Planescape 5e - The Magic of Torment
Planescape 5e - The Magic of Torment
Spells and powers from the acclaimed computer roleplaying game set in the bizarre
multiverse of Planescape.
This work contains material that is copyright Wizards of the Coast and/or other authors.
Copyright 2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emiele-
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Planescape: Torment was developed by Black Isle Studios and is property of Beamdog Software.
All other contents of this document are done for fun and are not intended to be distributed or reproduced for monetary
gain.
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Introduction Factions
Developed by Black Isle Studios in 1999, Torment has a The factions of Sigil and the planes beyond are many, and
reputation for being one of the best-written CRPGs of all time. each has its own philosophy that demands adherence -- even
The systems that Torment was built upon -- the 2nd Edition of if, as in the case of the Xaositects, that philosophy is raw
the Advanced Dungeons & Dragons rules, and the Infinity chaos. Some factions, such as the Sign of One, practice magic
Engine that gave us Baldur's Gate and its sequel -- might not as a means of mastering their own personal universe, such as
have aged gracefully, but the game introduced a number of with the luck spell. Others perform spells for more utilitarian
unique spells that this humble document hopes to reproduce. purposes, such as the Dustmen's creation of the mystical
Mind your step out there, cutter. If you aren't careful, the embalming spell to protect their contracted servants from
Planes will scoop you up and spit you out somewhere you routine vandalism by Hive criminals. The Society of Sensation
don't want to be. is credited with the creation of the blood bridge and pain
mirror spells.
Design Commentary To learn a spell from a faction, one must be a member of
that faction or perform a great service for one of its leaders. A
Where relevant in the spell entries below, there will be an few of the factions, such as the Mercykillers or the Fated, are
informative sidebar to explain why a given effect is not less free with their knowledge.
necessarily in keeping with the way it was presented in
Planescape: Torment. In general, the spells attempt to adhere Fiends
to the intent of its representative in the game, but as many of Woe be upon the seeker of knowledge that delves into the
those spells were limited to different colors and flavors of realms of the fiends, for though there is great potential for
explosion (by necessity of its medium), not all survive the power in the Lower Planes, the cost is always too high. The
transition into this conversion unscathed. New effects may be innumerable legions of Baator and the screaming hordes of
present on the spell, or its effect may be changed entirely to the Abyss hurl terrible curses and destructive incantations
suit the design conceits of the updated edition. such as abyssal fury, acid storm, desert hell, conflagration,
Some spells did not make the cut at all, as they were quite howl of Pandemonium, and Stygian ice storm upon each
plainly examples of existing spells with just a different name. other. Meanwhile, the canny yugoloths and night hags of the
Where possible, there were changes made to let the spell middling Lower Planes develop gruesome magic such as the
survive the conversion, but some examples (such as pacify, adder's kiss, black-barbed curse, black-barbed shield and
which is sleep by another name, and flame walk is simply the blacksphere spells to give to their loyal mortal servants.
fire version of protection from energy) did not make it into this To learn these foul spells, one's soul is likely as bleak and
document. irredeemable as the fiends that created them.
Spellcasters of the Planes Zerths
Magic is prominent in the multiverse, though the origin and The githzerai of Limbo are a contradiction, inhabitants of a
culture of each practitioner varies. In the multitudinous chaotic wasteland who use their sheer force of will to impose
variety of the Prime Material Plane, any number of temporary order upon the fluid reality in which they dwell.
spellcasting traditions might be found. Among the infinite Among their enclaves are zerths, which are part protector,
reaches of the Great Wheel, there are some sources of magic part community leader, and part monk in the studious and
that have particular notoriety. reverent service of a mythical figure known as Zerthimon.
Zerths are represented best by multiclassed fighters and
Celestials wizards, though magically-inclined fighter archetypes are also
The Upper Planes are the bastion of holy champions and suitable. Their scholarly and meditative nature is represented
petitioners, and their spells frequently adhere to themes of through their patterns of speech and emphasis on knowing, as
wisdom, righteousness, and zeal. The celestial host spell, as is well as through their unique spells that they will teach only to
no surprise, originated in these benevolent realms. Cloak of other students of the Way of Zerthimon.
warding and guardian mantle were first researched by magi of Zerth spells are represented herein by balance in all things,
the guardinals to gird their warriors as they slammed into missile of patience, power of one, reign of anger, scripture of
fiendish lines. Other defenders of the Upper Planes utilize the steel, submerge the will, Vilquar's eye, and Zerthimon's focus.
beautiful and terrible Elysium's tears spell to rain destruction
upon the wicked.
To learn spells from celestial patrons is to petition the
entities of utmost good, and they often exact a heavy toll. This
toll may take many forms, but even the most righteous mortals
may be unprepared for the acts of contrition they are asked to
perform in exchange for such power.
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Other Planar Spells
The axiomatic plane of Mechanus, home to the mechanical
modrons, is no stranger to magic combined with science.
There, the two disciplines are indistinguishable, and the
bewildering clockwork plane combines aspects of both into
Enoll Eva's duplication and the fearsome Mechanus cannon,
which are described herein.
Magic-using inhabitants of the deeper planes of Acheron,
specifically the dark and deadly realm of Ocanthus, are
fascinated with spells that cause slicing, bleeding wounds,
such as the bladestorm spell.
Of course, the Outer Planes are not the only sources of
unique magic. The violent and insane sorcerer known as
Ignus, once the "mascot" of the Smoldering Corpse Bar in the
Hive, created (or was taught, the dark on this particular chant
is hazy) a battery of fiery spells that could lay waste to
enemies vulnerable to fire. These spells include elemental
strike, fiery rain, Ignus' fury, Ignus' terror, infernal orb,
infernal shield, seeking flames, and tongues of flame spells.
Only those with Ignus' unique talents for fiery destruction
might manifest these particular powers in their repertoire.
Combining elements from various Inner Planes is not
always successful, but the fire and ice spell, created by briefly
tapping elemental sources from those respective planes, is
used to good effect.
The Positive and Negative Energy planes have inscrutable
and alien inhabitants that practice their own sorceries, and
the deathbolt spell is a curious example of the former plane's
capability to destroy through overwhelming radiant force.
The Nameless One
There was once a man that walked the streets of Sigil and the
planes beyond, whose memory was fragile and whose power
was at once humble and overwhelming. It is not known what
became of this man -- known only as the Nameless One -- nor
his eclectic band of companions. Some say he now serves in
the Blood War, condemned to a thousand lifetimes of
damnation for his crimes, while others say it's all wash.
Among those that insist he was real, they say he was at once
a warrior, a wizard, and a cunning rogue that came to know a
small collection of spells. From the simple fist of iron to the
brutal ax of torment, these spells were reflections of his
painful experiences made manifest. Fiends who peddle in
information claim that his passage through the Lower Planes
can be tracked by the ominous rune of torment, left in his
wake when an enemy of sufficient import forces the spell to be
cast.
Of course, it could all be barmy screed and no such man
existed at all. Who trusts the word of fiends?
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Spells by Class
Tongues of Flame
Bard
2nd Level
2nd Level Adder's Kiss
Luck Ignus' Terror
Pain Mirror Infernal Orb
3rd Level
Infernal Shield
Cloak of Warding 3rd Level
Tasha's Uncontrollable Derisive Laughter Ax of Torment
Ball Lightning
4th Level Blood Bridge
Shroud of Shadows Cloak of Warding
5th Level
Elysium's Tears
Fiery Rain
Enoll Eva's Duplication
4th Level
Cleric Elemental Strike
Force Missiles
1st Level
Fist of Iron 5th Level
Halo of Lesser Revelation Desert Hell
Fire and Ice
2nd Level
Mystical Embalming 7th Level
Acid Storm
3rd Level Bladestorm
Cloak of Warding
Elysium's Tears 8th Level
Ignus' Fury
7th Level
Guardian Mantle 9th Level
Abyssal Fury
9th Level Conflagration
Celestial Host
Warlock
Druid 2nd Level
2nd Level Black-Barbed Curse
Adder's Kiss Black-Barbed Shield
Swarm Curse Blood Bridge
Infernal Orb
3rd Level Infernal Shield
Ball Lightning Mystical Embalming
Pain Mirror
5th Level Swarm Curse
Fire and Ice
3rd Level
7th Level Cloak of Warding
Guardian Mantle Fiery Rain
Sorcerer 4th Level
Blacksphere
1st Level Shroud of Shadows
Fist of Iron 5th Level
Missile of Patience Desert Hell
Seeking Flames
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9th Level
6th Level
Abyssal Fury
Howl of Pandemonium Celestial Host
Tongues of Flame Conflagration
7th Level Rune of Torment
Bladestorm
Stygian Ice Storm
9th Level
Abyssal Fury
Conflagration
Rune of Torment
Wizard
1st Level
Fist of Iron
Missile of Patience
Reign of Anger
Scripture of Steel
Submerge the Will
Vilquar's Eye
2nd Level
Adder's Kiss
Blood Bridge
Luck
Mystical Embalming
Pain Mirror
Power of One
Swarm Curse
3rd Level
Ax of Torment
Balance in All Things
Ball Lightning
Elysium's Tears
Fiery Rain
Tasha's Uncontrollable Derisive Laughter
Zerthimon's Focus
4th Level
Elemental Strike
Force Missiles
Shroud of Shadows
5th Level
Desert Hell
Enoll Eva's Duplication
Fire and Ice
6th Level
Howl of Pandemonium
7th Level
Acid Storm
Bladestorm
8th Level
Mechanus Cannon
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Spells by Name
Abyssal Fury Adder's Kiss
9th-level conjuration 2nd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 90 feet
Components: V, S, M (a token of a demon lord from the Components: V, S, M (a snake's fang)
Abyss, worth no less than 1000 gp) Duration: Instantaneous
Duration: Concentration, up to 1 minute You briefly conjure a small venomous serpent that flies
You open a yawning fissure to the Abyss beneath the feet of toward a creature within range. The target must succeed on a
a single creature, dragging it into a pit of screaming, frothing Constitution saving throw or suffer 5d6 points of poison
demons; this fissure is of a size equal to the size of the damage and be poisoned for one minute. If the saving throw is
swallowed creature. The creature vanishes from the Material successful, the target suffers half as much damage and is not
Plane for as long as you concentrate, though the fissure poisoned.
remains open. At Higher Levels. When you cast this spell using a spell
At the beginning of each of the victim's turns, they suffer slot of 3rd level or higher, the damage increases by 1d6 for
5d8 points of slashing damage and 5d8 points of fire damage each slot level above 2nd.
as they are ripped and burned by the claws of fiends. The
creature may use its action to try to escape the Abyss through Ax of Torment
the fissure by making a Strength saving throw. Another 3rd-level conjuration
creature adjacent to the fissure that is one size category Casting Time: 1 action
smaller than, or equal to or larger than the swallowed Range: 90 feet
creature may use their action to allow the victim to make Components: V, S, M (a small replica ax)
another saving throw as they attempt to drag them out of the Duration: Instantaneous
Abyss. For example, a halfling could help pull a human out of
the Abyss, but a pixie could not. You summon a floating, vicious-looking ax to dismember
If the creature (or its corpse) is still in the fissure at the end your opponents. The weapon appears in a space adjacent to
of 1 minute, they are forever dead and condemned to the the target and attacks it twice before vanishing. You use your
Abyss, even if they survived the damage inflicted. spellcasting ability to resolve these attacks, and a successful
hit inflicts psychic damage equal to 2d10 plus your
Acid Storm spellcasting ability modifier. If the target is frightened, these
7th-level transmutation attacks are made with advantage.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 120 feet slot of 6th level, you make three attacks with the ax. If you use
Components: V, S, M (a vial of caustic acid) an 8th level slot, you make four attacks with the ax.
Duration: Instantaneous Balance in All Things
You choose a point within range and call down a rain of 3rd-level evocation
corrosive acid in a 20 foot radius. All creatures in the area of Casting Time: 1 reaction
effect must make a Dexterity saving throw or suffer 12d8 Range: Self
points of acid damage and have its AC reduced by 3 as armor Components: V, S
and hide alike are eroded away. If this reduces the effective AC Duration: Instantaneous
of a suit of worn non-magical armor below 10, the armor is
destroyed; magical armor is merely damaged. Any armor may When you are struck by any source of damage, provided it
later be repaired by spells such as mending. If an affected does not reduce you to zero or fewer hit points, you may cast
creature has natural armor, they recover their lost AC after this spell to cause half as much damage to all enemies within
completing a long rest. The defenses of a creature cannot be 20 feet of you. The damage type becomes psychic, regardless
further stripped in this manner by multiple acid storm effects. of the source of the damage inflicted upon you.
At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the damage increases by 2d8for
each slot level above 7th.
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Ball Lightning Blacksphere
3rd-level evocation 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet Range: 90 feet
Components: V, S Components: V, S, M (a small black marble)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You create four spheres of crackling electricity. Each sphere You choose a point within range and hurl a glob of gooey
can be flung to a point within range and bursts in a 10 foot shadows, which explodes in a 20 foot radius. All creatures in
radius. A creature cannot be affected by more than one the area of effect must succeed on a Dexterity saving throw or
sphere. Creatures in the affected areas must succeed on a suffer 8d6 points of necrotic damage and become restrained
Dexterity saving throw or suffer 5d8 points of lightning by clinging shadows for as long as you maintain
damage. The target suffers half damage on a successful saving concentration. On a successful saving throw, a target is suffers
throw. only half damage and is not restrained. A creature restrained
At Higher Levels. When you cast this spell using a spell by this spell suffers disadvantage with melee or ranged
slot of 4th level or higher, each sphere deals an additional 1d8 attacks as the clinging shadows entrap them in a sphere of
lightning damage for each slot level above 3rd. When using a darkness. At the end of its turn, a creature may repeat its
spell slot of 5th level, you create one additional sphere. When saving throw, ending both effects on a success.
using a spell slot of 7th level, you create two additional
spheres. When using a spell slot of 9th level, you create three Bladestorm
additional spheres. 7th-level evocation
Black-Barbed Curse
Casting Time: 1 action
Range: 100 feet
2nd-level enchantment Components: V, S, M (a shard of shattered metal)
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet You create a storm of slashing, icy blades in a 20 foot cube
Components: V, S anywhere within range, summoned forth from the frigid
Duration: Concentration, up to 1 minute darkness of Ocanthus. You make an attack using your
You choose one creature within 30 feet, which must spellcasting ability against every creature within the area of
succeed on a Dexterity saving throw or suffer 3d8 points of effect, dealing 6d8 slashing damage and 6d8 cold damage on
piercing damage and have its speed reduced by half. At the a successful hit. The slashing damage inflicted by this spell is
end of each of its turns for as long as you concentrate, the considered magical for purposes of overcoming resistances
creature must repeat the saving throw or suffer the damage and immunities.
again and remain slowed.
If any saving throw succeeds, the creature suffers only half Blood Bridge
of the piercing damage and the effect ends. The damage 2nd-level necromancy
caused by this spell is considered magical for purposes of Casting Time: 1 action
overcoming resistance or immunity. Range: Self
At Higher Levels. When you cast this spell using a spell Components: V, S, M (drop of the caster's blood, shed during
slot of 3rd level or higher, the damage increases by 1d8 for casting)
each slot level above 2nd. Duration: Instantaneous
Black-Barbed Shield You take on some of the injuries of a creature within 60 feet
2nd-level abjuration of you, transferring up to 10 hit points to the target and
suffering an amount of necrotic damage equal to half the
Casting Time: 1 action amount transferred.
Range: Touch At Higher Levels. When you cast this spell using a spell
Components: V, S, M (a small clump of brambles) slot of 3rd level or higher, you can transfer an additional 10 hit
Duration: Concentration, up to 1 hour points for each slot level above 2nd.
You or one creature you touch becomes wreathed in armor
of made of tough brambles. The target's AC cannot be less
than 15, regardless of what kind of armor it are wearing, and
creatures that strike the target with a melee weapon or melee
spell attack while within 5 feet of the target suffer 1d6 points
of piercing damage.
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Celestial Host Desert Hell
9th-level conjuration 5th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 150 feet
Components: V, S, M (a precious metal or gemstone symbol Components: V, S, M (a handful of sand and crushed glass)
of a deity or powerful Celestial entity worth at least 2500 Duration: Instantaneous
gp, consumed in the casting) You choose a point within range and create a 20 foot radius
Duration: 1 minute burst of slashing sands and burning winds conjured forth
You call forth a group of Celestial beings to aid you in battle. from the Lower Planes. All creatures in the area of effect must
You may summon one of the following groups: six hound succeed on a Constitution saving throw or suffer 6d6 points of
archons, four devas, three unicorns, or two planetars. These slashing damage and 6d6 points of fire damage; the slashing
creatures act on your turn and aid you in battle as best they damage component is considered magical for purposes of
can, vanishing after 1 minute has passed. overcoming resistance or immunity. Those who fail their
saving throw are also blinded until the end of their next turn.
Cloak of Warding A target that succeeds on its saving throw suffers half damage
3rd-level abjuration and is not blinded.
Casting Time: 1 action Elemental Strike
Range: Touch 4th-level conjuration
Components: V, M (a thread of spider's silk)
Duration: Concentration, up to 1 hour Casting Time: 1 action
You wreathe yourself in a cloak of force that absorbs Range: 150 feet
damage. You gain 2d10 temporary hit points and have Components: V, S, M (a burning coal or fistful of embers)
resistance against damage from non-magical bludgeoning, Duration: Concentration, up to 1 minute
piercing, or slashing attacks for as long as you have at least 1 You create a 20 foot cube of torrential flames within range.
of these temporary hit points. The resistance is not nullified All creatures within the area of effect must make a Dexterity
until all temporary hit points are removed, but you cannot gain saving throw or suffer 6d8 points of fire damage. Any creature
temporary hit points from any other source until the cloak is that ends its turn in the affected area suffers 4d8 additional
removed. fire damage for as long as the cube persists.
At Higher Levels. When you cast this spell using a spell
Conflagration slot of 5th level or higher, the initial damage is increased by
9th-level enchantment 2d8 and the persisting damage is increased by 1d8 for each
Casting Time: 1 action slot level above 4th.
Range: 150 feet Elysium's Tears
Components: V, S, M (a charred bone)
Duration: Concentration, up to 1 minute 3rd-level conjuration
You point to a creature in range. That creature suffers 8d6 Casting Time: 1 action
fire damage and is set aflame, with no saving throw. Creatures Range: 100 feet
within 5 feet of the target suffer half of the damage. At the Components: V, S, M (a symbol of celestial virtue, such as an
beginning of the initial target's turn, it suffers 6d6 additional angel's feather or a holy symbol)
fire damage, dealing half of this damage to creatures within 5 Duration: Instantaneous
feet. The target may attempt a Constitution saving throw at You call down streams of celestial fire from the heavens to
the end of its turn to put out the flames and shake off the blast your foe, forcing them to make a Constitution saving
effect. If the target is killed by this damage, it is rendered into throw or suffer 3d6 points of radiant damage and 3d6 points
a fine ash that can only be restored to life through the effects of fire damage, or half as much damage on a successful saving
of the true resurrection spell. throw. Creatures within 5 feet of the target suffer half of the
damage suffered by the initial target (after the saving throw
Deathbolt result). If the target is of the fiend or undead type, it suffers
8th-level conjuration disadvantage on its saving throw against this spell.
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a pinch of white sand)
Duration: Instantaneous
You create a bolt of energy from the Positive Energy Plane
and hurl it at a creature in range. The creature must make a
Dexterity saving throw or suffer 12d10 radiant damage, or no
damage on a successful save. The backlash of radiant energy
empowers allies within 10 feet, giving them temporary hit
points equal to one quarter of the damage suffered by the
target.
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Enoll Eva's Duplication Fist of Iron
5th-level enchantment 1st-level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Personal
Components: V, S, M (a small, runed gear worth at least 10 Components: V,S
gp) Duration: Concentration, up to 1 hour
Duration: 1 minute One of your fists becomes as hard as iron and capable of
The recipient of this enchantment may expend it as a striking with great force. For the duration of the spell, your
reaction when striking a target with a melee or ranged unarmed attacks with that hand deal 1d6 plus your
weapon or spell attack roll. The attack resolves normally, but spellcasting ability modifier in bludgeoning damage. The fist
the target may then repeat that attack immediately as time of iron is considered a magical weapon for purposes of
briefly repeats to duplicate the effect, with the same results as overcoming resistance or immunity. You are considered
the first. For example, you may discharge this ability after proficient in the use of this enchanted weapon.
scoring a critical hit to immediately score a second critical hit
against the same target. The effect of the spell creates the Force Missiles
necessary resource to power the attack, if needed, such as one 4th-level evocation
additional arrow fired from a bow or a spell slot consumed to Casting Time: 1 action
fuel a magical attack, but does not create material Range: 120 feet
components with a value of 10 gp or greater. Components: V, S
Duration: Instantaneous
That Seems Crazy... You conjure five projectiles of concussive force. Each can be
It's quite tame compared to its counterpart in the sent to a target in range, striking unerringly. Each target must
CRPG, where it duplicated everything you did for succeed on a Strength saving throw or suffer 2d6 points of
multiple combat rounds. force damage and be knocked prone. On a successful saving
A duplicated attack is not always the end of the throw, the target suffers only half damage and is not knocked
world for a victim. A duplicated high level spell, prone.
such as meteor swarm, is asking for abuse. At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, you create one additional projectile
for each slot level above 4th.
Fiery Rain Guardian Mantle
3rd-level evocation 7th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet Range: Self
Components: V, S Components: V, S, M (a small cage of wrought crystal worth
Duration: Instantaneous 25 gp)
You choose a point within range and cause a rain of burning Duration: Concentration, up to 10 minutes
cinders to fall in a 20 foot radius. Creatures must succeed on You become wreathed in a crystalline cage of force that
a Constitution saving throw or suffer 6d6 points of fire deflects physical harm. You become immune to damage from
damage and be wreathed in revealing flames until the end of non-magical bludgeoning, piercing, and slashing attacks and
their next turn. Attacks against targets affected by the your AC cannot be worse than 18 for the duration of the spell.
revealing flames have advantage. On a successful saving
throw, targets suffer half damage and are not subject to the Halo of Lesser Revelation
revealing flames. 1st-level divination
Fire and Ice Casting Time: 1 action
5th-level conjuration Range: Self
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S You become the center of a glowing halo that radiates out to
Duration: Instantaneous 10 feet, shedding dim light. Creatures you choose who end
You create two orbs, one of fire and one of ice. Each targets their turn in the effect must succeed on a Charisma saving
a creature within range of the spell; make a ranged attack roll throw or have their weaknesses revealed. All attacks against
for each orb (in an order you choose). The fire orb inflicts creatures suffering from the effect are made with advantage.
5d10 points of fire damage on a successful hit, and the ice orb The effect ends if the creature leaves your aura, or if they
inflicts 5d10 points of cold damage on a successful hit. If both succeed on their saving throw. A successful saving throw
orbs are hurled at the same target, and the first attack hits, the renders a target immune to your halo of lesser revelation for
second attack has advantage against the victim. 24 hours.
9
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Howl of Pandemonium Infernal Shield
6th-level illusion 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Personal Range: Self
Components: V Components: V, S, M (a tiny shield made from paper, which is
Duration: Instantaneous ignited as the spell is cast)
You howl in a 50 foot cone, unleashing a torrent of Duration: Concentration, up to 1 hour
thunderous energy and terrifying emotions. Any creature in You cloak yourself in a shimmering field of phantom flames.
the area of effect must make a Constitution saving throw or You become resistant to fire damage; if you are already
suffer 5d8 thunder damage and 5d8 psychic damage, as well resistant, you become immune to fire damage. Creatures that
as becoming deafened for 10 minutes. If the target is already end their turn within 5 feet of you suffer 1d10 fire damage and
deafened, they are stunned until the end of their next turn. become vulnerable to fire until the end of their next turn.
Ignus' Fury Luck
8th-level evocation 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: S, M (a commoner's symbol of luck, such as a
Duration: Instantaneous clover or rabbit's foot)
You choose up to ten creatures within 100 feet of you. Duration: Concentration, up to 1 hour
These creatures become the targets of spheres of explosive For the duration of this spell, you or one creature you touch
flame that erupt from your fingertips, seeking them out and may reroll any die result of 1, once per round. You may choose
detonating in a 10 foot radius. Each creature struck or in the to expend the effect of this spell to gain advantage on any
area of effect must succeed on a Dexterity saving throw or single attack roll, saving throw, or ability check before the roll
suffer 10d6 fire damage; areas of effect may overlap, but a is made; the spell then immediately ends, so that even if one
single creature cannot be struck by the effects of more than of the die results comes up as a 1, you may not reroll it.
one sphere. A successful saving throw halves the damage
suffered. Mechanus Cannon
8th-level conjuration
Ignus' Terror Casting Time: 1 action
2nd-level evocation Range: 60 feet
Casting Time: 1 action Components: V, S, M (an adamantine gear from the titular
Range: Self cannon on the plane of Mechanus, worth at least 1000 gp)
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute You choose a point within range and choose a direction
You invoke the spell to cause all creatures within 30 feet of from that point. A one-way portal to the axiomatic plane of
you to make a Wisdom saving throw or become frightened Mechanus is torn open, revealing the mouth of an enormous
until the end of their next turn and must move as far as they cannon which fires in a 200 foot line, obliterating most
can from you on their next turn. If you are brandishing any obstacles in its path. All creatures and objects within the area
source of open flame (such as a torch), the targets make their of effect must make a Dexterity saving throw or suffer 15d8
saving throws with disadvantage. points of radiant damage and have their defenses stripped
away for 10 minutes, causing all attacks against them to have
Infernal Orb advantage. Objects suffer double, maximized damage (240
2nd-level conjuration radiant damage) from this effect. A successful saving throw
Casting Time: 1 action halves the damage and nullifies the effect of stripped
Range: 60 feet defenses.
Components: S, M (a thumbnail-sized lump of brimstone)
Duration: Instantaneous What the Hell is This!?
You hurl an orb of screaming flames at your victim. Make a As with many of Torment's high-level spells,
ranged spell attack roll against one creature in range. If the Mechanus cannon was simply a flashy destructive
attack hits, the victim suffers 3d8 fire damage and suffers spell wrapped in a full motion video. I gave it some
disadvantage on Strength and Dexterity saving throws until more utilitarian use for stripping defenses and
the end of its next turn as the hellish flames weaken the body. blasting down castle walls.
At Higher Levels. When you cast this spell using a spell Unless that exclamation of disbelief was about
slot of 3rd level or higher, the orb deals an additional 1d8 summoning extraplanar artillery, in which case, you
points of fire damage for each slot level above 2nd. should read more Planescape!
10
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Missile of Patience
1st-level evocation Whoa, This Beats Aid Any Day!
Casting Time: 1 action The restriction of it needing to be cast on an
Range: 150 feet undead creature, or a character brought back from
Components: S death, does provide some counterbalance to this
Duration: Concentration, up to 1 minute spell, but it's worth monitoring for abuse.
The curious spell taught by the Seventh Circle of Zerthimon
was not some mighty incantation to level cities, but the
humble missile of patience. With this spell, you create a small Pain Mirror
glowing projectile in the form of an arrow, a dagger, or dart. 2nd-level illusion
This projectile hovers over your hand for as long as you Casting Time: 1 action
concentrate on the spell. Range: Self
When you cease concentrating on this spell for any reason, Components: S, M (a broken mirror)
the missile is unleashed toward a target you can see within Duration: Concentration, up to 1 minute
range and strikes with unerring precision. The missile inflicts
2d8 points of force damage to the target. For the duration of this spell, whenever you or a creature
At Higher Levels. When you cast this spell using a spell within 30 feet suffers damage, you may duplicate and
slot of 2nd level or higher, the missile deals an additional 1d8 redistribute the damage suffered among two other creatures
points of force damage for each slot level above 1st. that are also within 30 feet. The damage type changes to
psychic, and each creature suffers half of the triggering
damage; the damage on the initial sufferer is not reduced in
What a Weird Spell! any way, merely amplified upon others. If you cannot find two
The use of the missile of patience may not be
creatures within range other than the initial creature that
immediately apparent, but the rules of suffered the damage, the effect fails.
concentration reveal its intent; you may cease
concentration at any time, even when it is not your Power of One
turn. Thus, you may wait for the right moment to 2nd-level transmutation
strike before an enemy can regain their balance, so Casting Time: 1 action
long as you are capable of concentrating until the Range: Touch
time is right. Components: V, S
I felt this was a better take on the spell than
having it just suck at early levels and be useful only
Duration: Concentration, up to 1 hour
at later levels. You or a creature you touch may add 1d6 to any attack and
damage rolls made with any melee weapon with the heavy,
two-handed, or versatile qualities, as well as with any Strength
Mystical Embalming ability checks or saving throws.
2nd-level necromancy Reign of Anger
Casting Time: 1 action 1st-level evocation
Range: Touch Casting Time: 1 action
Components: V, S, M (a small amount of embalming fluid) Range: 120 feet
Duration: 8 hours Components: V, S
Intended for undead guardians, this spell nevertheless has Duration: Instantaneous
the curious side effect of functioning properly on those who You create three blades of mystical force. Each blade strikes
were once subjected to the raise dead, revivify, resurrection, or a creature of your choice that you can see within range,
true resurrection spells. If this spell is used on any target that inflicting 1d6 points of piercing damage to its target. The
does not meet the above criteria, it has no effect and the spell blades strike simultaneously, and you can direct them to hit
is wasted. one creature or several. The slashing damage from these
The touched creature gains a +1 bonus to AC and its blades is considered magical for purposes of overcoming
current and maximum hit points increase by 3 for the resistances or immunity.
duration of the spell. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more blade for
slot of 3rd level or higher, the target's hit points increase by 3 each slot level above 1st.
for each slot level above 2nd. If you expend a slot of 5th level
to cast this spell, the target gains an additional +1 to AC. If you
expend a 7th level slot, the target gains yet another +1 to AC Magic Missile by Any Other Name...
(for a total of +3). The original reign of anger was indistinguishable
from magic missile save that it inflicted 1d4+2
points of damage rather than 1d4+1.
11
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Rune of Torment Shroud of Shadows
9th-level conjuration 4th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Self
Components: V, S, M (a rune of crafted steel worth 10 gp) Components: V, S, M (a strip of dark cloth)
Duration: Instantaneous Duration: Concentration, up to 1 hour
You tightly grasp the steel rune, allowing it to dig into the You gird yourself in a mantle of darkness. Your AC can
skin of your hand and pierce the flesh. You suffer 1 point of never be worse than 15 while under the effects of this spell,
piercing damage and unleash the torments of the multiverse and you have advantage on Dexterity (Stealth) checks made to
in a 20 foot radius at a point within range. Every creature in stay hidden in conditions of dim light or darkness. Attacks
the area of effect suffers 20d10 psychic damage and is made against you suffer disadvantage as you flit in and out of
stunned for 1 minute as they are consumed by pain, rage, concealing shadows created by your shroud.
regret, and sorrow. An affected creature can make a Charisma
saving throw at the end of each of its turns to shake off the Stygian Ice Storm
stunning effect as they reassert their force of presence and 7th-level necromancy
overcome the crushing despair. Casting Time: 1 action
The ground in the area of effect, regardless of its Range: 120 feet
composition, is forever etched with the rune of torment. No Components: V, S
material is immune to this effect. Duration: Instantaneous
You create a maelstrom of ice and frigid cold from the icy
The Nameless One's Opus channels of the River Styx in a 20 foot radius at a point within
This was the crown jewel of the Nameless One's range. All creatures in the area of effect must make a
magical repertoire. The pain of every incarnation, Dexterity saving throw or suffer 10d8 points of cold damage
the pain of all who suffered for or because of him, and become confused (per the spell) for 1 minute as their
was made manifest in this psyche-destroying spell. memories become jumbled by the touch of Styx waters. A
It is extremely unlikely this spell could be found successful saving throw halves the damage and ignores the
now, unless the Nameless One's grimoire could be confusion effect. An affected creature may attempt a saving
recovered. Where might it lie in the infinite planes, throw at the end of its turn to end the confusion effect.
and what secrets could it hold?
Submerge the Will
1st-level enchantment
Scripture of Steel Casting Time: 1 action
1st-level abjuration Range: Touch
Casting Time: 1 action Components: V, S, M (a small piece of crystal)
Range: Personal Duration: Concentration, up to 1 minute
Components: V, S, M (a small steel disk) A strong will is a resilient body. For as long as you
Duration: Concentration, up to 1 minute concentrate on this spell, the touched recipient gains a +1
You can improve the acuity of yourself or your allies when it bonus to AC and makes Wisdom saving throws with
is needed most. Whenever you or an ally within 50 feet of you advantage.
makes an attack roll or a saving throw while this spell is in Swarm Curse
effect, you may use your reaction to add your spellcasting 2nd-level conjuration
ability modifier to the result before success or failure is
announced. The effect of the spell is then discharged. Casting Time: 1 action
Range: 60 feet
Seeking Flames Components: V, M (a live beetle or wasp)
1st-level enchantment Duration: 1 minute
Casting Time: 1 action You designate a 15 foot cube within range. All victims in the
Range: 60 feet area of effect are engulfed by a cloud of biting and stinging
Components: V, S insects unless they succeed on a Constitution saving throw. At
Duration: Concentration, up to 1 minute the beginning of each turn, a creature suffers 1d10 points of
You point an accusing finger at the intended target, piercing and 1d10 points of poison damage. Creatures may
promising fiery agony. The victim must succeed on a make another saving throw at the end of each of their turns to
Constitution saving throw or become vulnerable to fire end the effect. The effect also ends immediately if, as an
damage for as long as you concentrate on this spell. If the action or by circumstance, a creature wholly submerges in
target is resistant to fire, they instead lose their resistance. If water.
the target is immune to fire, they instead become merely
resistant to it.
12
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Tasha's Unbearable Derisive Laughter
3rd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You point and laugh at a creature, forcing it to make an
Intelligence saving throw. On a failure, the target is cursed by
an incessant, mocking laugh that all can hear, afflicting them
with disadvantage on attack rolls, ability checks, and saving
throws for the duration of the effect, as well as rendering
them vulnerable to psychic damage. At the end of each of their
turns, the creature may repeat its saving throw to end the
effect.
Tongues of Flame
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create four fiery darts that hover around your hand.
Each dart strikes a creature of your choice that you can see
within range, dealing 1d4 points of fire damage to the target.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates one more fiery dart
for each slot level above 1st.
Vilquar's Eye
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: S, M (a small piece of concave glass or crystal)
Duration: Instantaneous
You level this curse upon a creature you can see within
range, forcing it to make an Intelligence saving throw. Failure
causes the target to be blind until the end of its next turn.
Zerthimon's Focus
3rd-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You center yourself to gain significant martial prowess. For
the duration of the spell, you critically hit on a natural roll of
19 or 20 and all of your melee or ranged attack rolls with
weapons inflict an additional 1d10 damage of its
corresponding type. Additionally, you have advantage on
Strength and Wisdom saving throws for the duration of the
spell.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.