, which 
  can hover in front of you or be held in one hand. Speaking 
  through the microphone amplifies your voice to a booming 
  level and allows you to distort your voice. This distortion 
  can change your voice's pitch, cause an echo, make it sound 
  metallic, add a layer of static noise, or any other simple 
  audio effect. It cannot be used to completely duplicate 
  another person's voice. You can change the mic's  
  volume and change the nature of the distortion on your turn 
  (no action required.) Your voice also projects through radio 
  waves allowing you to be heard on comm sets and 
  communication systems within 10 miles. 
       You can use your action to shout into the mic. When 
  you do so, each creature within 10 feet of you must make a 
  Constitution saving throw or take 1d4 thunder damage.  
       The spell’s damage increases when you reach 5th level 
  (2d4), 11th level (3d4), and 17th level (4d4). 
  Mandy’s Marvelous 
  Metamorphosis 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  M 
  
  40 
  magehandpress.com 
   
  Components: V, S, M (a butterfly cocoon) 
  Duration: Concentration, up to 10 minutes 
  One willing Large or smaller target of your choosing is 
  surrounded by an opaque cocoon of force. Nothing, not 
  physical objects, energy, or other spell effects, can pass 
  through the cocoon, in or out, though a creature within it 
  can breathe there. The cocoon is immune to all damage, 
  and a creature or object inside can't be damaged by attacks 
  or effects originating from outside, nor can a creature inside 
  the cocoon damage anything outside it. A disintegrate spell 
  targeting the cocoon destroys it without harming anything 
  inside it. 
       The cocooned creature can use a bonus action to cause 
  the cocoon to instantly dissolve away. The creature then 
  emerges with butterfly wings that grant it a flight speed of 
  80 feet for the duration. When it emerges, the creature can 
  also choose to have a butterfly proboscis, which lasts for 
  the spell’s duration. This prevents it from speaking or 
  performing the verbal components of spells, but grants the 
  creature a melee bite attack that deals 4d6 necrotic damage 
  on a hit. The creature regains hit points equal to half the 
  damage dealt with this attack. 
       If the creature is in the air when the spell ends, they float 
  gently to the ground. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, one additional creature can be 
  affected by for each slot level above 6th. 
  Manipulate Clockwork 
  Transmutation cantrip [chronomancy] 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 1 round 
  You effect a minor change in a Small or smaller clockwork 
  item within range that you can see. Examples of things you 
  could do include: 
  • Make the machine run faster or slower, up to double or 
  half of its normal speed. 
  • Change the time displayed on a mechanical clock. 
  • Flip a switch or change a setting. 
  • Start or stop the device. 
   You cannot damage or destroy a machine using this spell. 
  Memorize 
  1st-level enchantment (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a page of written text and a length 
  of silver string worth 10 gp, tied in a knot, which the 
  spell consumes) 
  Duration: Instantaneous 
  While casting this spell, your eyes pass over the words on 
  the page, which are committed to your memory. For the 
  next year, you exactly remember the details of all 
  information on this page. After that time, you have 
  advantage on all Intelligence checks you make to recall this 
  information. 
  Minor Lifesteal 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
  You drain life energy from a creature you can see within 
  range. The target must succeed on a Constitution saving 
  throw or take 1d4 necrotic damage. You then gain 
  temporary hit points equal to half the amount of damage 
  dealt. This spell has no effect on undead or constructs. 
       This spell’s damage increases by 1d4 when you reach 
  5th level (2d4), 11th level (3d4), and 17th level (4d4). 
  Mistbound 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: Self (20-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, glowing white tendrils of smoke 
  reach up from the ground in a 20-foot radius area around 
  the point where you stand. When a creature other than you 
  enters the affected area for the first time on a turn or starts 
  its turn there, the creature must succeed on a Dexterity 
  saving throw or be grappled by the tentacles until the spell 
  ends. A creature other than you that starts its turn in the 
  area and is already grappled by the tentacles can make a 
  Strength or Dexterity check (its choice) against your spell 
  save DC. On a failure, it can't take actions or reactions until 
  the start of its next turn. On a success, it frees itself. 
       When you cast this spell, you take 2d8 necrotic damage, 
  and you take an additional 1d8 necrotic damage at the end 
  of each round you concentrate on it. This damage ignores 
  both damage resistance and damage immunity. 
   
  
  41 
  magehandpress.com 
   
   
  Mists of Time 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: Self  
  Components: V, S 
  Duration: Instantaneous 
  You throw caution to the wind and wrap yourself in the 
  Mists of R'leyh, imposing a shadow of the past on your 
  mind and body. You regain 4 spell slots of 5th level or 
  lower. 
       When you cast this spell, you can choose drink deep the 
  Dead Mists and take necrotic damage equal to half your 
  current hit points. This damage ignores both damage 
  resistance and damage immunity. If you do so, you regain 
  the expended uses of up to three abilities which normally 
  recover when you take a rest. 
       Once you cast this spell, you cannot cast it again for 24 
  hours, even if you have an available 9th level spell slot. 
  Molten Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack does damage as normal, except that the entire attack 
  deals fire damage instead of its normal type. Additionally, 
  flame fills the space around the target. Until the start of 
  your next turn, any creature that enters the space or ends its 
  turn there takes 1d8 fire damage. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 fire damage to their targets. 
  Both damage rolls increase by 1d8 at 11th level (2d8/3d8), 
  and 17th level (3d8/4d8). 
  Moment to Think 
  Transmutation cantrip [chronomancy] 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: 1 round 
  You briefly stop the flow of time for everyone but yourself. 
  When you cast this spell, your current turn ends and no 
  time passes for other creatures, while you take 1 free turn, 
  during which you can use actions and a bonus action as  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  42 
  magehandpress.com 
   
  normal. However, you cannot move from the location 
  where this spell was cast, nor can you affect any object 
  other than those worn or carried by you (as everything else 
  is frozen in time), make any kind of attack, or cast any 
  spells. If you let go of an item you were carrying, it also 
  becomes frozen in time. If you consume a potion during the 
  free turn, it has no effect (though it is consumed). Listed 
  below are a few examples of what you could do on your 
  free turn: 
  • Make an Intelligence check to remember information 
  about something. 
  • Make a Wisdom (Perception) check. 
  • Take the Hide action. 
  • Deploy a bag of caltrops. 
  • Draw or stow weapons and shields. 
  Mystical Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a blade-less sword hilt worth at 
  least 5 gp) 
  Duration: 1 round 
  You conjure a blade of magical force, channeled through a 
  focusing handle, and lash out at your foes. Make a melee 
  spell attack. On a hit, you deal 1d10 force damage. The 
  blade remains in existence for a short time; until the 
  beginning of your next turn, you can make a single strike 
  with your mystical blade as an opportunity attack. 
       You can make 1 additional strike on your turn at 5th 
  level (2 attacks), at 11th level (3 attacks), and at 17th level 
  (4 attacks). 
  Nondescript 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  This spell makes you seem ordinary and nondescript to 
  others, though it does not change your actual appearance. 
  Creatures who see you while you were under the influence 
  of this spell are unable to recall specific details of your 
  appearance upon being asked if they had seen you or 
  someone matching your description, though their memory 
  of actions you undertook or events they experienced is 
  unaffected. 
  Oblivion 
  5th-level conjuration 
  Casting Time: 1 action 
  Range: Self (40-foot radius) 
  Components: V, S 
  Duration: Instantaneous 
  You open an instantaneous portal to the heart of R'lyeh, 
  allowing the Dead Mists to wreak havoc. Each creature 
  within a 40-foot radius area around you (including 
  yourself) must make a Dexterity saving throw. A target 
  takes 6d8 necrotic and 6d8 bludgeoning damage on a 
  failed, or half as much on a successful one. 
       When you cast this spell, you can choose to take 10 
  points of necrotic damage, which ignores both damage 
  resistance and damage immunity. If you do so, you can 
  choose a number of creatures in the area equal to your 
  spellcasting modifier. The chosen creatures automatically 
  succeed on the saving throw against this spell. 
  Orbital Hardlight Cannon 
  9th-level conjuration [futuristic] 
  Casting Time: 1 action 
  Range: 500 feet 
  Components: V, S, M (an emerald ring worth 30 gp) 
  Duration: Concentration, up to 3 rounds 
  You focus an aurora of light into an immense hardlight 
  construct: an orbital cannon positioned 1 mile above your 
  head. The cannon fires a blinding beam of energy, which 
  lands in a 15-foot radius, 1-mile high cylinder centered on a 
  point within range. 
       When a creature enters the spell's area for the first time 
  on a turn or starts its turn there, it is scorched by the beam’s 
  energy, and it must make a Dexterity saving throw. It takes 
  20d10 radiant damage on a failed save, or half as much 
  damage on a successful one. The spell ignites nonmagical 
  flammable objects in the area that aren’t being worn or 
  carried. 
       On each of your turns after you cast this spell, you can 
  use an action to move the beam 60 feet in any direction. 
  Paradox 
  9th-level transmutation [chronomancy] 
  Casting Time: 1 action  
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous  
  By twisting the flow of time into knots, you cause one 
  action of your choice taken within range within the last 
  N 
  O 
  P 
  
  43 
  magehandpress.com 
   
   
  round to be undone. Reality then reasserts itself, recoiling 
  from the damage caused by removing an event from time. 
  The direct effects of that action, such as damage dealt by an 
  attack or spell, are undone, but the indirect effects, such as 
  creatures choosing to move to different locations, are not. 
  The creature that took the action takes 10d8 psychic 
  damage, as it copes with its history being modified.  
  Petal Storm 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a handful of flower petals) 
  Duration: Concentration, up to 1 minute 
  Choose an unoccupied 5-foot cube of air that you can see 
  within range. An elemental force of swirling winds appears 
  in the cube and lasts for the spell’s duration. 
       Any creature that ends its turn within 5 feet of the petal 
  storm must make a Strength saving throw. On a failed save, 
  the creature takes 1d8 slashing damage and has 
  disadvantage on any attack rolls it makes before the end of 
  its next turn. On a successful save, the creature takes half as 
  much damage and suffers no additional penalty. As a bonus 
  action, you can move the storm up to 30 feet in any 
  direction. If it moves over leaf litter, flowers, bushes, or 
  trees, it sucks up extra material and forms a 10-foot-radius 
  cloud of leaves and petals around itself that lasts until the 
  start of your next turn. The cloud heavily obscures its area.  
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage increases by 1d8 for 
  each slot level above 2nd. 
  Perception Hack 
  2nd-level illusion [futuristic] 
  Casting Time: 1 action 
  Range: 15 feet 
  Components: V, S, M (a polished mirror) 
  Duration: Concentration, up to 1 hour 
  This spell filters your presence from the minds of 
  machines. Choose up to five willing creatures of your 
  choice within range. These targets become silent and 
  invisible to constructs. This spell ends for a target that 
  attacks or casts a spell. Living constructs, such as vect, that 
  would see or hear you can make a Wisdom saving throw to 
  resist the effect of this spell.  
  Perforating Smite 
  2nd-level evocation [renaissance] 
   
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  The next time you make an attack with a firearm attack 
  before this spell ends, the shot is accelerated to an 
  incredible velocity. Instead of making an attack roll against 
  a single target, the shot becomes a 5-foot-wide line that 
  extends from you out to the weapon’s normal range. All 
  creatures in that line must make a Dexterity saving throw, 
  taking the weapon’s normal damage on a failure or half as 
  much damage on a successful one. 
  Permanent Bond 
  8th-level enchantment 
  Casting Time: 1 minute 
  Range: 60 feet 
  Components: V, S 
  Duration: Until dispelled  
  You focus on a dragon that is at least one size category 
  larger than you are, attempting to bond with it. It must 
  succeed on a Wisdom saving throw or be permanently 
  charmed by you, regarding you as if you were part of its 
  family (which will have different meanings for different 
  breeds of dragons). If you or creatures that are friendly to 
  you are fighting it, it has advantage on the saving throw. A 
  willing dragon can choose to fail the saving throw. 
      While the dragon is charmed, it is bound to serve you as 
  a mount in battle, which it does to the best of its ability. 
  You also have a telepathic link with it as long as the two of 
  you are on the same plane of existence and as long as both 
  of you are conscious, each of you can use this telepathic 
  link to communicate with the other. 
      The dragon knows that it is charmed by you and retains 
  its personality and alignment while under the effects of this 
  spell; for example, a good dragon might refuse to use its 
  breath weapon on innocent civilians. The GM has the 
  dragon's statistics. 
      This spell ends if either party dies or if you attempt to 
  bond with a different dragon. 
  Phantasmal Beauty 
  3rd-level illusion 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You tap into the dreams of a creature you can see within 
  range and create an illusory manifestation of its darkest 
  
  44 
  magehandpress.com 
   
  desires, visible only to that creature. The target must make 
  a Wisdom saving throw. On a failed save, the target 
  becomes incapacitated and unable to move for the duration. 
  In addition, it has disadvantage on all Wisdom (Perception) 
  checks it makes. The target can repeat its saving throw 
  against this spell when it takes damage, ending the spell on 
  a success. 
  Phantom Grapnel 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You conjure a chain and hook made of magical force, 
  which you propel at a creature, object, or unoccupied space 
  you can see within range. When you target a space, your 
  grapnel pulls you to that spot in a straight line. You 
  provoke opportunity attacks for this movement as normal. 
        When you target a creature or object that isn’t being 
  worn or carried, you pull the target up to 10 feet towards 
  you. A creature can make a Strength saving throw to resist 
  this movement. If the target is Huge or larger, you are 
  pulled to the target instead. 
  Pharaoh’s Curse 
  5th-level necromancy 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S 
  Duration: Until dispelled 
  Opening your palm, you release a puff of dust, the 
  pestilence of mummy rot. Choose one creature within range 
  to make a Constitution saving throw. On a failed save, the 
  target is cursed with mummy rot. The cursed target can’t 
  regain hit points, and its hit point maximum decreases by 
  10 (3d6) for every 24 hours that elapse. If the curse reduces 
  the target’s hit point maximum to 0, the target dies, and its 
  body turns to dust.  
       The curse lasts until removed by the remove curse spell 
  or any other spell or magical effect that cures mummy rot. 
  Polybrachia 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pair of armbands) 
  Duration: Concentration, up to 10 minutes 
  Two muscular arms consisting of brilliant arcane energy 
  appear on a creature that you touch. These arms are fully 
  functional and can be used to hold weapons and shields 
  (allowing the target to hold 2 two-handed weapons, or 4 
  one-handed weapons), perform somatic components of 
  spells, and perform other actions, though the arms 
  themselves don't grant the target additional actions. For the 
  duration, the target has advantage on Strength (Athletics) 
  checks made using the additional arms. Also, if the arms 
  are used to carry weapons, the target can use a bonus action 
  to make an additional melee weapon attack using the arms.  
  Power Word: Annihilate 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You utter a word of extreme and terrible power that can 
  completely destroy one creature, object or creation of 
  magical force you can see within range. If the creature or 
  object you choose has 150 hit points or fewer, it dies or is 
  destroyed. Otherwise, the spell has no effect. 
       When killed by this spell, a creature and everything it is 
  wearing and carrying, except magic items, are reduced to a 
  pile of fine grey dust. The creature can be restored to life 
  only by means of a true resurrection or a wish spell. 
       This spell automatically disintegrates a Huge or smaller 
  nonmagical object or a creation of magical force. If the 
  target is a Gargantuan or larger object or creation of force, 
  this spell disintegrates a 15-foot-cube portion of it. Magic 
  items are unaffected by this spell. 
       Regardless of whether this spell has any effect on the 
  target, the amount of energy required to cast it is immense, 
  and very harmful to the caster. When you cast this spell, 
  you take 10d6 psychic damage, which cannot be avoided or 
  resisted in any way. 
  Power Word: Blind 
  7th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a word of power that can overwhelm the mind 
  of one creature you can see within range, leaving it blind. If 
  the target has 150 hit points or fewer, it is blinded. 
  Otherwise, the spell has no effect. 
  
  45 
  magehandpress.com 
   
   
       The blinded target must make a Constitution saving 
  throw at the end of each of its turns. On a successful save, 
  this effect ends. 
  Power Word: Deafen 
  5th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a word of power that can overwhelm the mind 
  of one creature you can see within range, leaving it 
  deafened. If the target has 150 hit points or fewer, it is 
  deafened. Otherwise, the spell has no effect. 
       After 1 minute, the deafened target must make a 
  Constitution saving throw at the end of each of its turns. On 
  a successful save, this effect ends. 
  Power Word: Distract 
  6th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a word of power that can overwhelm the mind 
  of one creature you can see within range, leaving it 
  distracted. If the target has 150 hit points or fewer, all 
  attacks against the creature have advantage. Otherwise, the 
  spell has no effect. 
       The distracted target must make a Constitution saving 
  throw at the end of each of its turns. On a successful save, 
  this effect ends. 
  Power Word: Fatigue 
  5th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a word of power that drains the body of one 
  creature you can see within range, leaving it tired and 
  fatigued. The target gains one level of exhaustion. 
  Power Word: Pain 
  7th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a word of awful power that can overwhelm the 
  mind of one creature you can see within range, leaving it in 
  intense pain. If the target has 150 hit points or fewer, it is 
  incapacitated. Otherwise, the spell has no effect. 
       The incapacitated target must make a Constitution 
  saving throw at the end of each of its turns. On a successful 
  save, this effect ends. 
  Power Word: Scan 
  5th-level divination 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a secret word of power that reveals to you 
  details about one creature you can see within range. Choose 
  one of the following pieces of information: armor class, 
  current hit points, damage immunities, damage resistances, 
  damage vulnerabilities, enchantments. The GM must share 
  with you the requested information (enchantments reveals 
  any spells that are currently affecting the target creature, 
  such as bless or haste). 
  Power Word: Sicken 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a word of disgusting power that can overwhelm 
  the body of one creature you can see within range, leaving 
  it sickened. If the target has 150 hit points or fewer, it is 
  poisoned. Otherwise, the spell has no effect. 
       The sickened target must make a Constitution saving 
  throw at the end of each of its turns. On a successful save, 
  this effect ends. 
  Power Word: Silence 
  7th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a word of power that can overwhelm the mind 
  of one creature you can see within range, leaving it 
  silenced. If the target has 150 hit points or fewer, it is 
  unable to speak or perform the verbal components of spells. 
  Otherwise, the spell has no effect. 
  
  46 
  magehandpress.com 
   
       After 1 minute, the silenced target must make a 
  Constitution saving throw at the end of each of its turns. On 
  a successful save, this effect ends. 
  Protect Threshold 
  2nd-level abjuration (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (an ounce of salt for each foot of the 
  warded portal's perimeter) 
  Duration: 10 minutes 
  Tracing arcane sigils along its boundary, you can ward a 
  doorway, window, or other portal from entry. For the 
  duration, an invisible eldritch creature stalks the warded 
  portal. Any creature that attempts to pass through the portal 
  must make a Wisdom saving throw or take 4d6 psychic 
  damage, or half as much on a successful save. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage increases by 1d6 for 
  each slot level above 2nd. 
  Protection from Ballistics 
  2nd-level abjuration [renaissance] 
  Casting Time: 1 action 
  Range: Self (20-foot sphere) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You project a shimmering sphere of energy in a 20-foot 
  sphere around yourself for the duration. Creatures within 
  the sphere are protected against attacks made by firearms 
  located outside of the sphere―such attacks have 
  disadvantage and the creatures have resistance to any 
  damage they would deal. 
  Psychedelics  
  1st-level illusion  
  Casting Time: 1 action  
  Range: Self (60-foot radius) 
  Components: V, S, M (a mushroom) 
  Duration: 1 hour  
  For a moment, the colors around you shift in a rainbow 
  swirl, before coming to rest far from their original hues. 
  The colors of all creatures and objects you choose within 
  range change randomly and remain brightly and 
  unnaturally colored for the duration. Additionally, each 
  affected creature you choose must make a Dexterity saving 
  throw. On a failed save, a creature has disadvantage on 
  attack rolls until the end of its next turn. 
  Quickstep 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: 1 round 
  You call upon your inner reserves to give you a brief flash 
  of speed. When you cast this spell, your base movement 
  speed increases by 10 feet for the duration. 
  Rain Squall 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a rag soaked in 
  water) 
  Duration: Concentration, up to 10 minutes 
  Until the spell ends, heavy rain falls in a 40-foot-tall 
  cylinder with a 60-foot radius centered on a point you 
  choose within range. The area is heavily obscured, and 
  exposed flames in the area are doused. Creatures in the area 
  have resistance to fire damage, but suffer disadvantage on 
  ranged attack rolls and Wisdom (Perception) checks relying 
  on hearing.  
       On each of your turns after you cast this spell, you can 
  use an action to move the squall 60 feet in any direction. 
  Ray of Warping 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  A sapphire beam leaps forth from your fingertips, twisting 
  and contorting the form of a creature it touches. Make a 
  ranged spell attack roll against a target you can see within 
  range. On a hit, the creature takes 2d8 bludgeoning 
  damage, and for the duration, its speed is halved and its 
  highest ability score is reduced to be the same as its lowest 
  ability score (to a minimum of 3). If two or more of the 
  creature’s ability scores are tied for highest, you choose 
  which ability score is reduced. The creature also has 
  disadvantage on saving throws with its lowest ability 
  scores. On its turn, the target can use its action to make a 
  Constitution saving throw, ending this spell on a success. 
       At Higher Levels. If you cast this spell using a spell slot 
  of 4th level or higher, the initial damage increases by 1d8 
  per slot level above 3rd. Additionally, if you cast this spell  
  Q 
  R 
  
  47 
  magehandpress.com 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  using a spell slot of 7th level or higher, the creature’s 
  second highest ability score is also reduced to be the same 
  as its lowest ability score. 
  Reckless Dweomer 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Special 
  Components: V 
  Duration: Special 
  You draw upon the power of raw chaos to create 
  unpredictable effects. This spell duplicates the effects of a 
  1st-level spell of your choice from your class’ spell list. 
  Any material components required for the spell appear 
  magically in your hands when you cast the dweomer, only 
  to disappear once they have been used. The effects of the 
  spell are then applied instantly. 
       After you cast this spell, you must immediately roll on 
  the Weird Arcana table, found in the Fey Folio. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the potential set of spells that 
  can be duplicated expands to include all of those up to one 
  level lower than the slot from which the dweomer is cast, 
  up to a maximum of 5th. There is no additional benefit 
  from casting the dweomer at 7th level or higher. The spell 
  then counts as being cast at the level that was used for the 
  dweomer minus one, also to a maximum of 5th level. 
  Refrigerate 
  1st-level evocation (ritual)  
  Casting Time: 1 action 
  Range: Touch  
  Components: V, S  
  Duration: 24 hours 
  You touch one object weighing up to 30 lb., fixing its 
  temperature at 20 degrees Fahrenheit for the spell's 
  duration. Food and drink under the influence of this spell 
  will not spoil, though it does not preserve corpses for the 
  purposes of raise dead spell or similar magic.  
  Relaxing Meditation 
  Enchantment cantrip 
  Casting Time: 10 minutes 
  Range: Self 
  Components: S 
  Duration: 1 hour 
  You perform a calming ritual that clears the head and 
  makes it easier to focus on what you're doing. For the 
  duration, whenever you are forced to make a saving throw 
  to maintain your concentration, you have advantage on the 
  save.  
  Repulsor Ring 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a piece of chalk) 
  Duration: Concentration, up to 1 minute 
  You outline a 5-foot diameter circle on the ground, which 
  is warded against intruders. Only creatures you choose can 
  step within the circle. Any ranged attack roll made against 
  a target within the circle has disadvantage. If a hostile 
  creature makes a melee attack against a target within the 
  circle, the attacker is pushed back 10 feet immediately after 
  the attack. 
  Restore Youth 
  3rd-level transmutation (ritual) [chronomancy] 
  Casting Time: 8 hours 
  Range: Touch 
  Components: V, S, M (gold dust worth at least 500 gp, 
  which the spell consumes) 
  Duration: Instantaneous 
  You perform a long, complex ritual on another creature, 
  reducing its apparent age by 3d10 years, to a minimum of 
  13 years. This effect does not extend the creature’s 
  lifespan. 
  Riptide 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a drop of water) 
  
  48 
  magehandpress.com 
   
  Duration: Instantaneous 
  You create a forceful blast of water that strikes one creature 
  or object you can see within range. The target must make a 
  Strength saving throw. On a failure, it takes 4d10 
  bludgeoning damage and is either knocked prone or shoved 
  30 feet away from you (your choice). On a success, the 
  target takes half as much damage and is not knocked prone 
  or pushed. If the target is on fire, it is immediately 
  extinguished. 
  Ruby-Eye Curse 
  3rd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  A red haze clouds the eyes of a creature that meets your 
  gaze. Choose one creature you can see within range to 
  make a Constitution saving throw. On a failed save, the 
  creature is cursed for the duration. A cursed target can see 
  normally out to 5 feet, but is blind beyond this radius. 
       A remove curse spell ends this curse early.   
  Rumbling Charge 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a lump of granite) 
  Duration: Instantaneous 
  You imbue yourself with the elemental power of a 
  landslide. When you cast this spell, you immediately move 
  30 feet in a straight line. If your path is blocked by a 
  creature or object, you stop moving there and that creature 
  or object must make a Strength saving throw or take 2d12 
  bludgeoning damage, or half as much on a successful save. 
  Rusting Grasp 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  The touch of your acid-soaked hand can corrode metal and 
  burn flesh. Make a melee spell attack against a creature 
  within your reach. On a hit, the target takes 2d6 acid 
  damage, and any nonmagical armor it is wearing takes a 
  permanent and cumulative -1 penalty to the AC it offers. 
  On a miss, any shield it is wielding takes a similar -1 
  penalty. Armor reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed. Until the spell ends, you 
  can make the attack again on each of your turns as an 
  action. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage increases by 1d6 for 
  each slot level above 2nd. 
  Safiya’s Industrious 
  Worker  
  1st-level transmutation [chronomancy] 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (a bar of iron) 
  Duration: 8 hours 
  You touch a willing creature. For the next 8 hours, they are 
  able to perform manual tasks with exceptional speed. 
       Every hour spent crafting items under the influence of 
  this spell provides 4 hours’ worth of output. This can be 
  combined with other effects; for example, a character with 
  expertise using this spell would produce 8 hours’ worth of 
  work per hour. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can target one additional 
  creature for each slot level above 1st. 
  Sandbags 
  1st-level conjuration (ritual) [renaissance] 
  Casting Time: 1 bonus action 
  Range: 10 feet 
  Components: V, S, M (a duck figurine)  
  Duration: Concentration, up to 1 hour 
  You conjure a low wall of sandbags, a perfect source of 
  cover, at a point you can see within range. The wall is 18 
  inches thick and is composed of three 5-foot-long-by-3-
  foot-high segments. Each segment must be contagious with 
  at least one other segment.  
       A Medium creature that hunkers behind the sandbag 
  wall has half cover from ranged attacks and a Small 
  creature that hunkers behind it has three-quarters cover 
  from ranged attacks. A prone creature has full cover behind 
  the wall. The wall can be leapt over the wall without using 
  any additional movement.  
       The sandbag is an object that can be damaged and thus 
  breached. Each segment has AC 10 and 120 hit points. 
  Reducing a segment of the wall to 0 hit points causes it to 
  crumble, destroying it.  
       Once summoned, the sandbags from the wall can be 
  removed from the wall or rearranged into a different 
  S 
  
  49 
  magehandpress.com 
   
   
  configuration. The wall and all its sandbags disappear when 
  the spell ends. 
  Scouring Mists 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a handful of white phosphorous) 
  Duration: Instantaneous 
  With a gesture, you fling 4 waves of the Dead Mist at 
  targets within range, rending their flesh from their bones. 
  You may fire them at one target or several. A target must 
  make a Dexterity saving throw for each wave they are 
  targeted with. A target takes 3d6 necrotic damage on a 
  failed save, and half as much on a successful one. 
       When you cast this spell, you take 1d8 necrotic damage 
  for each wave you launch. This damage ignores damage 
  resistance and damage immunity. 
      At Higher Levels. If you cast this spell using a spell slot 
  of 4th level or higher, you can fling an additional wave per 
  slot level above 3rd. 
  Secret Enclave 
  9th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a tiny, silver bell) 
  Duration: 10 minutes 
  You conjure a shimmering, multicolored portal, large 
  enough to admit Large or smaller creatures, which connects 
  to a pocket dimension, much like the demiplane spell. The 
  enclave is a cube with 900 foot sides and behaves as if it 
  were part of the Feywild. The floor is made of earth that is 
  fertile but cannot be burrowed through. When the spell 
  ends, the portal into the enclave disappears, but the portal 
  exiting it remains, appearing as an ornate gateway that 
  cannot be destroyed by any means. 
       As long as you are within an enclave that you originally 
  created, you can freely control the weather inside it, as per 
  the control weather spell. 
       You or anyone else can create another portal leading 
  back to the enclave by casting this spell again. However, 
  once an enclave has been created, its location is fixed, and 
  the portal can only be opened from that same location (or 
  from within the enclave). The location of a secret enclave 
  cannot be detected by divination magic of any kind, though 
  a wish spell can reveal the location of the nearest enclave. 
        You can create secret enclaves within secret enclaves, 
  but only if the original enclave was created by you. 
  Shape Metal 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a handful of iron or copper filings) 
  Duration: Instantaneous 
  You touch a metal object of Medium size or smaller or a 
  section of metal no more than 5 feet in any dimension and 
  form it into any shape that suits your purpose. So, for 
  example, you could shape a bar of metal into a weapon, 
  idol, or tool, or make a small passage through a portcullis, 
  as long as the metal is less than 5 feet thick. You could also 
  shape a metal door or its frame to seal the door shut. The 
  object you create can have up to two hinges and a latch, but 
  finer mechanical detail isn’t possible. This spell cannot 
  affect magical metals such as adamantine and mithral. 
  Shrink Object 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 day 
  You touch an object that is not being worn or carried and 
  cause it to grow smaller for the duration. The target’s size 
  is divided by 4 in all dimensions, and its weight is reduced 
  to one-sixteenth of its previous weight. This reduction 
  decreases its size by two categories―from Medium to 
  Tiny, for example―unless it would still be Gargantuan 
  after shrinking. If the target is a standard weapon, it is 
  transformed into the nearest equivalent on the Tiny 
  Weapons table. If no equivalent exists, the weapon is 
  unusable for the duration. 
       This spell can affect an assembly or collection of 
  objects, as long as they form a single cohesive entity, such 
  as a ship or building. Contents of the collection or assembly 
  that are not creatures are also shrunk. Any creatures that are 
  inside an object when it is shrunk are magically shunted to 
  the nearest available space outside the object if they would 
  no longer fit inside it. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 4rd level or higher, the object's dimensions are 
  halved again, its weight is divided by 8 again, and its size is 
  decreased by one additional category for each slot level 
  above 3rd, to a minimum of 1/16th the original object's 
  dimensions at 5th level. 
  Slow Thinking 
  1st-level transmutation [chronomancy] 
  
  50 
  magehandpress.com 
   
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a drop of alcohol) 
  Duration: 1 minute 
  You slow down the thought processes of a creature of your 
  choice that you can see within range. The target must 
  succeed on a Constitution saving throw or have 
  disadvantage on all Intelligence checks and saving throws 
  for the duration. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can target one additional 
  creature for each slot level above 1st. 
  Snakebite 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a snake fang and a vial of snake 
  venom) 
  Duration: 1 round 
  Pointing with two fingers, you let loose spectral set of 
  snake fangs in a bright green flash, which lunge at the 
  spell's target. Make a ranged spell attack roll. On a 
  successful a hit, the target takes 1d8 poison damage and has 
  disadvantage for the duration on their next Constitution 
  saving throw against being poisoned. 
       This spell's damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  Snowflake Shield 
  1st-level abjuration  
  Casting Time: 1 action 
  Range: Self 
  Components: V, M (a few snowflakes) 
  Duration: 1 hour  
  You create an intricate fractal of ice, shaping it to form a 
  shield. This shield hovers in your space and protects you. 
  For the duration of this spell, while you are not already 
  wielding a shield, your AC increases by 2. This spell ends 
  early if you take fire damage.  
  Snowshoes 
  1st-level transmutation  
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a sprig from an evergreen tree) 
  Duration: Concentration, up to 1 hour  
  You transform the footwear of yourself and your 
  companions, enabling you all to walk easily on snow. For 
  the duration, each creature you choose within 30 feet of 
  you (including you) can walk on snow or ice without being 
  impeded or imperiled in any way. Furthermore, your feet 
  do not penetrate through snow, meaning that you do not 
  leave an obvious trail in snowy conditions. 
  Soft Focus 
  Illusion cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  When you cast this spell, everything you see becomes 
  slightly hazy and out-of-focus, which makes the world 
  seem comforting and safe. You have advantage on 
  Intelligence, Wisdom, and Charisma saving throws for the 
  duration. This spell ends early if you take damage. 
  Soul Bond 
  4th-level necromancy (ritual) 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S, M (two nails from a coffin) 
  Duration: 24 hours 
  This spell forges a mortal connection between yourself and 
  a creature that you touch. A target creature must be present 
  for the entire time of casting. If the creature is unwilling, it 
  must make a Constitution saving throw to resist the spell’s 
  effects. 
       For the duration, if you are reduced to 0 hit points, the 
  target is also reduced to 0 hit points, and vice versa. This 
  spell ends if you cast it again, or if you choose to dismiss it 
  as an action. 
  Spacetime Distortion 
  1st-level transmutation 
  Casting Time:  1 action  
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You warp spacetime around a creature you can see within 
  range. An unwilling creature can make a Constitution 
  saving throw to resist this effect. Creatures within 5 feet of 
  the target are treated as if they are 10 feet away, and 
  creatures 10 feet away are treated as if they are 5 feet away. 
  Moreover, other creatures can move through the target's 
  space, as long as they do not end their movement there. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, you can choose to exponentially 
  
  51 
  magehandpress.com 
   
   
  distort space around the target. Creatures 5 feet away from 
  the target are treated as if they are 60 feet away from the 
  target, creatures 10 feet away from the target are treated as 
  being 5 feet away, and creatures up to 15 feet away from 
  the target are treated as being 10 feet away. Ranged attacks 
  against this creature have disadvantage.  
  Speak with Cacti 
  1st-level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 10 minutes 
  You touch one natural cactus and imbue it with a limited 
  sentience, giving it the ability to communicate with you. 
  You can question the cactus about events in the immediate 
  area within the past day, gaining information about 
  creatures that have passed, weather, and other 
  circumstances. 
  Splice 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a special glass syringe, worth 1,000 
  gp) 
  Duration: 1 hour 
  With a pinprick beam of arcana, you steal a sample of 
  genetic information from a target creature you can see 
  within range and bestow that information upon a recipient 
  creature you touch. The target creature need not be alive or 
  even whole, as long as you target part of a creature that has 
  died within the last 10 days.  
       The recipient creature gains any of the following traits 
  from the target creature that you choose: the target's 
  movement speed and types of movement, all of the target's 
  damage resistances, the target's special senses, or one of the 
  target's special traits, such as a ghast's Stench trait. If 
  selected, the GM decides which special trait, if any, the 
  recipient gains from the target creature. The recipient does 
  not gain any traits from the creature that do not result from 
  its race or monster statistics.  
       The recipient's appearances changes to resemble a 
  hybrid of the target creature and itself. These changes, as 
  well as the traits gained by the recipient creature, last for 
  the duration. 
  Springheel 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: 1 round 
  You flood magic into your legs, allowing you to bound 
  high into the air from a standstill. When you cast this spell, 
  your jump distance increases 10 feet for the duration, and 
  you can make a running high jump or a running long jump 
  without a running start. 
  Stone Bones 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S 
  Duration: 1 round 
  You touch a creature, granting it resistance to bludgeoning, 
  piercing, and slashing damage until the end of its next turn. 
  Stone Tell 
  2nd-level divination 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 10 minutes 
  You touch a Large or smaller piece of natural rock or 
  worked stone and imbue it with limited sentience and 
  animation, giving it the ability to communicate with you 
  and follow your simple commands. If you touch a larger 
  piece of stone, a 10-foot-square section of it is affected. 
  You can question rocks about events in their area within the 
  past day, gaining information about creatures that have 
  passed, things that have been said, and other circumstances. 
       If cast on a stone door or chest, you can use your action 
  to command the object to open, close, lock or unlock. 
       If cast on an earth elemental or stone-based construct, 
  you can communicate with it as if you shared a common 
  language, but you gain no magical ability to influence it. 
       This spell can cause spikes created by the spike growth 
  spell to recede around a creature you specify, granting them 
  immunity to that effect. 
  Storming Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  
  52 
  magehandpress.com 
   
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack does damage as normal, except that the entire attack 
  deals lightning damage instead of its normal type. 
  Additionally, you can cause your lightning to jump to a 
  creature within 5 feet of your target, dealing lightning 
  damage equal to your spellcasting modifier. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 lightning damage to their 
  targets. Both damage rolls increase by 1d8 at 11th level 
  (2d8), and 17th level (3d8). 
  Stranger 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 1 hour 
  You make a creature that you touch look and sound 
  completely unfamiliar. You don't decide the exact nature of 
  these changes. Instead, the creature's appearance, including 
  its clothing, armor, weapons, and belongings, change to 
  seem completely unremarkable to anyone that sees it. For 
  example, if the target is present at a royal ball, it might 
  appear as a well-dressed nobleman, or if the target is 
  walking among a group of orc mercenaries, it might appear 
  as a typical orc warrior. 
       Different creatures may perceive different changes 
  wrought by this spell. If two creatures that have seen the 
  target discuss its appearance or voice in detail, they can 
  discern that it is disguised with a successful Intelligence 
  (Insight) check against your spell save DC. 
  Suffocate 
  5th-level abjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: S 
  Duration: Concentration, up to 1 hour 
  You seal shut the mouths, blowholes or other airways of a 
  creature you can see within range. While the creature 
  remains within range for the duration, that creature cannot 
  breathe and must hold its breath or begin suffocating. If a 
  creature takes damage while holding its breath it must 
  make a Constitution saving throw (DC equal to 10 or half 
  the damage taken, whichever is higher) or be forced to 
  release its held breath and immediately begin suffocating. 
  Swift Flight 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (scales from a dragon’s wing) 
  Duration: 1 round 
  Streaks of energy flow from your back, tracing the shapes 
  of dragon’s wings. For the duration, you have a fly speed of 
  30 feet. 
  Technical Difficulties 
  1st-level transmutation [futuristic] 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S, M (a bit of frayed wire) 
  Duration: Concentration, up to 1 minute 
  This spell causes lights to flicker, blasters to malfunction, 
  and arcane terminals to crash. Choose a piece of magical 
  technology within range. The device malfunctions in 
  unpredictable ways, such that it is unusable for the 
  duration.  
  Technomancy 
  Transmutation cantrip [futuristic] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
  With a complex input gesture, you can manipulate a 
  technological device you can see within range. You can use 
  this ability to perform any basic operation on the device, 
  including, but not limited to, pressing an external button, 
  entering a dozen keystrokes of data, activating an 
  authorized operation (such as opening an unlocked door), 
  dimming or brightening a screen, or muting a device that 
  has a speaker. You can’t disconnect or reconnect wires, or 
  perform an unauthorized operation, such as crashing a 
  device or changing its password without knowing the 
  original.  
  Telaros’s Speedcycle 
  4th-level conjuration [futuristic] 
  Casting Time: 1 minute 
  Range: 30 ft 
  Components: V, S 
  Duration: 1 hour 
  A Large vehicle with two wheels and holographic circuits 
  appears on the ground in an unoccupied space of your 
  T 
  
  53 
  magehandpress.com 
   
   
  choice within range. The cycle has AC 10 and 10 hit points. 
  It roars to life whenever its controls are grasped. For the 
  duration, you or a creature you choose can ride the cycle, 
  and one creature can ride as a passenger. The cycle has a 
  speed of 100 feet and can travel 10 miles in an hour. 
       Wherever the cycle moves, it leaves behind a brightly-
  chromatic, translucent wall of force behind it. The wall is 
  10 feet high and nothing can physically pass through it. It is 
  immune to all damage, but a 20-foot long portion of it can 
  be destroyed by a dispel magic or disintegrate spell. 
  Portions of the wall that the rider creates by moving the 
  cycle vanish at the end of the rider's next turn. 
      The spell ends if you use an action to dismiss it, if the 
  cycle is reduced to 0 hit points or more points, or if the 
  cycle collides with its walls or another substantial obstacle. 
  The walls of force vanish when the spell ends. If the spell 
  ends as a result of taking damage or a collision, the rider 
  and passenger both fall prone. 
  Telaros’s Terrific Transport 
  6th-level conjuration [futuristic] 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (a detached launch button from a 
  starship) 
  Duration: 1 hour 
  A Huge shuttle with glowing, holographic circuits on its 
  surface appears in front of you. The shuttle has room for 5 
  Medium creatures (a pilot and four passengers) and can 
  carry up to 1,000 pounds of cargo. The shuttle is enclosed 
  and contains clean, breathable air. It can fly at a speed of 
  100 feet per round, or up to 1,500 feet per round in a 
  vacuum. The shuttle can carry its passengers into space by 
  flying vertically for 5 minutes on most planets and can 
  enter a planet's atmosphere by descending for the same 
  amount of time. The shuttle has life support and sensors, 
  and is designed to dock with larger ships in the same way a 
  fighter can. 
       The shuttle as AC 10 and 5 mega hit points. The spell 
  ends if the shuttle is reduced to 0 hit points. When the spell 
  ends, the shuttle gently descends to the ground (if there is a 
  substantial planetoid nearby), giving the passengers time to 
  exit. 
  Temporal Reversion 
  5th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  The wounds of a creature you touch travel back in time to 
  before they were inflicted. The creature regains hit points 
  equal to 7d4 + your spellcasting ability modifier. This 
  healing works as normal on undead and constructs. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, the healing increases by 1d4 for 
  each slot level above 5th. 
  Thaw 
  1st-level evocation (ritual)  
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous  
  You touch a frozen object, causing any nonmagical ice or 
  snow in a 10-foot cube to melt into water. The meltwater is 
  drinkable if desired.  
  Thundering Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack does damage as normal, except that the entire attack 
  deals thunder damage instead of its normal type. 
  Additionally, a clap of thunder rings out from your strike, 
  forcing all creatures except yourself and the target within 5 
  feet of the target to succeed on a Dexterity saving throw or 
  take 1d8 thunder damage. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 thunder damage to their targets. 
  Both damage rolls increase by 1d8 at 11th level (2d8/3d8), 
  and 17th level (3d8/4d8). 
  Time’s Arrow 
  2nd-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pinch of sand from an hourglass) 
  Duration: 1 hour 
  This spell enchants a physical missile, such as an arrow, 
  bolt or sling bullet so that it freezes in time and space. You 
  may reposition the missile as part of the action to cast the 
  spell, and the spell may be used on magical or otherwise 
  enchanted missiles. 
  
  54 
  magehandpress.com 
   
       The missile remains frozen in place until either a 
  creature passes within 60 feet in front of it, something 
  touches it, a strong wind blows upon it, the enchantment is 
  dispelled or the duration ends. At that point, the missile 
  moves suddenly, as if it was just fired or thrown. If a 
  creature is in the line of fire, the missile makes an attack 
  which adds your spell attack bonus to the attack roll, and 
  does the basic damage of whatever missile type was used 
  (missiles that vary by launcher use the highest possible 
  damage dice). 
  Time Freeze 
  8th-level transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (an iron hourglass) 
  Duration: Instantaneous 
  Choose a creature that you can see within range. If the 
  target has 150 hit points or fewer, it is paralyzed and frozen 
  in time, unaware of its surroundings. Otherwise, the spell 
  has no effect. 
       The target must make a Wisdom saving throw at the end 
  of each of its turns. On a successful save, this paralysis 
  effect ends. 
  Transient Bulwark 
  1st-level abjuration (ritual) 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a pearl worth 10 gp, which the 
  spell consumes) 
  Duration: 8 hours 
  The next attack made against you within the duration has a 
  -10 penalty to hit. 
  Transmute Lava 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (clay and water) 
  Duration: Concentration, up to 10 minutes 
  You choose an area of stone or lava that you can see that 
  fits within a 40-foot cube and that is within range, and 
  choose one of the following effects. 
       Stone to Lava. Nonmagical stone of any sort in the area 
  becomes an equal volume of thick and flowing lava that 
  remains for the spell’s duration and sets fire to any 
  flammable material it comes into contact with. If you cast 
  the spell on an area of ground, any creatures in that area 
  begin to sink into it. Each foot that a creature moves 
  through the lava costs 4 feet of movement, and any creature 
  on the ground when you cast the spell must make a 
  Strength saving throw. A creature must also make this save 
  the first time it enters the area on a turn or ends its turn 
  there. On a failed save, a creature sinks into the lava, takes 
  10d10 fire damage, and is restrained, though it can use an 
  action to end the restrained condition on itself by pulling 
  itself free of the lava. On a successful save, or when a 
  creature uses its action to pull itself out of the lava, the 
  creature takes 5d10 fire damage. If you cast the spell on a 
  ceiling, the lava falls. Any creature under lava when it falls 
  must make a Dexterity saving throw. A creature takes 4d8 
  bludgeoning damage and 10d10 fire damage on a failed 
  save, or half as much damage on a successful one. 
       Lava to Stone. Nonmagical lava or magma in the area 
  no more than 10 feet deep transforms into soft, cool stone 
  for the spell’s duration. Any creature in the lava when it 
  transforms must make a Dexterity saving throw. On a failed 
  save, a creature becomes restrained by the stone. The 
  restrained creature can use an action to try to break free by 
  succeeding on a DC 20 Strength check or by dealing 25 
  damage to the stone around it. On a successful save, a 
  creature is shunted safely to the surface to an unoccupied 
  space. 
  Undead Lieutenant 
  3rd-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a symbol of 
  authority such as a badge, scepter, or flag) 
  Duration: 1 hour 
  You imbue one undead creature that you control with an 
  enhanced sentience and, if required, the ability to speak one 
  language of your choice, such that you can delegate some 
  degree of command to it. When you cast this spell, you 
  may explain an objective or set of objectives for the 
  lieutenant to achieve. These may be as abstract and 
  complex as you wish, and the spell's power compels the 
  target to understand your orders. You also designate up to 4 
  other undead creatures that you control. Those creatures 
  then remain under the command of the lieutenant for the 
  duration of the spell (even if your own control over them 
  would expire within that time). 
       On each of its turns thereafter, the lieutenant can use a 
  bonus action to mentally command any of its subordinates, 
  as long as they are within 60 feet of it―it will use this 
  ability whenever it can in pursuance of the objective(s) you 
  U 
  
  55 
  magehandpress.com 
   
   
  set. It can command any or all of them at the same time, 
  issuing the same command to each one. If it issues no 
  commands (such as if it is incapacitated or out of range), 
  the subordinates only defend themselves against hostile 
  creatures. Once given an order, a creature continues to 
  follow it until its task is complete. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the duration becomes 8 hours 
  and when you cast this spell using a spell slot of 6th level 
  or higher, the duration becomes 24 hours. 
  Unseen Accountant 
  2nd-level conjuration (ritual) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (an abacus) 
  Duration: 8 hours 
  This spell creates an invisible, shapeless force that 
  performs intellectual tasks at your command until the spell 
  ends. The servant springs into existence in an unoccupied 
  space on the ground within range. It has AC 10, 1 hit point, 
  an Intelligence of 12, and it can’t attack. If it drops to 0 hit 
  points, the spell ends. 
       Once on each of your turns as a bonus action, you can 
  mentally command the servant to move up to 15 feet and 
  interact with an object. The accountant can perform 
  intellectual tasks that a human clerk could do, such as 
  assaying prices, updating accounts, managing inventories 
  or computing interest. Once you give the command, the 
  accountant performs the task to the best of its ability until it 
  completes the task, then waits for your next command. The 
  accountant can perform no physical labor and is not able to 
  lift any object heavier than a bottle of ink. 
       If you command the accountant to perform a task that 
  would move it more than 300 feet away from you, the spell 
  ends. 
  Vanishing Trick 
  2nd-level conjuration 
  Casting Time: 1 reaction, which you take 
  when you are targeted by an attack 
  Range: Self 
  Components: V, S, M (a pinch of pixie dust) 
  Duration: Instantaneous 
  You vanish in a puff of glitter just as your opponent makes 
  their attack. When you cast this spell, you immediately 
  teleport into an unoccupied space within 5 feet. This may 
  cause the triggering attack to miss, either because you are 
  no longer in range, or because it puts you behind cover that 
  raises your AC. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the teleport distance increases by 
  5 feet for every spell level above 2nd. 
  Voidlight 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  For the briefest possible instant, you open a portal into the 
  Void, revealing the hideous lights beyond. Choose one 
  creature you can see to make a Constitution saving throw. 
  The target has advantage on this roll if it can’t see you. On 
  a failed save, the target takes 1d8 radiant damage. If you 
  roll an 8 on any damage die, you can roll an additional d8 
  and add its damage to the total, rolling again if this die it 
  also an 8, and so on. You can roll total a number of damage 
  dice for this cantrip equal to twice the number of damage 
  dice you initially rolled. 
       This spell's damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  Volting Blade 
  2nd-level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You speak the ancient words and call forth a bolt of 
  lightning from the heavens and fashion it into a stormy 
  blade. This magic sword lasts until the spell ends. It counts 
  as a simple melee weapon with which you are proficient. It 
  deals 2d8 lightning damage on a hit and has the finesse, 
  light, and thrown properties (range 20/60). In addition, 
  when you are flying or in stormy weather, you make the 
  attack roll with advantage. 
       If you drop the weapon, or throw it, it dissipates at the 
  end of the turn. Thereafter, while the spell persists, you can 
  use a bonus action to cause the sword to reappear in your 
  hand. 
       At Higher Levels. When you cast this spell using a 3rd- 
  or 4th-level spell slot, the damage increases to 3d8. When 
  you cast it using a 5th or 6th-level spell slot, the damage 
  increases to 4d8. When you cast it using a spell slot of 7th 
  or higher, the damage increases to 5d8.   
  V 
  
  56 
  magehandpress.com 
   
  Vortex 
  4th-level evocation [renaissance] 
  Casting Time: 1 action 
  Range: 600 feet 
  Components: V, S, M (a cork or rubber stopper tied to a 
  string) 
  Duration: Concentration, up to 1 minute 
  A 100-foot-radius area of water that you specify within 
  range begins to rapidly rotate, becoming a violent 
  whirlpool in seconds. When a ship enters the affected area 
  for the first time on a turn or starts its turn there, its 
  helmsman must make a Dexterity (Sailing) check against 
  your spell save DC. On a failed check, the ship cannot 
  move for that turn, and is pulled 50 feet toward the center 
  of the area. Ships that are pulled into the center of the area 
  take 4d10 bludgeoning damage and gain 1d4 leaks. 
       At the start of your turn, swimming creatures and 
  floating objects within the area are pulled 25 feet toward 
  the center of the vortex. If a creature starts its turn in the 
  center of the vortex, it must succeed on a Strength saving 
  throw or be pulled under the water by suction forces. The 
  creature can repeat the save at the start of each of its turns. 
  Walking Wood 
  8th-level transmutation 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (a branch cut 
  from one of the trees to be awakened) 
  Duration: Instantaneous 
  You brandish the branch of a Huge or smaller plant, 
  shouting for it to grow legs and move at your bidding. The 
  target must have either no Intelligence score or an 
  Intelligence of 3 or less. The target, along with up to 5 
  other Huge or smaller plants within 60 feet of it, gains an 
  Intelligence of 10 and the ability to speak one language you 
  know. The targets also gain the ability to move their limbs, 
  roots, vines, creepers, and so forth, and gain senses similar 
  to a human’s. Your GM chooses statistics appropriate for 
  the awakened plants, such as the statistics for the awakened 
  shrub or the awakened tree. 
       The awakened plants are charmed by you for 30 days or 
  until you or your companions do anything harmful to any 
  of them. When the charmed condition ends, the awakened 
  creatures choose whether to remain friendly to you, based 
  on how you treated them while they were charmed. 
   
  Wall of Iron 
  6th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a small bar of iron) 
  Duration: Concentration, up to 10 minutes 
  A nonmagical wall of solid iron springs into existence at a 
  point you choose within range. The wall is 6 inches thick 
  and is composed of ten 10-foot-by-10-foot panels. Each 
  panel must be contiguous with at least one other panel. 
  Alternatively, you can create 10-foot-by-20-foot panels that 
  are only 3 inches thick. 
       If the wall cuts through a creature’s space when it 
  appears, the creature is pushed to one side of the wall (your 
  choice). If a creature would be surrounded on all sides by 
  the wall (or the wall and another solid surface), that 
  creature can make a Dexterity saving throw. On a success, 
  it can use its reaction to move up to its speed so that it is no 
  longer enclosed by the wall. The wall can have any shape 
  you desire, though it can’t occupy the same space as a 
  creature or object. 
       The wall doesn’t need to be vertical or rest on any firm 
  foundation. It must, however, merge with and be solidly 
  supported by an existing structure or the ground. Thus, you 
  can use this spell to bridge a chasm or create a ramp. 
       If you create a span greater than 20 feet in length, you 
  must halve the size of each panel to create supports. You 
  can shape the wall to create crenellations, battlements, 
  arrow loops, windows with bars or shutters, doors with 
  hinges and locks, and so on. Mechanical detail finer than a 
  lock cannot be created with this spell. 
       The wall is an object made of metal that can be damaged 
  and thus breached. Each panel has AC 18 and 60 hit points 
  per inch of thickness. Reducing a panel to 0 hit points 
  destroys it and might cause connected panels to collapse at 
  the GM’s discretion. The wall is immune to slashing and 
  piercing damage from nonmagical weapons that are not 
  made from adamantine, as well as necrotic, psychic and 
  poison damage. 
       If you maintain your concentration on this spell for its 
  whole duration, the wall becomes permanent and can’t be 
  dispelled. Otherwise, the wall disappears when the spell 
  ends. 
  Water Jet 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Self (30-foot line) 
   
  W 
  
  57 
  magehandpress.com 
   
   
  Components: V, S, M (a smooth river stone) 
  Duration: Instantaneous 
  When you cast this spell, a 30-foot long and 5-foot wide jet 
  of water blasts out from you in a direction you choose. 
  Each creature in the line must make a Dexterity saving 
  throw. A creature takes 3d6 bludgeoning damage on a 
  failed save, or half as much damage on a successful one. 
       At Higher Levels. When you cast this spell using spell 
  slot of 3rd level or higher, the damage increases by 1d6 
  damage for every slot level above 2nd. 
  Watery Tentacles 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an octopus tentacle) 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, three tentacles made of water 
  appear around your body for the duration. As part of the 
  action used to cast the spell, and as a bonus action on 
  subsequent turns until the spell ends, you can command one 
  of these tentacles to grapple a Large or smaller creature that 
  you can see within 30 feet of you. The target must make a 
  Strength saving throw or be grappled and restrained by the 
  tentacle. At the end of each of its turns, a restrained target 
  can repeat the saving throw. 
       You can grapple as many creatures as you have 
  tentacles. You can use an action or bonus action on your 
  turn to release a grappled creature, or to drag it up to 20 
  feet in a direction you choose. A watery tentacle can lift a 
  creature up to 10 feet into the air as part of this move, but 
  the creature must begin and end its move on solid ground. 
  If it does not, the grapple automatically ends. 
       You can also use the tentacles to manipulate nonliving 
  objects as an action or a bonus action. Each tentacle can lift 
  up to 100 lb., and you can command multiple tentacles to 
  work together to lift the same object as part of the same 
  action or bonus action. Watery tentacles are not capable of 
  detailed control―for example, they cannot open a chest or 
  uncork a bottle. Burning objects are extinguished when the 
  tentacle grabs them. 
       At Higher Levels. When you cast this spell using spell 
  slot of 5th level or higher, you gain an additional tentacle 
  for every slot level above 4th. 
  Whispering Wind 
  1st-level evocation 
   
   
  Casting Time: 1 action 
  Range: 1 mile 
  Components: V, S, M (a feather) 
  Duration: 1 round 
  You point your finger in a direction and whisper a message, 
  while specifying up to six creatures to be the targets. If a 
  target is in range and in the approximate direction 
  indicated, they (and only they) hear the message carried on 
  the wind. They can reply in a whisper that only you can 
  hear. 
       You can cast this spell only when there is a clear path 
  for air to move between you and the target(s). The spell 
  doesn’t have to follow a straight line and can travel freely 
  around corners or through openings, but is blocked by solid 
  objects and areas of magical silence. 
  White Dwarf 
  8th-level conjuration 
  Casting Time: 1 action 
  Range: 1 mile 
  Components: V, S, M (a pair of spectacles made from 
  darkened glass) 
  Duration: Concentration, up to an hour 
  A brilliant 20-foot radius artificial star, complete with its 
  own solar heat and gravitational pull, appears at an 
  unoccupied location you choose within range. When you 
  cast this spell, you can choose any number of creatures to 
  be unaffected by it while they are further than 30 feet from 
  the star. 
       Any creature that comes within 120 feet of the star for 
  first time on a turn or starts its turn there, must make a 
  Constitution saving throw. A creature within 30 feet of the 
  star automatically fails this save. On a failed save, a 
  creature takes 4d12 radiant damage, or half as much on a 
  successful save. 
       If a creature comes within 30 feet of the star for first 
  time on a turn or starts its turn there, it must make a 
  Strength saving throw or be pulled 10 feet closer to the star 
  by its gravitational pull. Medium or smaller objects 
  weighing less than 2,000 pounds in this area that aren't 
  being worn or carried are pulled into the star. If a creature 
  or object touches the star, it takes 8d12 fire damage plus 
  8d12 radiant damage and is blinded until the end of its next 
  turn. 
       The star sheds bright light in a 1-mile radius sphere and 
  dim light for an additional mile. If any of this star's bright 
  light overlaps with an area of darkness created by a spell of 
  8th level or lower, the spell that created the darkness is 
  dispelled. 
  
  58 
  magehandpress.com 
   
  Winds of Change 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a fan) 
  Duration: Instantaneous 
  Howling winds swoop in, orbiting a point that you 
  designate within range and rearranging creatures caught 
  within a 30-foot radius. Each creature within the spell’s 
  area is teleported to an unoccupied position you choose 
  within the area. An unwilling creature can make a 
  Charisma saving throw to avoid this effect. 
  Winter Flower 
  6th-level evocation  
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a crystal flower) 
  Duration: 24 hours  
  You cause a Small white flower to grow in an unoccupied 
  5-foot square you can see within range. The flower has an 
  AC of 15, 3 hit points, and vulnerability to fire damage. 
  During the duration of the spell, you can use a bonus action 
  to command it to explode in a shower of ice. Alternatively, 
  the flower will explode if it is reduced to 0 hit points. When 
  the flower explodes, each creature within 30 feet of it must 
  make a Dexterity saving throw. On a failed save, a creature 
  takes 10d8 cold damage, or half as much on a successful 
  one. The flower withers and dies if it does not explode 
  within 24 hours. 
  Wooden Sanctuary 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You step into a wooden object or tree large enough to fully 
  contain your body, melding yourself and all the equipment 
  you carry with the wood for the duration. Using your 
  movement, you step into the wood at a point you can touch. 
  Nothing of your presence remains visible or otherwise 
  detectable by nonmagical senses. 
       While merged with the wood, you can’t see what occurs 
  outside it, and any Wisdom (Perception) checks you make 
  to hear sounds outside it are made with disadvantage. You 
  remain aware of the passage of time and can cast spells on 
  yourself while merged in the wood. You can use your 
  movement to leave the wood where you entered it, which 
  ends the spell. You otherwise can’t move. 
       Minor physical damage to the wood doesn’t harm you, 
  but its partial destruction or a change in its shape (to the 
  extent that you no longer fit within it) expels you and deals 
  3d6 bludgeoning damage to you; the same happens if your 
  concentration is broken while merged with the wood. The 
  wood’s complete destruction (or transmutation into a 
  different substance) expels you and deals 25 bludgeoning 
  damage to you. If expelled, you fall prone in an unoccupied 
  space closest to where you first entered. 
  Worldseek 
  1st-level divination (ritual) [futuristic] 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a spyglass) 
  Duration: Concentration, up to 1 hour 
  This spell reveals the path to the nearest planet to you. For 
  the duration, you know the direction and the distance to the 
  nearest planet, planetoid, or moon. If you cast this spell 
  while you're on a planet, planetoid, or moon, the spell fails. 
  Wyrmskin 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, M (a dragon scale) 
  Duration: Concentration, up to 1 hour 
  This spell transforms you into a dragon of the same color as 
  the scale provided for the material component. The 
  transformation lasts for the duration, or until you drop to 0 
  hit points or die. Your draconic form is a wyrmling of the 
  dragon whose scale you possess. Your game statistics are 
  replaced by the wyrmling’s statistics, though you retain 
  your alignment and Intelligence, Wisdom, and Charisma 
  scores. You lose the ability to cast spells in this form and 
  the ability to use any class features that your draconic form 
  could not feasibly perform. Your gear melds into the new 
  form. You can't activate, use, wield, or otherwise benefit 
  from any of your equipment. 
       At Higher Levels. Casting this spell using a 6th or 7th 
  level spell slot allows you to transform into the young 
  dragon of the dragon whose scale you provided as the 
  material component for this casting. Casting this spell using 
  an 8th or 9th level spell slot allows you to transform into 
  the adult dragon of the dragon whose scale you provided as 
  the material component for this casting.  
  
  59 
  magehandpress.com 
   
   
  Yellow Sign 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You trace in the air the insidious symbol from Lost 
  Carcosa, the yellow sign, where it hangs for a long moment 
  in a sickening yellow light. Each creature you choose 
  within 30 feet of the sign must make a Wisdom saving 
  throw. On a failed save, a creature takes 6d6 psychic 
  damage, or half as much on a successful save. Aberrations 
  take no damage from this spell. The sign fades at the end of 
  your turn. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the yellow sign lingers longer in 
  the air. The duration of this spell increases by one round for 
  each slot level above 3rd and requires that you maintain 
  concentration on it. If this spell is active at the beginning on 
  your turn, you can use your action to cause each creature 
  within range to make another saving throw against it, 
  taking damage as normal on a failed save. 
  Zephyr’s Feather 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a dove’s feather) 
  Duration: Concentration, up to 1 minute 
  You wave your hand and three alabaster feathers, magically 
  sharpened to a razor’s edge, appear and orbit you. When 
  you cast this spell, make a ranged spell attack using one of 
  your feathers against a creature within 120 feet of you. On 
  a hit, the target takes 2d8 slashing damage. Until the spell 
  ends, while you have feathers remaining, you can make the 
  attack again on each of your turns as an action. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d8 for 
  each slot level above 1st. You gain an additional 2 feathers 
  when you cast this spell using a spell slot of 3rd level or 
  higher (5 feathers), and 5th level or higher (7 feathers). 
  Zone of Altered Time 
  9th-level Transmutation [chronomancy] 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pair of hourglasses, worth at least 
  100gp each) 
  Duration: 1 hour 
  You create a transparent magical zone where time flows 
  differently in a 50-foot cube centered on a point of your 
  choice within range. No material, spell or effect can pass 
  into or out of the zone unless it travels through another 
  plane of existence to do so (such as by using misty step, 
  etherealness, or dimension door.) Choose one of the 
  following effects for the zone. 
       Dilated Time. Time passes slower inside the zone, so 
  that any creatures inside it experience 10 minutes for every 
  hour that passes outside. 
       Hyperbolic Time. Time passes faster inside the zone, so 
  that any creatures inside it experience 24 hours for every 
  hour that passes outside. 
  Zone of Atmosphere 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a glass fish bowl worth 10 gp) 
  Duration: 1 hour 
  You create a spherical area of clean, breathable air centered 
  on a point within range for the duration. The sphere can 
  have any radius you choose to a maximum of 30 feet. If the 
  point you choose is on an object you are holding or one that 
  isn't being worn or carried, the sphere is centered on the 
  object and moves with it.  
       Airborne substances such as poisonous gas, smoke, or 
  fog cannot enter the sphere, and any such substances 
  already within the sphere's area are destroyed. If such a 
  substance is created by a spell of a higher level than this 
  one, it is unaffected. 
       The area’s temperature is comfortable, regardless of the 
  outside environment.  
  Zone of Sweet Air 
  2nd-level abjuration (ritual) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a silk handkerchief) 
  Duration: 10 minutes 
  You create an invisible magical zone that eliminates 
  noxious airs in a 15-foot radius sphere centered on a point 
  of your choice within range. 
       All poisonous or otherwise damaging gases of natural or 
  magical origin, except those created by breath weapons, are 
  blocked by this spell and cannot enter the zone. Fresh air 
  passes into the zone without hindrance. If any fumes are 
  Y 
  Z 
  
  60 
  magehandpress.com 
   
  present when the spell was cast, or are created inside the 
  area of protection, they are instantaneously purged from it. 
  Zone of Fortification 
  7th-level conjuration [renaissance]  
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (a replica castle figurine worth at 
  least 100 gp) 
  Duration: 24 hours 
  You conjure defenses to protect up to 5,000 square feet of 
  floor space (an area approximately 70 feet square, or two 
  hundred 5-foot squares or fifty 10-foot squares). The 
  protected area can be up to 20 feet tall, and shaped as you 
  desire. You can fortify several stories of a stronghold by 
  dividing the area among them, as long as you can walk into 
  each contiguous area while you are casting the spell. 
       When you cast this spell, you can specify individuals 
  that are unaffected by any or all of the effects that you 
  choose. You can also specify a password that, when spoken 
  aloud, makes the speaker immune to these effects. 
       Zone of fortification creates the following effects within 
  the fortified area. 
       Corridors. Caltrops fill all the fortified corridors. In 
  addition, at each intersection or branching passage offering 
  a choice of direction, there is a 50 percent chance that a  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  creature other than you will believe it can hear gunfire from 
  one randomly-determined direction. 
       Ballistic Protection. You can place up to two fixed 
  instances of the protection from ballistics spell in two 
  locations of your choice within the fortified area. 
       Doors. All doors in the fortified area are magically 
  locked, as if sealed by an arcane lock spell. In addition, you 
  can replace up to ten doors with armored bulkheads that are 
  immune to nonmagical damage and feature gunports that 
  allow creatures adjacent to the door to make ranged attacks 
  through them, while benefiting from full cover against 
  anyone on the other side. 
       Sandbags. You can also place up to twenty-five sections 
  of sandbags anywhere in the fortified area. Each section is 
  five feet long and one foot thick, has 10 HP, 16 AC and is 
  immune to all damage except thunder. The sections must be 
  supported by solid ground and can be contiguous, but do 
  not have to be. Sandbags confer half cover to anyone 
  crouched behind them. 
       Stairs. Stairs in the fortified area are sown with ball 
  bearings from top to bottom. These balls reappear in 10 
  minutes if they are dispersed while spell lasts. 
       The entire fortified area radiates magic. A dispel magic 
  cast on a specific effect, if successful, removes only that 
  effect. 
       You can create a permanently fortified structure by 
  casting this spell there every day for one year. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Producers 
  Adam Ashworth 
  Alexander Garcia 
  Antonio Garcia 
  Ariel Drissman 
  Ashran Firebrand 
  bolthawk 
  brandon johnson 
  Brandon Lujan 
  Brandon Martin 
  Charles Koeppel 
  Daniel Lamoureux 
  Daniel Smith 
  Dannika Aikens 
  Darion Nutter 
  Derek Miranda 
  Drew Hayes 
  Eddie Freeman 
  Evan Johnson 
  Fabhar 
  Flynn Patrick 
  Harne 
  Garrett Lloyd 
  George Tolley 
  Grand Moff Xela 
  Guðmundur 
  Guðmundsson 
  Izaac Ward 
  James Belin 
  Jason Lay 
  Jesse Ott 
  Jesus Andujo 
  Joe Shine 
  Joel Grote 
  John Hoffman 
  Jonathan Mello 
  Joseph Blanc 
  Joshua Cates 
  Julien Therrien 
  Justin Forkner 
  Justin Jönsson 
  Ken Beimler 
  Krist 
  Kristian Gilfillan 
  Kura Tenshi 
  Kurt C Yost 
  LeBallisticPoet 
  LeoSaysNO 
  M. Maxwell 
  Matuszak 
  Matthew Atkins 
  Michael Jeanes 
  Mike Litkewitsch 
  Not_A_Robot 
  Pandric 
  Patrick Rooney 
  Pedro Storti 
  Peter Ramon 
  R. Cain 
  Rasmi 
  Ross Williams 
  RUNEHAMMER 
  Ryan Heckathorn 
  Ryan Patrick Nolan 
  Ryan Russell 
  Sasquatch 
  Sean Barrentine 
  Shadistro 
  SixAughtFive 
  Skye C Rider 
  SleepyD 
  Spencer Houston 
  Star-Lord Wright 
  Stephen Grote 
  The Mage Armory 
  The Palm of Vecna 
  TheNthMaou 
  Tom Clark 
  TrondKF 
  tyrell hayward 
  Tyren Chessor 
  wanderer 
  Wes Decker 
  Wyrm_f00d 
  Zachary Calderone 
  Zackary D 
  Szechenyi 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credits 
  Art by Martin Kirby and Lucas Ferreira CM 
  
   
   
  License 
  This material is being released under the Open Gaming License.  
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.  
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work co 
  vered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product 
  Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by 
  the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. Not for resale. Permission granted to print or 
  photocopy this document for personal use only. System Reference Document 5.0 2  
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.  
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  nonexclusive license with the exact terms of this License to Use, the Open Game Content.  
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.  
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product Identity.  
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open 
  Game Content.  
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of 
  this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.  
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.  
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.  
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.  
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the termination of this License.  
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to 
  make it enforceable. 15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  From the Arcane Archive Copyright 2018, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, 
  Jason Sinclair 
  END OF LICENSE 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/From the Arcane Archive.pdf