My Documents
Support GM Binder!
Malakai's Manual of Magic
\pagebreakNum
### # Contents ###
- #### [
4
Introduction
]() - #### [
4
Ace Joybringer
]() - #### [
4
Ermac "The Immortal" Mangakuri
](#ermac) - #### [
4
Obsidia
](#obsidia) - #### [
4
Cirio Cervantes III
](#cervantes) - #### [
4
Sy Gadsburg
](#sy) - #### [
4
Spell Lists
](#spell-list) - [
4
Bard
](#chapter-1-common-questions-display-page-number-on-last-page) - [
4
Cleric
](#chapter-1-common-questions-start-page-numbering-at-x) - [
4
Druid
](#chapter-1-common-questions-columnbreak-fix) - [
4
Paladin
](#chapter-1-common-questions-color-change) - [
4
Ranger
](#chapter-1-common-questions-hue-shifting) - [
5
Sorcerer
](#chapter-1-common-questions-variables) - [
5
Warlock
](#chapter-1-common-questions-fancy-table-of-contents) - [
5
Wizard
](#chapter-1-common-questions-multi-page-styling) - #### [
4
Spell Descriptions
](#spell-list) - [
4
Abjure Object
](#chapter-1-common-questions-display-page-number-on-last-page) - [
4
Beguiling Runes
](#chapter-1-common-questions-start-page-numbering-at-x) - [
4
Camouflage
](#chapter-1-common-questions-columnbreak-fix) - [
4
Cirio's Safeguard
](#chapter-1-common-questions-color-change) - [
4
Deconstruct
](#chapter-1-common-questions-hue-shifting) - [
5
Desert Burial
](#chapter-1-common-questions-variables) - [
5
Elasticate
](#chapter-1-common-questions-fancy-table-of-contents) - [
5
Enervating Mark
](#chapter-1-common-questions-multi-page-styling) - [
4
Flash Freeze
](#chapter-1-common-questions-display-page-number-on-last-page) - [
4
Inner Fire
](#chapter-1-common-questions-start-page-numbering-at-x) - [
4
Label
](#chapter-1-common-questions-columnbreak-fix) - [
4
Magic Muzzle
](#chapter-1-common-questions-color-change) - [
4
Magnetic Anchor
](#chapter-1-common-questions-hue-shifting) - [
5
Mind Swap
](#chapter-1-common-questions-variables) - [
5
Natural Cycle
](#chapter-1-common-questions-fancy-table-of-contents) - [
5
Rewind
](#chapter-1-common-questions-multi-page-styling) - [
4
Striking Sand
](#chapter-1-common-questions-columnbreak-fix) - [
4
Switch Link
](#chapter-1-common-questions-color-change) - [
4
Vitalize
](#chapter-1-common-questions-hue-shifting) - [
5
Winds of Doom
](#chapter-1-common-questions-variables) \columnbreak
## Credits **Written** by *[messy6](https://reddit.com/user/messy6)*. ___ **Special Thanks** to *[The Discord of Many Things](https://discordapp.com/invite/0dPVgggGtnyRhIcB)* **Art In Order of Appearance:** *[Element Crest - Earth](https://www.deviantart.com/osric90/art/Element-Crest-Earth-198931706)* by Osric90
*[Assasin Concept](https://www.deviantart.com/jasontn/art/Assasin-Concept-551194502)* by JasonTN
*[Goliath Barbarian](https://www.deviantart.com/devtexture/art/Goliath-Barbarian-Commission-719936424)* by Devtexture
*[Dragonborn](http://portfolio.joysutton.com/artworks/)* by Joy Sutton
*[Elven Scholar](https://www.deviantart.com/shaharkem/art/Elven-Scholar-573069907)* by Shaharkem
*[Sorseress](https://www.artstation.com/artwork/gq1Ae)* by Max Yenin
\pagebreakNum ## Introduction Welcome, my wonderful readers, to the very first edition of my Manual of Magic. I am Malakai, a humble bard from the realm of Orari. It is my dream that we might one day live in a world where knowledge is free to all who ask for it. To this end, I have studied the greatest mystery of our time: the unfathomable cosmic power we know as magic. I have travelled far and wide in search of answers, interviewing world-renowned spellcasters and convincing them to pass on their magical secrets. In this manual I shall share with you the knowledge I have gleaned in the hope that I can progress our collective understanding of magic and all of its mystery. Be warned, as these pages contain knowledge that is forbidden by those who wish to oppress our intellectual freedoms. Whatsmore, the spells and incantations within this manual have only ever been mastered by one individual. Attempt to harness their power at your own peril. ## Ace Joybringer Ace is a man who needs no introduction. His visage alone is as memorable as they come. One of the four champions of Gran'Vult, Ace’s magic was instrumental in defeating the dreaded time giants that invaded the world almost 20 years ago. I first met Ace at his pet store in East Elwick. A strange profession for a retired archbard, I thought, but what better way to continue bringing joy to the lives of the people around him. After some introductory conversation, Ace allowed me the pleasure of meeting his pegasus companion Lady, and I was soon taken on the most exhilarating horse ride of my life. The interview was conducted at an altitude of 300 feet. ####
**Q:** *You are renown for your skills as a healer and enchanter, but what are your thoughts on the more destructive forms of magic?*
**A:** *To create is to destroy. They are two sides of the same coin. To create heat is to destroy cold, to heal flesh is to wipe out wounds, and so on. Once I understood this, I learned to harness the magic of creation in reverse.*
#### Deconstruct *2st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous - Transparent blue beams are launched from your eyes - towards a target you can see within range. The target can be - any large or smaller non-magical object that is not being - worn or carried. The blue beam envelops the target and it is - separated into its individual components. For example, a - door might become several planks of wood, a door knob and a - handful of bolts and hinges. If the target has only one - component, such as a block of solid ice, it is instead - separated into a number of tiny-sized pieces as determined by - its size. An object that has been affected by this spell can be - reconstructed with a second casting of the spell, provided - that all of its components are within the spell’s range and no - more than a day has passed. Otherwise, the effect is - permanent. \columnbreak
**Q:** *Tell me more about your pegasus. How did you come to tame it?*
**A:** *I did not tame Lady, for she is a sentient being like you or I. She saved me from a rather vicious pack of wyverns, and we have since bonded greatly over our shared ideals. With my skills and Lady’s speed, we are unmatched in aerial combat.*
#### Magnetic Anchor *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a steel ring) - **Duration:** Instantaneous - You conjure a crystalline, magical anchor at an unoccupied - space within range that emits an immense magnetic pull. - All creatures within 20 feet of the anchor must succeed on a - strength saving throw or be magically pulled to within 5 feet - of it or the closest unoccupied space. A creature has - advantage on the save if their size is huge or larger. - The anchor then explodes, and each creature within 5 feet of - the anchor must make a dexterity saving throw, taking 3d12 - force damage on a failed save or half as much on a success. - ***At Higher Levels.*** When you cast this spell using a spell slot - of 5th level or higher, the area of both effects increases by 5 - feet for each slot level above 4th. -
\pagebreakNum
**Q:** *It’s likely that we would all be dead if it weren’t for the deeds of you and your companions. What was it that kept you going despite all odds?*
**A:** *It was love. Love for my friends and love for this world. Despite the infinite magical power of the time giants, it was love that triumphed in the end, as it always does.*
#### Beguiling Runes *3rd-level enchantment (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (10 gp worth of jade dust, which the - spell consumes) - **Duration:** Special - You inscribe a series of glowing green runes on a small or - smaller object. The runes remain on the object until they are - activated. Any creature other than you that willingly touches - the object activates the runes and must succeed on a wisdom - saving throw or be charmed by the object for 24 hours. While - charmed this way, the creature treats the object as its most - valued possession and fights furiously to keep the object by - its side. -
**Q:** *Would you say your various journeys have taught you a good deal about the nature of magic?*
**A:** *All I know is that magic does not make me special. I am but one blade of grass in a verdant field of spellcasters. I have spent my time fighting magic rather than trying to understand it, for far too often it is used for evil.*
#### Magic Muzzle *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** S, M (a musical instrument) - **Duration:** Concentration, up to 1 minute - You play a single note on an instrument and cause a - humanoid target within range to make a wisdom saving - throw. On a failed save, an invisible, magical muzzle becomes - attached to the target for the duration. Each time the target - attempts to speak, it is instead forced to speak different - words of your choosing. The speech you choose must be in - a language you know and can be no more than a sentence. - This effect causes spells with verbal components to fail and - verbal commands to be manipulated. The target can repeat - the saving throw at the end of each of its turns, ending the - effect on a success. \columnbreak > #### Conclusion > **Ace has given me many insights into the nature of magic. It seems that it is more fluid than I originally understood it to be. According to Ace, there is a duality that exists in all forms of magic, and its application is entirely defined by the one who wields it. Whatsmore, magical beings such as Lady appear to be instinctively attracted to beings who align with their magical preferences. Could this be the reason the time giants came to our world so many years ago? An interesting theory, no doubt, but many mysteries still remain.** ## Ermac "The Immortal" Mangakuri I’m sure many of my readers have heard the tales of Ermac the Immortal. He is the the last surviving member of the Mangakuri clan and is said to be unkillable, in no small part due to his connection with the divine. Ermac managed to live through all manner of death sentences, including the genocide of his people, an encounter with a dragon at sea, and even petrification. He was loath to meet me at first, apparently he’s had some bad experiences with bards in the past. Still, my wit and charm won the grizzled old cleric over and I was permitted to interview him at his hunting lodge in Whitewind. Ermac insisted on speaking in giant tongue and tightly held his battleworn maul throughout the entire interview.
**Q:** *I have to hear it straight from the source, how in Ixolon’s name did you survive the yuan-ti's purge of your clan?*
**A:** *My brothers and sisters would have defeated those ugly snakes if they hadn’t cheated. They use the most dishonorable weapon of all: magic! I found myself surrounded by the corpses of my fallen comrades, and my immortal fury was unleashed.*
#### Winds of Doom *6th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (100-foot line) - **Components:** V, S - **Duration:** Instantaneous - You wave your arm, causing a gale of necromantic energy - 100 feet long and 15-feet wide to rush out of you. Each - creature in the line must make a constitution saving throw. - A creature takes 10d6 necrotic damage on a failed save, or - half as much on a successful one. Any creature inside the line - that is dead or unconscious as a result of being reduced to - zero hit points is evaporated and absorbed by the wind. The - spell deals an additional 1d6 necrotic damage for each small - or larger creature absorbed this way, to a maximum of 20d6. - This spell has no effect on undead or constructs. \pagebreakNum
**Q:** *You say that magic is a dishonorable weapon, but you are a magic user yourself, are you not?*
**A:** *No! It is the gods that cast these spells, constantly meddling in my affairs. That is why I reject the gods just as I reject magic. If the gods had a face I would bury Willow into it. Maybe then they would leave me alone. I am a simple man, I just want the thrill of the hunt and to feel the wind on my back and the snow on my feet.*
#### Flash Freeze *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a tiny sphere of copper) - **Duration:** Instantaneous - Cold air jets from a point you choose within range, causing - the temperature to instantly plummet. Each creature in a - 20-foot radius must make a dexterity saving throw. On a - failed save, a target takes 3d10 cold damage and is restrained - until the end of its next turn. On a success, a target takes half - as much damage and isn’t restrained. Liquids and objects - inside the area that aren’t being worn or carried are frozen - solid and become conjoined by frost if they are within 3 - inches of one another. All sources of heat in the area are - extinguished, including magical ones. \columnbreak
**Q:** *Bonecrusher is the name you’ve given to your axe, correct? How long have you been using that weapon?*
**A:** *Since I was strong enough to swing it. Willow is a lifelong friend, and she too is cursed by the gods.*
#### Switch Link *2nd-level conjuration (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (10 gp worth of yellow ochre, which - the spell consumes) - **Duration:** 8 hours - You paint a magical yellow streak across a small or smaller - object. For the duration, if are within 30 feet of the object, you - can use your action to cause both you and the object to - teleport, swapping places with one another. Once you take - this action, the streak disappears and the spell ends. \pagebreakNum
**Q:** *These gods you speak of, do you think they might have a greater purpose for you than simply hunting monsters for sport?*
**A:** *I am old, very old. Whatever purpose I was meant for has already been fulfilled. To die in glorious combat is my only purpose now, like my kin did long ago.*
#### Inner Fire *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S - **Duration:** concentration, up to 1 minute - You brand yourself with a sigil that fills you fiery resolve. - For the duration, your weapon attacks deal an extra 1d4 fire - damage on a hit and whenever you deal fire damage with this - spell, you gain the same amount of temporary hit points. The - sigil sheds bright light in a 5-foot radius and dim light for an - additional 10 feet. When the spell ends, you lose any - remaining temporary hit points from this spell.
> #### Conclusion > **It’s hard to believe that the real Ermac Mangakuri could be more fascinating than the legend. He’s managed to become one the greatest spellcasters in history against his own free will. He blames the gods, but I find myself questioning if he is truly a cleric as the stories say. In my experience, gods do not offer their power without worship. The most likely explanation is that he was born from sorcerous blood that lay dormant until the traumatic experience of his kins’ demise, and his hatred of magic has prevented Ermac from learning his true nature. Still, how is it possible that he has become so powerful without any knowledge, practice, motive or intent? I believe Ermac may represent living proof that magic has a will of its own.**
## Obsidia I must admit, my fear of Obsidia had almost kept me from interviewing her. As the matriarch of the Neodraxym, Obsidia is renown for not only her druidic abilities, but also her savagery. Suffice to say that she is what we bards like to call “a villain”. Though she could have easily aparated me to her fortress, I was made to journey across the vast and perilous sandsea as some kind of cruel test. When I first laid eyes upon Obsidia, she was sitting on a throne made of dragon bone and smirking at me in a very unsettling fashion. She congratulated me on making it across the desert and I began the interview. \columnbreak
**Q:** *An infamous conqueror such as yourself could make anywhere their home, so why this horrible desert?*
**A:** *My power is at its greatest here, for the desert and I are one. It gives me strength as it saps the strength of my enemies. As my empire grows, so too does the desert, burying this world in its sand.*
#### Desert Burial *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a tiny coffin) - **Duration:** concentration, up to 1 minute - You create a swirling vortex of sand underneath a large or - smaller creature within range. The target must succeed on a - strength saving throw or be buried beneath the sand for the - duration. While buried, the target is blinded, restrained and - has total cover against attacks and other effects outside of the - sand. The target may repeat the saving throw at the end of - each of it's turns, ending the effect on a success.
**Q:** *But what about your armies? The things I have seen in the dunes, surely this place is a logistical nightmare.*
**A:** *Adversity builds strength. Weaklings are not worthy of my time. Only the strong may call themselves Neodraxym.*
#### Striking Sand *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (a tiny bottle of white sand) - **Duration:** Instantaneous - Your arm momentarily transforms into a sand-like snake that - rushes out to strike and unbalance one creature within range. - Make a melee spell attack against the target. On a hit, the - target takes 2d10 bludgeoning damage and must succeed on - a strength saving throw or be knocked prone.
**Q:** *I made it through your desert in one piece. Would you say I’m a suitable candidate for the Neodraxym?*
**A:** *Perhaps. If you fail in your quest of curiosity and your dreams lie shattered at your feet, return to me and your life will be born anew.*
\pagebreakNum #### Natural Cycle *1st-level necromancy (ritual)* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, S, M (a bag of compost) - **Duration:** Instantaneous - You cause a plant to sprout out of a dead creature you touch. - The plant rapidly grows to cover the creature’s corpse, - making it indistinguishable from a normal shrub, bush or - tree, depending on the creature’s size. If a creature uses their - action to examine the plant it can determine that it is a - corpse with a successful Intelligence (Investigation) check - against your spell save DC.
**Q:** *You’ve clearly mastered your own particular brand of magic. In your opinion, what is magic?*
**A:** *Magic is everything. The ground you walk on, the flesh on your body, the very air you breathe. What you call mundane is merely magic that you’ve grown accustomed to. So to ask me what is magic is to ask an unknowable question, for no one could ever know everything, not even I.*
#### Abjure Object *abjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, S, M (a blue marble) - **Duration:** 1 hour - You coat a medium or smaller non-magical object in glowing - blue energy. For the duration, the object is considered - magical for the purposes of spells that affect non-magical - objects. If the object is already affected by a spell that would - have no effect on magical objects, the effect is removed - instead.
> #### Conclusion > **It wasn’t long before Obsidia grew weary of my questions and banished me back into the sandsea. I’m still alive, at least. Interestingly, Obsidia treats the landscape in which she lives as an extension of herself. Not uncommon for a druid, but what is strange is her supposed ability to expand the landscape. It’s almost like a magical muscle that gets larger when she makes use of it. If it is truly possible for the power of magic to connect the living and the land, perhaps that is how this world and others were created. I believe that is what Obsidia meant when she said “magic is everything”. She was hinting at the theory that magic created the universe, and thus all things within the cosmos are merely conjurations. A mind-boggling thought, and yet one that has solid evidence behind it.**
\pagebreakNum ## Cirio Cervantes The next legend on my list is a famed writer like myself. Being the world's leading expert on monster zoology, you may know Cirio Cervantes from one or more of his many monster manuals. This high elf wizard is wildly rich and spends most of his fortune capturing monsters for his fabled Magical Menagerie. If you have not visited it before, I highly recommend it. Though I would have prefered to conduct the interview in the safety of Cirio’s villa, I was forced to travel into the middle of a rather dangerous jungle where Cirio was searching for the ever-elusive Hazar. The interview took place at the wizard’s campsite, his eyes constantly peering through all manner of magical probes and familiars.
**Q:** *What can you tell me about creatures such as the Hazar that are born with innate magical properties?*
**A:** *The beings you refer to are quite undeservedly called “monstrosities”. They are different from other types of creatures in that, rather than gain their magic through training or some higher being, they have simply evolved over eons to have magic as part of their natural abilities. It’s quite fascinating, really.*
#### Vitalize *necromancy cantrip* ___ - **Casting Time:** 1 minute - **Range:** touch - **Components:** V, S, M (a small knife) - **Duration:** 8 hour - You perform a series of stabs at a medium or smaller object, - covering it in red stains. For the duration, it is considered a - creature for the purposes of spells and other effects that - detect creatures. You choose the creature type that the object - registers as.
**Q:** *When did your strange passion for monstrosities first begin?*
**A:** *I would hardly call it strange, but I suppose it began when I was in wizard school. Against the judgement of my peers, I spent most of my free time in the monster laboratory and even decided to foster an orphaned owlbear. Her name was Helga, and she was the only true friend I had in school to be quite honest.*
#### Cirio's Safeguard *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a tiny glass cylinder) - **Duration:** concentration, up to 1 minute - A 5-foot diameter sphere of protective energy appears in an - unoccupied space you can see within range and lasts for the - duration. As a bonus action, you can move the sphere up to - 30 feet. The sphere hovers over pits and can move through - creatures and objects. It can occupy the same space as you - and creatures friendly to you. All other creatures treat the - sphere as impassable terrain. A creature in the same space - as the sphere has advantage on all saving throws and - resistance to all damage types. \columnbreak
**Q:** *In your books, you discuss a type of magical organ inherent in all monsters called a fundamentum. How do these organs work, exactly?*
**A:** *Good question! The fundamentum is unique to every species of monster and has a wide variety of shapes, sizes and purposes. The displacer beast, for example, uses its fundamentum to create an illusionary aura of displacement. It looks similar to a spinal cord, and when contracted releases the magical energy required to perform this incredible feat. Truly marvelous.*
#### Camouflage *1st-level illusion (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a metallic purple quill) - **Duration:** 1 hour - You draw magical purple circles around the surface of a small - or smaller object. For the duration, the object is invisible so - long as it remains motionless. If the object moves, this spell’s - effect temporarily ceases to function until the object stops - moving.
**Q:** *Do you have a theory thus far on the nature of the Hazar’s fundamentum and what it might be used for?*
**A:** *My current theory is that the Hazar has some kind of sensory fundamentum, perhaps located under the eye or nostril. My research has shown that the Hazar can sense a creatures emotions and feeds on creatures filled with despair. However, the Hazar is incredibly stealthy, almost magically so. It could well have a second fundamentum inherent in its body, which would be a huge breakthrough in my work.*
\pagebreakNum #### Rewind *9th-level transmutation(ritual)* ___ - **Casting Time:** one reaction, which you take after completing - a long rest. - **Range:** 1 mile - **Components:** V, S, M (a ruby hourglass filled with diamond - dust worth at least 24,000 gp) - **Duration:** 24 hour - You capture the current state of reality within 1 mile of you - and place it inside the hourglass used as the material - component for this spell. At any time before the spell ends, - you can use your action to destroy the hourglass and undo - reality. All creatures and objects inside the spell’s area are - reverted back to the state they were in when you cast the - spell, including memories. When you take this action, you - may choose up to 6 creatures you can see (including yourself) - to retain their memories after the reversion. The hourglass - remains destroyed even after reality has been reset. You must - use a new hourglass each time you cast this spell. If the - hourglass is destroyed outside of the spell’s area, it has no - effect and the spell ends.
> #### Conclusion > **We never found the Hazar, but I learnt a great many things from Mr. Cervantes. I have always thought of magic as a supernatural force, and yet Cirio’s research decisively proves that magic comes as naturally to some creatures as milk from a cow’s udder. The conclusion must be that magic is not at all supernatural, but rather a part of the natural world. If that is the case, what’s to say that humanoids do not also have fundamentums in the form of our brains? Spellcasters conjure magic through willpower, intellect and understanding, which are all faculties of the mind. I think I am finally beginning to piece together this unfathomable puzzle.**
## Sy Gadsburg If you are wondering who this next legend is, you may know her from her more commonly used title: The Lady of Havoc. Sy is a warlock of Mzzapzzawzza and rose to prominence during the great war of Dane several years ago. She currently travels the world converting people to the path set by her patron, one of chaos and excess. I met with Sy at the shrine of Mzz in Furia, where her followers have been growing in rapidity. The two of us sat inside a chamber of ice surrounded by frozen meat as I conducted the interview. Apparently it is customary to teach newcomers to “be comfortable with the uncomfortable”.
**Q:** *How did you come to be known as The Lady of Havoc?*
**A:** *The covenant of man were a vile enemy, and they had many preconceived notions about a woman’s role in their so called “lawful society”. So of course it was a surprise to the covenant when I rode into battle and created pandemonium amongst their ranks. I’m normally not one for labels, but I think this one suits me rather well.*
\columnbreak #### Label *Divination Cantrip* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a white shirt button) - **Duration:** 1 hour - You conjure an ethereal white button on the surface of an - object you touch. Until the spell ends, any creature may use - their action to press the button and learn the object’s age, its - name (if any) and the name of its last owner (if any). If you - cast this spell again on the same object, you can move the - button to a different part of the object’s surface or dismiss the - spell.
**Q:** *Have you always had a strong connection with Mzzapzzawzza?*
**A:** *The opposite, actually. The great reveler did not come to me until I was already an adult. I was chosen because I lived such a remarkably ordered lifestyle. I was strict, disciplined and lacked a single chaotic vein in my body. Mzz changed my destiny, and I have spread the seeds of disorder in his name.*
#### Mind Swap *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a white shirt button) - **Duration:** concentration, up to 1 minute - You attempt to transpose the consciousness of two different - creatures you can see within range that are within 30 feet of - one another. An unwilling creature must succeed on a - charisma saving throw to resist the effect. If either target - succeeds on their save, the spell has no effect. Otherwise, - each target’s mind is transferred into the body of the other. A - target takes on the statistics of their new form, but retains - their knowledge and memories, including mental ability - scores, class features and proficiencies. An affected target - cannot perform any action that would be physically - impossible in their new form, and may repeat the saving - throw at the end of each of their turns, ending the effect on a - success. If you concentrate on this spell for its full duration, - the effect lasts until dispelled.
**Q:** *Mzz gave you the power to destroy the covenant. Now that they are gone, has your magic begun to wane?*
**A:** *You misunderstand. My mission was not to obliterate the covenant, but to fight the hand of law whenever it tightens its grip. Another faction like the covenant will rise again in time, and my patron and I will be here to meet it.*
\pagebreakNum
**Q:** *You say that magic is a dishonorable weapon, but you are a magic user yourself, are you not?*
**A:** *No! It is the gods that cast these spells, constantly meddling in my affairs. That is why I reject the gods just as I reject magic. If the gods had a face I would bury Willow into it. Maybe then they would leave me alone. I am a simple man, I just want the thrill of the hunt and to feel the wind on my back and the snow on my feet.*
#### Enervating Mark *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S - **Duration:** concentration, up to 1 minute - A fiery hand appears next to a creature you can see within - range and brands them. For the duration, the target cannot - gain hit points or temporary hit points, and cannot recharge - actions. - ***At Higher Levels.*** When you cast this spell using a spell slot - of 3rd level or higher, you can target one additional creature - for each slot level above 2nd. \columnbreak
**Q:** *If you seek to forge a civilization free of law and order, why not start your own?*
**A:** *I am speaking on a cosmic scale here. If one reality falls into absolute alignment, others will follow, and soon the entire cosmos will be thrown into unbalance. I am the harbinger of Mzz’s will in this world, and I have a duty to keep order at arm’s length.*
#### Elasticate *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a tiny doll made of rubber) - **Duration:** 1 minute. - Choose a willing creature you can see within range. For the - duration, the target has immunity to bludgeoning damage - and their reach increases by 15 feet. \pagebreakNum > #### Closing Thoughts > **Sitting in that ice chamber, I did feel a strange sense of comfort. Going against what I ought to be feeling proved to be quite an interesting experience. Sy talked to me of a cosmic balance and how it plays a pivotal role in one’s magical potential. We have the power to use magic for law, chaos, good or evil, but it seems if we push to hard towards one axis, magic itself will intervene. During the great war, I believe this manifested in the form of Mzzapzzawzza, a previously unknown being before the rise of Sy Gadsburg. Now that the Lady of Havoc and her patron are spreading chaos across the world, will magic intervene again? I must wait and see what the future will hold.** >
>
>**The ideas brought forward by both Ermac Mangakuri and Sy Gadsburg suggest that magic is itself a kind of sentient being with its own plans and desires. Its will is unknown, but it seems to want to maintain balance, at least on a cosmic scale. Whatsmore, the dreaded Obsidia and my good friend Cirio Cervantes both agree that magic is a natural force, one that is inherent in all things. Finally, Ace Joybringer would have me believe that the spellcasters of the world and others are what shapes the nature of magic. Therefore, my conclusion is this:** >
>
>**The true god is magic, and magic represents the collective consciousness of all things. This hivemind was once whole, and set about creating reality and everything within it by putting part of itself into everything it created. Thus, in a truly paradoxical manner, we are magic and magic is us.** >
>
>**I will hold to this theory until I have collected more knowledge. For the next edition of my Manual of Magic, I shall travel to distant worlds beyond my own in search of more arcane knowledge to unearth. Wish me luck, as I shall surely need it. By reading this manual you have furthered my ambitions, and so I thank you with all my heart.** ## Spell Lists ### Bard Spells ##### Cantrips - Abjure Object - Label ##### 1st level - Magic Muzzle - Camouflage ##### 2nd level - Deconstruct - Switch Link ##### 3rd level - Beguiling Runes - Elasticate
##### 4th level - Magnetic Anchor - Cirio's Safeguard ##### 5th level - Mind Swap ##### 9th level - Rewind ### Cleric Spells ##### Cantrips - Vitalize ##### 2nd level - Switch Link - Enervating Mark ##### 6th level - Winds of Doom ### Druid Spells ##### Cantrips - Vitalize ##### 1st level - Camouflage - Striking Sand - Natural Cycle ##### 3rd level - Flash Freeze - Desert Burial ##### 6th level - Winds of Doom ### Paladin Spells ##### 2nd level - Switch Link - Inner Fire - Enervating Mark ### Ranger Spells ##### 1st level - Striking Sand ##### 2nd level - Switch Link - Enervating Mark \pagebreakNum ### Sorcerer Spells ##### Cantrips - Abjure Object - Label - Vitalize ##### 1st level - Magic Muzzle - Striking Sand ##### 2nd level - Deconstruct - Inner Fire - Enervating Mark ##### 3rd level - Elasticate - Flash Freeze ##### 4th level - Magnetic Anchor ##### 5th level - Mind Swap ##### 6th level - Winds of Doom ##### 9th level - Rewind ### Warlock Spells ##### 1st level - Striking Sand ##### 2nd level - Switch Link - Inner Fire - Enervating Mark ##### 3rd level - Flash Freeze ##### 4th level - Magnetic Anchor ##### 5th level - Mind Swap ##### 6th level - Winds of Doom ### Wizard Spells ##### Cantrips - Abjure Object - Label - Vitalize ##### 1st level - Magic Muzzle - Camouflage ##### 2nd level - Deconstruct - Switch Link ##### 3rd level - Beguiling Runes - Elasticate - Flash Freeze ##### 4th level - Magnetic Anchor - Cirio's Safeguard ##### 5th level - Mind Swap ##### 6th level - Winds of Doom ##### 9th level - Rewind - ## Spell Descriptions #### Abjure Object *abjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, S, M (a blue marble) - **Duration:** 1 hour - You coat a medium or smaller non-magical object in glowing - blue energy. For the duration, the object is considered - magical for the purposes of spells that affect non-magical - objects. If the object is already affected by a spell that would - have no effect on magical objects, the effect is removed - instead. - #### Beguiling Runes *3rd-level enchantment (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (10 gp worth of jade dust, which the - spell consumes) - **Duration:** Special - You inscribe a series of glowing green runes on a small or - smaller object. The runes remain on the object until they are - activated. Any creature other than you that willingly touches - the object activates the runes and must succeed on a wisdom - saving throw or be charmed by the object for 24 hours. While - charmed this way, the creature treats the object as its most - valued possession and fights furiously to keep the object by - its side. - #### Camouflage *1st-level illusion (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a metallic purple quill) - **Duration:** 1 hour - You draw magical purple circles around the surface of a small - or smaller object. For the duration, the object is invisible so - long as it remains motionless. If the object moves, this spell’s - effect temporarily ceases to function until the object stops - moving. - \pagebreakNum #### Cirio's Safeguard *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a tiny glass cylinder) - **Duration:** concentration, up to 1 minute - A 5-foot diameter sphere of protective energy appears in an - unoccupied space you can see within range and lasts for the - duration. As a bonus action, you can move the sphere up to - 30 feet. The sphere hovers over pits and can move through - creatures and objects. It can occupy the same space as you - and creatures friendly to you. All other creatures treat the - sphere as impassable terrain. A creature in the same space - as the sphere has advantage on all saving throws and - resistance to all damage types. #### Deconstruct *2st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous - Transparent blue beams are launched from your eyes - towards a target you can see within range. The target can be - any large or smaller non-magical object that is not being - worn or carried. The blue beam envelops the target and it is - separated into its individual components. For example, a - door might become several planks of wood, a door knob and a - handful of bolts and hinges. If the target has only one - component, such as a block of solid ice, it is instead - separated into a number of tiny-sized pieces as determined by - its size. An object that has been affected by this spell can be - reconstructed with a second casting of the spell, provided - that all of its components are within the spell’s range and no - more than a day has passed. Otherwise, the effect is - permanent. #### Desert Burial *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a tiny coffin) - **Duration:** concentration, up to 1 minute - You create a swirling vortex of sand underneath a large or - smaller creature within range. The target must succeed on a - strength saving throw or be buried beneath the sand for the - duration. While buried, the target is blinded, restrained and - has total cover against attacks and other effects outside of the - sand. The target may repeat the saving throw at the end of - each of it's turns, ending the effect on a success. - #### Elasticate *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a tiny doll made of rubber) - **Duration:** 1 minute. - Choose a willing creature you can see within range. For the - duration, the target has immunity to bludgeoning damage - and their reach increases by 15 feet. - #### Enervating Mark *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S - **Duration:** concentration, up to 1 minute - A fiery hand appears next to a creature you can see within - range and brands them. For the duration, the target cannot - gain hit points or temporary hit points, and cannot recharge - actions. - ***At Higher Levels.*** When you cast this spell using a spell slot - of 3rd level or higher, you can target one additional creature - for each slot level above 2nd. - #### Flash Freeze *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a tiny sphere of copper) - **Duration:** Instantaneous - Cold air jets from a point you choose within range, causing - the temperature to instantly plummet. Each creature in a - 20-foot radius must make a dexterity saving throw. On a - failed save, a target takes 3d10 cold damage and is restrained - until the end of its next turn. On a success, a target takes half - as much damage and isn’t restrained. Liquids and objects - inside the area that aren’t being worn or carried are frozen - solid and become conjoined by frost if they are within 3 - inches of one another. All sources of heat in the area are - extinguished, including magical ones. #### Inner Fire *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S - **Duration:** concentration, up to 1 minute - You brand yourself with a sigil that fills you fiery resolve. - For the duration, your weapon attacks deal an extra 1d4 fire - damage on a hit and whenever you deal fire damage with this - spell, you gain the same amount of temporary hit points. The - sigil sheds bright light in a 5-foot radius and dim light for an - additional 10 feet. When the spell ends, you lose any - remaining temporary hit points from this spell. #### Label *Divination Cantrip* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a white shirt button) - **Duration:** 1 hour - You conjure an ethereal white button on the surface of an - object you touch. Until the spell ends, any creature may use - their action to press the button and learn the object’s age, its - name (if any) and the name of its last owner (if any). If you - cast this spell again on the same object, you can move the - button to a different part of the object’s surface or dismiss the - spell. \pagebreakNum #### Magic Muzzle *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** S, M (a musical instrument) - **Duration:** Concentration, up to 1 minute - You play a single note on an instrument and cause a - humanoid target within range to make a wisdom saving - throw. On a failed save, an invisible, magical muzzle becomes - attached to the target for the duration. Each time the target - attempts to speak, it is instead forced to speak different - words of your choosing. The speech you choose must be in - a language you know and can be no more than a sentence. - This effect causes spells with verbal components to fail and - verbal commands to be manipulated. The target can repeat - the saving throw at the end of each of its turns, ending the - effect on a success. - #### Magnetic Anchor *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a steel ring) - **Duration:** Instantaneous - You conjure a crystalline, magical anchor at an unoccupied - space within range that emits an immense magnetic pull. - All creatures within 20 feet of the anchor must succeed on a - strength saving throw or be magically pulled to within 5 feet - of it or the closest unoccupied space. A creature has - advantage on the save if their size is huge or larger. - The anchor then explodes, and each creature within 5 feet of - the anchor must make a dexterity saving throw, taking 3d12 - force damage on a failed save or half as much on a success. - ***At Higher Levels.*** When you cast this spell using a spell slot - of 5th level or higher, the area of both effects increases by 5 - feet for each slot level above 4th. #### Mind Swap *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a white shirt button) - **Duration:** concentration, up to 1 minute - You attempt to transpose the consciousness of two different - creatures you can see within range that are within 30 feet of - one another. An unwilling creature must succeed on a - charisma saving throw to resist the effect. If either target - succeeds on their save, the spell has no effect. Otherwise, - each target’s mind is transferred into the body of the other. A - target takes on the statistics of their new form, but retains - their knowledge and memories, including mental ability - scores, class features and proficiencies. An affected target - cannot perform any action that would be physically - impossible in their new form, and may repeat the saving - throw at the end of each of their turns, ending the effect on a - success. If you concentrate on this spell for its full duration, - the effect lasts until dispelled. - #### Natural Cycle *1st-level necromancy (ritual)* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, S, M (a bag of compost) - **Duration:** Instantaneous - You cause a plant to sprout out of a dead creature you touch. - The plant rapidly grows to cover the creature’s corpse, - making it indistinguishable from a normal shrub, bush or - tree, depending on the creature’s size. If a creature uses their - action to examine the plant it can determine that it is a - corpse with a successful Intelligence (Investigation) check - against your spell save DC. #### Rewind *9th-level transmutation(ritual)* ___ - **Casting Time:** one reaction, which you take after completing - a long rest. - **Range:** 1 mile - **Components:** V, S, M (a ruby hourglass filled with diamond - dust worth at least 24,000 gp) - **Duration:** 24 hour - You capture the current state of reality within 1 mile of you - and place it inside the hourglass used as the material - component for this spell. At any time before the spell ends, - you can use your action to destroy the hourglass and undo - reality. All creatures and objects inside the spell’s area are - reverted back to the state they were in when you cast the - spell, including memories. When you take this action, you - may choose up to 6 creatures you can see (including yourself) - to retain their memories after the reversion. The hourglass - remains destroyed even after reality has been reset. You must - use a new hourglass each time you cast this spell. If the - hourglass is destroyed outside of the spell’s area, it has no - effect and the spell ends. #### Striking Sand *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (a tiny bottle of white sand) - **Duration:** Instantaneous - Your arm momentarily transforms into a sand-like snake that - rushes out to strike and unbalance one creature within range. - Make a melee spell attack against the target. On a hit, the - target takes 2d10 bludgeoning damage and must succeed on - a strength saving throw or be knocked prone. #### Switch Link *2nd-level conjuration (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (10 gp worth of yellow ochre, which - the spell consumes) - **Duration:** 8 hours - You paint a magical yellow streak across a small or smaller - object. For the duration, if are within 30 feet of the object, you - can use your action to cause both you and the object to - teleport, swapping places with one another. Once you take - this action, the streak disappears and the spell ends. #### Vitalize *necromancy cantrip* ___ - **Casting Time:** 1 minute - **Range:** touch - **Components:** V, S, M (a small knife) - **Duration:** 8 hour - You perform a series of stabs at a medium or smaller object, - covering it in red stains. For the duration, it is considered a - creature for the purposes of spells and other effects that - detect creatures. You choose the creature type that the object - registers as. \pagebreak #### Winds of Doom *6th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (100-foot line) - **Components:** V, S - **Duration:** Instantaneous - You wave your arm, causing a gale of necromantic energy - 100 feet long and 15-feet wide to rush out of you. Each - creature in the line must make a constitution saving throw. - A creature takes 10d6 necrotic damage on a failed save, or - half as much on a successful one. Any creature inside the line - that is dead or unconscious as a result of being reduced to - zero hit points is evaporated and absorbed by the wind. The - spell deals an additional 1d6 necrotic damage for each small - or larger creature absorbed this way, to a maximum of 20d6. - This spell has no effect on undead or constructs.