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\pagebreakNum # Spell Reagents v1.2 ## What is a reagent? At its simplest, a reagent is an all encompassing term for a special spell component that can be used to modify spells. Some reagents provide a simple boost to a spell's firepower, such as by increasing the damage dealt or extending its area of effect. Others change the spell in different ways, providing it with new uses and increased utility. It might remove the need for verbal components, or change the casting time. There is no real limit to what a reagent can change in a spell, but the difference should be small enough that it's still the same spell at the core. ### Using a reagent To make use of a reagent, a caster must be able to cast one of the spells a reagent modifies. Unless the reagents states otherwise, it is not enough for the spell to be present on a class' spell list, it must be one of their prepared or learned spells. Spells cast from magic items such as staffs, wands, and scrolls cannot be used together with reagents. A reagent replaces the material component for spells that require them, and spells that are normally cast without material components count as having one when cast with a reagent. A spell cast with a reagent still needs to be fueled by a spell slot, just like any other spell. Spells are only modified in the way the reagent's description says, and otherwise functions just as the spell normally does. If a reagent changes a spell's damage die, then that die is also used for upcasted versions of the spell. Some reagents have only one specific use, while others can be used for many different purposes. Mosts reagents are consumed upon use, but some can be used multiple times. None of them last forever, however, and will either deteriorate with continued use or will eventually spoil. ### Durability Die Some reagents can be used multiple times before expiring, though just how many uses are left can be hard to predict. This is represented by a durability die. The durability die of a reagent is set by the DM when they place the reagent in their game. Each time a reagent with a durability die is used to cast a spell, said die must be rolled. On a roll of anything but a 1, nothing happens with the reagent. But if a 1 is rolled, the durability die is decreased one increment. A d12 becomes a d10, a d10 becomes a d8, a d8 becomes a d6, and so on. When a d4 durability die is decreased, the reagent only has a single use left before it becomes unusable. The focusing crystal cracks, the elemental escapes and returns to its native plane, the magical rune loses the last of its power. \columnbreak ### Doses Reagents that use doses require multiple units of the same reagent to be able to modify the spell. To use this type of reagent with a spell you must spend a number of doses equal to the cast spell's level. Some of these reagents might require more doses beyond this baseline, or have additional effects when more doses are supplied. ### Rarity Because reagents always consume spell slots and cannot modify anything the caster doesn't already know, the traditional item rarity system of 5e can be difficult to apply to them. The rarity tiers for reagents imply the following. *** **Common:** The reagent only offers alternative uses that aren't any more powerful than the original use, or that only have a minor boost in power. *** **Uncommon:** The reagent offers options that are generally more powerful than the original spell, either because of increased versatility or because of a higher damage output. These shouldn't be disruptive for games at 1st and 2nd Tiers of Play. *** **Rare:** The reagent boosts the power of a spell in a significant way, giving much higher value out of the expended spell slot. Some reagents also reach this tier when their durability die is set at a high value. *** **Very Rare:** The reagent provides options that are well beyond the normal power of a spell. ## Design Philosophy ### Purpose of Reagents The typical reagent is meant to be a temporary boost in a spell's power, giving a caster more value out of their expended spell slot. They are also meant to encourage use of spells that are otherwise rarely picked by making them more useful to casters, at least momentarily. Reagents that provide an alternate use of a spell serve to increase the utility and usefulness of a prepared spell, which can feel very valuable to a caster with only a small selection of spells at their disposal. ### Prevalence determined by the DM The standard assumption is that reagents are rare and hard to manufacture reliably. Though they can be bought and traded just like anything else, most merchants won't have a large stock of any individual type of reagents for sale. Typically they are found as treasures while adventuring, as rare resources native to remote places, or as quest rewards. A DM is free to change this assumption if they want to of course, but should keep in mind that reagents are kept in check by their scarcity and limited uses. High durability die values or an abundance of doses means that characters can use these power boosts at every opportunity, which could upset the balance of the game in the long run.
\pagebreakNum ## Reagents (A-Z) #### Acurssed Mark ___ - **Usage:** Single use - **Rarity:** Very Rare *** The mark can be inscribed on a variety of surfaces, but always gives off a strong magical aura that often makes magic users feels nauseous. *** **Bestow Curse, Geas, Hex, Modify Memory, True Polymorph:** Dispel Magic or Greater Restoration no longer ends the spell. A Remove Curse spell cast at a level equal to or greater than the level the spell was cast at must be used to end the spell prematurely. #### Amber Salt ___ - **Usage:** Doses - **Rarity:** Uncommon *** Harvested from areas with a close connection to the plane of fire, this orange salt shimmer wildly in just the faintest bit of light, and is always hot to the touch. Casters making frequent use of amber salt take care to keep it separate from any flammable materials. *** **Any spell dealing fire damage:** Your spell is cast at one spell level higher than the spell slot you use for it, up to a maximum of 5th level. *** **Grease:** The grease becomes flammable, and will ignite if exposed to fire. Once lit the grease burns for 2 rounds, after which the grease disappears and the spell ends. A creature that enters the burning area for the first time on their turn or starts their turn there takes 5 fire damage. *** **Stinking Cloud:** The gas becomes flammable, and will explode if exposed to fire. Any creature in the cloud when this happens must make a dexterity saving throw, taking 6d6 fire damage on a failure or half as much on a success. If the fire was caused by an area of effect fire spell, such as fireball, creatures in the area of both the spell and the gas instead take an extra 4d6 fire damage from the spell that triggered the explosion. The spell ends after the gas explodes. #### Amethyst Prism ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Typically crafted by gnome illusionists, this purple prism helps to stretch the boundaries of what illusions can accomplish. *** **Blur:** The spell has a range of touch. *** **Disguise Self, Seeming:** Removes the limb restriction, and allows your illusion to be of a creature up to 10 feet tall. It is still purely visual, however. *** **Mirror Image:** When you first cast the spell, or as a bonus action at any point during the spell's duration, you can send your remaining illusionary duplicates to move up 60 feet to spaces you choose. The illusions stay in place after reaching their destination, moving enough to appear lifelike but saying nothing. If attacked they have an AC of 10 and will fail all saving throws. Upon taking any damage a duplicate is destroyed. *** **Silent Image, Major Image:** The duration of the spell changes to 24 hours and you do not need to maintain concentration on it, but you lose the ability to influence the illusion in any way after it has been cast. #### Arcane Rune ____ - **Usage:** Single use - **Rarity:** Rare *** A rune perfectly crafted and calculated in resonance with the weave, allowing a mage to reinforce the arcane barriers that protect them with their mind alone. *** **Mage Armor:** The AC calculation of the spell becomes 13 + your Intelligence modifier. Dexterity does not add to your AC while this spell is active.
#### Azure Pearl ___ - **Usage:** Durability die - **Rarity:** Uncommon *** A vibrant pearl that's often coveted amongst diviners for the enhancements it offers in identification of magical items and effects. *** **Detect Magic:** While the spell lasts, you can use an action while touching an item to cast identify on it for free. Doing so ends the spell. Alternatively, if you cast the spell with a 2nd level spell slot you can change the nature of the spell to locate a particular type of magic. Name a spell or other magical effect you are familiar with as part of casting the spell. You sense the direction of the nearest magic of that kind as long as it is within 1,000 feet of you. *** **Find Traps:** If magical traps are present within range, including spells such as Glyph of Warding or Alarm, you learn where they are, what their triggers are, and what effects they cause when triggered. *** **Identify:** The casting time changes to an action, and the range to 60 feet. You can target an item another creature is wearing. If the creature wearing the item is a spellcaster, they can use their reaction to force a contested check, with the contestants using their respective spellcasting ability modifiers. If you lose the contest the spell fails and the targeted item can't be identified in this way for a week. On a success, you learn the item's properties as if you had cast the spell on it normally. Alternatively, if you are hit by an attack from a magical weapon you can use your reaction to cast Identify on it. *** **Locate Object:** If the named object is a magic item, you can cast the spell as a ritual. The detection range is also extended to 1 mile and the duration to 1 hour. \pagebreakNum #### Beast Totem ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Crafted by druids and fey to aid in their dealings with beasts. Usually a larger totem is crafted with a wider range of uses, but it's not uncommon to find cheaper but more specialized totems. *** **Animal friendship:** If the spell successfully charms the beast, you can also send a telepathic 25 word message to the beast with the same spell. The durability die is only rolled if a beast is successfully charmed by the spell. *** **Animal Messenger:** Choose one of the options: - Double the length of the message. - You can target two additional beasts that can travel to the same or different locations. *** **Beast Bond:** The spell no longer requires concentration. *** **Beast Sense:** The duration of the spell changes to 24 hours, and does not require concentration. You do not share senses with the beast for the duration, but as an action at any point during the duration you can activate the spell, after which you will share senses with the beast for 1 hour. During this 1 hour you must maintain concentration on the spell. The spell ends after this hour has run its course, or if you dismiss the spell as an action. *** **Hold Person:** You can target a beast instead of a humanoid. *** **Speak with animals:** Gives the spell a range of touch. Additionally, for the duration of the spell the target can use a bonus action to make a Charisma (intimidation) check against any beast that can hear them, which the beast contests with a Wisdom (insight) check. If the beast fails, it is frightened of them until the end of its next turn. A beast that succeeds on the check cannot be frightened in this way until 24 hours have passed. #### Blasting Stone ___ - **Usage:** Single use - **Rarity:** Rare *** These cracked stones are prone to fits of shaking and rumbling as they struggle to contain their destructive powers. *** **Any damage dealing spell of 2nd level or lower with an Instantaneous duration:** Instead of rolling for damage, you set all of the spell's damage dice at their max value. #### Blasting Stone, Greater ___ - **Usage:** Single use - **Rarity:** Very Rare *** An even more powerful version of an already coveted reagent, many evokers will go to great lengths to obtain one of these stones. *** **Any damage dealing spell of 5th level or lower with an Instantaneous duration:** Instead of rolling for damage, you set all of the spell's damage dice at their max value. \columnbreak #### Blessed Salts ___ - **Usage:** Doses - **Rarity:** Uncommon *** Frequently sought after by priests and acolytes for use in their tributes and consecrations, these salts can only be made on certain holy days by experienced priests. *** **Bless.** The spell no longer requires concentration, but the spell ends on an affected creature if they roll a 1 on their d4. *** **Healing Word.** The target also comes under the effects of a Bless spell for 1 minute. The Bless spell does not require concentration from you, but if the affected creature rolls a 1 on its d4 the effect is lost. *** **Heroism.** The target of the spell also comes under the effects of the Bless spell for the duration of the spell. >##### Rule Reminder >Remember that a creature under the effects of a Bless spell chooses themselves when they want to add the d4 to their roll. #### Blood Chalk ___ - **Usage:** Single use - **Rarity:** Uncommon *** Said to have been originally developed by a baron for the training of his magical blood hounds, blood chalk is now mostly used by rangers looking to subtly track their prey over long distances. *** **Hunter's Mark:** The spell loses the ability to deal extra damage or be transfered to a new target, but doesn't require concentration, has no verbal component, and lasts for 7 days. For the duration you see a faint red mist trail wherever the target has been, which allows for Wisdom (survival) checks to track creatures even across areas that might not normally leave tracks. #### Blue Slime Vial ___ - **Usage:** Single use - **Rarity:** Common *** The remains of a blue slime are initially slippery and slightly acidic, but if exposed to air for about a day it develops a very sweet taste. For this reason it is often used in baking sweets, but wizards have found their own use for the unripe slime. *** **Grease:** Instead of covering a 10 foot square area in grease, you can cover the ground of up to four 5 foot square spaces within the spell's range with grease.
\pagebreakNum #### Boiling Stone ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Often used by mages from the aquatic races, adventuring spellcasters frequently seek one of these stones ahead of an undersea journey. *** **Any spell that deals fire damage:** If the spell used with the reagent is cast underwater, it instantly turns the water in the area scalding hot. Creatures affected by the spell do not have resistance to fire damage as a result of being underwater #### Bottled Lightning ___ - **Usage:** Durability die, always d4 - **Rarity:** Uncommon *** Whenever great storms pass through an area, it's not uncommon to find mages seeking high places in attempts to catch lightning in a bottle. *** **Call Lightning:** In the absence of an existing storm, using this reagent with the spell will increase the damage of the spell by 1d10. The durability die must be rolled each time lightning is called upon to get the extra damage. If a 1 is rolled on the durability die, the d4 must be rolled again. On another 1, the bottle explodes, and you and every creature within 5 feet of you must make a DC14 dexterity saving throw, taking 3d10 lightning damage on a failure and half as much on a success. If a 1 isn't rolled on the new die, the reagent simply loses its power. *** The reagent can simply be thrown as an action to a point up to 20 feet away, in which case the bottle will shatter where it lands. Creatures within 5 feet of that point must make a DC14 dexterity saving throw, taking 3d10 lightning damage on a failure, or half as much on a success. #### Brie's Zircon Dust ___ - **Usage:** Doses - **Rarity:** Uncommon *** Developed by a famed wizard and chef, only a handful of people are said to know the secret recipe behind its creation. *** **Expeditious Retreat:** When cast, every creature within 20 feet of the caster that caries a dose of this reagent on them also comes under the effect of the spell. To be usable, every dose of dust used in a casting is required to come from the same zircon. #### Cackle Contagion ___ - **Usage:** Single use - **Rarity:** Uncommon *** The origins behind the process to capture a contagion of Cackle Fever in a suitable vessel is shrouded in mystery and debate, but the knowledge of its creation is very illegal, as is the contagion itself. *** **Hideous Laughter:** A creature who fails the saving throw against the spell must also make a Constitution saving throw or be infected with Cackle Fever, as described in chapter 8 of the Dungeon Master's Guide. \columnbreak #### Captured Sunlight ___ - **Usage:** Single use - **Rarity:** Uncommon *** Extra care must be taken when constructing a vessel for the sunlight to make sure that it can't escape its container. *** **Daylight:** The bright light of the spell is sunlight, but the radius of the spell is reduced by half. #### Cimer's Sending Booster ___ - **Usage:** Doses - **Rarity:** Uncommon *** For those that can afford it, a sending booster helps mages stay better connected with their distant friends. *** **Sending:** Choose one of the following changes - The message can contain up to 50 words. For every additional dose you spend you can add 5 more words. - The message can be sent to up to three different creatures. For every 3 additional doses you spend you can add another creature. - You can delay the relaying of the message by up to one day. For every 2 additional doses you spend you can delay another day. #### Cloud in a Bottle ___ - **Usage:** Durability die - **Rarity:** Uncommon *** How one can fit so much cloud in such a small bottle is usually the first question people trying to replicate this reagent ask themselves. *** **Fog Cloud:** The cloud can be moved up to 20 feet in any direction as a bonus action on your turn. *** **Jump:** For the duration of the spell, whenever you jump you can immediately jump again at any point during the first jump. The distance traveled with this 2nd jump does not count against your movement for the turn. *** **Feather Fall:** When you cast the spell, soft clouds appears beneath the falling targets and stops their fall without dealing any fall damage. The clouds are solid enough to support up to 500 pounds of weight, but will disappear after 1 round. *** **Sky Write:** The message you write can be up to 50 words long, or you can use the spell to create simple shapes and images in the sky.
\pagebreakNum #### Crimson Fangs ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Fangs of a vampire that have been subjected to a lengthy ritual which also colors them red. They are often worn as jewelry when not in use. *** **Gaseous Form:** While in the space of another creature in your gaseous form, you can make the melee spell attack of the Vampiric Touch spell as an action. *** **Enervation:** The spell no longer ends if the target succeeds on its saving throw. You can instead make another attempt to touch any creature within the spell's range. The spell likewise does not end if you use your action on something else, if the target moves out of range, or if they have total cover from you. The creature does, however, still come free of your spell if they move out of range or is in total cover from you. *** **Vampiric Touch:** Your attacks with the spell have a reach of 15 feet. Additionally, you can reroll any 1s and 2s rolled in the damage roll, but must keep the new rolls even if they are new 1s or 2s. #### Crystalized Umber Eye ___ - **Usage:** Consumed on use - **Rarity:** Uncommon *** The eye of an umber hulk, contained in an enchanted crystal chamber. It usually comes fitted onto a circlet, or attached on a string so it can be easily worn around the neck. *** **Confusion:** The range changes to self. Your eyes shift and swirl in strange patterns, confusing those that meet your gaze. At the end of your turn, choose one other creature to look at. At the start of that creature's turns, it must decide if it will look at you or not. A surprised creature cannot look away from you. If it looks at you while within 30 feet of you and can see you while you can see it, it must make a Charisma saving throw against the effects of the Confusion spell. On a failure, the spell's effects only lasts until the start of its next turn. A creature that looks away from you cannot see you until the start of its next turn. If the creature looks at you in the meantime, it must immediately make a Charisma saving throw against the effects of the Confusion spell. As a reaction at any time during another creatures turn, you can decide to look at that creature instead. That creature then chooses whether to look at you or not. #### Cursed Troglodyte Blood ___ - **Usage:** Consumed on use - **Rarity:** Uncommon *** For reasons that are a bit unclear, troglodyte blood seems to retain curses much better than most materials. A property vengeful spellcasters like to make good use off. *** **Bane:** The spell no longer requires concentration, but if an affected creature rolls a 1 on its d4 the effect is lost on them. *** **Inflict Wounds:** A creature hit by the spell must make a Charisma saving throw, or come under the effects of a Bane spell for 1 minute. The Bane spell does not require concentration from you, but if the affected creature rolls a 1 on its d4 the effect is lost. *** **Ray of Enfeeblement:** A target that's hit by the spell also suffers the penalties of a Bane spell until the enfeeblement spell ends. *** **Bestow Curse:** When you cast the spell you can instead make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes 3d10 necrotic damage and must make a Wisdom saving throw against a curse of your choice as normal. #### Deathmold Cap ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Deathmold is usually exterminated by most people as soon as its discovered, but some druids instead cultivate it into varieties that can empower their spellcasting. *** **Blight:** The spell deals poison damage instead of necrotic damage. On a failed saving throw, a creature is poisoned for 1 minute. At the end of each of the creature's turns, they repeat the saving throw. The condition ends on a success, but on a failure they take another 2d8 poison damage. *** **Cloudkill:** You summon a medium sized mushroom in a unoccupied space of your choice within range. This mushroom counts as an object with an AC of 5 and hit points equal to your hit point maximum. The mushroom remains for the spell's duration or until reduced to 0 hit points, in which case the mushroom is destroyed. The fog of the spell originates from this mushroom. The gas does not move away from you when cast this way, and the spell does not require concentration. The gas lasts in the area until one round after the mushroom is destroyed. Strong wind disperses the gas for 1 round, after which it returns. *** **Gaseous Form:** Any creature that comes withing 5 feet of you or starts its turn there must make a Constitution saving throw or be poisoned until the start of its next turn. *** **Fog Cloud:** Creatures that enter the fog for the first time on their turn or that starts their turn there must succeed on a Constitution saving throw or take 1d6 poison damage. You can increase this damage to 2d6 poison damage in exchange for making the fog cloud only lightly obscuring. Upcasting this spell only increases the radius by 10 feet per spell level. *** **Plant Growth:** If you cast the spell over 8 hours with this reagent, you poison all plants in a half-mile radius from the point within range. These plants yield only a third of its normal harvest, and could potentially spread sickness if eaten.
\pagebreakNum #### Dimensional Jewel ___ - **Usage:** Durability die - **Rarity:** Uncommon *** This gem has a tendency to go missing, only for it to later turn up in a place you could have sworn you had already looked in. *** **Blink:** You only need to roll a 9 or higher to teleport at the end of your turn, and you can reappear in a spot with 20 feet of the space you vanished from. Lastly, as an action you can choose to flip the order of the spell, starting your turn on the ethereal plane and disappearing to the material plane at the end of your turn. Another action can be spent to turn the order back to normal. *** **Dimension Door:** You can bring more creatures with you when you teleport. For each creature beyond the first that you want to take with you, you must roll the durability die once, up to a maximum number of creatures equal to the level of spell slot used. When a d4 durability die rolls a 1 in this way, the reagent is destroyed instead of gaining a final use. If your reagent breaks before you can roll the durability die the required number of times, you bring however many creatures you had made rolls for with you and end up off target. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled, and the horizontal direction from the target location is randomly determined by rolling a d8. *** **Rope Trick:** The spell's duration changes to 24 hours, and the extradimensional space can fit twice as many creatures. #### Divine Proclamation ___ - **Usage:** Single use - **Rarity:** Uncommon *** A divine proclamation can take many forms, from a holy scripture to an alder leaf bearing a clear omen of nature's will. However it looks, the divine energies contained within usually makes it hard to mistake for anything else. *** **Command:** Allows you to combine two of the example command words into the same spell. Apply logic to figure out which combinations do and do not work together. \columnbreak #### Divining Rod ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Often not too dissimilar in shape from divining rods used for prospecting, the function is still very different. *** **Clairvoyance:** You can use both sight and hearing at the same time. *** **Detect Evil and Good:** The spell can detect any one creature type that you specify upon the initial casting of the spell, but the spell will then only work for that creature type. *** **Locate Creature, Locate Object:** The duration of the spell changes to 1 round, but the range changes to 5 miles. If you cast the spell normally without the reagent, you can cast this spell again for free with this reagent as long as you do so within 1 minute of initially casting the spell and describe the same object or creature. *** **Mind Spike:** You do not have to see a creature to target it. #### Dreamer's Sand ___ - **Usage:** Doses - **Rarity:** Uncommon *** A sprinkle of this yellow sand into one's eyes ensures one will have a good night's sleep, with vivid but soothing dreams. Those that use it too frequently, however, will quickly begin to find it hard, if not impossible, to fall asleep without it. *** **Sleep:** The d8s of the spell become d12s. Additionally, before rolling the dice you can determine the order in which creatures should be affected. *** **Catnap:** The target can reroll any hit die rolled during the short rest, but must keep the new result. They also gain 2 free hit dice that they can spend during this short rest. *** **Dream:** You can choose multiple targets with the same casting of the spell. All targets share the same dream, arriving there as they fall asleep. This consumes 5 doses of reagent for every additional target beyond the first. If you choose to become monstrous to the targets, it instead consumes 10 doses for every additional target. #### Duelist's Gauntlet ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Made in many different forms and styles to suit a wide range of challengers, they all carry the same enchantments to help focus their foes' attention on themselves. *** **Compelled Duel:** The range of the spell is doubled to 60 feet, and you have advantage on constitution saving throws to maintain concentration on this spell. Additionally, each time the target of the spell attempts to initiate a contest, cast a spell, or use an ability on someone other than you, it must first succeed a Wisdom saving throw. On a failure it cannot target or affect any creature besides you until the start of its next turn.
\pagebreakNum #### Dryad's bark ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Bark taken from a dryad's bonded tree can have a great many magical uses, but only if the bark is removed by the dryad herself. *** **Barkskin:** The spell no longer requires concentration. *** **Entangle:** Any creature restrained by your entangle spell has disadvantage against your spells that try to charm them, and do not get advantage on their save if you are currently fighting them. *** **Charm person:** The duration changes to 8 hours, and can target beasts as well. *** **Speak with plants:** You can cast the spell without having it prepared, though it must still be on your class' spell list. Casting the spell also allows you to speak to beasts for the same duration. #### Ebon Slaad Tooth ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Not every Slaad has one, and it's unclear what causes them to appear. They are nonetheless highly coveted by a particular brand of sorcerers. *** **Chaos Bolt:** The spell will leap to another target as long as the two d8 rolls are within 2 increments of each other. The new target will be randomly selected from the closest four creatures within range of the hit target, and attack rolls made after the spell leaps are rolled with advantage. You still choose the damage type as normal for each bolt. #### Enduring Mark ___ - **Usage:** Doses - **Rarity:** Rare *** This reagent comes in the form of dye that's mixed with a healing potion. The mixture is then painted onto the face of the spell's recipient before the ward is finally imbued into the mark. *** **Death Ward:** The spell's casting time changes to 1 minute. One healing potion is mixed into the reagent when the spell is cast, requiring a number of additional doses of reagent equal to the number of dice that is rolled by the potion. When the target drops to 0 hit points or is saved from an instantaneous death effect, it regains hit points as if it had just drank the potion used for the spell. #### Enfeebling Fork ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Wasting precious energy on a spell only for a target to resist the spell is a frustrating experience. This fork seeks to mitigate the inherent risk in one particular spell. *** **Ray of Enfeeblement:** You can make an attack roll against three different targets with one casting of the spell. Regardless of how many attacks hit, you can only choose one of the hit targets to be affected by the spell. \columnbreak #### Eldritch Rune ___ - **Usage:** Single use - **Rarity:** Rare *** A rune imbued with aberrant, celestial, fiendish, or fey powers, allowing a mage to will a foes' strikes to miss them through the pure force of their resolve and charisma.
*** **Mage Armor:** The AC calculation of the spell becomes 13 + your Charisma modifier. Dexterity does not add to your AC while this spell is active. #### Elemental Scourge ___ - **Usage:** Single use - **Rarity:** Uncommon *** A carefully crafted mixture that's most commonly made by druids in opposition to cults of elemental evil, although since its initial inception its use has spread to include many different types of spellcasters. *** **Any spell with an instantaneous duration that deals acid, cold, fire, lightning, or thunder damage:** One damage roll of the spell ignores resistance to the damage it deals. *** **Elemental Bane:** The spell can turn immunity to a damage type into resistance. Alternatively, you can choose two different damage types. The 2d6 damage is split between the two damage types, dealing 1d6 each. #### Ethereal Residue ___ - **Usage:** Single use - **Rarity:** Uncommon *** A strange semi-translucent material that can sometimes be found in areas with a connection to the ethereal plane, or in places that's been haunted by a ghost for a long time. *** **Blink:** You cross over to the ethereal plane when you first cast the spell, but remain there for the spell's duration instead of returning automatically. You can return to the material plane as an action, but doing so ends the spell. *** **Resilient Sphere:** The sphere is conjured on the ethereal plane when you cast it. A creature trapped in the sphere while on the ethereal plane is prevented from crossing over to the material plane for the spell's duration. \pagebreakNum
#### Eye of Hadar ___ - **Usage:** Special (See Maddening Whispers below) - **Rarity:** Uncommon *** Brought into the world through mysterious circumstances, an Eye of Hadar allows the infamous Elder Evil to peer into other realms. Hadar is grateful for the chance to gaze upon new lands, which it show by sparing holders of its eye from its wrath. A useful aid to those that call on Hadar's power in battle, but one must take care to ignore the disconcerting truths Hadar likes to whisper. *** **Arms of Hadar:** You choose which targets are affected by the dark tendrils. The damage die of the spell is also increased to d12s, and the spell bypasses resistance to necrotic damage. Additionally, even if a target succeeds on the saving throw against the spell it will have disadvantage on opportunity attacks against you until the end of your current turn. Lastly, for every two slot levels above 1st the range of the spell increases by 5 feet. *** **Hunger of Hadar:** You can see through the dark void created by the spell, and aren't blinded by entering the area. You also don't take any damage from the being in the spell's area. Creatures hostile to you can instead take the cold damage upon entering the affected area for the first time on their turns if you wish, but any creature besides you will still take damage by starting or ending their turn in the area as normal. *** *Maddening Whispers:* At any point within 24 hours of using the Eye of Hadar, the DM can have you make a Wisdom saving throw. The DC equals 8 + 1 for each time you've used the Eye in the last week. On a failure, you suffer a form of Short Term Madness as described in Chapter 8 of the Dungeon Master's Guide. >##### Variant: Whims of an Elder Evil >Hadar can communicate through its eye if it so chooses to. DMs are encouraged to be creative with the strange requests it might have, and if satisfied Hadar is able to grant Charms to those touching the eye, as described in Chapter 7 of the Dungeon Master's Guide. If angered, Hadar might instead try to inflict Long or Indefinite Madness on a creature it can see, though it can't channel such punishment through the eye very often. \columnbreak #### Fallen Star ___ - **Usage:** Durability die - **Rarity:** Uncommon *** A small white crystal that's said to have crossed over to the material plane from the astral plane. *** **Magic Missile:** Instead of rolling for damage, your magic missiles deal 4 force damage each. #### Fate-Touched Tokens ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Imbued with potent divination magic, these tokens can be used without risking a misreading of the fates for the day. *** **Augary, Divination:** Casting the spell with this reagent does not count against the number of times you can cast the spell before risking a false or random reading. If you cast it with Augary, the reagent cannot be used again for 24 hours. If cast with Divination, it cannot be used again for a week. #### Fey Carrot ___ - **Usage:** Single use - **Rarity:** Uncommon *** Fey carrot is the common term for a purple tuber plant that grows natively in the feywild. Thought to be a delicacy among elves, human mages often seek it out for its magical enhancements on vision. *** **Darkvision:** The spell can be cast as a ritual, and when you do you can target up to 6 creatures. Alternatively, you target one creature and give it darkvision out to a range of 120 feet. This darkvision can see both darkness and dim light as if it was bright light, but cannot see through magical darkness. #### Fizzyfoot Spider ___ - **Usage:** Special (See Living Reagent below) - **Rarity:** Uncommon *** While they are most commonly kept as pets by drow mages for the aid they can grant in spellcasting, it's not unheard of for them to be found in use outside drow society. *** **Ray of Sickness:** If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. *** **Spider Climb:** The duration is increased to 8 hours. Additionally, for the duration of the spell you ignore the effects of webbing, including the effects of the Web spell. *** **Web:** The spell only summons webs in a 5 foot cube, but the spell no longer requires concentration and the webs remain until dispelled or burned down. *** *Living Reagent:* This reagent can be used for free once per day. Every time the reagent is used beyond this free use, roll a d6. On a 1, the reagent dies and cannot be used anymore. \pagebreakNum #### Frost Fragment ___ - **Usage:** Durability die - **Rarity:** Uncommon *** A pale blue stone hailing from the Frostfell, or areas with a close connection to it, this stone is always frigid to the touch. *** **Cone of Cold:** Creatures that are reduced to 0 hit points by the spell are not killed, but are instead knocked unconscious and magically preserved in frozen ice for 24 hours. Heat can speed up this process and release them quicker. A frozen creature counts as being stable at 0 hit points, and if it takes any damage it either dies or starts making death saving throws. *** **Ice Knife:** You can have the projectile originate from anywhere within range, and fling it at a creature within 60 feet of that point. Doing this allows you to potentially circumvent cover. Additionally, the range of the explosion is increased to 10 feet. *** **Ice Storm:** You split the area of effect of the spell into four 10 foot radius cylinders, all placed within the spell's range. *** **Sleet Storm:** You can move the storm 15 feet in any direction as a bonus action on your turns. *** **Snilloc’s Snowball Swarm:** The damage die is increased to d10s, and the spell radius to 10 feet. #### Galen's Iron Crown ___ - **Usage:** Durability die, which is only rolled if the target fails their initial saving throw. - **Rarity:** Uncommon (d4-d6), Rare (d8), Very Rare (d10+) *** Named after its creator, said to have made the first iron crown to seek vengeance on a fey that took his child in an unfair deal. *** **Crown of Madness:** When the spell ends, the target that came under the effects of the spell must make a Wisdom saving throw, the DC of which is 8 + 1 for each full round that the spell was active on the creature. On a failure, the creature suffers a form of Short Term Madness, as described in Chapter 8 of the Dungeon Master's Guide. The spell can also be augmented in the following ways listed below. You can choose as many of the options as you like, but for each selected option you must roll the durability die one additional time. When a d4 durability die rolls a 1 in this way, the reagent is destroyed instead of gaining a final use. If the crown breaks before you can roll your durability die the required number of times, you must succeed on a DC15 Wisdom saving throw or suffer Short Term Madness yourself. The DC of the saving throw is increased by 3 for each durability roll you cannot make. - The spell no longer requires a verbal component. - You do not need to use your action to maintain control over the target, but if you don't the target spends its turn staying in place and only defending itself. - In addition to humanoids, you can also target creatures of the beast, fey, or giant creature type. - You add your proficiency bonus to the DC against Short Term Madness. \columnbreak #### Gatestones ___ - **Usage:** Doses - **Rarity:** Very Rare *** These etched stones are often sought by conjurers that wish to quickly transport many people across great distances. *** **Arcane Gate:** The spell's casting time changes to 1 minute. Instead of two points you can see, you chose one point you have seen before within 10 miles of your current location. One portal opens there, while the other opens at a point you can see within 10 feet of you. Both portals slowly appear as you cast the spell. The spell does not require concentration when cast this way, and remains open for 24 hours. You lose the ability to rotate the rings, and the only way to close the portal ahead of time is to dispel it. For each additional 6 doses supplied, the portal remains open for another 24 hours. If one of the summoned portals would be placed underwater, there is a 75% chance that the other portal instead leads to the plane of water. *** **Teleportation Circle:** The portal remains open for 1 minute. For each additional 5 doses you supply, the portal remains open for another minute. #### Gift of Reason ___ - **Usage:** Single use - **Rarity:** Very Rare *** This vibrant red ruby seems to pulse faintly when held, and is slightly warm to the touch. *** **Awaken:** When you cast the spell, you can also target creatures of the monstrosity type, though some creatures with legendary resistance or actions might be immune depending on the DM's judgment. If the target's Wisdom or Charisma scores are below 10, they are each set to 10 as well. You can also allocate a pool of 3d4 between Intelligence, Wisdom and Charisma, with none of ability scores being able to have more than 2 dice allocated to them. The target gets a bonus to the chosen ability scores equal to the value rolled for their allocated d4s. You can gain another d4 to allocate if you also choose one ability score to instead roll a d4 penalty for. When the spell is cast in this way, the creature is not charmed by you. #### Glass Ring ___ - **Usage:** Durability die, rolled once for each target that becomes charmed. - **Rarity:** Uncommon *** On close inspection one can make out faint traces of magical glyphs inscribed inside these transparent rings. *** **Any spell that leaves the target charmed:** When the charmed condition ends, the target makes a Wisdom saving throw. On a failure, the target doesn't immediately know it was charmed, though it might realize later on. Even if the target succeeds on the saving throw, it is unable to recall any of your physical characteristics. This haze only affects any interactions the target had with you during the spell's duration and up to an hour before the spell took effect. A Greater Restoration spell cast on the target lifts the haze, allowing it to remember your appearance and voice. \pagebreakNum #### Golden Sap ___ - **Usage:** Doses - **Rarity:** Uncommon *** A thick, shimmering sap taken from a holy tree. While it has some healing properties on its own, it's too viscous to be drunk effectively in combat. Fortunately, it's also a potent reagent for healing spells. *** **Any spell that restores hit points:** If you target a creature that isn't dying, you restore the max number of hit points possible from the cast spell instead of rolling. If you target multiple creatures with the spell, you must expend one extra dose for each creature you wish to be healed in this way. *** One dose of golden sap can be consumed directly as an action, which heals for 4 hit points. The sap has no effect on constructs, fiends, and undead. #### Gulthias Branch ___ - **Usage:** Durability die - **Rarity:** Uncommon *** The branch of a Gulthias tree can be a means for a devoted servant to spread the blight's corruption elsewhere in the world, or a way for a reckless mage to cause chaos on the battlefield. *** **Blight:** If this spell kills a plant creature, twig blight creatures sprout from the corpse. 1 blight from a small sized creature, 3 from a medium creature, 6 from a large creature, 12 from a huge creature, and 20 from a gargantuan creature. If this spell kills a Shambling Mound, it creates 4 vine blights. These blights are hostile to all creatures except other blights. This spell has no effect against blights when cast this way. #### Hallowed Oil ___ - **Usage:** Doses - **Rarity:** Rare *** It's thought that only denizens of the upper planes are capable of making these oils, but now and again they bequeath them to individuals or causes they find worthy. *** **Hallow:** For every 5 doses spent on the spell you can choose one more extra effect to add to the area, to a maximum of three extra effects in total. For another 10 doses you can choose to have successful saving throws against extra effects only provide protection against those effects until the start of a creature's next turn, at which point they must repeat the saving throw. Finally, for another 20 doses you can grant the spell a persistent enchantment. If the spell is ever dispelled, it will return as it was after 7 days. Dispelling the spell every week for a month removes the spell permanently. \columnbreak #### Heaven-Touched Diamond ___ - **Usage:** Single use - **Rarity:** Rare *** This beautiful pink diamond shines with a radiant light that looks to be contained within it. *** **Chromatic Orb:** You can choose to deal radiant damage with the spell. Doing this does not consume the reagent. *** **Greater Restoration:** You can target up to 5 creatures within 10 feet of you at once. *** **Raise Dead:** The spell's time limit is extended to 10 years. Additionally, the penalty from coming back from the dead is reduced by 1d4. *** **Reincarnate:** The creature can have been dead for up to a year. The creature comes back to life as its original race, though subrace, height, weight, and other physical characteristics are all determined randomly. *** **Resurrection:** You are no longer taxed when resurrecting a creature that's been dead for longer than a year. *** **Revivify:** The creature returns to life with 30 hit points. #### Highland Stormcore ___ - **Usage:** Single use - **Rarity:** Rare *** A porous and metallic sphere found in hilly regions, which now and then puffs out cloudy smoke or flashes tiny sparks of lightning. Can form naturally when storms dissipate, or can be created from storms by powerful druids. *** **Call Lightning:** The spell does not require concentration. You cannot choose a point for lightning to strike when you first cast the spell, or as a bonus action on subsequent turns. At the end of each of your turns, lightning strikes at a random creature under the cloud. Stormy conditions appear in the area if you are outside when you cast the spell, which counts for increasing the damage. The area then also counts as being in strong wind and heavy precipitation. Instead of increasing the damage when you upcast the spell, for each upcasted spell level above 3rd one additional lightning bolt strikes down at the end of your turns. #### Hive Heart ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Hive hearts come in many different forms, but can always be recognized by the power they wield over insects. *** **Conjure Animals:** You can summon swarms of insects with the spell. *** **Giant Insects** The duration is increased to 1 hour, and the summoned creatures have a +1 magic bonus to their attack and damage rolls. The damage they deal count as magical for the purposes of overcoming resistances. *** **Insect Plague:** You can move the sphere up to 20 feet as a bonus action on your turn. \pagebreakNum \columnbreak #### Holy Idol ___ - **Usage:** Durability die - **Rarity:** Uncommon *** If a proper vessel is created, a deity might imbue it with a lingering blessing that can be used to augment a number of divine spells. *** **Cure Wounds:** When cast on a creature, that creature regains another set of hit points at the end of its next turn equal to half the number of hit points that was initially healed with the spell, rounded up. *** **Lesser Restoration, Greater Restoration:** The spell's duration changes to 8 hours. If during this duration the targeted creature becomes afflicted with an effect that could be removed by the restoration spell, the spell ends and the triggering effect is removed. Alternatively, if you cast Lesser Restoration with a 3rd level spell slot you can target up to 5 creatures within 10 feet of you. *** **Prayer of Healing:** When you roll a 1 or 2 on any of the d8s for the spell, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. #### Ledger of Legends ___ - **Usage:** Durability die - **Rarity:** Uncommon (d4), Rare (d6), Very Rare (d8+) *** In its dormant state, this reagent is a blank marble tablet lined with gold along the edges. When imbued with potent divination magic, the ledger fills with golden text which reveals the powers and capabilities of mighty creatures of legend. *** **Legend Lore:** If you name or describe a creature, the spell reveals if the creature has any legendary resistances, and how many. It also reveals if the creature has lair actions and how many legendary actions it can take in a turn, but not what they are. You can roll the durability die again to learn one of the legendary actions or lair actions it can take, and can keep repeating this until the reagent breaks or there is no more information to reveal. #### Luminescent Orb ___ - **Usage:** Durability die - **Rarity:** Uncommon *** In bright light the sphere looks unremarkable, but when in darkness it emits a pleasing blue glow. *** **Daylight:** The duration changes to 8 hours. Alternatively, you can cast the spell as a bonus action. *** **Faerie Fire:** Instead of affecting all targets in an area, you choose 4 targets within range to be affected by the spell. *** **Guiding Bolt:** If you hit with the spell, you can assume concentration on the spell for up to 1 minute. The mystical light remains on the target as long as you maintain concentration, granting advantage on all attack rolls against the target for the same duration. You only roll the durability die if you hit the target. *** **Light:** You can reduce the radius of the light to illuminate a smaller area. Additionally, you can choose to have the light last for as long as 1 week. Finally, casting the spell again does not end the spell. *** **Shield of Faith:** For the duration of the spell, when a melee attack misses because of the AC bonus granted by the spell, the protective field releases a burst of radiant light. The attacker must succeed on a Dexterity saving throw or be covered in a shimmering light, giving advantage to the next attack roll made against this creature before the start of its next turn. #### Lurker's Veil ___ - **Usage:** Single use - **Rarity:** Uncommon *** This reagent does not always come in the form of a veil, though that is the most common design. *** **Mislead:** You automatically become hidden when you cast the spell. The DC required for a perception check to spot you is the same as your spell DC. *** **Greater Invisibility, Invisibility, Misty Step:** At the same moment that you cast the spell, you can make a Dexterity (Stealth) check to hide yourself. For this stealth check you can decide to use your spellcasting ability score instead of dexterity. #### Maddening Ink ___ - **Usage:** Doses - **Rarity:** Uncommon *** Made from the blood of aberrations, some mages find it a convenient way to punish those that snoop through their tomes without permission. *** **Illusionary script:** Any creature that attempts to read the script must make an Intelligence saving throw or suffer from Short Term Madness, as described in chapter 8 of the Dungeon Master's Guide. The script always appears unintelligible, and unless you cast the spell with a 5th level spell slot or higher you cannot designate creatures immune to the writing. A creature that succeeds on the saving throw can read the true message if there is one, and one that fails cannot make another attempt for 24 hours.
\pagebreakNum #### Mesmeric Paint ___ - **Usage:** Doses - **Rarity:** Uncommon *** A scintillating dye that's often favored by arcane pranksters. *** **Hypnotic Pattern:** The casting time changes to 10 minutes, during which you paint a mystical image on a suitable surface that takes up at least a 5 foot square of space. The painting remains potent for 1 day for each extra dose of reagent you spend on it. Creatures that look closely at this painting within 30 feet of it are targeted by the spell as if you had cast it on them, coming under its effects for 1 minute. Once a creature has been targeted by the painting, it is immune to its effects for the next hour. *** **Suggestion:** The casting time changes to 1 minute, during which you write your suggestion with the reagent on a suitable surface. The first creature that reads your suggestion is targeted by the spell as if you had cast it on them. For every additional dose of reagent beyond the first two that you spend on the suggestion, the text can affect one additional creature before becoming inert. *** **Enthrall:** The casting time changes to 1 minute, during which you write a passage of text or draw a picture on a suitable surface. Any creature that looks at your creation while within 5 feet of it is targeted by the spell. When cast this way the creature gets to repeat the saving throw at the end of each of its turns, and automatically succeeds if it can't see what you've created. The spell also lasts for 1 hour when cast this way. #### Nature's Gift ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Found in remote places of unspoiled nature, this reagent can manifest in many different forms. It's rarely hard to identify for those that can make proper use of it, however. *** **Speak with Plants:** You can attempt to charm a plant creature that you speak to for at least 1 minute. The creature must make a Wisdom saving throw, and on a failure it is charmed by you for 1 hour. The charmed condition ends if you do anything harmful to it. On a success it can't be charmed by you in this way for 24 hours. *** **Plant Growth:** You can target a plant creature with the spell. For 1 minute, the creature gains 4d12 temporary hit points, has advantage on Strength and Constitution saving throws and checks, and adds a d4 to any attack and damage roll it makes based on strength. *** **Guardian of Nature:** You can mix aspects of both the Primal Beast and the Great Tree. Choose any 5 benefits from both forms to affect you for the duration of the spell. *** **Reincarnate:** When casting the spell with this reagent you can roll on the reincarnation table again. You can roll the durability die again to get an additional reroll on the reincarnation table and you can keep rerolling on the table in this way as long as the reagent doesn't break, but keep track of all results. When the reagent breaks, or when you decide to stop rerolling, the resurrected creature gets to choose which of all the rolled options it wants to come back as. \columnbreak #### Necronic Device ___ - **Usage:** Durability die - **Rarity:** Uncommon *** An arcane tool crafted by necromancers in aid of their dark arts, or to poach undead servants from their rivals. *** **Animate Dead:** The spell's range changes to 60 feet, and the casting time to one action. When cast this way you must target up to two already existing zombies or skeletons. The targets make Wisdom saving throws and on a failure they come under your control, regardless of who controlled the undead previously. This control functions as if you had raised the undead with the Animate Dead spell. For each upcasted spell level you can target two additional undead with the spell in this way. *** **Blight:** Undead can be affected by the spell, and they also have disadvantage on their saving throw. If the undead has resistance to necrotic damage the spell ignores it. *** **False Life:** The spell has a range of touch. *** **Life Transference:** When rolling for damage you can reroll each of the dice once, but must keep the new results. *** **Negative Energy Flood:** When you target an undead creature, you don't halve the the result when determining the amount of temporary hit points gained. When you target a creature that isn't undead, non-undead creatures within 10 feet of the target must also make the saving throw of the spell. #### Numbing Incense ___ - **Usage:** Doses - **Rarity:** Uncommon *** Dulling the senses can help mages to hone their focus and tune out distractions, but that naturally comes with its own disadvantages. *** **Any spell that requires concentration:** You have a +5 on Constitution saving throws to maintain concentration on the spell. For the spell's duration you have a -5 to perception checks. If a feature or effect makes you immune to being surprised, you can still be surprised for the spell's duration. #### Numbing Incense, Potent ___ - **Usage:** Doses - **Rarity:** Rare *** **Any spell that requires concentration:** You cannot lose concentration on the spell as a result of taking damage or from other sensory distractions. For the spell's duration you have a -10 to perception checks. If a feature or effect makes you immune to being surprised, you can still be surprised for the spell's duration. \pagebreakNum #### Pale Rose Petals ___ - **Usage:** Doses - **Rarity:** Uncommon *** Highly sought after by enchanters that wish to be more discrete in their arcane manipulation, these white rose petals can be identified by the pink streaks in them that swirl and shimmer even years after being picked. *** **Charm Person, Charm Monster:** The spell can be cast with no verbal or somatic components, and use of the material component is discrete enough to not be noticeable to most. When you cast the spell, you make a spellcasting ability check, which will be contested by the passive perception of all creatures besides the targets that have a clear view of your eyes. On a roll below their passive perception, they notice that your eyes momentarily shimmer with an unnatural pink light. The spell has no effect if the targets cannot clearly see your eyes for a few seconds, and is therefor generally not usable in combat. *** **Calm Emotions:** Same effect and rules as with Charm Person above, but even those targeted by the spell have a chance to notice your eyes. *** **Suggestion:** Same effect and rules as with Charm Person above, but you must still vocally express your suggestion of what you wish the target to do. > ##### Component Use > How spellcasting components are treated can vary a lot from table to table. If verbal components are treated as loud echoing voices, reagents like the Pale Rose Petals can be very valuable. > > But if characters are already allowed to whisper verbal components and can perform the somatic movements subtly, or if these details simply aren't paid much attention, reagents like these might instead have very little use. #### Pallas' Subduing Stick ___ - **Usage:** Durability die - **Rarity:** Uncommon *** These wands are useful for mages hunting bounties or aiding law enforcement, where it's preferred that fleeing targets are captured alive. *** **Any spell of 2nd level or lower with an attack roll:** The spell is capable of dealing nonlethal damage at range. \columnbreak #### Paper Talisman ___ - **Usage:** Single use - **Rarity:** Uncommon *** Arcane script fills this reagent, which is meant to hone the caster's focus and speed to its utmost for a brief moment. *** **Steel Wind Strike:** After making your initial five attacks, you can continue making attacks against as many different creatures as you like, but the spell ends as soon as you miss one of these targets. If the melee weapon used for the spell has a magic bonus to attack rolls, you can add that bonus to your spell attack rolls for this spell.
#### Permanency Salts ___ - **Usage:** Doses - **Rarity:** Uncommon *** These glowing salts offer a relatively easy and convenient method to make spells more permanent. *** **Any spell that can be made permanent by consecutive castings of the spell:** Every extra dose of reagent used in this casting, up to a max of 5 extra per casting, counts as one extra days worth of spells being cast on the same object or location *** **Cordon of Arrows, Snare:** The spell lasts until dispelled or activated. The casting time is increased to 8 hours. *** **Darkness, Dawn, Daylight, Alarm:** The spell does not require concentration and lasts until dispelled, or until the spell or object it is cast on is destroyed or moved more than 5 feet from where it was cast. The casting time is increased to 8 hours. *** **Illusionary Script, Silence, Silent Image:** The spell does not require concentration and lasts until dispelled. The casting time is increased to 8 hours. #### Pixie Dust ___ - **Usage:** Doses - **Rarity:** Uncommon *** Few substances have as many uses as pixie dust, and one of those uses is to empower invisibility spells. *** **Greater Invisibility:** The spell can be cast with only a 3rd level spell slot. If you supply another 6 doses, it can be cast with only a 2nd level spell slot. *** **Invisibility:** The spell's duration changes to 2 hours. For every additional dose supplied the duration increases by another hour, to a max of 8 hours. If you target multiple creatures, you must expend an equal amount of doses for each creature. Alternatively, you can turn a large or smaller object invisible with the spell. The invisibility ends if the object is damaged or used to make an attack. \pagebreakNum #### Pollux's Virulent Aspect ___ - **Usage:** Single use - **Rarity:** Very Rare *** In the right place and time, and in the hands of a devious mage, this reagent is capable of devastating whole communities. *** **Contagion:** The spell no longer has verbal or somatic components, and you don't make a melee spell attack against the target. The duration changes to instantaneous and the casting time changes to 1 round, during which you have to remain in contact with the target. The target creature doesn't become poisoned when you cast the spell on them, but it immediately has to make the series of Constitution saves to determine if it becomes infected with the disease or not. All these saving throws happen at the start of your next turn, when you finish casting the spell. If the target succeeds on their saves, the reagent is not consumed and they become immune to the effects of any of your Contagion spells for a year. If the target fails their saving throws, you choose one of the diseases for them to become infected with. The disease does not immediately come into effect, but rather takes one day to incubate in the creature. When the disease finishes incubating, the normal effects of the chosen disease begin to manifest. The diseased creature also suffers one point of exhaustion. At this point the creature also becomes contagious. Each time another creature spends a round within 5 feet of the infected creature, roll a d20. On a 1, it must immediately make the same series of Constitution saving throws that was part of the initial casting of the spell. On three successes it becomes immune to the disease for 1 year, on three failures it becomes infected with the same disease. The disease again spends 1 day incubating, after which the creature can spread the disease itself just like the original target of the spell. Every 24 hours after the disease manifests, an infected creature must make a Constitution saving throw. On a failure, it suffers another point of exhaustion. On a success, it loses one point of exhaustion gained from the disease. If a creature loses all points of exhaustion gained form the disease it is cured of the disease. It can then no longer spread it and becomes immune to the disease for 1 year. If the disease is magically cured the creature does not gain any immunity to the disease and can become infected again. When you first cast the spell you can set a maximum value on the points of exhaustion the disease is capable of inflicting. #### Possum's Ring ___ - **Usage:** Single use - **Rarity:** Uncommon *** In the right circumstances, faking one's own death can be very useful. Problem usually is that one rarely sees that situation coming ahead of time. *** **Feign Death:** The spell can be cast as a reaction on yourself when taking damage or reaching 0 hit points, requiring no verbal or somatic components. You become stable and remain unconscious for the duration of the spell. You can also set conditions that will end the spell early, though the spell is only able to perceive the passage of time, the state of the body, and anything in contact with the body. \columnbreak #### Portia's Flotation Device ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Rumored to have come about when a halfling mage became tired of being looked down upon all the time. As an added bonus it's said that she never had to walk anywhere ever again. *** **Levitate:** The range changes to self, the duration to 1 hour, and the spell does not require concentration. Instead of the spell's normal effects you hover a bit above the ground, though you can still move along the ground as quickly as your movement speed allows. For the spell's duration you can ignore difficult terrain and other harmful effects located on the ground by floating above them. Your jump distance is doubled and when you jump you can also use your spellcasting ability score instead of Strength to determine the distance of your jump. As an action, you can switch between these effects and the normal effects of the Levitate spell. If you change back from the normal effects, you float down as if the spell had ended. You can make one jump with the rules above just before you begin to float down. #### Prima's Superior Sapphire ___ - **Usage:** Single use - **Rarity:** Rare *** One gnome mage managed to improve on Drawmij's design, but at the cost of a sapphire that's five times as expensive as the sapphire needed for the original spell. *** **Drawmij's Instant Summons:** The item will be teleported to you even if another creature is holding or carrying the item. #### Primal Rune ___ - **Usage:** Single use - **Rarity:** Rare *** A rune bearing primordial powers of nature and the elements, which grants a mage the foresight to predict strikes before they happen. *** **Mage Armor:** The AC calculation of the spell becomes 13 + your Wisdom modifier. Dexterity does not add to your AC while this spell is active. A cleric, druid, or ranger holding the rune can cast Mage Armor by expending a 1st level spell slot, despite not having it prepared or it being on their class' spell list.
\pagebreakNum #### Primordial Bulwark ___ - **Usage:** Single use - **Rarity:** Uncommon *** Crafted from multiple elemental essences, this reagent can reinforce the magic of elemental protections, allowing it to last much longer. *** **Primordial Ward:** Your concentration on the spell cannot be broken as a result of taking damage from a damage type you have resistance to from this spell. When you gain immunity to a damage type, the spell doesn't end and you only lose resistance to the damage type you gained immunity for. You can only give yourself immunity to a damage type you have resistance to from this spell. #### Prismatic Sand ___ - **Usage:** Doses - **Rarity:** Uncommon *** Even just an individual grain of this sand shifts from one color to another periodically, and when placed together they somehow synchronize their changes. *** **Absorb Elements:** When you cast the spell, you can immediately discharge the stored energy in a 5 foot radius around you rather than dealing extra damage on your next melee attack. If you do, each creature in the area must make a Dexterity saving throw or take the damage that could have been stored in your next melee attack, or half as much damage on a success. *** **Color Spray:** The d10s of the spell become d12s. You can also choose in which order creatures' hit points should be subtracted from the total. Lastly, the area can also be changed into one of the following options. - A 30 foot cone - A 15 foot square - A 10 foot radius sphere centered on you *** **Chromatic orb:** Instead of making an attack roll, you hurl the orb to a point within range where it detonates. Each creature within 5 feet of the point must make a Dexterity saving throw or take the damage of the spell, or half as much on a success. #### Pudding Extract ___ - **Usage:** Single use - **Rarity:** Uncommon *** Most of a Black Pudding's remains are of little use in enhancing spellcasting, but there is one particular secretion of the ooze that if retrieved and refined can serve as a potent reagent for acidic spells. *** **Elemental Weapon:** Whenever a weapon enhanced by this spell's acid option hits a target, that target takes a stacking d4 of acid damage at the end of its next turn. *** **Melf's Acid Arrow:** A target hit by the arrow has its *nonmagical* armor partially dissolved, suffering a -1 AC penalty to the AC it offers. Armor is destroyed if the penalty reduces its AC to 10. *** **Vitriolic Sphere:** The radius of the spell's area is increased to 30 feet. \columnbreak #### Pyntle's Chaos Pathogen ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Locked within an arcane container before being used, this reagent interacts with the ambient magic of the world in strange and chaotic ways. *** **Any spell:** Roll on the Wild Magic Surge table in the Player's Handbook after you've cast the spell. *** **Chaos Bolt:** If you cast the spell with at least a 3rd level spell slot and using this reagent, you can tear open a chaotic rift to the plane of Limbo at a point of your choice within range. At initiative 15 and 5 the rift fires one 1st level Chaos Bolt spell at a random target within 120 feet of it, using your own spell attack modifier. If the bolt leaps new targets are also chosen at random. The rift remains open for 1 minute. A spellcaster can attempt to close the rift early, in which case they must succeed on a spellcasting ability check against your spellcasting DC. For every *two* slot levels above 3rd used in casting the spell, one additional chaos bolt is fired at initiative 15 and 5. *** **Greater Invisibility:** The spell does not require concentration. At the end of each of your turns, the invisibility effect leaps to one random creature within 60 feet of the invisible creature. The creature that's currently invisible is counted among these creatures, which means the effect could stay on them. *** **Hideous Laughter:** At the start of each of an affected creature's turns, they roll on the Wild Magic Surge table in the Player's Handbook #### Quarts Lens ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Most commonly used used by bounty hunting mages seeking ethereal or invisible monsters, the lens itself usually comes in the form of a monocle or as a set of glasses. *** **See Invisibility:** For the duration of the spell, you can use a bonus action to momentarily create a shining outline on a creature you can see within 60 feet of you. Until the end of your next turn that creature can no longer benefit from being invisible. This effect stops working if for some reason you do not have a line of sight to the creature. The effect also ends if you become blinded, or if the creature is ever further than 90 feet away from you. This effect can also be applied to creatures in the ethereal plane, in which case they can take damage from creatures on the material plane. A creature on the ethereal plane has resistance to all damage taken this way. \pagebreakNum #### Radiant Core ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Every now and then shards from the upper planes fall down to the material plane in the form of radiant meteors. *** **Blinding Smite:** Creatures within 10 feet of the hit creature, excluding you, must also make the Constitution saving throw of the spell. *** **Flame Strike:** Chose one of the following options - Increase the damage dice to d8s - Increase the damage dice to d10s and reduce the radius to 5 feet - Increase the radius to 30 feet *** **Guardian of Faith:** You can upcast the spell, adding another 20 damage to the total amount of damage the guardian can deal before disappearing for every spell slot above 4th. If cast with a 5th level spell slot or higher, the spell's duration becomes 24 hours. *** **Guiding Bolt:** In addition to increasing the damage roll when you upcast the spell, you can cast one additional projectile for each slot level above 1st level, each of which has to be directed towards a different target. *** **Wall of Light:** The wall can be twice as high and thick. The damage taken upon ending a turn inside the wall's area is instead taken the first time on a turn that a creature enters the wall's area or ends their turn there. #### Razor Rose ___ - **Usage:** Unlimited uses, but spoils 1 month after being picked. - **Rarity:** Uncommon *** On rare occasions, a primordial nature spirit can inhabit a razorvine sapling. The hearty bush that grows from the union sprouts vibrant roses, which can be used as potent reagents. *** **Entangle:** A creature restrained by the vines takes 1d6 slashing damage at the start of each of its turns. *** **Grasping Vine:** When a creature fails a save against the vine they also take 3d4 piercing damage *** **Hail of Thorns:** The spell does not require concentration. *** **Spike Growth:** The area of the spell becomes a 10 foot aura centered on you. When you move, the dangerous spike growths becomes visible to everyone that can see it. Alternatively, the area of the spell deals no damage to you when you cast it with this reagent. #### Ricochet Rod ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Usually crafted by gnome artificers, these rods seek to minimize the odds of wasting their spell while also maximizing its potential damage output. *** **Catapult:** After the object first strikes a creature or a solid surface, it can be bounced in another direction, assuming the flung object has not used up its entire 90 feet of distance yet. \columnbreak #### Seal of the Oathbreaker ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Originally created by antipaladins and oathbreakers, these reagents are capable of corrupting paladin auras in various ways. *** **Aura of Life:** The resistance granted by the spell can be changed from radiant damage to necrotic damage. Additionally, a creature cannot have more hit points than its normal maximum would allow, and suppresses the effects of spells and effects such as Aid on creatures while they are in the aura. Creatures with temporary hit inside the aura have them reduced to 0. *** **Aura of Purity:** Instead of the aura's normal effects, hostile creatures in the aura have disadvantage on saving throws against disease and poison. Additionally, hostile creatures can't have advantage on saving throws against the conditions listed in the spell description, and also can't add any magical bonuses to such saving throws. *** **Aura of Vitality:** The spell changes into a draining aura. As a bonus action you can instead target a willing ally in range. That ally takes 2d6 necrotic damage, and you are healed for an amount equal to twice the damage that they take. *** **Crusader's Mantle:** Allies in the aura that are wielding nonmagical weapons also get a +1 bonus to their attack rolls. The damage granted by the spell can be changed into necrotic damage if you wish. #### Secret Sigil ___ - **Usage:** Single use - **Rarity:** Uncommon *** This reagent can make infiltration of a wizard's tower a much less daunting task. *** **Nondetection:** The spell's duration changes to 1 hour. For this duration you are undetectable to magical traps and alarms, such as the Glyph of Warding spell or other similar magical effects. Magic like this cannot trigger as a result of your presence.
\pagebreakNum #### Seeking Arrowhead ___ - **Usage:** Durability die - **Rarity:** Uncommon *** For when an attack really needs to hit, some divine servants prefer the reliability of a seeking bolt. *** **Guiding bolt:** The bolt loses the ability to cover a hit target in a dim light that grants advantage on the next attack roll. The bolt instead gains the ability to arc around obstacles, meaning that cover provides no benefit against this spell as long as there is a clear path for the bolt to take within the spell's range. The spell's attack roll is always made with advantage, and a prone or unseen target also doesn't confer disadvantage on the attack roll. #### Shadowfell Blossom ___ - **Usage:** Unlimited uses, but spoils one month after being picked. - **Rarity:** Uncommon *** Native to the Shadowfell, this curious flower has found a way to be nauseating to even the most hardy of undead creatures. *** **Ray of sickness:** The damage type changes to necrotic. Undead creatures that are normally immune to the poisoned condition can become poisoned by this spell. #### Shadowbeetle Toxin ___ - **Usage:** Single use - **Rarity:** Rare *** Found in the Shadowfell, as well as in other remote and barren locations, many creatures do not realize they've been bitten by a shadowbeetle until it is already too late. *** **Purify food and drink:** Removes the verbal component of the spell. Only suppresses any poison and disease in the given food and drink for 1 minute, after which it returns. Food and drink ingested during this duration have no adverse effects even after the duration runs out, but afterwards any poison or disease returns as it was before the spell was cast. #### Shadow Fleece ___ - **Usage:** Single use - **Rarity:** Uncommon *** Provided an illusionist can find a place out of sight, shadow fleece provides them a means to conceal their shadowy arts. *** **Any spell from the illusion school of magic:** The spell has no verbal component. \columnbreak #### Shambling Root Stem ___ - **Usage:** Durability die - **Rarity:** Uncommon *** The central root stem of a shambling mound is the driving force behind the ravenous plant creatures. Provided that a druid can acquire one, they can pull on the same magic that once animated its body to empower their own spells. *** **Entangle:** Can be upcasted to 2nd level, in which case the vines of the spell are given enhanced animation. As a bonus action on your turn, you can command the vines to slither up to 10 feet in any direction. Any creature restrained by the vines are moved with them. You can also use your action to have any creature in the vines' area but not restrained by them make the initial saving throw of the spell again. Creatures already restrained by the vines when you do this take 1d8 bludgeoning damage.
#### Shapeshifter's Brew ___ - **Usage:** Single use, ingested by the target of the spell at most 1 minute before casting. - **Rarity:** Uncommon *** Made by transmuters seeking to enhance their craft, drinking this concoction before being exposed to transmutation magic allows one to push the limits of what a spell is capable off. *** **Alter Self:** You can choose two of the options to have active at once *** **Barkskin:** The AC granted by the spell becomes 20. *** **Darkvision:** You gain darkvision without a range limit. *** **Dragon's Breath:** The spell does not require concentration. *** **Enhance Ability:** You can choose two of the six options to have active at once. *** **Enlarge/Reuce:** If cast with a 3rd level spellslot, allows the target to increase or decrease in size by two size increments. This increases or decreases the target's damage by 3d4 instead of 1d4. #### Spark of Thought ___ - **Usage:** Single use - **Rarity:** Rare *** A faint light pulses inside this vibrant green gem, which grows brighter in proximity to creatures. *** **Awaken:** You can target creatures of the monstrosity type with the spell, though some creatures with legendary resistance or actions might be immune depending on the DM's judgment. The target's intelligence is only raised to 5 when cast this way. You can also only implant one language of your choice with the creature, which gains a rudimentary understanding of the language and the ability to follow simple instructions, but they cannot speak it themselves. \pagebreakNum #### Sparkstone ___ - **Usage:** Single use - **Rarity:** Uncommon *** This small and smooth stone discharges small static bolts when touched, and has proven a potent conduit to imbue spells with electricity. *** **Arcane Lock:** When a creature attempts to break down an object or pick a lock affected by the spell while within 5 feet of it, they take 1d8 lightning damage. Dealing damage to the object also triggers the lightning damage. *** **Blink:** Whenever you cross between planes with this spell, creatures within 5 feet of you take 1d6 lightning damage. *** **Sleep:** Creatures that attempt to shake awake a creature put to sleep by this spell take 3d4 lightning damage upon touching the sleeping creature. *** **Thunder Step:** Creatures within 10 feet of your destination must make a Dexterity saving throw, taking 2d8 lightning damage on a failure or half as much on a success #### Silencing Rune ___ - **Usage:** Durability die - **Rarity:** Uncommon *** A handy rune that constantly projects a silencing aura in a very tiny radius around it. *** **Absorb Elements:** If the triggering damage is thunder damage, you can give yourself immunity to thunder damage instead of resistance if you use at least a 2nd level spell slot. You do not deal extra damage with your next melee attack when you do this. *** **Knock:** The spell makes no sound, and requires somatic components instead of verbal components. *** **Silence:** Allows you to shape the area of the spell however you wish within a 40 foot cube. *** **Thunder Step:** You can forgo creating a thunderous blast when you cast the spell. #### Stepping Stone ___ - **Usage:** Durability die - **Rarity:** Uncommon *** This smooth, flat stone sometimes moves short distances when nobody's looking at it. *** **Far Step:** Instead of teleporting yourself, on each of your turns you can teleport a willing creature that you can see within 60 feet of you. Roll the durability die each time you do this, but don't roll it upon the initial casting of the spell unless you then also teleport another creature. *** **Misty Step:** Instead of teleporting yourself, you can teleport a willing creature that you can see within 60 feet of you. Alternatively, you increase the distance you can teleport with the spell to up to 60 feet. \columnbreak #### Summoner's Mix ___ - **Usage:** Doses - **Rarity:** Uncommon *** The mix itself can be made in many different ways, with the name referring to the bolstering effect these mixes all share. *** **Conjure Animals, Conjure Minor Elementals, Conjure Woodland Beings, Find Steed, Summon Lesser Demons:** Choose *one* of the summoned creatures. Instead of rolling hit points for the creature or taking the average number, max out all of its hit dice to give it the max amount of possible health. You are also allowed to choose what specific creatures are summoned by the spell. #### Summoner's Mix, Potent ___ - **Usage:** Single use - **Rarity:** Rare *** A rarer but more powerful variant of the more common summoner's mix, it's highly coveted by conjurers. *** **Any spell that summons another creature:** Choose *one* of the summoned creatures. Instead of rolling hit points for the creature or taking the average number, max out all of its hit dice to give it the max amount of possible health. You are also allowed to choose what specific creatures are summoned by the spell. #### Sundering Spike ___ - **Usage:** Single use - **Rarity:** Uncommon *** Often used in prison breaks, or to remind an opponent that they should always bring a spare weapon. *** **Shatter:** The spell has a range of touch when cast with this reagent. Instead of an area of effect detonation, choose one *nonmagical* object within range. The spell deals maximum damage to that object. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid the spell. The typical weapon or shield is simply destroyed by this spell. Armor instead takes a -2 AC penalty. If further detail is desired, object rules and hit point values exist in chapter 8 of the Dungeon Master's Guide #### Tenser's Clay Figurine ___ - **Usage:** Durability die - **Rarity:** Common *** A magical servant already lies contained in this small statuette, which can be drawn out into a longer lasting attendant if enough magical energy is channeled into it. Some mages are known to have entire cupboards filled with these figurines that they bring out when important guests are expected. *** **Unseen servant:** Extends the duration to 24 hours. This reagent can't be used while the servant created by it lasts. \pagebreakNum #### Tentacle Totem ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Usually made from strange materials by those that have received strange insight from aberrant sources. *** **Dominate Beast:** When you target an octopus or other beast with tentacles, you empower it with eldritch energies for the duration of the spell. Its AC can't be lower than 16, it gains temporary hit points equal to 5 times the level of the spell slot used to cast this spell, and it gains a d6 that it can roll as a bonus on its attack rolls, damage rolls, saving throws, and ability checks. Alternatively, the aberration creature type becomes a valid target for the spell, assuming it lack legendary actions. *** **Evard's Black Tentacles:** An ebony, tentacled monsters rises partway out of the ground in an unoccupied space within range. The monster has the statistics of a Giant Octopus, but is of the aberration creature type, has its hit points maxed out, and has a walk speed of 30 feet. The spell does not require concentration, and the area of the Black Tentacles spell is centered as an aura on the monster, extending 10 feet from it. Roll initiative for the monster, which has its own turns. It is hostile to all creatures, and the spell ends if it is reduced to 0 hp. Creatures restrained by the spell move with the monster when it moves. *** **Maelstrom:** A Giant Octopus hostile to everyone occupies the center of the maelstrom. Roll initiative for the octopus, which has its own turns, is of the aberration creature type, and has maxed out hit points. The octopus is also immune to damage from the maelstrom, but it cannot move or be moved away from the maelstrom's center. The spell does not require concentration, but it ends if the octopus is reduced to 0 hit points. #### Thoradin's Adamantine Anchor ___ - **Usage:** Durability die - **Rarity:** Uncommon *** This reagent most commonly takes the form of a piece of enchanted adamantine shaped into a small anchor, but it can be found in others shapes as well. *** **Arcane Lock:** You can target a medium or smaller sized nonmagical object that isn't being worn or carried and magically fix it in place. Said object does not move, even if it is defying gravity. The object can hold up to 4,000 pounds of weight. More weight causes the spell to end on the object. A creature can use its action to make a strength check to move the object, the DC of which is your spell DC + 5. On a success the spell ends on the object. The targeted object also gains resistance to all nonmagical damage, but the spell ends if the object is destroyed. When you cast the spell this way you cannot designate a password to suppress the spell, but a Knock spell will still suppress the spell for 10 minutes. *** **Hold Person, Hold Monster:** If the target succeeds on their initial save, you can attempt to target another creature within 10 feet of that target with the same spell for free. You don't roll the durability die when first casting the spell, only when attempting to shift the spell to another target. \columnbreak #### Tippletoe's Warning Bell ___ - **Usage:** Durability die - **Rarity:** Uncommon *** This enchanted electrum bell contains a benign spirit, which can be coaxed into alerting a mage of nearby dangers. *** **Alarm:** Creatures that hear the audible alarm created by the spell lose any surprise they might have and cannot be surprised for one minute. Sleeping creatures automatically wake up and can use their reaction to stand up from being prone. *** **Arcane Eye:** You imbue the eye with a semi-sentient spirit. You don't see through the eye yourself, but you can give the eye orders to carry out. You can communicate telepathically with the eye, and if prompted it will relay what it has seen to you. *** **Find Traps:** The spell's duration changes to 1 hour. For this duration you can use your action to detect traps as described by the spell. For the duration you also have a +5 bonus to Wisdom (Perception) and Intelligence (Investigation) checks made to spot and investigate traps. *** **Guardian of Faith:** The guardian is tasked with keeping watch for its duration. If it spots anything suspicious it will telepathically notify you and creatures you designate when first casting the spell, waking any sleeping creatures. The guardian has darkvision out to a range of 120 feet, and a passive perception of 17 > ##### Reagents to Magic Items > Many of the regents in this document can easily be converted into magic items. For example, if you want to give a Great Old One Warlock the opportunity to cast the Maelstrom option from the Tentacle Totem you could create a wand capable of casting the spell. When Maelstrom is then cast from it the spell has the additional effect as described by the Tentacle Totem reagent. > >
\pagebreakNum
#### Tethren's Glyph Powder ___ - **Usage:** Doses - **Rarity:** Uncommon *** The inability to move an object inscribed with a glyph has always been a big weakness of the spell. One tiefling archmage did manage to overcome this limitation, but at the cost of other restrictions. *** **Glyph of Warding:** You can only use the explosive glyph option when casting the spell with this reagent, but when you do the spell no longer ends if you move it away from where you first cast it. The duration changes to 24 hours, with the spell fading from the object it was cast on if it isn't triggered before then. For every extra dose of reagent spent on the spell beyond the spell level requirement, the duration of the spell is increased by another 24 hours. \columnbreak #### Thermal Crystal ___ - **Usage:** Durability die - **Rarity:** Uncommon *** By use of this crystal one can fuel their fire spells by drawing heat from the nearby environment, and the freezing air left behind can in turn be molded to further enhance spells. *** **Burning Hands:** You can emit two cones from yourself. One deals fire damage and the other cold damage. Both have their damage die increased to d8s. Any area that is overlapped by both cones is unaffected by the spell. *** **Fire Shield:** You can have both the warm and chill shield active at once, giving you resistance to both fire and cold damage. The damage changes to 1d10 fire damage and 1d10 cold damage. *** **Flaming Sphere:** When the sphere moves, it turns the air frigid behind it. The ground the sphere moves across becomes difficult terrain until the start of your next turn. The first time a creature enters that area on a turn, or starts its turn there, it must make a Constitution saving throw or take 2d6 cold damage, or half as much on a success. *** **Scorching Ray:** The damage of the spell changes to 1d8 cold damage and 1d8 fire damage.
#### Terrifying Aspect ___ - **Usage:** Durability die - **Rarity:** Uncommon *** A captured remnant of some frightening spectral undead within a suitable vessel, whose lingering power can be called upon to empower certain spells. *** **Faithful Hound:** As an action once during the spell's duration, you can have the hound emit a terrifying howl. Creatures than can hear the howl within 30 feet of it must succeed on a wisdom saving throw or be frightened for 1 minute. Frightened creatures can see a faint outline around the hound. A creature can repeat the saving throw to end the effect at the end of each of its turns. *** **Fear:** You can designate a spot within 30 feet of you as the source of the cone. This point also counts as the source of the frightened condition. *** **Phantasmal Killer:** When the target makes its initial saving throw against the spell, it takes 4d10 psychic damage on a failure, and half as much on a success. \pagebreakNum #### Thunderstone ___ - **Usage:** Single use - **Rarity:** Uncommon *** These pebbles can sometimes be seen falling from the sky during thunderstorms. If cracked, it will unleash a thunderous boom. *** **Destructive Wave:** You can make all damage of the spell be thunder damage. *** **Thunderwave:** You change the spell in one of the following ways: - The area becomes a 5 foot radius sphere centered on yourself. You don't have to make the saving throw yourself. - The area becomes a 45 by 5 foot line. - You throw the stone to a space up to 60 feet away, with the origin of the 15 foot cube area being in the spot where it lands. *** **Thunderous Smite:** You can strike your weapon into the ground, causing every creature within 5 feet of you to make the Strength saving throw. On a failure they also take the 2d6 thunder damage, or half as much on a success. *** **Shatter:** Creatures that fail their saving throw become deafened for 1 minute. While deafened in this way, they have disadvantage on Dexterity saving throws. A creature can repeat the saving throw to end the effect on itself at the end of each of its turns. *** **Alarm:** The audible alarm is modified into a thunderous boom that can be heard up to 300 feet away. *** **Blindness/Deafness:** If the deafness option is used, the target also takes 2d8 thunder damage on a failure, or half as much on a success. #### Twilight Blossom ___ - **Usage:** Unlimited uses, but spoils one month after being picked. - **Rarity:** Uncommon *** Believed to be a blessing bestowed upon the world by a nature deity, just touching this flower can be lethal to many forms of lesser undead. *** **Cause Fear:** The spell can target undead creatures as well, which counts as turning the creature. *** **Any spell that can heal a target of 5th level or lower:** You can target undead with the spell, and if you do they must make a Wisdom saving throw. On a failure they take radiant damage equal to the amount you would heal with the spell, or half as much damage on a successful save. #### Twilight Blossom, Greater ___ - **Usage:** Unlimited uses, but degrades to a normal Twilight Blossom one week after being picked. - **Rarity:** Rare *** This rarer breed of flower can sometimes manifest through careful and attentive gardening, or as a boon from gods opposed to undead. *** **Antilife Shell:** You can make the spell only affect undead creatures. *** **Cause Fear:** The spell can target undead creatures as well, which counts as turning the creature. You can target three times as many creatures as normal when you do this. *** **Any spell that can heal a target of 5th level or lower:** You can target undead with the spell, and if you do they must make a Wisdom saving throw. On a failure they take radiant damage equal to *twice* the amount you would heal with the spell, or half as much of that damage on a successful save. *** **Heal:** You can target undead with the spell, and if you do they must make a Wisdom saving throw. On a failure, they take radiant damage equal to the amount you would heal with the spell, or half as much damage on a success. #### Vanquisher's Vessel ___ - **Usage:** Durability die - **Rarity:** Rare *** Usually crafted by divine orders to aid their champions, most paladins greatly covet these reagents for the versatility they can grant. *** **Any spell with "Smite" in its name:** The spell can share concentration with other spells without 'Smite' in its name. When you make Constitution saves to maintain concentration, you make one save for each spell. #### Warding Seal ___ - **Usage:** Durability die - **Rarity:** Uncommon *** Though it is difficult to forge a suitable vessel for this protective seal, it is highly sought after by abjurers and others that practice protective magic. *** **Mage Armor:** The spell can be cast as a reaction on yourself at the start of any creature's turn. *** **Shield:** Allows you to cast the spell on another creature within 10 feet of you when they would be hit by an attack. *** **Protection from Energy:** You can choose three damage types to have resistance against at the same time. *** **Protection from Evil and Good:** The spell gains a range of 30 feet, and you can cast the spell as a reaction to seeing a creature within range being targeted by an ability, attack or spell. You must use this reaction before an attack roll or saving throw is made. *** **Shield of Faith:** If you would lose concentration on the spell from failing a Constitution saving throw, you can roll the durability die to reroll the saving throw. If you fail again you can roll the durability die once more to reroll the saving throw yet again, and you can keep this up for as long as the reagent remains. When you cast the spell in this way you don't roll the durability die upon the initial casting the spell. *** **Sanctuary:** You can change the Wisdom saving throw of the spell into either a Charisma or Intelligence saving throw. \pagebreakNum #### Wax Charm ___ - **Usage:** Single use - **Rarity:** Uncommon *** Some casters make a point of keeping this reagent on hand in case they need to arrange transport for a princess or have the neighborhood cat take the fall for their failed heist. *** **Polymorph:** The spell can be cast with one of the following changes: - If you target a beast with a CR of 2 or less, the spell's duration becomes 1 day and doesn't require concentration. Regardless of the target's original CR, it can take on any form that has a CR of 2 or lower. - Instead of transforming a target into a beast, you can transform them into a humanoid with an appearance of your choice. The creature retains its mental ability scores, but receives the physical ability scores and statistics of a Commoner. If you target a beast with a CR of 2 or lower, the spell lasts for 1 day and does not require concentration. - You can target a humanoid with the spell and transform them into another humanoid with an appearance of your choice. None of the target's statistics change when you cast the spell this way, including hit points, but the spell does not require concentration and lasts for 1 day. If the target creature is reduced to 0 hit points the spell does not end, and the creature risks death as normal. > ##### Power through Durability > Reagents like the Witch's Wand and Galen's Crown are good examples of reagents that become much more powerful the higher their durability die is. If a Witch's Wand has a d4 durability die, every chosen augmentation of Witch Bolt is a risk of being stunned for the next turn. But for a Witch's Wand with a d12 durability die, you can freely take 4 of the augmentations before you could even risk the reagent breaking, and could possibly select every available option without the reagent deteriorating even once. > > DM's should therefore think twice before setting the durability die of these reagents. A low durability die might feel too risky to use, but if the durability die is set at a high value there will barely be any risk in using the reagent, and casters can freely cast very powerful versions of their spells with essentially no risk to themselves. If you feel uncertain, it's better to set the durability die too low than too high. \columnbreak #### Witch's Wand ___ - **Usage:** Durability die - **Rarity:** Uncommon (d4-d6), Rare (d8), Very Rare (d10+) *** A wand made up of several lightningstruck branches from an assortment of different tree species. It's capable of turning an otherwise mediocre spell into a potent force. *** **Witch Bolt:** The spell can be augmented in the following ways. You can choose as many of the options as you like before casting the spell, but must roll the durability die once for each selected option. When a d4 durability die rolls a 1 in this way, the reagent is destroyed instead of gaining a final use. If the wand breaks before you can roll your durability die the required number of times, the wand explodes in your hands and you must succeed on a DC10 Constitution saving throw or take 1d12 lightning damage and be stunned until the start of your next turn. On a success you take half as much damage and are not stunned. For each additional durability roll you cannot make, the DC of the saving throw is increased by 5 and the damage is increased by 1d12. - If the target tries to move outside the range of the spell it must make a contested Strength check versus the caster's spellcasting ability modifier. On a failure, the target's speed is reduced to 0 until the start of its next turn. - The attack roll has advantage against targets that are wearing armor made of metal, or that are of the plant creature type. - You add your spellcasting ability modifier to both the initial and subsequent damage rolls of the spell. - If any other creatures are between you and the target when you deal automatic damage to it, they must make a Dexterity saving throw or take the same amount of damage, or half as much on a success. - The target having total cover from you no longer ends the spell, but you must make a DC10 Constitution saving throw to maintain concentration if you start your turn with your target in total cover. This DC increases by 1 each time you succeed on this save. - The automatic damage of the spell becomes 3d4, and increases by 1d4 each time you deal automatic damage. - The range of the spell is increased to 60 feet. - The spell no longer ends if you don't spend an action to repeat the automatic damage. - If you miss your initial attack roll you can bounce the bolt to attack another target within range. You can repeat this until you run out of targets. #### Zephyros' Sapphirine Ring ___ - **Usage:** Single use - **Rarity:** Uncommon *** Because this ring has a tendency to slip off fingers on its own, many decide to wear it on a chain around their neck instead. Even then it occasionally slinks free somehow. *** **Freedom of Movement:** When you first cast the spell, or at any point during its duration as a bonus action, you can detonate the spell as a pulse. You and every creature within 30 feet of you come under the effects of the Freedom of Movement spell until the end of their next turn. Doing this ends the spell. The reagent is not consumed if you cast the spell with the reagent but don't make use of this feature. \pagebreakNum ### Bound Elementals ___ - **Usage:** Durability die - **Rarity:** Uncommon (d4-d8), Rare (d10), Very Rare (d12) *** With the right materials, location, and date, a skilled mage can trap an elemental spirit in a suitable vessel, and bind it to serve the wielder of its prison. Though difficult to procure and easy to break, the power and versatility these elementals can lend a spellcaster are formidable. *** All bound elemental share the following option. *** **Conjure Elemental:** If you summon an elemental corresponding to the reagent's element, apply the following changes: - The casting time changes to 1 action. - Max out the elemental's hit dice to give it max hit points. - When you first cast the spell you can imbue the elemental with extra power, giving it either a +1, +2 or +3 magic bonus to attack and damage rolls. The elemental's attacks count as magical for the purpose of overcome resistance when you do this. Roll the durability die a number of extra times equal to the magic bonus you choose. - If the elemental is reduced to 0 hit points, reduce the durability die one increment. - If you lose control of the elemental, it pursues you over all other targets. #### Bound Air Elemental *** *** *** *** **Call Lightning:** Strong Wind occurs under the cylinder of the summoned cloud for the spell's duration. *** **Control Winds:** For the spell's duration, you can use your action to amply the winds in a 20 foot cube inside your affected area in ways that depend on your current active effect. Creatures in that area must succeed on a Strength saving throw or suffer the following consequences. - **Gust:** Creatures are pushed 15 feet in the wind's direction. A creature that fails by 5 or more is also knocked prone. - **Downdraft:** Creatures fall prone. Until the start of your next turn, prone creatures in the area attempting to stand up must first succeed on a Strength saving throw. - **Updraft:** Creatures are lifted 30 feet up into the air. Creatures that then fall do not take half damage from the fall. \columnbreak *** **Dust Devil:** When you move the dust devil you can move it into a creature. That creature must immediately make the saving throw of the spell. *** **Fireball:** The damage of the spell decreases to 5d6, but you leave behind a cloud of searing ash an smoke in the area of the explosion. You choose if the area is lightly or heavily obscured. The cloud lasts for 1 minute, but requires your concentration. A wind of moderate or greater speed also disperses the cloud. Creatures that start their turn in the area or enter it for the first time on their turn take 1d12 fire damage. A creature concentrating on a spell that ends their turn in the area must succeed on a Constitution saving throw against your spell DC or lose their concentration. *** **Fly:** For the spell's duration, you can roll the durability die again and cast one of the following spells that will then share concentration with Fly: Call Lightning, Control Winds, Dust Devil, Gust of Wind, Warding Wind, Wind Wall, Zephyr Strike. To maintain concentration after taking damage you roll one Constitution save for both spells, ending both spells on a failure. *** **Gust of Wind:** The line can bend and turn, but is still limited to a length of 60 feet. As an action on your turn you can try to shove a large or smaller sized creature in the area with the wind. The creature must make a Strength saving throw, and on a failure you either knock them prone or push them 15 feet in the direction of the wind. If they fail their save by 5 or more you can inflict both effects on them. >##### Obscuring Weather >Rules for **Strong Wind & Heavy Precipitation** are found in chapter 5 of the Dungeon Master's Guide. They are included here as well for convenience. >*** > ##### Strong Wind > > A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. > *** > A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight. > *** > ##### Heavy Precipitation > *** > Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. ***
\pagebreakNum *** **Lightning Arrow:** The spell does not require concentration. *** **Lightning Bolt:** The line of lightning can change direction thrice during its path. *** **Storm Sphere:** When you make an attack with the sphere you can also move it 10 feet in any direction. *** **Warding Wind:** The spell gains the following properties - When a large or smaller creature moves into the area of your spell, you can use your reaction to rebuff them. The creature must succeed on a Strength saving throw or be pushed back 10 feet. If they fail the saving throw by 5 or more they are also knocked prone. - As an action on your turn you can shove a large or smaller sized creature inside your spell's area with your wind. The creature must make a Strength saving throw, and on a failure you either knock them prone or push them 10 feet away from you. If they fail their save by 5 or more you can inflict both effects on them. - You can also use your reaction to catch small ranged weapon projectiles fired into the spell's area and throw them back at a target within 60 feet of you. You make this attack with proficiency and using your spellcasting modifier, dealing 1d8 piercing or bludgeoning damage on a hit, depending on the projectile. *** **Wall of Water:** When you first summon the wall, or as a bonus action on a subsequent turn during the spell's duration, you can channel elemental air into the water to freeze it solid. If you do, the entire wall freezes at once, and the AC of each section becomes 12. *** **Wind Wall:** You can move the wall up to 60 feet as a bonus action on your turn. The wall moves like a snake, moving one end of itself first and the rest following behind it. *** **Zephyr Strike:** At any point while concentrating on this spell, you can roll the reagent's durability die to gain another use of the enhanced melee attack. You do not roll the durability die when first casting the spell. \columnbreak #### Bound Earth Elemental *** *** *** *** *** **Create or Destroy Water:** By mixing elements of water and earth you gain influence over ooze. Oozes within a 30 foot cube must make a Constitution saving throw, taking 4d6 necrotic damage on a failure or half as much on a success. *** **Earthbind:** If the target is within 40 feet of the ground, a creature that loses its flying speed does not descend safely. When cast this way the spell has a duration of only one round, ending at the end of the target's next turn. The spell can be upcasted when cast in this way, with each spell level above 2nd increasing the distance threshold to the ground by 20 feet. *** **Earth tremor:** The damage die for the spell becomes a d10, and the affected area can be changed into one of the following options, all with the range of self. - A 25 feet cube - A 50 by 10 feet line - A 15 foot radius sphere *** **Erupting earth:** A large rock protrusion, roughly in the shape of a 10 foot cube, erupts from the ground in the middle of the spell's area. In addition to the normal damage of the spell, creatures in the rock's space take an extra 1d12 bludgeoning damage from the spell and are pushed to the nearest unoccupied space. The cube is an object with AC 15 and 25 hit points, and crumbles to the ground if reduced to 0 hit points. *** **Flaming Sphere:** Fusing elemental earth into your sphere, your transform it into a ball of magma. The ball can only deal damage by being rammed into a target, but deals an extra 1d6 bludgeoning damage when you do. The ball also deals double damage against objects and ignites flammable ones. *** **Longstrider:** The duration becomes 8 hours, and you ignore difficult terrain caused by rough or uneven stone and earth. *** **Maximilan's Earthen Grasp:** You imbue the hand with a semblance of sentience. The hand will automatically crush any creature it is holding at the end of your turn if it hasn't already crushed a creature this turn. If you direct the hand elsewhere with your action, it can both move to an unoccupied space and force another saving throw against a different creature at the same time. *** **Meld into stone:** The duration changes to 10 minutes, during which you can enter into stone and earth as an action. While in earth or stone, you gain a burrowing speed equal to half your normal movement. You can use this burrow speed to move through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. The normal perception rules of the spell apply while you are submerged in earth. Leaving the earth or stone takes an action.
\pagebreakNum \columnbreak *** **Stone Shape:** The section of shaped stone can be up to 15 feet in any dimension. Alternatively, you affect a spherical area of earth or stone that is up to 30 feet in diameter. You can smooth out any difficult terrain in this area and make the earth and stone magical for 24 hours. For this duration spells can't change its shape or make it difficult terrain, and creatures with Earth Glide can't move through it. *** **Stoneskin:** You can't lose concentration on this spell by taking damage. For the spell's duration your AC also cannot be less than 17. *** **Wall of Sand:** The area of the spell takes the shape of a 15x15x15 cube, looking somewhat like a huge sand elemental. As a bonus action on your turn you can direct the sand 30 feet in any direction. The sand shape ignores all difficult terrain except for that imposed by strong wind, which it cannot enter. *** **Wall of Stone:** The panels you create no longer have to be contiguous with each other. *** **Wall of Water:** You imbue the water wall with elemental earth, turning it into a wall of ooze. The wall is transparent until touched, requiring a Wisdom (perception) check contested by your spell DC to notice. If a creature enters the space of the wall, it must succeed on a Dexterity saving throw or be restrained by the wall, and makes the save with disadvantage if it is unaware of the wall. A creature caught in the wall can use its action to attempt to get free of the wall. Doing so requires a successful Strength check against your spell DC. A creature within 5 feet of a trapped creature can attempt the same check to push or pull them out. *** **Watery Sphere:** Your watery sphere becomes a sphere of ooze. The sphere is transparent while it remains still, requiring a Wisdom (perception) check contested by your spell DC to notice. Each time a creature fails its saving throw against the spell, it takes 3d6 acid damage, and still takes half as much on a success. A huge or larger creatures still can't be restrained by the spell, but they can take the acid damage on a failed save. > ##### Ooze spells? > In the default D&D setting, the elemental planes are divided up into four distinct planes of air, earth, fire, and water. Some of these planes can overlap with each other, creating what's usually called border regions that can be considered elemental planes in their own right. > > The border between water and air is called the Plane of Ice. Between air and fire you instead find the Plane of Ash. Next is the Plane of Magma between fire and earth, and finally there is the Plane of Ooze between earth and water. More details on all this can be found in chapter 2 of the Dungeon Master's Guide. > > The idea is that combining different elements with each other can result in effects that can mimic what you would find in these elemental planes. \columnbreak
#### Bound Fire Elemental *** *** *** *** **Aganazzar's scorcher:** The damage dice of the spell increases to d10s. You fire two lines with the spell that can both emanate from anywhere within range. *** **Burning Hands:** The damage dice of the spell increases to d8s. You can also emit two cones from yourself in different directions, and the range of both cones are extended by another 5 feet for each upcasted spell slot level above 1st. *** **Erupting Earth:** The spell deals an extra 1d12 fire damage. The difficult terrain is filled with streaks of scorching hot lava for a minute, and a creature that moves into or within the area takes 1d4 fire damage for every 5 feet it travels there. *** **Elemental Weapon:** When choosing fire damage, the spell does not require concentration. *** **Fireball:** You gain resistance to fire damage and detonate the fireball centered on yourself. You gain temporary hit points equal to the damage you take from the fireball spell. You keep your resistance to fire damage as long as you have these temporary hit points, and for the same duration any creature that hits you with a melee attack while within 5 feet of you takes 1d10 fire damage. The temporary hit points gained from the spell disappear after 1 minute. *** **Flame Arrows:** The spell does not require concentration. Alternatively, the enchanted arrows inflict the effects of alchemist's fire upon a hit, which lasts for the spell's duration. When used this way the spell does not automatically end when the last arrow is drawn from the quiver. \pagebreakNum *** **Flame Blade:** The spell does not require concentration, and the summoned weapon counts as a simple melee weapon with the properties of a scimitar that you are proficient with. *** **Flaming Sphere:** As an action on your turn, you can move the sphere up to 30 feet and detonate it. All creatures within 5 feet of the sphere when it detonates must make the normal saving throw of the spell. You do not roll the durability die when first casting the spell, only if you decide to detonate it. *** **Immolation:** Creatures within 10 feet of the target must also make a a saving throw against the initial fire damage, but are not set on fire on a failed saving throw. Additionally, a target that's set on fire must make recurring saving throw at the end of both its turn and your turn. Alternatively, you can target up to 4 different creatures at the same time with this spell. *** **Gaseous Form:** The spell transforms the target into a fiery form. The flying speed in this form changes to 30 feet. The first time the target enters a creature's space on a turn, that creature must make a Dexterity saving throw or take 1d10 fire damage and catch fire. Until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. The target of the spell also becomes susceptible to water. Each gallon of water splashed on them deals 1 point of cold damage. If they would become completely submerged in water, the spell ends and the target takes 4d8 cold damage. *** **Melf's Minute Meteors:** At any point while concentrating on the spell, you can spend an action to regain expended meteors. Roll your durability die again and gain a number of meteors equal to the number rolled, up to a maximum amount equal to the number of meteors that were created when you first cast the spell. On a roll of 1 the die decreases one increment as normal. You do not roll the durability die when first casting the spell, only if you decide to regain meteors. *** **Scorching Ray:** On a hit, a target ignites as if it had been doused in alchemist's fire. \columnbreak **Pyrotechnics:** You can target magical fire with the spell, and when you do the area of effect for the two effects are doubled. You can choose whether or not the fire is extinguished, and if you extinguish fire that is part of an active spell, a creature holding concentration on the spell must make a Constitution saving throw against your spell DC to maintain concentration on the spell. Alternatively, you can extinguish nonmagical fire within a 40 foot cube area without causing a fireworks or smoke effect. *** **Wall of Fire:** The height, length and diameter of the wall can be up to twice as big. You can also make the wall semi-transparent if you wish. #### Bound Water Elemental *** *** *** *** **Call lighting:** Heavy Precipitation falls under the cylinder of the summoned cloud for the spell's duration. *** **Create and Destroy Water:** The spell can be modified in one of the following spell variations: - *Rain Ward:* The duration of the spell changes to 24 hours, the range changes to self, and the spell can be cast as a ritual. For the duration, a water repelling ward extends out in a 30 foot radius from you. Any rain the falls within that area is destroyed. The inside of the ward is dry and comfortable, but has no effect on liquid that isn't rain. - *Summon Rain:* The duration of the spell changes to 1 hour, the casting time changes to 1 minute, the range to self, and the spell can be cast as a ritual. When the spell completes, a 20 feet radius raincloud forms 120 feet above you, and follows you for the duration. The area below the raincloud counts as Heavy Precipitation. *** - > ##### Rain Totem and Splitting Reagents > These elemental reagents have *a lot* of spells that they can modify, which might feel a bit daunting. But reagents are easy to split up into new reagents. One example could be a rain totem, a reagent only capable of modifying the Create and Destroy Water spell in the same way the Bound Water Elemental does. Another option could be to create a lesser version of the Bound Elementals that are only able to modify spells of 3rd level or lower. *** **Control Water:** The effects of the spell have the following additional effects: - *Flood:* Huge or smaller creatures in the area of flooding water must succeed on a strength saving throw or be knocked prone. - *Part Water:* You can be much more precise in the shape of the trench, being able to determine the size and shape of the trench within the affected area. - *Redirect Flow:* Creatures in the flow must make a Strength saving throw at the start of its turn or be moved 15 feet in its direction. Moving against the flow counts as difficult terrain, while moving with the flow allows you to move twice your normal swim speed. - *Whirlpool:* You can create a whirlpool in an area that is half as big than the normal requirement. ***
\pagebreakNum \columnbreak **Erupting Earth:** A forceful geyser bursts out of the ground along with the churned earth. Medium sized or smaller creatures that fail their saving throw are also flung 25 feet into the air. If they would impact a solid object before reaching the full height, such as a ceiling, they take an extra 2d6 bludgeoning damage. Large sized creatures that fail their saving throw can only be flung 10 feet into the air, and can only take 1d6 extra bludgeoning damage. Huge or gargantuan creatures are too big to be moved by the geyser. *** **Fog Cloud:** The cloud becomes very damp. It extinguishes unprotected nonmagical flames and creatures inside the cloud have resistance to fire damage. *** **Gaseous Form:** The misty cloud shape is changed to a liquid water form. You lose your fly speed, but have a walk and swim speed of 30 feet. Liquid is no longer treated as a solid surface for you, and while fully immersed in water you count as being invisible. Finally, you can breathe underwater for the duration of the spell. *** **Maelstrom:** A creature that starts its turn within 5 feet of the center of the maelstrom instead takes 8d6 bludgeoning damage. If you roll the durability die again, you can move the maelstrom 10 feet in any direction as a bonus action. *** **Tidal Wave:** The summoned wave takes the shape of a large sized water elemental, which you can then instantly move a distance of up to 30 feet. The elemental moves along the ground like a crashing wave, forcing every creature that it moves into to suffer the effects of the Tidal Wave spell. *** **Warding Wind:** Snow and cold winds blow inside the spell's area adding the following extra effects to the spell: - The area of the spell is lightly obscured. - Creatures inside the area have resistance to fire damage. - You gain 5 temporary hit points at the start of your turns. These temporary hit points go away when the spell ends. \columnbreak **Watery Sphere:** You can choose to split the sphere into 4 medium sized spheres of water. Each sphere can only trap one medium sized or smaller creature. You can move all spheres at once with an action, or just two spheres with a bonus action. Alternatively, you can increase the size of the sphere to fit a huge space. Such a sphere can fit 1 huge creature, 2 large creatures, 1 large creature and 5 medium sized or smaller creatures, or 9 medium sized or smaller creatures *** **Wall of Water:** The wall can be up to 60 feet long and 20 feet high. You can also move the wall 30 up to feet as a bonus action on your turn. The wall moves like a snake, moving one end of itself first and the rest following behind it. *** **Water Walk:** As a bonus action, an affected creature can switch between being able to walk on water and having a swim speed of 30 feet. *** **Wind Wall:** You combine elements of air and water to create a chilling effect. When the wall first appears it deals an additional 1d8 cold damage. Any creature that moves through the wall must make a Constitution saving throw, taking 2d8 cold damage on a failure and half as much on a success. > ##### Variant: Unruly Prisoners > By default, the bound elementals provide little risk to the user. With this variant rule, the imprisoned elementals have a small change to break free of their bonds and wreck havoc. > *** > Each time the durability die of Bound Elemental reagent deteriorates, roll the previous durability die again. If another 1 is rolled, the reagent is destroyed and the elemental trapped inside breaks free as an Air, Earth, Fire or Water Elemental within 5 feet of the holder of the reagent. The creature remains for 1 minute or until reduced to 0 hit points, and is hostile to all creatures. If the reagent is on its final use, then the elemental will not escape when used.
\pagebreakNum > ##### Variant: Alternate Durability Die > By default, the level a spell is cast at has no effect on a reagent's durability die. A 1st spell is just as much of a strain on the reagent as a 9th level one. As an alternative rule, you can have the durability die be rolled once for each level of the used spell slot. > > This rule change makes spell level much more important for reagent durability, as higher level spells will burn through them quicker. Durability die reagents as a whole will also last a much shorter time. To compensate you can set higher durability die increments for reagents in your game. > > Reagents were not designed with this rule in mind, and it has not been tested much. There might be some odd interactions with some reagents that use durability die in special ways, but if you're willing to make some modification yourself when this oddness occurs it should still be fine in most cases. \columnbreak
> ##### Credits > Created by u/TheAppleMan >
>
> > Cover Templates by u/Mr_Bluey >
> > Made using GM Binder > ##### Art Credits > demonui (pg 1), ChildrenOfNirvana (pg 2, 4, 8, 9, 12), leahfuhrman (pg 3), Olga Drebas (pg 3), u/Thorrson (pg 4), Jeff Chen (pg 6), Ang Jiayin Nico (pg 7), Sergey Zimmer (pg 7), Eibatova Karina (pg 7), Zingoogniz (pg 8), Steve Bellshaw (pg 14), Alexandra Malygina Fler (pg 14), Linda Lithén (pg 14, 18), ZsoltKosa (pg 15), Konstantin Turovec (pg 17), C. Critchlow (pg 20) Stephen Wood (pg 21), cobaltplasma (pg 21), Joseph Meehan (pg 24), ChristopherOnciu (pg 25), Slawomir Maniak (pg 26), Viking-Heart (pg 27), JohnMcCambridge (pg 28), ThemeFinland (pg 29). >
> > ##### Additional mentions >u/MrBakudan and his "Lost Vault" document is what introduced me to the concept of reagents, since I have never played 4e myself. >
> > The mechanics behind a durability die was copied by me from Giffyglyph > >
> > My patient players for putting up with my strange homebrew pitches
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