This is unofficial Playtest Content, and as such, it might change, this is not a final release. This content is published under the OGL 1.0a and is compatible with Dungeons and Dragons 5th Edition.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of its author.
Wam’s Spellforge is a tome of spells free for you to use within your 5th Edition Tabletop games.
All spells below are also available on my D&D Beyond Homebrew uploads, which you can find by clicking the D&D Beyond icon.
1st-level transmutation
Casting Time: 1 Reaction
Range: Self
Components: S, M (a polished marble)
Duration: Instantaneous
When a spell effect or ranged attack effect is used within 30 feet of you that you can identify, you can cast this spell and instantly displace yourself to a safer location. The minimum distance you move must be at least equal to 5 feet outside of the maximum range of the triggering spell or ranged attack. Roll a 1d4 to determine the direction: 1 for north, 2 for east, 3 for south, and 4 for west. Roll 3d20 to determine the distance you move. The combined result of the 3d20 represents the number of feet you move in that chosen direction or 5 feet outside of the maximum range of the triggering spell or ranged attack.
If the maximum range of the triggering spell or ranged attack exceeds 60 feet (or at higher levels, 100 feet), this spell fails.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain more control over your displacement. When cast as a 2nd-level spell, you can choose the direction of your displacement. When cast as a 4th-level spell, you can choose both the direction and a specific position within 100 feet.
2nd-level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: 1 Hour
Crafted by a particularly clumsy bard, or one who simply couldn’t resist the allure of taverns, this spell is a must-have for those cut from the same cloth. With a flick of your fingers, you conjure a spectral instrument no larger than Tiny size. This ethereal creation serves as a spell focus
and remains in existence for 1 hour or until dispelled. Regardless of the form it takes, you always have proficiency in using this instrument.
3rd Level Abjuration
Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components.
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. The creature must make a Constitution saving throw, which will be treated as if it were a concentration check, with the difficulty being the casters spell casting DC. On a failed save, the spell dissipates
with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the spell isn’t expended.
At Higher Levels: The DC is increased by one for every level above 3rd.
Spell is available for: WARLOCK, DEATH DOMAIN, OATHBREAKER, SHADOW MAGIC, SCHOOL OF NECROMANCY, BLOOD MAGIC
Hex Craft
5th-level Conjuration
Casting Time: 10 minutes
Range: 5 feet
Components: V, S, M (bones from a humanoid creature)
Duration: 3 hours
Your mastery of curses has guided you down a treacherous path that few dare to tread. When you craft a hex, you gather a small set of bones, or if you employ a spell focus, some chalk, and create a cursed vessel to house the hex’s power. The vessel can be up to medium in size, starting with 5 hit points when tiny and gaining an additional 5 hit points for each size category above that. The vessel harbors the hex, which remains in effect for 3 hours or until another creature destroys the vessel. While the vessel is active, you can choose a single living creature within 500 feet of you whose location you know. This creature becomes the target of the hex. Once the creature is designated and the vessel is created, you can select one of the following effects to impose upon
the target creature:
Crippling Despair: The creature must make a Wisdom saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. Choose two abilities, the target suffers disadvantage on all checks that use that ability as their modifier.
Tangled Steps: The creature must make a Dexterity saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed, and it may only move up to 15 feet on its turn. Additionally, the creature has disadvantage on Dexterity saving throws.
Muddled Mind: The creature must make an Intelligence saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. It has disadvantage on attack rolls and ability checks that use Intelligence or Charisma.
Weakened Resilience: The creature must make a Constitution saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. It has vulnerability to all damage types and disadvantage on Constitution saving throws.
Faltering Strikes: The creature must make a Strength saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. It has disadvantage on attack rolls, its attacks deal half damage and its carry weight is halved.
Haunted Vision: The creature must make a Wisdom saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. It has disadvantage on Perception checks and saving throws against being blinded or frightened. Additionally, the maximum range for all of their senses becomes capped at 60 feet.
3rd-level Enchantment
Casting Time: 1 action
Range: 40-foot cube, 15 feet
Components: V, S
Duration: 18 seconds
The essence of the earth and the inherent nature
magic within it contain echoes of various terrains.
This spell must be cast using nature magic. You enchant a 40-foot cube of solid ground within a visible area no more than 15 feet away. For the duration of this spell, the enchanted ground transforms into a watery medium exclusively for you. During this time while the ground is transformed in this way you can swim through it as if it were a liquid such as water. If you lack a swimming speed, you gain a swimming speed equal to your highest movement speed. If you already possess a swimming speed, it becomes doubled. If the spell concludes while you are within the earth, you are securely transported to the nearest available open space capable of accommodating you, which must contain breathable air if applicable.
5th-level Enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (A piece of blue fabric)
Duration: 1 minute (Concentration)
“…where I am going is right where I am.”
You touch a creature, and they are enveloped in a
mystical stasis, gaining the Petrified condition.
Simultaneously, the affected individual’s spirit separates from their physical form, manifesting as a spectral entity. While in this spectral state, the individual’s petrified body is fortified with a protective shell of magical energy, gaining 100 temporary hit points. The spectral form, though intangible, retains a ghostly presence in the physical world. It is incapable of making attacks or casting spells that require a ranged spell attack or have an area of effect (AOE). However, the entity can maintain concentration on one spell that was cast before or after entering this state. The spectral form can interact with the environment in minor ways, such as pressing buttons or opening doors, but it cannot exert force exceeding 10 pounds.
Spell is available for: WARLOCK, WIZARD, ARTIFICER, COLLEGE OF LORE, ARCANA DOMAIN
Capture Image (Arcanum)
1st-level Illusion
Casting Time: 1 minute
Range/Area: Sight
Components: V, M * (a piece of parchment worth 5 sp)
Duration: Instantaneous
You direct your focus to an area and capture it onto the parchment as part of the material component of the spell, preparing it for review later.
You hold out a piece of parchment horizontally and speak the verbal components of this spell, causing it to activate. An exact likeness of the area and everything inside it is copied onto the parchment. Unfurling the parchment will reveal the recorded likeness upon the page, stretching to the edges of the parchment, exempting a quarter-inch area of parchment to the corners of the article. If a creature is protected from divination or scrying effects, they appear blurred and misshapen in the recreated area.
At Higher Levels: When this spell is cast using a spell slot of 2nd level or higher, the parchment’s size can be increased by a number of inches up to two times the level the spell was cast at.
Spell is available for: WIZARD, COLLEGE OF SWORDS, COLLEGE OF CREATION, KNOWLEDGE DOMAIN, ARCANA DOMAIN, ELDRITCH KNIGHT, ARMORER, ORDER OF THE PROFANE SOUL
Find Familiar: Spectral Shield
6th-level Conjuration
Casting Time: 10 minutes
Range: 5 feet
Components: V, S, M (Iron Shavings)
Duration: Until dispelled or reduced to 0 hit points
You conjure forth a sentient shield imbued with azure radiance, bound to your service. This spectral familiar’s allegiance is exclusive to you. It remains within a 30-foot radius of your presence; venturing beyond this boundary causes the familiar to disperse. The spectral shield remains by your side until its hit points are depleted or it is Dispelled.
Armor Class: 22 (Natural Armor)
Speed: Fly 60 feet
Hit Points: 5 (1d6+1)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
20 (+5)
20 (+5)
4 (-3)
4 (-3)
4 (-3)
Saving Throws: DEX +9, CON +9.
Skills: Athletics (+8),
Resistances: Non-magical Bludgeoning, Piercing, Slashing
Immunities: Fire, Cold, Force, Necrotic, Radiant
Condition Immunities: Prone, Frightened, Charmed
Senses: Blindsight 120ft.
Languages: 1 Language chosen by caster.
ACTIONS
Defend: The familiar can be designated to defend a chosen creature. When engaged in defense, the target creature’s AC is augmented by +3. If an attacking creature misses its mark due to the AC boost from the familiar, the attacker gains the opportunity to launch an additional attack aimed specifically at the spectral shield.
Step: The familiar repositions itself horizontally, forming a stable vertical staircase that can support up to 800 pounds of weight.
BONUS ACTIONS
Shove: The familiar executes a forceful shove against a single creature, propelling it up to 10 feet away. An attack roll is made using the familiar’s Athletics modifier (+8).
Ioun Form: The familiar transforms into the likeness of a simple Ioun Stone, possessing a single hit point. If subjected to an attack, the familiar’s normal health is reduced by the corresponding damage. This bonus action is usable once per short rest.
REACTIONS
Guardian Defense: As a reaction to an attack roll targeting a creature within 30 feet of the familiar, you can intercede on their behalf. This intervention grants an instantaneous +3 bonus to the target creature’s AC. However, if the attack ultimately lands, you sustain half of the total damage dealt.
Zalris Torai Spells
The following spells were created in-world during sessions by the character Zalris Torai in the campaign Aurora Noctis. These spells are now available to use in the world of Telorn. In respect to Zalris’ player wanting to remain anonymous past a username, credit for these spells go in part to Bookwormking101.
ADDENDUM:
You may have noticed there are two versions of Capture Image within this document, that is because this spell was modified before being released in the Telorn Arcanum (A yearly textbook published by some of the worlds greatest mages, that contains public information on all known Spells, and information for inscribing Wizard spells). If you are to use both in game, the third level variant of the spell is to be referred to as “Capture Area”.
Illusion Cantrip
Casting Time: 1 Bonus Action
Range: Self
Components: S
Duration: Until Dispelled
“You would be surprised how easy it is to lose track of time. Decipher ‘one more tome’ or translate ‘one last scroll’ and suddenly it is morning and the sleep deprivation sets you to rights.”
You summon a Small sized egg shaped object with a flat base that slowly orbits your head and starts counting down. You can designate an amount of time starting from when you cast the spell and the object will silently tick down until the given amount of time has passed before emitting a piercing ringing noise that can be heard out to 30ft from the caster of the spell.
These Egg Timers cannot be interacted with outside of the spell, cannot be targeted by attacks and are immune to all damage.
1st-Level Conjuration
Casting Time: 1 Action
Range: 15ft
Components: V, S
Duration: 30 Minutes
“I always hear people say: “I don’t have enough hands to manage all this!” … I never understood it, ’cause what stops you from just.. making more?”
A bundle of 8 spectral, floating hands appear at a point you choose within range. The hands lasts for the duration or until you dismiss them all as an action. All of the hands vanishes if any of them are ever more than 15 feet away from you or if you cast this spell again.
You can use your action to command any number of hands at one time. You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve items from an open container, or pour the contents out of a vial. You can move each of the hands up to 15 feet each time you use it.
The hands can’t attack, activate magic items, or carry more than 5 pounds, but can work together to lift objects adding 5 pounds per hand helping to the maximum weight that can be carried.
3rd-level Illusion
Casting Time: 1 Minute
Range: Sight (25 ft )
Components: V, S, M *(A piece of specially prepared parchment worth 2gp and a gem worth 50gp)
Duration: Instantaneous
You direct your focus to an area and capture it onto the parchment as part of the material component of the spell, preparing it for review later.
You select an area that is a 25ft cube in a location you can see and place down the material component. An exact likeness of the area and everything inside of it is copied onto the parchment. Upon doing so you assign a command word to the parchment which when spoken aloud at any point after casting the spell will cause it to unfurl onto a horizontal surface it is placed on and display the captured area as an illusion that hovers 10 ft above the parchment as a smaller replica of the area. Any creature within 10ft of the cube can use their action to do one of the following:
Enhance: The creature can select a specific detail; a small pile of dirt, a specific item worn by a creature, a shadow on a wall and etc. Causing it to become the center focus of the illusion. They can use their action again to unfocus the selected detail and return it to the normal view.
Illustrate: The creature can draw on any surface, creature or in the air that makes up the illusion, whether to circle an item
of importance or etc. They can use their action again to erase any writing or drawings.
Provide Translation: If the creature knows a language that is written on any surface of the captured area they can cause a small illusory box to float next to the writing, providing the same text but translated into another language the creature knows. This can be done several times using only one Action, repeating for each language the creature wishes to translate the text into.
If a creature is protected from divination or scrying effects they appear blurred and misshapen in the recreated area.
At Higher Levels: When this spell is cast using a spell slot of 4th or higher the area captured and displayed by the parchment is increased by 25 ft for each level above 5th.