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The Lost Spells

Align Weapon

3rd-level Transmutation


  • Class: Cleric
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a holy symbol of the alignment choosen)
  • Duration: 1 hour, Concentration

When you cast this spell, you can target either one weapon or up to fifty projectiles that are in a pile in front of you. When you align the weapon, you must have a holy symbol of the alignment you wish to align it too, either good, neutral or evil and it becomes magical and gains the effect listed below. You can not align a natural weapon such as an unarmed strike or the claws of a beast, or if the weapon is sentient.
Good Your weapon strikes now deal radiant damage, fiends and undead take an additional 1d8 radiant damage per hit.
Neutral Your weapon strikes now deal force damage, constructs and elementals are vulnerable to your weapon attacks.
Evil Your weapon strikes now deal necrotic damage, celestials take an additional 1d8 necrotic damage per hit.

Clarion Call of the Astral Sea

9th-level Conjuration


  • Class: Cleric
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Holy Symbol)
  • Duration: Instantaneous

You beseech your deity for aid and the sounds of heavenly trumpets answer. A willing creature of your choice is instantly whisked away to a holy temple of your Deity on the Astral Sea. While there, their health returns to their current Max Hit Points and they stay there until the start of their next turn. While the target is away, it can still perceive its surroundings from its previous locations, but it can't take any reactions. At the start of its next turn, it returns to an unoccupied space of the casters choice within 30 feet of its previous location.

Crushing Titan’s Fist

8th-level Conjuration


  • Class: Wizard
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S
  • Duration: Instantaneous

Clenching your fist, you create a crushing force that seizes your enemies like the fist of a titan. All creatures within a 10 foot radius must succeed on a Dexterity saving throw or take 10d8 force damage, the targets are then restrained until the end of your next turn. On a successful save, they take half damage and are not restrained. If a creature tries to move through this area before the end of your next turn, it takes 5 feet of movement to move 1 foot.

Curse of the Twin Princes

9th-level Illusion


  • Class: Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Holy Symbol)
  • Duration: 1 minute

When you cast this spell, you begin taking on the semblance of your target and those around you are unable to distinguish between the two of you. The target of your spell must succeed on a Charisma saving throw or take 10d10 psychic damage and they are bonded to you. On a successful save they take half damage and are not bonded. They may repeat the Charisma save at the end of their turns to break their bond.
While bonded to you and whenever you take damage, the bonded creature must succeed on a Charisma saving throw or take half of the damage and you take the other half of damage. If you are ever adjacent to the creature, the images of you both begin flowing together, such that anyone who attacks one of you has a 50% chance of accidentally hitting the other instead.

Glassteel

6th-level Transmutation


  • Class: Bard, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small piece of glass and steel)
  • Duration: Until dispelled

You touch crystal or glass and turn it into a transparent substance which has the tensile strength and unbreakability of actual steel. You can only affect up to a 15 foot cube of material in a single casting, and it must form one whole object.
Any item that is affected by this spell is considered magical.

Implosion

9th-level Evocation


  • Class: Cleric
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute, Concentration

You create a destructive resonance inside of a creature's body. They must must succeed on a Constitution saving throw, or collapse in on themselves and they die instantly. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Implosion. You can target up to 4 creatures with this spell before it ends. This spell has no effect on creatures in gaseous form or are undead.

Rainbow

4th-level Evocation


  • Class: Cleric, Paladin
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a rainbow or a vial of holy water, which the spell consumes)
  • Duration: 1 minute, Concentration

To cast this spell, you must be in sight of a rainbow, or have the material component needed to cast this spell. The spell has two effects that you choose at the time of casting:

Bow: The spell creates a shimmering, multi-layered longbow of rainbow hues. It is light and easy to pull, and any creature that wields it uses your Spell Attack Modifier in place of their To-Hit when attacking a target.
The bow is considered magical for the purposes of overcoming resistances and immunities and has a +2 bonus to attack and damage rolls. The bow fires up to seven missiles before disappearing and when you take the attack action with the bow, you can fire up to four arrows. Each time an arrow is fired, one hue leaves the bow, corresponding to the color of arrow that is released. Each color of arrow deals double damage to certain creatures, as follows:
Red — elementals, ooze
Orange — constructs, undead
Yellow — fey, plants
Green — beasts, humanoids
Blue — celestials, fiends
Indigo — aberrations, monstrosities
Violet — dragons, giants
When the longbow is drawn, an arrow of the appropriate color magically appears, nocked and ready. If no color is requested, or a color that has already been used is asked for, then the next arrow (in the order of the spectrum) appears.

Bridge: The caster causes the rainbow to form a seven-hued bridge up to 10 feet wide and up to 360 feet long and does not need supports. It lasts as long as the spell's duration or until the caster ends the effect.

Rary's Mnemonic Enhancer

4th-level Divination


  • Class: Wizard
  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (ivory plaque worth 100 gp, which the spell consumes)
  • Duration: 24 hours

By casting this spell, you can prepare three additional spell levels, i.e. three spells of 1st level, or one 1st level spell and one 2nd level spell, or one 3rd level spell.
You can only prepare spells that are in your spellbook, and you must be using your spellbook when you cast this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of spell levels you can prepare increases by 1 for each slot level above 4th.

Sink

8th-level Enchantment


  • Class: Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute, Concentration

When you cast this spell, you choose a creature or an object that is within range. The creature must succeed on a Strength saving throw or become restrained to that spot as they slowly begin sinking into the ground, objects automatically fail this saving throw. If you choose to target an object, it must fit inside of a 15 foot cube.
If a subject fails its saving throw, it becomes of slightly greater density than the surface upon which it stands. On the creatures next turn, they can choose to make a Strength check, if they fail or if they choose to not use their action to escape, they sink further into the ground. The targeted creature or object continues to sink into the ground, and at the start of your next turn they are fully submerged in the ground and in a state of suspended animation, is unconscious and has total cover.
While the creature is in this suspended animation, it doesn’t need food or air and doesn’t age. If you lose concentration or end this spell early, the creature returns back to the space it left or in the nearest unoccupied space if that space is occupied. If you concentrate on the spell for the entire duration, the creature is permanently stuck in this suspended animation and resides a number of feet equal to its height below the surface of the earth. This means that if the target was 6 feet tall, it is 6 feet below the surface from the top of their head. If the ground around the subject is removed or destroyed, the spell is broken and the sunken creature will be free of this spell.
If a detect magic spell is cast while near an area where this spell was cast, it reveals a faint enchantment aura, even if the subject is beyond the range of the spell.

Turn Sticks to Snakes

1st-level Transmutation


  • Class: Cleric, Druid, Ranger
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 Minute, Concentration

You target up to 2 unattended sticks that are nearby and turn them into poisonous snakes.
A creature created by this spell turns back into a stick when it drops to 0 hit points or when the spell ends.
The creatures are friendly to you and your companions. Roll initiative for the creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional 2 sticks per spell level.

 

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