Epic Spells Collection - GM Binder
Epic Spells Collection - GM Binder
Spell Descriptions
Spell Name Level School Description
Animus Blast 10 Necromancy Cause an implosion of force to create undead with.
Animus Blizzard 12 Necromancy Cause a blizzard of force to create undead with.
Contingent
11 Necromancy Set a condition to cause a person to come back to life.
Ressurection
Create Living Vault 12 Conjuration Create a perfect vault... and it's alive.
Crown of Vermin 12 Conjuration Summon a thousand vermin that all do 1 damage.
Damnation 11 Conjuration Send a person to hell and make them think they belong there.
Demise Unseen 11 Necromancy Make someone dead, undead, and under your control all at the flick of a wrist.
Dire Winter 10 Evocation They told us hell was warm.
Dragon Knight 10 Conjuration Summon a dragon as a group.
Dragon Strike 11 Conjuration Summon numerous dragons with help.
Eclipse 10 Illusion Make it night.
Simulacrum, but you split your levels between the 2 and they're a proper
Eidolon 12 Conjuration
creature.
Enslave 11 Enchantment Spend a whole lot of resources just to permanently make someone a thrall.
Epic Counterspell 10 Abjuration Counterspell but better.
Epic Mage Armor 10 Abjuration Mage Armor but better.
Epic Repulsion 11 Abjuration Make people who you don't like not like being in an area.
Eternal Freedom 12 Abjuration Immunity to all conditions. Permanently.
Greater Ruin 12 Transmutation Destroy one (1) structure.
Hellball 10 Evocation Fireball but yes.
Kinetic Control 11 Evocation Reduce, reuse, and recycle physical damage taken.
Let Go of Me 10 Transmutation Right on the tin.
Living Spell 10 Evocation Create a living spell.
Lord of Nightmares 12 Transmutation Keep yourself alive at a cost to everyone.
Mass FrogMen 11 Transmutation Transmute people into grun^2.
Momento Mori 12 Necromancy Kill the weaker creature between you and the target.
Mummy Dust 11 Necromancy Make a Mummy.
Nailed to the Sky 10 Conjuration Send a man to orbit like that.
Peripty 11 Divination Make people miss.
Pestilence 12 Necromancy Make a place a not good for life.
Rain Fire 11 Evocation Fire storm... Fire storm.
Raise Island 11 Evocation Make a normal island or make it fly.
Ruin 11 Transmutation Destroy one (1) building.*
Safe Time 11 Conjuration Remove yourself from the time stream to be safe.
Soul Dominion 10 Enchantment Dominate Monster^2
Soul Scry 10 Divination Scrying^2
Spell Worm 11 Enchantment Drain someone's spell.
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Continued
Spell Name Level School Description
Summon Behemoth 12 Conjuration Summon a tarrasque under your control.
Superb Dispelling 10 Abjuration Dispel Magic but Best.
Time Duplicate 10 Divination Bring your future self to help.
Vengeful Gaze of God 12 Divination Bring someone down with you.
Verdigris 10 Conjuration Summon Tumbleweeds.
Verdigris Tsunamis 12 Conjuration Summon Tumbleweeds, but... more.
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Contingent Ressurection
Animus Blast 11th level Necromancy
10th level Necromancy
Casting Time: 12 hours
Casting Time: 1 Action Range: Touch
Range: 300 feet (20 foot radius sphere) Components: V, S, M (120000GP worth of Charcoal
Components: V, S and a Pheonix Feather)
Duration: Instantaneous Duration: Until Triggered or Dispelled
When this spell is cast, creatures of your choice Contingent Resurrection returns the subject to life if
within range are dealt 40d8 points of force damage, they are slain. Once cast, the spell remains
or half on a successful constitution saving throw. quiescent in the form of sealed jar filled with the
Additionally, up to twenty of those victims that material components and does not activate until the
perish as a result of this blast are then instantly trigger conditions have been met (Death doesn't
animated as Medium Undead with a CR equal to or need to be the trigger). Once triggered, the spell is
less than the killed creature's level or CR. These expended. The target is restored to life and has their
undead serve the caster indefinitely. consciousness transferred and body restored to
complete health 1 minute later within 5 feet of the
jar. A shaft of light shines down from the heavens,
illuminating the subject and everything within 20
feet of the body and jar when the spell is triggered.
The creature is restored to full hit points, vigor, and
Animus Blizzard health, with no loss of prepared spells. However, the
12th level Necromancy
subject loses one level (or 5 points of Constitution
if the subject was 1st level). This spell can only be
Casting Time: 1 hour
dispelled by the antimagic being cast on the jar.
Range: Self (a radius equal to a number of miles
equal to the caster's level)
Components: V, S, M (1/10th of a soul in your
possession(for example, a piece of a soul coin))
Duration: 25 hours
Create Living Vault
The area the spell affects becomes hostile to all life. 12th level Conjuration
Creatures take 10d10 force damage, or half on a
successful charisma save, every round that they end Casting Time: 100 days, 11 minutes
their turn in the area. This damage does not occur if Range: Self
the creature regains at least one hit point during the Components: V, S, M (3 levels and Spell Scrolls of
round before they end their turn. This spell has no the following spells: Demiplane, Sequester,
affect on constructs or undead. Once a creature is Sending, Blood Seal, Plane Shift, Summon
killed by this spell, it is instantly reanimated as if by Construct)
the Create Guardian Spell, and permanently Duration: Instantaneous
becomes under the caster's control.
If this spell is casted in the same spot every day for The caster creates a construct known as a living
a year, the spell becomes permanent. vault to protect and hide their treasures. Upon
completion, the vault initially measures only 5 feet
on a side, but it gradually increases to its proper size
of 50 feet by 50 feet by 50 feet over the following
4d4 days. The vault is attuned to the caster, allowing
them alone entrance and egress in a manner similar
to a dimension door spell. When the caster desires
the vault to hide itself, they may give it a simple
command. To summon the vault, the caster may
cast a sending spell or arrange some other manner
to contact it. Use the stat block below for the Living
Vault.
A creature can only have one Living Vault under its
command at a time, and this spell fails if the
creature already has one.
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Crown of Vermin Demise Unseen
12th level Conjuration 11th level Necromancy
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Ecplipse
Dragon Knight 10th level Illusion
10th level Conjuration
Casting Time: 1 Action
Casting Time: 1 Action Range: 5-mile radius, centered on you
Range: 90 feet Components: V, S, M (A rock from the moon)
Components: V, S, M (A scale from an adult (or Duration: 8 hours
older) red dragon)
Duration: 1 minute
With this spell, the caster can create a limited
eclipse, as though a heavenly body moves between
This spell summons an adult red dragon. It appears the sun and the earth. The landscape within the
where the caster designates and acts immediately. It radius of the caster’s location experiences the
attacks the caster’s opponents to the best of its dimming of the sun as a disk the caster creates
abilities (on the first round, it prefers to breathe fire passes in front of it, culminating in a complete
on an enemy, if possible). The caster can direct the blackout and accompanying coronal ring. The
dragon not to attack, to attack particular enemies, or eclipse follows the caster across the landscape for
to perform other actions. This is a ritual-like spell up to 8 hours, or until the sun goes down, or until
requiring two other spellcasters, each of which must the caster dismisses the eclipse as an action. Effects
contribute an unused 8th-level spell slot to the that require it to be night can be used while this
casting. spell affects the area they are in, and the area is
considered in night time.
If this spell is casted at the same spot every day for
a year, the spell becomes permanent on that
location.
Dragon Strike
11th level Conjuration
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Epic Mage Armor
Enslave 10th level Abjuration
11th level Enchantment
Casting Time: 1 minute
Casting Time: 24 hours Range: Self
Range: 90 feet Components: V, S, M (A piece of the Weave)
Components: V, S, M (1 level) Duration: 8 hours
Duration: Permanent
An invisible but tangible field of force surrounds the
The caster makes a permanent thrall of any living subject of epic mage armor, providing an armor
creature. The creature must remain in range for the bonus to Armor Class equal to half the caster's level.
full casting of the spell, and at the end of the casting
of the spell must make a wisdom saving throw. On a
success this spell fails. The caster establishes a
telepathic link with the subject’s mind. If the
creature has a language, the caster can generally
force the subject to perform as they desire, within Epic Repulsion
the limits of its abilities. If the creature has no 11th level Abjuration
language, the caster can communicate only basic
commands. The caster knows what the subject is Casting Time: 10 minutes
experiencing, but does not receive direct sensory Range: Self (a radius equal to a number of miles
input from it. A subject forced to take an action equal to the caster's level)
against its nature receives a saving throw with a Components: V, S, M (A feather from a solar,
penalty of -10 to resist taking that particular action, Consumed)
but if it succeeds, it still remains the caster’s thrall Duration: 25 hours
despite its minor mutiny. Once a subject makes a
successful saving throw to resist a specific order, it This spell puts a protective layer against all creatures
makes all future saving throws to resist taking that of a specific type, multiple creature types, or all
specific action without a penalty. Protection from creatures in general if the caster chooses. Eligible
evil or a similar spell can prevent the caster from creature types include generic creature types such
exercising control or using the telepathic link while as fey or fiend, but also include several other forms
the subject is so protected, but it does not prevent of specification, such as all evil creatures, or all
the establishment of enslave or dispel it. This is a creatures the caster designates. All creatures that
ritual-like spell, and requires 3 other casters to end their turn inside this spell's area must make an
expend a 10th level spell each to power the spell. intelligence saving throw or become unable to
move closer to the center of the spell.
If this spell is casted in the same spot every day for
a year, the spell becomes permanent.
Epic Counterspell
10th level Abjuration
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Kinetic Control
Greater Ruin 11th level Evocation
12th level Transmutation
Casting Time: 1 Action
Casting Time: 1 Day Range: Self
Range: Sight Components: V, S
Components: V, S Duration: 1 minute
Duration: Instantaneous
Once a caster has cast this spell, they can absorb,
The caster deals 100d12 un-typed damage to a store, and redirect the energy contained in any
single building within sight. This typically causes the physical (melee or ranged) attack for the duration.
building to crumble in on itself. A "Building" can be The caster absorbs 20 points of each separate
defined as a single structure of continuous build, slashing, bludgeoning, and piercing attack made
thus being anywhere between a small lean-to, or an against him or her, saving it for later. A caster can
entire castle, or even a country-spanning absorb up to a number of points of damage equal to
underground tunnel system. 20 times their level in this fashion; however, if the
stored damage is not discharged prior to reaching
the limit, the spell automatically discharges, dealing
the stored points of damage to the caster. The
caster keeps track of the number of points of
Hellball damage they have absorbed (the caster doesn’t have
to keep track of the type of damage). At any time
10th level Evocation
during the spell’s duration, the caster can make a
melee spell attack against another creature or
Casting Time: 1 Action
object. If successful, the caster deals the target
Range: 300 feet
some or all (caster’s choice) of the points of
Components: V, S
damage they have stored. The damage delivered is
Duration: Instantaneous
considered force damage. A caster can absorb and
discharge damage any number of times during the
A hellball deals 10d6 points of acid damage, 10d6 spell’s duration, so long as the caster doesn’t absorb
points of cold damage, 10d6 points of fire damage, more than their limit of points at a time. When the
10d6 points of force damage, 10d6 points of spell expires, any stored damage the caster has not
lightning damage, 10d6 points of necrotic damage, redirected is discharged into the caster.
10d6 points of poison damage, 10d6 points of
poison damage, 10d6 points of psychic damage,
10d6 points of radiant damage, and 10d6 points of
thunder damage to all creatures within the area.
Unattended objects also take this damage. The
caster takes 10d6 points of un-typed damage upon Let Go of Me
casting. The target points their finger and 10th level Transmutation
determines the location of the blast within range. A
sun-bright, fist-sized globe of energy streaks forth Casting Time: 1 Bonus Action
and, unless it impacts a material body or solid Range: Self
barrier prior to attaining the indicated range (in Components: V
which case it explodes where it hits), expands into Duration: Instantaneous
its full area, spreading around corners, to a radius of
90 feet. The caster deals 20d6 points of un-typed damage to
any creature grappling them. If grappled by a
magical force or physical construct/item the force
or construct/item is automatically destroyed.
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Living Spell
10th level Evocation
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Lord of Nightmares
12th level Transmutation
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Mummy Dust
Mass FrogMen 11th level Necromancy
11th level Transmutation
Casting Time: 1 Hour
Casting Time: 1 Action Range: 5 feet
Range: 300 feet Components: V, S, M (Specially Prepared Mummy
Components: V, S, M (A frog transmuted into a Dust worth 1000000GP, consumed, a medium
golden version of itself worth at least 100GP) corpse)
Duration: Permanent Duration: Instantaneous
This epic spell turns all Medium or smaller creatures When the caster sprinkles the dust of ground
in the area into frogmen. All creatures in a 30 foot mummies in conjunction with casting mummy dust
radius sphere must make a Charisma Saving Throw. on a medium corpse, they turn the corpse into a
On a success they become immune to this spell no Mummy Lord. The Mummy Lord follows the caster’s
matter who casts it. On a fail they are transformed. every command according to their abilities, until
The transformed creatures retain their mental they are destroyed.
faculties, including personality, Intelligence,
Wisdom, and Charisma scores, level and class,
alignment, feats, and other non-racial abilities. They
assume the physical characteristics of frogs,
including natural size and Strength, Dexterity, and
Constitution scores. (Use the statistics for the toad.) Nailed to the Sky
In essence, this spell changes a creatures race and 10th level Conjuration
physical traits with a toad, while keeping them as
they were otherwise. Casting Time: 1 Action
Range: Touch
A True Polymorph spell that becomes permanent Components: V, S, M (A meteorite filled with hard
can undo this spell on a creature its casted on.
magic)
Duration: Instantaneous
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Rain Fire
Peripty 11th level Evocation
11th level Divination
Casting Time: 1 minute
Casting Time: 1 Minute Range: Self (a radius equal to a number of miles
Range: Self equal to the caster's level)
Components: V, S Components: V, S, M (A firelily from the plane of
Duration: 24 hours fire)
Duration: 25 hours
Attacks targeted against the caster rebound on the
original attacker. Any time during the duration, a This spell summons a swirling thunderstorm that
number of attacks equal to half the caster's rains fire rather than raindrops down on the caster
spellcasting ability modifier (Rounded down) are and everything within a range of the caster.
automatically reflected back on the original attacker; Everything caught unsheltered in the flaming deluge
the caster decides which attacks before damage is takes 3d8 point of fire damage each round. A
rolled. The reflected attack rebounds on the attacker creature that is either reistant/immune to fire
using the same attack roll. Once those number of damage, or covered in fire proof clothing such as
attacks are so reflected, the spell ends. hell hound hide clothing. Unless the ground is
exceedingly damp, all vegetation is eventually
blackened and destroyed, leaving behind a barren
wasteland similar to the aftermath of a grass or
forest fire. The fiery storm is stationary and persists
even if the caster leaves.
Pestilence
12th level Necromancy If this spell is casted in the same spot every day for
a year, the spell becomes permanent.
Casting Time: 10 minutes
Range: Self (a radius equal to a number of miles
equal to the caster's level)
Components: V, S, M (A Ritualistically sacrificed
humanoid Corpse, Consumed)
Duration: 25 hours
Raise Island
11th level Evocation
A wave of illness radiates outward from the site of
the ritual, instantly infecting every living thing in the Casting Time: 1 Day
area with the debilitating disease known as slimy Range: 1 mile
doom. Within 24 hours, everything in the area Components: V, S
begins to show signs of rot and decay. Each round a Duration: Permanent
creature that is not resistant or immune to the
necrotic damage when they end their turn within
This spell has different effects depending on where
area of this spell loses 1 point from their
it targets.
constitution score. They regain the lost constitution
on a long rest and die if they reach 0 constitution. Water: If this spell is casted targeting a body of
All creatures take 4d8 necrotic damage at the water, the caster can literally raise a new island from
beginning of their turn when within the area. out of the sea, bringing to the surface a sandy or
rocky but otherwise barren protrusion that is solid,
If this spell is casted in the same spot every day for
stable, and permanently established. The island is
a year, the spell becomes permanent.
roughly circular and about 1 mile in diameter. Raise
island only works if the ocean is less than 1,000 feet
deep where the spell is cast.
Land: If tis spell is casted targeting a piece of land,
the caster can raise the land they target into the sky.
The island is roughly hemispherical and about 1
mile in diameter.
Regardless of what kind of island is raised, in the
center of the island's bottom, a crystal will form that
powers the levitation. If this crystal is destroyed, the
spell ends. The spell is otherwise permanent.
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Soul Dominion
Ruin 10th level Enchantment
11th level Transmutation
Casting Time: 10 minutes
Casting Time: 12 hours Range: On the same plane of existence
Range: Sight Components: V, S, M (a possession of the target)
Components: V, S Duration: Up to 10 minutes, concentration
Duration: Instantaneous
When a this spell is casted, the caster is temporarily
The caster deals 50d6 force damage to a single non- able to take control of another sentient creature
magical building within sight. This typically causes with whom the caster is familiar (by meeting,
the building to crumble in on itself. A "Building" can observing, or successfully scrying the subject). The
be defined as a single structure of continuous build, target must make a wisdom save, and if successful,
thus being anywhere between a small lean-to, or an becomes immune to you casting this spell on them.
entire castle, but the spell cannot affect a single area If the wisdom save fails, the caster is able to control
at a time greater than a 1000 foot radius sphere. the subject’s body as if it were their own, hearing,
seeing, feeling, smelling, and tasting everything the
target senses. Once the caster dismisses the spell or
its duration ends, the target resumes control of its
body, fully aware of all events that occurred, having
Safe Time been a helpless witness trapped inside its own body.
The target knows the name and general nature of its
11th level Conjuration
possessor if it succeeds at an additional wisdom
saving throw. A caster cannot control undead,
Casting Time: 1 hour
incorporeal creatures, or constructs with soul
Range: Self
dominion.
Components: V, S, M (a strand of time)
Duration: Until activated or dispelled
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Summon Behemoth
Soul Scry 12th level Conjuration
10th level Divination
Casting Time: 1 Action
Casting Time: 10 minutes Range: 90 feet
Range: On the same plane of existence Components: V, S, M (a piece of a tarrasque)
Components: V, S, M (a possession of the target) Duration: 1 minute
Duration: Up to 1 hour, concentration
The caster can summon a CR 30 Tarrasque of any
You are able to tap the consciousness of another kind to attack their enemies. It appears where the
creature with whom you are familiar (by meeting, caster designates within range and acts
observing, or successfully scrying the subject) immediately, on the caster’s turn. It attacks the
experiencing everything they do with all senses they caster’s opponents to the best of its ability. If the
have. The target receives a wisdom save, and if caster can communicate with the creature, they can
successful, they are immune to you casting this direct it not to attack, to attack particular enemies,
spell on them again. Once the subject is tapped, you or to perform other actions.
use the creature's senses instead of your own. The
caster cannot control the subject, however. You can
only sense what the subject senses. During this
time, your own body remains in a trance-like state. If
the creature takes damage, the caster senses the
injuries, although his or her own body does not Superb Dispelling
actually suffer any ill effects. If the subject is 10th level Abjuration
knocked unconscious or killed, the spell
immediately ends. Regardless of a fail or success, Casting Time: 1 Action
the creature is unaware of the intrusion. Range: 120 feet
Components: V, S, M (a piece of Anti-Magic)
Duration: Instantaneous
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Vengeful Gaze of God
Time Duplicate 12th level Divination
10th level Divination
Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: Sight
Range: Self Components: V, S, M (a tear of a greater god)
Components: V, S, M (Something from the future) Duration: Instantaneous
Duration: 1 round (See text)
You target a creature within sight. The target of this
The caster snatches themself from 1 round in the spell must make a constitution save or it is subject
future, depositing this future self in an adjacent to 777d4 un-typed points of damage. If the target is
space. The caster’s future self is technically only a reduced to 0, it is utterly destroyed as if
possible future self (the time stream is a maelstrom disintegrated, leaving behind only a trace of fine
of multiple probabilities), but snatching that future dust. The caster is likewise dealt 666d4 un-typed
self from 1 round in the future collapses probability, points of damage if the target failed its save.
and the possible future becomes the definite future.
The caster and their future self are both free to act
normally this round (the caster has already used up
the limit of one bonus action/action spell per round,
but their duplicate hasn’t). The future self has all the
resources the character has at the moment they Verdigris
finish casting time duplicate. Because the future self 10th level Conjuration
was previously only a possibility, their resources are
not depleted as a result of whatever might occur Casting Time: 1 minute
this round (even if the character dies this round). Range: 300 feet
Likewise, they don't have any special knowledge of Components: V, S, M (a piece of Gaia)
what might occur during this round. Because the Duration: 24 hours
future self is still part of the time stream, the round
it spends with the character is a round it misses in This spell creates a tsunami of grass, shrubs, and
its own future. Because the caster’s future duplicate trees that overgrows the area like a tidal wave. The
is also the caster, the caster misses the next round plant growth creeps and curls across every-thing in
as well. They simply aren't there. Tampering with the the area, a 100 foot long radius sphere, ensnaring it
time stream is a tricky business. Here is a round-by- and coiling around it as if it had been growing there
round summary: for a century or more. Creatures in the area must
Round One: The character casts time duplicate, the make a dexterity saving throw to avoid the fast-
future self from round two arrives, and both act moving growth. On a success, the creature moves in
a way they end up on top of the pile of greenery and
normally. At the end of this round the duplicate gets
sent back into its present. can move across the mass as if it was a solid floor
with no adverse affects. On a failed save, the pile
Round Two: The future self - the caster - gets deals 10d6 bludgeoning points of damage from the
snatched back in time to help the past self. During crushing press and the creature is buried in a
this round, there are no versions of the caster shrubbery grave and takes 1d4 piercing damage for
present. every 5 feet they move in an attempt to get out of
Round Three: The caster rejoins the time stream. the spiky mass. This area must expend 5 times as
The caster arrives in the same location and much movement to move through.
condition that the future self ended with at the end Buildings are engulfed and they likewise take 10d6
of the first round. Any resources (spells, damage, points of force damage. Those destroyed by the
staff charges) the future self used up in round one damage have their foundations uprooted and walls
are gone for real. Record them now. Using this spell crumbled. The plant growth remains for the
to snatch a single future self stretches time and duration, after which it vanishes.
probability to its limit; more powerful versions of
time duplicate are not possible. A character cannot
bring more than a single future version of him or her
self back at one time, nor can a character snatch a
version of him or her from farther in the future.
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Verdigris Tsunami
12th level Conjuration
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Custom Spells
Spell Descriptions
Spell Name Level School Description
Caustic 10 Conjuration Make air not good.
Cringe 11 Enchantment Cause air to be acidic.
Fuck that Guy in Dedicate your concentration and health to keep striking a person with
12 Conjuration
Particular lightning.
Holy Hell 12 Evocation Cause an area to be searing with divine radiance.
Sonic Rumble 10 Evocation Conjure noises to scar people.
Storm that Remains 11 Evocation Cause a storm of biblical proportions to form.
Tsar Yad 12 Conjuration Make Chernobyl look like kindergarten science.
Bound Legion 10 Illusion Cause you to join the shadows.
Solar Flae 10 Conjuration Make it day.
Ashes to Ashes 10 Necromancy PW:K but cool.
Alter Fate 12 Divination Rewrite the scrolls of fate.
Aspect of the Deity 11 Necromancy Bring a lil' divinity down from the heavens through yourself.
Dimensional Blade 11 Conjuration Blade of Disaster^2
Elemental Master 11 Conjuration Summon Elder Elementals of all 4 kinds.
Freedom 12 Enchantment Destroy a bound in reality of any kind.
Entropic Husk 12 Transmutation Destroy a soul and turn their copse into a powerful raging beast.
Greater Telepathy 10 Evocation Commune with others for however long necessary.
Mass Drown 10 Conjuration Put water in people's lungs.
Mass Fowl 12 Transmutation MAke people chickens.
Mystra's Overchannel 11 Evocation Make your magic more powerful.
Premonition 11 Divination Foresight^2
Time Manipulation 12 Divination Don't screw with time!
Sunder Weave 12 Evocation Don't screw with time magic!
Retribution 12 Abjuration The best the world has to offer in protection.
Blood Steal 11 Necromancy Take and use blood for stuff.
Fusion 12 Transmutation 1+1=2
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Fuck that Guy in Particular
Caustic 12th level Conjuration
10th level Conjuration
Casting Time: 1 Action
Casting Time: 1 hour Range: Yes
Range: Self (a radius equal to a number of miles Components: V, S
equal to the caster's level) Duration: Indefinite, Concentration
Components: V, S, M (fluoroantimonic acid)
Duration: 25 hours
Choose a target with which you are familiar (by
meeting, observing, or successfully scrying the
A mist that burns everything it touches is formed subject). Every Day, at exactly noon, so long as
around the caster. It deals 3d4 acid damage to all concentration has been maintained by the caster,
creatures that are unprotected and in its radius. regardless of where the target is, the target will be
Protected creatures are creatures resistant/immune struck by lightning. The target must make a
to acid, or with a layer of clothing that it, such as a dexterity saving throw or take 100d8 lightning
tarrasque hide suit. damage, half as much on a success. The caster takes
If this spell is casted in the same spot every day for 10d10 Un-Typed damage at the same time to
a year, the spell becomes permanent. power the lightning.
Holy Hell
Cringe 12th level Evocation
11th level Enchantment
Casting Time: 1 Action
Casting Time: 1 minute Range: Self (a radius equal to a number of miles
Range: Self (a radius equal to a number of miles equal to the caster's level)
equal to the caster's level) Components: V, S, M (A Hair from a greater god)
Components: V, S, M (Something universally agreed Duration: 25 hours
by good creatures to be disgusting)
Duration: 25 hours A holy light emblazens around you after this spell is
casted. The area becomes illuminated by a bright
An aura is formed in the spell's area that makes light throughout the spell's area, and creatures that
creatures regret living. Creature's that end their turn the caster designates as enemies take 5d12 radiant
in this spell's area take 2d10 psychic damage. damage whenever they end their turn within the
Creatures are immune to this spell if immune to spell's range. Creatures are immune to this spell if
charm effects, resistant/immune to psychic damage, they are resistant/immune to radiant damage, are
or otherwise unable to be made to cringe as doused in holy water, or are the exact same
determined by the GM. alignment as the caster.
If this spell is casted in the same spot every day for If this spell is casted in the same spot every day for
a year, the spell becomes permanent. a year, the spell becomes permanent.
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Tsar Yad
Sonic Rumble 12th level Conjuration
10th level Evocation
Casting Time: 1 action
Casting Time: 1 minute Range: Self (a radius equal to a number of miles
Range: Self (a radius equal to a number of miles equal to the caster's level)
equal to the caster's level) Components: V, S, M (a bar of plutonium)
Components: V, S, M (A triangle instrument made Duration: 25 hours
out of celestial iron)
Duration: 25 hours
This spell conjures a cloud of unbreathable gas for
the duration. Creatures that breath this gas (End
A constant sound emanates in the spell area from their turn while in the gas and breathing) must make
the center point. It deals 5d4 thunder to people a constitution saving throw or take 10d4 poison
who start their turn inside the spell's area. Creatures damage, or half as much on a success. Creatures
are immune if they are immune to the deafened that dont need to breath or have a different
condition, resistant/immune to thunder damage, or breathing apparatus, or even a protective layer such
are deaf themselves. as a cloth with ammonia, are resistant/immune to
If this spell is casted in the same spot every day for poison, immune to the poisoned condition, are not
a year, the spell becomes permanent. affected by this spell.
If this spell is casted in the same spot every day for
a year, the spell becomes permanent.
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Alter Fate
Solar Flare 12th level Divination
10th level Conjuration
Casting Time: 1 week
Casting Time: 1 Action Range: Interplanar
Range: 5-mile radius, centered on you Components: V, S, M (A physical manifestation of
Components: V, S, M (A piece of the sun) Fate)
Duration: 8 hours Duration: Instantaneous
With this spell, the caster can create a limited solar The caster may choose to alter fate, to either form
flare, as though a fake sun is created to illuminate or break a prophecy. The caster may alternatively
the area. The landscape within a radius of the use this spell to scry on a specific target's fate,
caster’s location experiences the brightness of the granting them a vision of the future, while negating
sun as a separate entity is created in the night sky in the need for material components for this spell
front of the moon, causing the equivalent of a when used in this way. The altering of fate is
reverse eclipse. The solar flare follows the caster unpredictable, and often has unforseen
across the landscape for up to 8 hours, or until the consequences. These need not necessarily be bad,
night ends, or until the caster dismisses the spell as but are almost always unexpected.
an action. Effects that require it to be day can be
used while this spell affects the area they are in, and
the area is considered in day time.
If this spell is casted at the same spot every day for
a year, the spell becomes permanent on that Aspect of the Deity
location.
11th level Necromancy
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MoonFire: When this effect is used, the effects of
Dimensional Blade Moonfire are added onto the Dimensional Blade.
11th level Conjuration The blade sheds a pale white moonlight at a radius
of 30ft. All magical auras within the radius of the
Casting Time: 1 Bonus Action blade glow with a faint blue light for the duration of
Range: Sight the spell. Disguised, shapechanged, or polymorphed
Components: V, S, M (A magical Fire) creatures and objects in the spell's area at the time
Duration: Concentration, up to 1 hour the spell is cast must make Wisdom saves or
immediately return to their normal forms (Against
The caster tears a hole in the fabric of space itself spell save DC). Even if the save succeeds, they
using a magical fire as a component. You create a remain covered in ghostly white outlines that show
blade-shaped planar rift about 3 feet long in an their true forms for the duration of the spell.
unoccupied space you can see within range. The Celestia Fire: The Dimensional Blade begins to glow
blade lasts for the duration. When you cast this with a golden radiant light, like that of the divine.
spell, you can make up to two melee spell attacks Every hit now does an additional amount of radiant
with the blade, each one against a creature, loose damage, dealing a number of d8 equal to half the
object, or structure within 5 feet of the blade. On a
casters spellcasting modifier (rounded up). On
hit, the target takes 8d12 force damage. This attack undead, this amount doubles to equal the caster's
scores a critical hit if the number on the d20 is 16 modifier.
or higher. On a critical hit, the blade deals an extra
16d12 force damage (for a total of 24d12 force Silver Flame: This blade has a silver sheen to it. It
damage). countds as having the Silvered property and the
Dimensional Blade takes on the properties pf the
As a bonus action on your turn, you can move the piercing fire. It is now empowered with Silver Fire,
blade up to 60 feet to an unoccupied space you can allowing it to pierce magical and physical barriers or
see and then make up to two melee spell attacks defenses. A magical effect targeted by this blade
with it again. dissipates. A Wall of Force may have a hole torn
The blade can harmlessly pass through any barrier, through, or shatter completely. A Wall of Fire may
including a wall of force. The Dimensional Blade is instead burn out. Consider this equivalent to a 9th
unaffected by Antimagic Fields and Dispel Magic. level dispel magic.
Concentration checks to maintain the Dimensional Necrotic Flame: The blade sheds a black flame.
Blade are made at advantage, and cannot have creatures hit by this blade must make a constitution
disadvantage imposed on them. saving throw or have their maximum hp reduced by
The Dimensional Blade has the ability to be upcast an equal amount of damage taken from the blade.
to 12th level, allowing the base damage to increase They regain all lost max hp from this spell at the end
by an additional 4d12 for every level above 11th. of a long rest. The caster of this spell regains an
amount of health equal to half the amount of max
Only one kind of fire can be used to cast this spell hp lost rounded down when the creature fails their
at a time, and thus 2 fire affects cannot be saving throw.
combined onto the same blade. The Dimensional
Blade's damage ignores resistance and treats Green-Flame: The blade is enchanted with flames
immunity as resistance. that spew and flare excieedly when they hit a target.
When you make a melee attack with this blade, you
View the options for the types of Magical Fire target 2 separate creatures at the same time instead
effects that can be chosen, and have your GM of one. You use the same attack roll to determine if
decide which is the most appropriate for the fire you pass their ACs.
you used:
Prismatic Flame: When you hit a creature with this
colorful blade, randomly choose a color from the
Prismatic Wall spell (A d7 is suggested, using a
digital roller). The creature is affected as if they
walked through that layer of a Prismatic Wall, and
must make an appropriate save.
SoulFire: Choose any different flame affect to apply
to the blade.
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Entropic Husk
Elemental Master 12th level Transmutation
11th level Conjuration
Casting Time: 1 Action
Casting Time: 1 Action Range: 300 feet
Range: 40 feet Components: V, S
Components: V, S, M (Aether, Soulfire, Bavarium, and Duration: Instantaneous
Seastone from the appropriate elemental planes)
Duration: 1 hour
Choose a creature within range. That creature is
affected by the Power Word: Kill spell. If the spell
You conjure two elder elementals, choosing from succeeds and kills the creature, their soul is
air, earth, fire and water. The elder elementals must obliterated if they have it on their body. Should their
be different types and they appear at a spot you can soul be destroyed by this spell, the creature's corpse
see of your choosing within range. When one of is turned into a juggernaut of destruction. The
them dies, another elder elemental appears in its creature's body is considered dead and reanimated
place; it must be of a type not yet conjured by this by this spell, however to determine the stats of the
spell. When a second dies, a final elder elemental Juggernaut we use the target's stat block. Give the
appears in its place, and its type is whichever of the target's corpse a long rest as if it were alive, add
four not yet conjured by this spell 600 HP to its maximum health, increase all its
You have absolute control over the elder elementals physical stat scores by 10 to a maximum of 40,
you conjure with this spell and you may give reduce its mental scores to 1 each, give it a plus to
instructions to them as a whole by telepathy as a saving throws and AC equal to your spellcasting
bonus action. There is no range restriction on this, ability modifier, and turn its creature type into
though you must be on the same plane of existence Undead. The corpse is now considered a Soulless
as the elemental created. Juggernaut as it grows to Behemothic size. The
creature is chaotic evil and attacks all creatures
In the absence of instruction, the elementals behave regardless of if they were the target's friend or foe
according to type but will not harm anyone you when they were alive. This transformation lasts
forbid them to. The elementals remain for 1 hour, indefinitely until the juggernaut is killed.
until slain, you or they travel to a different plane of
existence, or you are rendered unconscious or slain,
at which point they disappear.
Greater Telepathy
10th level Evocation
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Mystra's Overchannel
Mass Drown 11th level Evocation
10th level Conjuration
Casting Time: 1 Action
Casting Time: 1 Action Range: Self
Range: 20 feet Components: V, S
Components: V, S, M (A flask of water from Duration: 1 Minute
Oceanus)
Duration: Instantaneous
You call upon the Weave to flood into you, infusing
your magic with unearthly potency. For the duration,
You create water in the lungs of a number of when you cast an evocation spell, the amount of
creatures of your choice equal to your spellcasting damage dice rolled are doubled, and the save DC
modifier that you can see within range, causing increases by an amount equal to a quarter of you
them to begin drowning. Each target must succeed character level (rounded down). Additionally, the
with a Constitution saving throw or else drop to half range of all spells you cast are doubled, along with
of its maximum hit points. If the target is already their durations.
below half, it drops to 0 hit points instead and
begins dying. Additionally, the creatures must make Starting from the second time you choose to use
a second Constitution saving throw or begin this ability and each time thereafter, roll a d6. On a
drowning. They continue to drown, unless as an 1 or 2, either you again one level of exhaustion, or
action on their turn they reattempt the saving throw this spell ends early (your choice).
and pass.
Creatures that do not require breathing are not
affected by this spell.
Premonition
11th level Divination
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Sunder the Weave
Time Manipulation 12th level Evocation
12th level Divination
Casting Time: 1 Minute
Casting Time: 1 Action Range: Sight
Range: 60 feet, or A radius equal to a number of Components: V, S, M (Physical manifestations of the
miles equal to the caster's level following: Time, Fate, the Weave, Anti-Magic. An
Components: S, M (A physical manifestation of amount of levels depending on the effect)
Time) Duration: Instantaneous
Duration: Instantaneous
The caster rips and tears at the weave, sundering
Choose a target; this can be either a creature, space and time itself. The caster may choose one or
object, or location. If it is a creature (or sentient more of the following effects to occur:
object/location), they can make a charisma saving
throw to prevent this spell, and must be within the Split Space (1 level): The caster tears a hole in space,
first range listed. If it is an object, it must be within creating a Sphere of Annihilation. The caster has
both ranges; the first range as reach, and the second complete and permanent control over this item and
range as in size. If it is a location, it is centered on can grow or shrink the item to their liking. Anti-
Self, and it is an area equal to the Second range Magics of appropriate use can dispel this item.
listed. Choose one of the 3 effects:
Tear Time (2 levels): The caster rips a hole in time,
Rewind: The target has its time and affects returned opening a portal to some time period of the GM's
to how they were in the past, up to 1 year ago. You choosing. The caster may select the location that
choose if the target retains memories of the time this portal leads to, and may attempt to influence
rewound. This affect can undo anything, including the time period the portal connects to as well. It is
but not limited to: Death, Birth, Soul suggested the GM incorporate a spellcasting ability
Destruction/Creation, Artifact Destruction/Creation, check to determine the caster's effectiveness, but
Attaining Divinity. the spell may work wildly regardless anyways.
Fast Forward: The target has it's time advanced as if Sunder Magic (3 levels): The caster sunders the
up to 1 year had passed without anything eventful weave in a selected area, creating a dead magic
happening. This ability cannot predict future events zone. All forms of spells, spell-like abilities, and
and act accordingly, instead 1 year passes at a rapid supernatural abilities cease to function inside this
speed. This can cause several things to happen, dead magic zone, regardless of whether or not they
such as but not limited to: a creature to die of old make use of the weave. The area cannot be an area
age if they would die of old age within that time larger than a number of miles equal to the caster's
naturally, it can cause time triggers meant to go off level. This effect cannot be disppelled, similar to
in 1 year to happen earlier, it can also make lands Anti-magic Field, and lasts a year.
have their plants grow as if 1 year passed quickly. Escape (0 levels): The caster may choose to form a
Stop: The target is frozen in time for up to 1 year. If portal to escape from a place they are normally
it is a creature or object, they become unable to unable to, such as the Domains of Dread. They
move, think, be damaged, age, be interacted with, or appear in a vaguely safe location on the material
die/be destroyed, all while time moves regularly plane (No threat of death within one hour of being
around them. They experience nothing, and are teleported). The caster may choose to dismiss the
unconscious for the time stopped. If it is a location, portal as a bonus action, but the portal can only
then time moves regularly outside the area, but for remain open for up to 1 minute. This effect of the
all intents and purposes inside the location's area, spell cannot be counterspelled or dispelled.
everything else is stopped as time moves normally Create Plane (15 levels): If casted over 10 years (At
within. This effect on a location only lasts a year least 8 hours of concentration per day), this spell
from the perspective inside, but an instant to may be used to create a plane outside normal
outsiders. If no creature is in the area as it is cosmology. This plane has its own laws of physics
stopped, assume nothing happens inside. and magic, granting the caster control over the
plane similar to a god's divine domain. For all intents
and purposes, you are the overdeity of this plane.
This affect cannot be cancelled by anti-magics of
any form, and the material components are
consumed. An additional material component is
required (and consumed) in extra: Blood from a
greater deity.
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Blood Sense. You use the blood to identify traits
Retribution of the creature. You learn several things about
12th level Abjuration them: Their current and maximum hit points,
their physical scores (Strength, Dexterity,
Casting Time: 1 Action Constitution), their location (Or what plane they
Range: Self are on if on a different plane), physical descriptive
Components: V or S, M (An indestructible object) traits (Race, Gender, Age, Appearance), any
Duration: 1 minute diseases or curses afflicting the target.
Create Voodoo Doll. (C) You magically fuse the
You are protected by the best the world has to offer. targets blood to the ruby and place it within the
When you take damage, it is usually reflected, but it doll. The target must make a charisma saving
is always at least reduced. When you take damage, throw. On a failed save, the doll becomes
the damage is reflected back at the attacker, causing magically linked to the target. The doll is treated
them to take the damage instead. If the attacker's as a tiny construct, it has an AC of 10 and hit
ability supposed to bypass resistance, you're points equal to half of the target's max hit points
immune to the damage and you don't reflect the rounded up. Any time the doll takes damage the
damage. if it bypasses immunity, then you're target also takes half that damage rounded down ,
resistant instead of being immune. This spell is able however the target cannot be reduced lower than
to reduce Un-Typed damage. 10 hit points through this method. If the
Mending spell is cast on the doll, it regains 2d6
hit points. If the doll is destroyed the spell ends. If
the target is not on the same plane as you when
this spell is used in this way, the spell fails. Should
a creature succeed their saving throw, you cannot
Blood Steal use this spell in this way against this creature
11th level Necromancy using the same vial of blood.
Curse. (C) You curse the creature through their
Casting Time: 1 Action or 1 hour (See description) blood. Have the creature make a charisma saving
Range: Touch throw. On a failure, they are afflicted by a disease
Components: V, S, M (A vial) of your choice. However, the disease is treated as
Duration: Instantaneous a curse rather than a disease. The curse lasts until
removed. Should a creature succeed their saving
Perform a melee spell attack against a creature that throw, they cannot be curse in this way using the
has blood within range as an action. On a hit, the same vial of blood.
creature must make a constitution saving throw, and Hunt Lineage. You learn the names of all direct
on a success this spell fails. A creature can blood relatives to the creature, including the
automatically be hit and fail the constitution saving creature's name.
throw if they are willing. On a fail, their blood is Store Vitality. (C) You condense the blood in the
stolen by the caster. 1 pint of blood is teleported vial to a gelatinous ball. Should the creature who's
from the caster and into the vial used as the material blood was used consume the ball, they regain an
component. A creature that loses one pint of blood amount of health equal to their constitution
in this way reduces their constitution score by score. Should any other creature consume it, they
1d2+1 until they finish a long rest. They update and take an amount of necrotic damage equal to the
lower their maximum health immediately and creature's constitution score.
accordingly. If this reduces their constitution to 0 or Target Blood. (C) You use the blood to cast a
below, the creature immediately dies. second spell at the target. The next spell (which
cannot be Blood steal) you cast allows you to cast
Alternatively, if you cast this spell over the course of the spell as if the target was within 10 or 5 feet
an hour and the vial you use is filled with blood, you (Your choice) of you when you cast the spell. You
can do several things. The blood must be fresh (with can choose to dismiss this effect (Not regaining
contact with open air for less than 24 hours). If the the consumed blood) as an action if you do not
name of the option has the (C) tag, it consumes the wish to target the creature after casting this spell
blood in the casting, leaving an empty vial. Choose in this way.
one of the options below: Tune Blood. (C) You collect the iron in the
creature's blood and use it to make a tuning fork
that would typically be used for a Plane Shift spell.
If the Plane Shift spell is casted while using this
tune fork as it's material component, you teleport
to a spot within 60 feet of that creature of your
choice if you are on a separate plane from them
before casting.
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Fusion
12th level Transmutation
Recipes
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Recipe for Disaster
Epic Evocation Recipe
Casting Time: -
Range: Self (a radius equal to a number of miles equal
to the caster's level)
Components: V, S, M (all material components for the
spell mentioned in this spell, consumed)
Duration: Permanent
Spell Descriptions
Spell Name Level School Description
Infallible Conjuring 12 Conjuration Summon anyone.
Transmute Sentience 10 Transmutation Create true life.
Celestial Comprehension 12 Divination Gain a true third eye.
Monolithic Enchantment 12 Enchantment Take over all mind's around a monolith.
Evoked Apocalypse 12 Evocation Truly no buenos.
Illusory Existence 12 Illusion Take everyone around you and put them in a card.
Unbroken Necromancy 10 Necromancy Become a true lich.
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10th level spell document Revitalized
Celestial Comprehension
Infallible Conjuring 12th level Divination
12th level Conjuration
Casting Time: 8 hours
Casting Time: 8 hours Range: Self
Range: 120 feet Components: V, S, M (A mirror, the eye of a god
Components: V, S, M (A perfect stone archway with (which may be dead), A sewing kit made from
a radius of 49 feet engraved with intricate runes, platinum worth 1000000GP, 5 levels)
a belonging of the target) Duration: Instantaneous
Duration: Instantaneous
Using the mirror, you carve out a spot in your
You stand with the archway in range, and chant an forehead to put the eye of the god you have, which
extremely long incantation. If completed without magically changes to the appropriate size during
interruption (use concentration rules), you must this spell. You then use the sewing kit, which is
succeed of an Arcana check using your spellcasting consumed, to sew the eye in place. When you cast
modifier (if your spellcasting modifier isn't this spell, make a DC 30 spellcasting ability check,
intelligence). The DC is equal to the CR of the adding your proficiency. On a failure the spell fails
creature, to a maximum DC of 100. If successful, and the eye is destroyed. On a success, the eye is
you summon that creature from wherever it is and successfully implanted and you gain use of it. With
spawns within the archway. If the creature is bigger this eye, you gain the following benefits while it is
than the archway, the creature destroys the archway open:
when summoned. If you fail the DC, you take 50d6
radiant damage and are teleported to a random You are immune to the blinded condition.
plane of existence. You have a truesight range of 120 feet.
You have 2 special sights on top of all your other
sights: The Detect Magic spell is constantly
effecting you and has a range limit of 120 feet.
You immediately gain the knowledge of magic
items you look at within 120 feet as if the Identify
Transmute Sentience spell was casted on it.
10th level transmutation You notice traps, doors, and other phenomena
hidden by magic immediately.
Casting Time: 8 hours You can cast the Foresight spell once, resetting
Range: Touch on a long rest. You do not expend a spell slot
Components: V, S, M (An apple from Elysium, torch when casting in this way.
lit with fire from mount Celestia) You can cast the Scrying spell at will with the
Duration: Instantaneous change that material components are not
required.
You gain the ability to create sentience, effectively
creating a new race. Choose two objects of your Should you close your new eye, you lose these
creation (could be shaped from clay, carved from effects until you open them again. Opening and
wood, or even two bottles from your kitchen), and closing your eye requires no action, but must be
place them in front of you. After a complex ritual done on your turn. Additionally while your new eye
over the casting time, you embow these two beings is closed, no outline or closed lid is noticable and it
with life. These beings have mortal souls, can cannot be determined that you have a extra eye on
procreate, think, and must eat/drink/sleep to your forehead.
survive. The beings also have proficiency with one
language of yours. You can grant the creatures any
racial features you possess. The creatures have a
lifespan equal to that of yours. Additionally the
creatures and their descendants (That are at least
50% racially similar to the 2 creatures you made)
will naturally see divinity in you due to you being
their race's creator.
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Evoked Apocalypse
Monolithic Enchantment 12th level Evocation
12th level Enchantment
Casting Time: 1 week
Casting Time: 8 hours Range: Self (a radius equal top a number of miles
Range: 1-mile radius equal to your character level)
Components: V, S, M (An ivory obelisk, 100 feet tall, Components: V, S, M (An indestructible gemstone,
carved of a single piece, and engraved with found in the Elemental Plane of Earth, an axe
intricate runes, a gem of theoretically infinite gold forged in the elemental plane of fire, blood from a
piece value placed on top of the obelisk, 1 level) leviathan of the plane of water, plus the breath of
Duration: Instantaneous an elder air elemental in a bottle)
Duration: One round
You perform a ritual around the obelisk to cast the
spell. After this spell is casted, each creature within After an week long ritual which blesses the axe
the spells range of effect must make a wisdom using the leviathan blood and cools the gem with
saving throw. They cannot use abilities to autopass the air, you use the axe to strike the gemstone.
this saving throw. Should a single creature succeed Make a DC 30 Athletics check using your
this saving throw, this spell fails, and you are spellcasting modifier. On a fail, the axe glances off
rendered insane for 1d4 months as you take 12d12 the stone, and you take 12d12 radiant, 12d12 fire,
psychic damage. Should all creatures fail, this 12d12 lightning, 12d12 thunder, 12d12 untyped
obelisk becomes active. While active, all creatures damage to all creatures in a 50 foot radius from the
that spend 24 hours within range of the obelisk stone. The stone is rendered useless, the axe
must make a charisma saving throw (Autopass shatters, and the air and blood are consumed.
features can be used on this saving throw),
whereupon a fail they are charmed by the caster. On a successful check, the axe destroys the
This spell ignores immunity to the charmed unbreakable gem and a storm of all the chaos
condition. possible to conjure is created. A storm is
summoned in a radius around the caster. The storm
Charmed creatures become mentally linked to you is composed of a deep red swirling clouds, horse-
regardless of range and planar distance. These sized hails, explosive meteorites, lung-searing gases,
creatures follow your mental commands no matter deadly sustained bolts of lightning, ear shattering
the cost. Commands can even be vague, such as roars, mind-trembling particulates, razor sharp
"Go about your normal lives", or "Defend the City". shards, lights of the heavens, and darknesses of the
The caster additionally has the ability to, as an abyss. Each creature that starts its turn or enters the
action, deal up to 100d12 psychic damage to any area on its turn in the area or enters the area on its
number of these creatures under their control. The turn takes 100d12 Acid, 100d12 magical
creature can reattempt the saving throw for this bludgeoning, 100d12 cold, 100d12 fire, 100d12
spell once every 24 hours. On a success they are force, 100d12 lightning, 100d12 necrotic, 100d12
freed (assuming they do not remain long enough to magical piercing, 100d12 poison, 100d12 psychic,
be forced to make another save), but assume their 100d12 radiant, 100d12 magical slashing, and
actions were of their own doing and own choice 100d12 thunder damage. This damage also effects
unless convinced otherwise. objects and the land, and thus reduces it to naught
The charm can also be ended by the obelisk being by the end of the duration, leaving nothing but
destroyed. The obelisk can only be damaged by bedrock.
weapons specifically blessed/cursed by an archdevil
or deity. It has an AC of 30 and has an amount of HP
equal to the 10000.
Finally, should the caster die while this spell is
active, it continues. The people enchanted continue
under the commands that the caster left before they
died.
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.
Unbroken Necromancy
Illusory Existence 10th level Necromancy
12th level Illusion
Casting Time: 8 hours
Casting Time: 8 hours Range: Touch
Range: 1-mile radius Components: V, S, M (Wax and Wick, an urn worth
Components: V, S, M (A crystal lense worth 1000 5000gp, and 100 humanoid bodies, 5 levels)
gp, a single plain card, and the optical lobe of an Duration: Instantaneous
Elder Brain, 2 levels)
Duration: Instantaneous
You have achieved the ultimate goal of a
necromancer: mastery of death. Through a an 8 hour
You create a an entire false reality for every creature casting, you use a ceremonial dagger to drain some
within range. While casting the spell, you of your blood into a container of wax, which you
painstakingly turn the Elder Brain Optical Lobe into then form into a candle. You place the candle inside
an ink you use to decorate the card with magical the urn and attempt to light the candle. You light
runes. At the end, you put the card up to the crystal the candle by burning the corpses in a giant bonfire
lense. Make a DC 35 Arcana check using you with the urn at the center. Make a DC 30 Arcana
spellcasting ability modifier. On a fail, the card is check using your spellcasting modifier. On a failed
destroyed and you take 12d12 psychic damage, check, the candle begins to burn violently and will
wasting the optical lobe. melt in 1d4 minutes, after which your soul is
On a successful check the card fuses with lense, permanently destroyed. You can attempt to stop the
becoming a card that lets a person view into the melting of the candle with a DC 30 arcana check
false reality, and each creature other than the caster using your spellcasting modifier as an action while it
within range of the lense must make wisdom saving burns. After which, the candle is destroyed, however
throws in a way similar to the Death Saving system. your soul is left intact but fractured, as you take
On 3 successes, they succeed, on 3 failures, they 12d12 untyped damage.
fail. Each creature that fails the saving throws falls On a successful check, your soul is stored in the
into a permanent coma, and has their mind trapped candle, which burns with a white flame, and cannot
in the lense within a false reality designed by the be out out while inside the urn. If the flame is
caster. All inhabitants are given false memories and removed from the urn is blown out, the spell ends
are not aware of the spell cast on them. Once at the and all aging that would have occurred happens
end of every year spent in the lense, the inhabitants instantly.
can make an Insight check against your spell save
DC. On a success, they realize the illusion is fake, While this spell is in effect:
which allows them to to use an action to leave the Your creature type is undead.
illusion. They may first inform others of the illusion's You do not age.
fakeness if they choose, in which case they may You do not need to eat, sleep, drink, or breath.
make another insight check regardless of how long Your HP maximum is multiplied by 5.
since a year has passed. Things that affect your soul do not work unless
The physical bodies left behind from the spell are they target the flame.
alive in a comatose state. No amount of interaction Should you die, you come back to life 1d10 days
can wake them, however they do not age, and do later with a new body within 5 feet of the candle.
not require food or water. If the comatose body is
This spell can only be casted on you once.
killed, the souls trapped inside the lenee remain
unaware of such until they realize they are in a false
reality.
If the Card is destroyed, the spell ends and any
trapped souls are ejected from the false reality. This
can only be done with a weapon cursed/blessed by
an archdevil or deity.
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.