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Lovecraftian Spells v2.0

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The document discusses ways to modify and adapt 5e spells to have a Lovecraftian/eldritch horror theme by changing descriptions, damage types, and mechanics.

The purpose of tweaking existing spells is to differentiate regions, cultures, or sources of magic and get players to think about spells in different ways than their standard descriptions.

Spells can have their damage types changed, with the document mentioning changing damage to psychic damage as one option.

Lovecraftian Spells

Making Magic
Eldritch

Gary Dupuis

Spell Re-Skins &


New Spells For 5E
By: John Crowley III
Credits Sp ecial Thanks!
Lead Designer: John Crowley III To the Patrons who help make these
projects possible:
Writer: John Crowley III
Editor: Erin Rowan Dominic Mignogna, Erin Rowan,
Erin Crowley, Michael Houde, Rudy
Cover Art: Gary Dupuis Schoonover, Nat Skinner, Samantha
Darcy, Robert Stoffel, Terminally
Interior Art: Matt Morrow, Brett Nerdy, Death By Mage, and Ryan Gould!
Neufeld, Gary Dupuis, Tamás Baranya,
Jeremy Hart, Susann Mielke, Joseph D. Visit us online at
Salvador wwwthewanderingalchemist.com to
see monthly re-skinning articles, sub-
Logo Design: Zack Keys class creation articles, and more!

Fonts: Claus Eggers Sørensen, Sorkin Follow us @42nd_Alchemist on Twitter


Type to vote on future topics!

Copyright 2018 John Crowley III

Wandering Alchemist and their associated logos are trademarks of the Notes of the Wandering Alchemist Blog and
products released under the title Wandering Alchemist Games.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section I(e), and are not Open Content: All trademarks, proper names (such as characters, place names,
etc.), plots, story elements, locations, characters, and side bars. (Elements that have been previously designated as Open
Game Content are not included in this declaration. Nor are elements of Lovecraftian literature or the Cthulhu mythos not
explicitly created by John Crowley III.)

Open Game Content: The Open Content in this product includes the spell names, spell descriptions, spell statistics, and
spell lists. No other portion of this work may be reproduced without permission.

Lovecraftian Spells | Version 2.0 1


Table of Contents Change Log
V2.0 (October 11, 2018) - Added 13
Tweaking Spells..... .......................................3 new spells featuring some home brewed
Changing Descriptions..... ..................3 mythos entities. Added art. Created a new
Changing Damage Types.. ..................3
appendix for Class Spell Lists for those
Changing Mechanics........ ..................4
who would like to include some of these as
base spells. Added a sidebar for some of
Diving Into The Mythos.... .............................5 our mythos entities and their titles/names.
Start With The Entities.... ..................5
Psychic Damage And Ignoring It........5 V1.1 (June 23, 2018) - Complete edit of text
including spelling, grammar, and wording.
Lovecraftian Spells .......................................7 Standardization of spells with multiple
damage types. Clarification of other rules
wording. Standardized use of Game Master
Madness Descends.......................................19 and GM throughout.
Madness In 5E...................................19
Using Madness..................................19
When To Roll.....................................19

Appendices
Appendix A: Class Spell Lists.....................20
Appendix A: Base Spells Re-Skinned..........23
Appendix B: Themes For Your Caster.........24
Appendix C: Mythos Entity Themes...........25

OPEN GAME LICENSE Version 1.0a..........26

Lovecraftian Spells | Version 2.0 2


Tweaking Spells
Once you have an alternative option picked out,
something with a good visual that really speaks to the
caster of the spell, all you need to do is describe it that
way. If you want we can even get technical by rewriting
The driving force behind this supplement is not just to
it with the new description. Let’s use many decks of
provide you with more spells for your game. Its purpose
playing cards as an example.
is to get you to think about the spells already at your
disposal in different ways. What does barkskin look like
when cast by a druid of the desert? The ocean? In order
You create a vertical wall of swirling, cutting
to differentiate regions, cultures, or sources of magic
playing cards from a hundred nations and games.
you need not create whole new spells. All you need is to
The wall appears within range and lasts for the
tweak what you have!
duration. You can make a straight wall up to 100
feet long, 20 feet high, and 5 feet thick. The wall
provides three-quarters cover to creatures behind
Changing Descriptions it, and its space is difficult terrain.
When a creature enters the wall’s area for the
One of the simplest ways to manipulate the spells you first time on a turn or starts its turn there, the
have at your fingertips is to mold what they might look creature must make a Dexterity saving throw. On
like. Certain spells, such as faerie fire, might already a failed save, the creature takes 6d10 slashing
allow you to pick certain colors. These let you create damage. On a successful save, the creature takes
a signature look, at least to a certain degree. One half as much damage.
of the best ways to amplify that look is to normalize
what all your spells look like. Is all your fire blue? Are
temperatures reversed with hot ice and cold fire? Work
with your Game Master to create some looks that are
fun, but don't mechanically change the spell. We will get
to that soon.

Let’s look at a detailed example. Take blade barrier, a


spell which allows you to create a protective barrier that
will harm opponents. Here is the original text:

You create a vertical wall of whirling,razor-sharp


blades made of magical energy. The wall appears
within range and lasts for the duration. You can
make a straight wall up to 100 feet long, 20 feet
high, and 5 feet thick. The wall provides three-
quarters cover to creatures behind it, and its space
is difficult terrain.
When a creature enters the wall’s area for the first
time on a turn or starts its turn there, the creature
must make a Dexterity saving throw. On a failed
save, the creature takes 6d10 slashing damage. On
a successful save, the creature takes half as much
damage.

Now, a lot of that can be ignored. The important thing Matt Morrow
to remember for changing descriptions is that we need
the mechanics to stay the same. It will still be a wall and
it is still going to deal slashing damage. So how can we
make this spell unique to the PC, NPC, or group? Take Changing Damage Types
a look at the first part: “whirling, razor-sharp blades”.
This makes me picture a swarming mass of spinning saw Another really simple way to change the spells you cast
blades, personally, but it doesn’t have to do that. is to tweak the type of damage that they deal. Keep
in mind it is highly likely that the design of the spell
Instead we can go ahead and tweak that part specifically. is based on its damage type. Fire spells are designed
We need is to come up with alternatives for saw blades around what fire is and the way it works. Lightning
that would also deal slashing damage. Our options can spells are similarly designed with electricity in mind.
be found in various places. The weapons table gives But what if you want to cast a line of fire? How about
us axes, sickles, swords, and even whips. Monster stat throwing a giant ball of acid? Well, with a little work and
blocks give us claws, tusks, and talons. Other ideas some help from your GM, you can easily work out some
could include shards of glass, scythes, or playing cards. “new” spells to use.

Lovecraftian Spells | Version 2.0 3


This might, of course, alter the description as well but Let’s take a look at the first method. Imagine a barrier
we have experience with that now so it’s no problem. We full of whips instead of blades. As per the rules this
will continue using our example of blade barrier. If you would still be slashing damage and, thus, only the
need to, refer back to the original on the other page as description needs to be changed. Unless we consider
we make some edits. Now there are plenty of elemental the cool things we can do with whips. Such as...trip
walls to go around, so let’s not head in that direction. people! Now we can add a mechanic.
Instead let’s expand on the limiting factor of slashing
as a physical damage type. What about our good friends
piercing and bludgeoning?! Let’s take a look at a version You create a vertical wall of whips made of
we can call bashing barrier. magical energy that slash out and trip all within.
The wall appears within range and lasts for the
duration. You can make a straight wall up to 100
You create a vertical wall of heavy, whirling maces feet long, 20 feet high, and 5 feet thick. The wall
made of magical energy. The wall appears within provides three-quarters cover to creatures behind
range and lasts for the duration. You can make a it, and its space is difficult terrain.
straight wall up to 100 feet long, 20 feet high, and 5 When a creature enters the wall’s area for the
feet thick. The wall provides three-quarters cover to first time on a turn or starts its turn there, the
creatures behind it, and its space is difficult terrain. creature must make a Dexterity saving throw. On
When a creature enters the wall’s area for the first a failed save, the creature takes 6d10 slashing
time on a turn or starts its turn there, the creature damage and is knocked prone, ending any
must make a Dexterity saving throw. On a failed movement. On a successful save, the creature takes
save, the creature takes 6d10 bludgeoning damage. half as much damage and is not knocked prone.
On a successful save, the creature takes half as
much damage.

Here we changed the description, of course, but we


also tacked on an effect. By failing the saving throw
In this case we changed a total of three words or so a creature is knocked prone. We add on the fact that
and managed to create a barrier much more effective movement is ended, just in case someone is pushing
against the likes of skeletons. More than that, it might through the barrier. We also make sure to denote
be more thematic for you or the NPC group you are that this is not a factor on a successful save. In many
making as GM. Either way we needed to change only the cases you must consider if level changes. In this case
damage type and the description of what swirls around. being knocked prone is not, in my opinion, worth level
Everything else remains the same. adjusting and we can probably just keep it as is.

This is a great way to make your character stand out to In a case where you are looking to get a specific effect
the other party members. It is also a good way to make consider a few things first. What damage type will
an NPC or group of enemies unique and recognizable create that effect? Use inspiration from and let other
from others. Either side of the screen you are on, this spells guide your methodology. There is no perfect
becomes doubly true when the players know of blade method of doing all this, but with practice we can create
barrier. It is a bit familiar but new and exciting! a near unlimited number of spells! Don't be afraid to
experiment and don't be afraid to tweak the power of
the spells, both up and down, as needed.

Changing Mechanics
Now that we’ve started stretching our legs a little and
moved from tweaking how we describe a spell into
changing the damage type it deals, I think we can begin
to manipulate the spells further. Once we get here we
are dangerously close to simply making new spells.
That’s okay though! The nice thing is that making new
spells is best done with frameworks that already exist.
Exploring and pushing boundaries with spells that
already are in the rules will help you figure out what
works and what doesn’t, even more so than playing a
caster for a long time.

There are two ways that we can approach this. The first
is to think about the implied effects from manipulating
the damage type and the description. Ask what else
might happen from changing these factors. The other
way to do this is by deciding what effects you are looking
to get out of the spell. Ask what you want the results to
be from casting the spell. Why are you changing it?

Lovecraftian Spells | Version 2.0 4


Diving Into
For now we shall assume you have at least passing
knowledge of these beings for lore purposes. In the mad
writings of ancient cultists and philosophers isn’t just

The Mythos information but spells. So let’s start simply by skinning


a spell to be more appropriate to a specific entity. In
this case we can start really easy: spider climb.
If you are here then you already have an idea of where
this supplement is going. Madness. Insanity. Questions
and mysteries. Stygian horrors and cyclopean ruins. Until the spell ends, one willing creature you
Geometries that don't work and colors that shouldn't touch gains the ability to move up, down, and across
exist. These are the alien things of the Mythos, the vertical surfaces and upside down on ceilings,
strange and indecipherable nature of the cosmos. The while leaving its hands free. The target also gains
5th Edition,like others, lends itself to a game that climbing speed equal to its walking speed.
features the Mythos. One that delves deeper and deeper
into the weirdness hinted at by things like aboleths
and aberrant monstrosities. There are even a handful
of spells that feel like they came from the mind of Here we have a pretty simple spell in both effect and
Lovecraft or Derleth, but we need more! description. How could we make it unique to a specific
Mythos entity? Perhaps one of the biggest factors to
consider in reskinning spells for the Mythos is to make
familiar things weird, frightening, and just a bit less
Start With The Entities familiar. For this spell we have the perfect Great Old
One: Atlach-nacha. This spider monstrosity would
The best place to start when we want to add more certainly grant a spell like spider climb to its followers,
Mythos flavor to our world is in the hands of the Great but probably in a more horrific manner. Take a look at
Old Ones and the Outer Gods. There is a treasure trove this new version.
of these entities with established ways of acting. More
than that, these beings have cults, spheres of influence,
and even mannerisms (if they can be described as such). You close your eyes as two pairs of spider legs
You may not be familiar with all these beings but the painfully push their way out of your torso. As it
internet has a wealth of knowledge about them and the subsides your eyes open, but now they glow with
spells in this supplement should help reveal some of it. an unearthly red. Until the spell ends, one willing
creature you touch gains the ability to move up,
down, and across vertical surfaces and upside
down on ceilings, while leaving its hands free. The
target also gains climbing speed equal to its walking
speed.

While this is not the final form of the Atlach-nacha’s


grasp spell found later in this supplement, it does the
job. Spider climb has been reskinned with a frightening
feel that might frighten players. Imagine, too, what
might happen if they discovered a spell that allowed
them to walk on walls within a cultist’s tome. That book
might not reveal the physical effects, instead playing
on the glorious gift of spider walking that Atlach-nacha
grants to them. Imagine the horror on their faces when
the spell takes effect on them for the first time. Insert
maniacal GM’s laughter.

Psychic Damage
And Ignoring It
Brett Neufeld You might believe that the easiest way to make things
more Lovecraftian and insane in 5th Edition would
be to make spells deal psychic damage. Honestly, you
aren’t wrong. Psychic damage is our best representation
of the hardship that learning of Azathoth or seeing
Yog-Sothoth induces. Let’s do an example of this by
adjusting the spell thunderwave to fit Ithaqua.

Lovecraftian Spells | Version 2.0 5


A wave of thunderous force sweeps out from you. A wave of cold, psychic force sweeps out from
Each creature in a 15-foot cube originating from you you. Each creature in a 15-foot cube originating
must make a Constitution saving throw. On a failed from you must make a Wisdom saving throw. On a
save, a creature takes 2d8 thunder damage and is failed save, a creature takes 2d8 psychic damage
pushed 10 feet away from you. On a successful save, and is stunned until the end of your next turn. On
the creature takes half damage and isn’t pushed. a successful save, the creature takes half damage
In addition unsecured objects that are completely and isn’t stunned. In addition the spell emits a
within the area of effect are automatically pushed shrieking wail audible out to 300 feet.
10 feet away from you by the spell’s effect, and the
spell emits a thunderous boom audible out to 300
feet.
In this final version we have something a little more
appropriate. We started with the easy step of making a
spell deal psychic damage instead of its normal damage
To start let’s go ahead and make it psychic damage and we ended with a new spell that is different from the
instead of thunder damage. The wail of a Great Old One original in almost every way.
also known as the Wendigo would definitely drive a
person mad. To that end we can also swap a Constitution As mentioned in the previous section of this work, don’t
save for a Wisdom save. always look for easy changes. Consider some of your
goals first. Psychic damage is an easy answer and it can
even work, but it isn’t the only answer. It might not even
A wave of cold, psychic force sweeps out from you. be a good fit for a specific Mythos entity. Experiment
Each creature in a 15-foot cube originating from you with that sounds horrific and feels right!
must make a Wisdom saving throw. On a failed save,
a creature takes 2d8 psychic damage and is pushed
10 feet away from you. On a successful save, the
creature takes half damage and isn’t pushed.
In addition unsecured objects that are completely
within the area of effect are automatically pushed
10 feet away from you by the spell’s effect, and the
spell emits a thunderous boom audible out to 300
feet.

That is a bit too simple, though. There is no finesse or


depth to doing that. Instead I urge you to do what this
supplement tries to do. Namely, focus on things that
relate to various beings or aspects of the Mythos. From
there use description to instill the emotion of cosmic
horror. Use the sights, sounds, and other effects of the
spell to reveal how terrible they are. As much as there is
a mechanical way to represent this with psychic damage,
it is the knowledge and observation of such things that
make Mythos tales truly horrific.

That being said, it doesn’t mean we have to abandon


psychic damage every time. Let’s continue to work
on the new thunderwave. Getting pushed back can
probably be tweaked a bit. Perhaps such a sound would
do better stunning the affected creature for one round.
This of course means we have to tweak some other
things too, but that shouldn’t be a problem either.

Lovecraftian Spells | Version 2.0 6


Lovecraftian Spells
Atlach-nacha’s Snare
2nd-level transmutation

Casting Time: 1 action


These spells are presented in alphabetical order. For a
Range: Self (60 feet)
list of spells that re-skins are based off of, refer to the
Components: V, S, M (insect wrapped in spider’s web)
end of this supplement. Any spells not found in there
Duration: Concentration, up to 1 hour
are made from scratch based on the Cthulhu Mythos.
Spider-like palps grow from the back of your cheeks
as your mouth stretches open. For as long as you
concentrate you can use a bonus action to spit thick,
sticky webbing up to 60 feet away, after which the palps
Atlach-nacha’s Grasp disappear. The webs fill a 20-foot cube from that point
2nd-level transmutation
for 15 minutes. The webs are difficult terrain and lightly
obscure the area.
Casting Time: 1 action
The webs may be strung between two solid masses
Range: Self
(such as walls or trees) as an action. If they are not
Components: V, S, M (a drop of blood and a spider)
anchored they will cover the surface they impact and
Duration: Concentration, up to 1 hour
any creatures within the area.
Creatures that are within the area of web during its
You close your eyes as two pairs of spider legs painfully
creation, those that begin their turn within the area,
push their way out of your torso. As it subsides your eyes
and those that enter the area on their turn must make a
open, but now they glow with an unearthly red. Until the
Dexterity saving throw. On a failed save the creature is
spell ends you gain the ability to move up, down, and
restrained as long as it remains within the webs or until
across vertical surfaces and upside down on ceilings.
it breaks free.
Both your arms and natural legs are left free. You gain
A creature that is caught within the web can use its
a climb speed equal to your normal speed and can also
action to make a Strength check against your spell DC.
ignore the effects of natural and magical webs.
If it succeeds it is no longer restrained. The webs are
flammable. Any 5-foot cube of webs exposed to fire
burns away in one round, dealing 2d4 fire damage to any
creature that starts its turn in the fire.
At Higher Levels: When you cast this spell
using a spell slot of 3rd or higher, you may spit an
additional web at every other level (4th, 6th, and 8th).
Additionally, webs last up to 15 minutes longer for each
slot level above 2nd.

Avatar of Tulzscha
7nd-level evocation

Casting Time: 1 action


Range: 150 feet
Components: V, S
Duration: Instantaneous

A pillar of roaring green flame erupts from the ground


at a location of your choosing within range. The pillar
has a radius of 10 feet and climbs 30 feet into the air.
Each creature in the area takes 5d6 fire damage ad must
make a Constitution saving throw. It takes 5d12 necrotic
damage on a failed save, or half as much damage on a
successful one.
The fire damages objects in the area and ignites
flammable objects that aren’t being worn or carried.
Plant life in the area does not catch fire but instead
begins to wilt and die.

Gary Dupuis

Lovecraftian Spells | Version 2.0 7


Blessing of Shulgr’zx • d6 - sight reduced to 60 feet
4th-level ransmutation • d8 - sight reduced to 30 feet
• d10 - sight reduced to 15 feet
Casting Time: 1 action • d12 - blinded
Range: Touch
Components: V, S, M (dried husk of a centipede)
Duration: Concentration, up to 1 minute
Breath of Dymirg-tha
2nd-level evocation
You bless a creature with embrace of She of the Broken
Battlefield, allowing them to become a beacon of
Casting Time: 1 action
courage for your group. The blessed creature grows a
Range: Self (15-foot cone)
few inches taller as its torso elongates and an extra set
Components: V, S, M (a dried mushroom)
of arms grows from the new flesh. These new arms come
Duration: Instantaneous
equipped with items made of crimson and ebony chitin.
When you cast this spell on a target you may choose
You breath a long, slow breath out and a cone of light
one of the options below.
mushroom spores float out to cover a 15-foot cone in
Berserker: The arms each come equipped with a one
front of you. Each creature in the space must make a
handed weapon of your choice. For the spells duration
Dexterity saving throw. A creature takes 3d8 necrotic
the blessed creature may make two additional attacks
damage and is grappled by mushrooms that grow from
as part of the attack action. One of these attacks is
the spores on a failed save.
treated as normal, while the other is treated as an off-
Creatures take half damage
hand attack. This effect stacks onto the benefits of the
and are not grabbed on a
extra attack feature. For example, a level 5 fighter with a
successful save.
weapon in each hand and blessed (4 total weapons) may
While grabbed by
make three normal attacks and one off-hand attack as
these mushrooms, a
their attack action.
creature takes 2d6
Knight: One arm comes equipped with a shield and
radiant damage at
the other a one handed reach weapon of your choice. For
the start of their
the spells duration the blessed creature gains a +2 to AC
turn. As an action,
and gains an extra reaction each round. As a reaction
creatures may
can be used to attack a creature within 10 feet of you
make a Strength
who makes an attack roll against an ally. This attack roll
(Athletics) check
does not interrupt or stop the attack, nor does it impose
against your spell
disadvantage on the attack roll.
save DC to end the grapple.
Shieldmaiden: The arms each come equipped with
At Higher Levels: When you
a shield. For the spell’s duration the blessed creature
cast this spell using a spell slot of
gains a +4 bonus to their AC and gains an extra reaction
3rd level or higher, the
each round. As a reaction the creature can impose
damage increases by 1d8
disadvantage on an attack that targets a creature within
for each slot level above
5 feet.
2nd.

Blind Foresight Breath of Ithaqua


Divination cantrip
5th-level evocation Brett Neufeld

Casting Time: 1 action


Casting Time: 1 action
Range: Touch
Range: Self (60-foot cone)
Components: V, S
Components: V, S, M (tuft of yeti fur)
Duration: Concentration, up to 1 minute
Duration: Instantaneous

You touch one creature blinding them but giving them


A howling wind erupts from your hands. Each creature
the insight of Tklatchka, the Deranged Herald. An
in a 60-foot cone takes 4d6 cold damage and must make
unwilling creature may make a Constitution saving
a Wisdom saving throw. A creature takes 4d8 psychic
throw to resist the spell’s effects.
damage on a failed save, or half as much on a successful
Once before the spell ends, the target can roll a die
one. Targets that cannot hear or are deaf are immune to
and add it to one ability check, attack roll, or saving
this portion of the spell.
throw of their choice. The die rolled depends on the
A creature killed by this spell are frozen in a rictus
degree to which the target is blinded as shown below
of horror and gain the petrified condition. Creatures
and special sights lower than 60 feet are reduced by an
petrified in this way look like ice and remain frozen
additional degree. For example, a dwarf with a d10 might
even in the hottest locations.
still be able to see 15 feet in light but will be blinded in
At Higher Levels: When you cast this spell using a
the dark.
spell slot of 6th or higher, the psychic damage increases
by 1d8 for each slot level above 5th.

Lovecraftian Spells | Version 2.0 8


Broken But Resolute Curse of Ghatanathoa
2nd-level abjuration 6th-level transmutation

Casting Time: 1 action Casting Time: 1 action


Range: 30 feet Range: 60 feet
Components: V, S, M (a piece of obsidian) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

This spell imbues your allies with the single-minded You utter a curse in an alien tongue that causes the
tenacity of Kephru. Choose any number of creatures target to witness the might of the Great Old One
within range. For the duration, each target has Ghatanathoa. If the target’s body is made of flesh,
advantage on saving throws against abilities that would even strange or magical, the creature must make
push, pull, immobilize, restrain, or otherwise affect a Constitution saving throw. On a failed save, it is
the target’s movement. In addition each target has restrained as all its soft tissues begin to stiffen. On a
disadvantage on all Dexterity saving throws but have successful save the creature isn’t affected.
resistance to damage dealt by such affects. A creature restrained by this spell must make another
In the case of effects which require a Dexterity saving Constitution save at the end of each of its turns. Three
throw but include a movement-related affect, the successful saves will cause the spell to end. Three failed
target can make two saving throws. One with advantage saves and the creature gains the petrified condition.
against the effect and one at disadvantage against the This lasts for the duration of the spell. Saving throws
damage. do not need to be consecutive; keep track of both
successes and failures until the target collects three of
the same kind.
Brood of the Father While petrified, the creature is completely aware of
5st-level conjuration everything going on around them and their mind runs
wild with the possibility of being trapped like this. At
Casting Time: 1 action the start of each turn the creature takes 1d8 psychic
Range: 300 feet damage. If the creature is reduced to 0 hit points from
Components: V, S, M (the shed skin of an asp) this damage, they are not killed but driven insane.
Duration: Concentration, up to 10 minute Should they be restored they come back with a Wisdom
score of 5 and their Charisma score is reduced by 4.
An angry, twisting throng of snakes fills a 20-foot If you maintain concentration on this spell for
square at a location you choose within range. The the entire possible duration, the creature becomes
square spreads around corners. The throng remains petrified as a statue of hard leather but is still aware to
for the duration, and the area is considered difficult their surroundings and continues to be subjected to the
terrain. spell’s psychic damage.
When the area appears, each
creature in it takes 2d6 piercing
damage and must make a Defiance Of Kephru
Constitution saving throw. 4th-level abjuration
A creature takes 4d10
poison damage on Casting Time: 1 action
a failed save, or Range: Touch
half as much on a Components: V, S, M (clean linen cloth)
successful one. Duration: 8 hours
A creature also
takes piercing You ouch a creature and grant it the ability to deny the
damage and scythe of death.
must make a The first time the target would drop to 0 hit points as
saving throw the result of taking damage, the target instead drops to
when it enters 1 hit point and gain 4d10 temporary hit points. For the
the spell’s area next minute the target has advantage on death saving
for the first throws after which the spell ends.
time on a turn If the spell is still in effect when the target is
or starts its subjected to an effect that would kill it instantaneously
turn there. without dealing damage, that effect is instead negated
At Higher by the target and the source of the effect (if a creature)
Levels: When you must make a Wisdom saving throw. On a failed save the
cast this spell using a creature takes 4d6 psychic damage, or half as much on a
spell slot of 6th or higher, successful save.
the poison damage increases by 1d10
for each slot level above 5th.
Susann Mielke

Lovecraftian Spells | Version 2.0 9


Eldritch Symbol Eyes Of Carcosa
4th-level abjuration 6th-level evocation

Casting Time: 1 minute Casting Time: 1 action


Range: Touch Range: Self (30 foot cone)
Components: V, S, M (brightly colored pigments made Components: V, S, M (dark lensed spectacles)
from materials worth 100g) Duration: concentration, up to 1 minute
Duration: until dispelled or triggered
Your eyes become two burning, black suns like those
When you cast this spell, you inscribe an ancient glyph that hover in the skies of Carcosa and a brilliant light
either on a surface (such as a section of floor, a wall, or as dense as shadow flashes out in front of you in a
a table) or within an object that can be closed to conceal 30-foot cone. Each creature in the cone must make a
the glyph (such as a book, a scroll, or a treasure chest). Constitution saving throw. On a failed save, a creature
If you choose a surface, the glyph can cover an area takes 6d8 psychic damage, or half as much on a failed
of the surface no larger than 5 feet in diameter. If you one. Bearers of the Yellow Sign and those who worship
choose an object, that object must remain in its place; the King In Yellow have advantage on this saving throw.
if the object is moved more than 10 feet from where you In addition, each creature who is hit by the black light
cast this spell, the glyph is broken, and the spell ends of the Carcosan suns must make a Wisdom saving throw.
without being triggered. On a failed save the creature is driven to madness.
You decide what triggers the glyph when you cast Those who succeeded their Constitution can roll on
the spell. For glyphs inscribed on a surface the most the long-term madness table (SRD pg 201) while those
common trigger is seeing or reading the glyph. For those who did not must roll on the indefinite madness table
inscribed on an object the trigger is often opening the (SRD pg 202). This effect only happens the first time a
object or seeing the glyph. Eldritch symbols cannot be creature is exposed to the light.
refined in any way to effect specific targets or to allow You can create a new cone of impenetrable light as
others to pass without trigger. These symbols inherently your action on any turn until the spell ends.
effect a specific type of creature or being. For the duration your eyes burn as pitch black suns
When you inscribe the glyph, choose one of the with roiling grey flames coming to their surface. The
options below for its effect. Once triggered, the glyph flesh around them appears to wither and blacken over
glows, filling a 60-foot-radius sphere with dim light for the duration and take an amount of time equal to the
10 minutes, after which the spell ends. Each creature duration of the spell to revert back to normal once the
in the sphere when the glyph activates is targeted by spell has ended. Finally, the area in a 60-foot radius
its effect, as is a creature that enters the sphere for the around you appears as though there was no light. In
first time on a turn or ends its turn there. this area all creatures capable of seeing has its vision
Elder Sign: Each target must make a Wisdom saving converted to darkvision. This effect ends when the spell
throw, taking 6d10 force damage on a failed save, or ends and your eyes revert back to normal.
half as much on a successful one. Creatures which are
not aberrations are immune to the effects of this glyph.
Aberrant creature unaffiliated with a Great Old One or
Outer God have advantage on saving throws against the
effects of this glyph.
Yellow Sign: Each target must make a Charisma
saving throw, taking 6d10 psychic damage on a failed
save and half as much on a successful one. Targets must
also make a Wisdom saving throw against madness. On
a failed save the creature gains the following indefinite
madness effect as a personality trait: I must shepherd
others to the will of the King In Yellow and spread His
symbol wherever I go. joseph D. Salvador

At Higher Levels: When you cast this spell using a


spell slot of 7th or higher you may choose to instead
have this symbol bar the path of aberrant creatures. The
glyph may also be inscribed in such a way to create a
boundary (such as upon a window or door) or to enclose
a space (such as on a wall). The space may be no more
than a 60-foot square and targets who fail their saves
cannot enter the sanctuary’s space. You also may choose
from the following additional glyphs:
Greater Elder Sign: Each target must make a Wisdom
saving throw, taking 12d10 force damage on a failed save,
or half as much on a successful one. Creatures which are
not aberrations are immune to the effects of this glyph.
Aberrant creatures affiliated with a Great Old One or
Outer God have disadvantage on saving throws against
the effects of this glyph.

Lovecraftian Spells | Version 2.0 10


Gift of Tulzscha At Higher Levels: When you cast this spell using a
4th-level necromancy spell slot of 3rd or higher, the damage (both initial and
later) increases by 1d4 for each effect for each slot level
Casting Time: 1 action above 2nd.
Range: 30 feet
Components: V, S
Duration: Instantaneous (1 minute)
Grasp of the Yellow King
4th-level conjuration
A cold, green fire engulfs a creature that you can see
within range, bestowing them with a touch from
Casting Time: 1 action
the Green Flame itself. The target must
Range: 90 feet
make a Constitution saving throw.
Components: V, S, M (a strip of yellow
The target takes 4d8 points of
cloth)
fire damage and 4d8 points of
Duration: Concentration, up to 1
necrotic damage on a failed
minute
save and half as much on a
successful one. This spell has
Thrashing, yellow tentacles
no effect on constructs.
fill a 20-foot square on the
If you target a creature
ground that you can see within
that is undead, the target is
range. For the duration, these
instead healed for 6d8 hit
tentacles turn the ground in
points and green fire courses
the area into difficult terrain.
over its body. All melee
When a creature enters
attacks made by the target
the affected area for the first
deal an additional 2d8 fire
time on a turn or starts its
damage for the next minute.
turn there, the creature must
At Higher Levels: When
succeed on a Dexterity saving
you cast this spell using a
throw or take 3d6 bludgeoning
spell slot of 5th or higher,
damage and be restrained by
the damage increases by
the tentacles until the spell
1d8 for each effect for each
ends. A creature that starts
slot level above 4th. In the
its turn in the area and is
case of an undead target
restrained by the tentacles
the healing increases by
takes 3d6 psychic damage.
1d8 for each slot level
A creature restrained by the
above 4th.
tentacles can use its action to
make a Strength or Dexterity
check (its choice) against your
Gla’aki’s Spine spell save DC. On a success, it
2nd-level frees itself.
necromancy

Casting Time: 1 action


Green Blade of Tulzscha
Range: 90 feet
2nd-level evocation
Components: V, S, M (spine from a fish’s fin)
Duration: Instantaneous Dean Spencer Casting Time: 1 bonus action
Range: Self
A festering spine of bone streaks towards a target
Components: V, S
within range and explodes in a spray of venom. Make
Duration: Concentration, up to 10 minutes
a ranged spell attack against the target. On a hit, the
target takes 4d4 piercing damage on this turn and 2d4
You create a writhing blade of green flame in your
poison damage at the end of its next turn. On a miss the
free hand. The blade is similar in size and shape to a
spine shatters covering the target with venom that deals
scimitar, and it lasts for the duration. If you let go of the
half as much initial damage as poison damage and no
blade, it disappears, but you can evoke the blade again
damage at the end of its next turn.
as a bonus action.
Creatures killed within 5 minutes of being damaged
You can use an action to make a melee spell attack
by this spell rise as zombies on their next turn. The
with the green blade of Tulzscha. On a hit the target
zombie then makes a Wisdom saving throw against your
takes 3d6 fire and necrotic damage.
spell save DC. On a successful save the zombie acts
The flaming blade sheds bright light in a 10-foot
according to the will of Gla’aki, killing anything that
radius and dim light for an additional 10 feet.
bars its path to the nearest shoreline. On a failed save
At Higher Levels: When you cast this spell using a
the zombie comes under your control.
spell slot of 4th level or higher, the damage increases by
Zombies raised in this way have disadvantage on their
1d6 for every two slots above 2nd.
saving throw if the caster is a priest or servant of the
cult of Gla’aki.

Lovecraftian Spells | Version 2.0 11


Imbalanced Scales Keyless Passage
1st-level evocation 4th-level conjuration

Casting Time: 1 reaction, which you take in response to Casting Time: 1 action
being damaged by a creature within 60 feet of you that Range: 100 feet
you can see Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S
Duration: Instantaneous You cause a rift to open beneath a creature forcing them
into the maddening realm of Yog-Sothoth and opening
You utter the name of the Dragon of Change and invoke an escape route wherever you desire within 500 feet.
an imbalancing of the cosmic scales. The creature must The exit spot can be a place you can see, one you can
make a Wisdom saving throw. It takes 1d6 + your spell visualize, or one you can describe by stating distance
ability modifier psychic damage on a failed save. You and direction, such as “200 feet straight downward.”
may reduce the triggering damage by 1d6 + your spell The target must make a Dexterity saving throw to
ability modifier regardless of the creatures save. avoid falling in the dimensional fissure, with creatures
If these two numbers are equal, a different effect is of huge size or greater automatically succeeding. On a
triggered. Instead you take the rolled psychic damage failed save the creature takes 4d8 psychic damage and
and the target creature gains temporary hit points equal is teleported to the spot you previously designated.
to the number rolled. On a successful save, the creature takes half damage
At Higher Levels: When you cast this spell using a (from witnessing the other side of the portal) and is not
spell slot of 2nd level or higher, the damage increases teleported.
by one die type for very other slot level above 1st (d8 at Teleported creatures bring with them their gear or
3rd, d10 at 5th, d12 at 7th, and d20 at 9th). carried objects so long as their weight does not exceed
what they can carry. Objects they are holding onto at
the time are brought, up to this limit, otherwise the
Ithaqua’s Gaze creature releases it. If the affected creature would be
Evocation cantrip teleported into a solid object it is instead teleported
100 feet from the caster in a random direction.
Casting Time: 1 action At Higher Levels: When you cast this spell using a
Range: 60 feet spell slot of 5th or higher, you may target one additional
Components: V, S creature and the target must be one size category larger
Duration: Instantaneous to automatically save for each slot level above 4th.

Any icy beam of blue energy streaks toward a creature


within range. Make a ranged spell attack against Mists of Hali
the target. On a hit, it takes 1d8 cold damage, and is 3rd-level conjuration
frightened of you until the start of your next turn.
The spell’s damage increases by 1d8 when you reach Casting Time: 1 action
5th level (2d8), 11th level (3d8), and 17th level (4d8). Range: 90 feet
Components: V, S, M (a vial of desert sand)
Duration: Concentration, up to 1 minute
Kephru’s Bolstering Presence
3rd-level abjuration You create a 20-foot-radius sphere of thick, yellow
mist that seems to grasp at anything near its edge. This
Casting Time: 1 action sphere is created at a point of your choice within range.
Range: Self (30-foot radius) The mist claws around corners, and its area is heavily
Components: V, S obscured. The cloud lingers in the air for the duration.
Duration: Instantaneous and concentration, up to 1 Each creature that is completely within the cloud at
minute the start of its turn must make a Wisdom saving throw.
On a failed save, the creature spends its action looking
Invoking the stubborn perseverance of the Maimed for and listening for allies it believes it hears within the
Pharaoh you create an aura of determination that mists. Creatures that are immune to psychic damage
emanates out from you. You and allies that can see automatically succeed on this saving throw and those
or hear you within 30 feet benefit from the iron will that are resistance have advantage on their saves.
of Kephru. For the duration affected creatures have A moderate wind (at least 10 miles per hour)
advantage on Wisdom saving throws. Additionally, allies disperses the cloud after 4 rounds. A strong wind (at
present at the casting of the spell gain 3d10 temporary least 20 miles per hour) disperses it after 1 round.
hit points. These last until the affected creature takes
short or long rest.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, the temporary hit points
granted by the spell increases by 1d10 for each slot
above 3rd.

Lovecraftian Spells | Version 2.0 12


Noden’s Dark Distraction At Higher Levels: When you cast this spell using
1st-level illusion a spell slot of 5th level or higher, the psychic damage
increases by 1d8 for each slot above 4th.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (shavings of a black horn)
Refusal of Alhazred
Duration: Concentration, up to 1 minute
6th-level abjuration (ritual)

A creature of your choice that you can see within


Casting Time: 10 minutes
range comes under attack from a faceless, winged
Range: Touch
creature known as a nightgaunt. Despite only being a
Components: V, S, M (rare incense and candles made
figment granted by Nodens, the nightgaunt proceeds
with powdered gems worth at least 1,000 gp)
to tickle the target relentlessly. The creature must
Duration: 1 day
make a Wisdom saving throw or fall prone, becoming
incapacitated and unable to stand for the duration.
You create a ward against magical travel that protects
At the end of each of its turns, and each time it takes
up to 40,000 square feet of floor space to a height of 30
damage, the target can make another Wisdom saving
feet above the floor. For the durations creatures cannot
throw. The target has advantage on the saving throw
teleport into the area or use portals, such as those
if its triggered by damage. On a successful save, the
created by the gate spell, to enter the area. The spell
nightgaunt fades away and the spell ends.
proofs the area against planar travel, and therefore
prevents creatures from accessing the area by way of
the Astral Plane, Ethereal Plane, Feywild, Shadowfell,
Orb of the Green Flame or the plane shift spell.
3rd-level evocation In addition, the spell damages aberrant creatures.
When such creatures enter the spell’s area for the first
Casting Time: 1 action time on a turn or starts its turn there, the creature takes
Range: 150 feet 5d10 radiant or necrotic damage (your choice when you
Components: V, S, M (a pinch of dried grass) cast the spell).
Duration: Instantaneous When you cast this spell, you can designate a
password. A creature that speaks the password as
A thin, glowing green crack zigzags along the ground to they try to teleport or shift into the spell’s area is not
a point you choose within range and then explodes up prevented in doing so. Similarly, portals can be made
into an orb of green flame. Each creature in a 20-foot- with the password to allow entry via that portal.
radius sphere centered on that point takes 2d6 fire This spell’s area cannot overlap with the area of a
damage and must make a Constitution saving throw. A forbiddance spell or that of another refusal of Alhazred
target takes 4d6 necrotic damage on a failed save, or spell. If you cast refusal of Alhazred every day for 30
half as much on a successful one. days at the same location, the spell lasts until it is
The fire spreads around corners and ages objects that dispelled, and the material components are consumed
it comes into contact with, rotting wood and withering on the last casting.
plants. This does not affect objects being carried or
worn.
At Higher Levels: When you cast this spell using a
R’lyehian Gloom
spell slot of 4th level or higher, the necrotic damage
3rd-level conjuration
increases by 1d6 for each slot above 3rd.
Casting Time: 1 action
Range: 120 feet
Path of the Wind Walker Components: V, S, M (octopoid ink sac)
4th-level evocation Duration: Concentration, up to 1 minute

Casting Time: 1 action A strange, cold mist drifts into creation amidst the
Range: 300 feet sound of crashing waves. You create 20-foot-radius
Components: V, S, M (powdered yeti’s horn) sphere of fog centered on a point within range. The
Duration: Instantaneous sphere spreads around corners , and its area is heavily
obscured. It lasts for the duration or until a wind of
A 20-foot-tall avatar of Ithaqua strides a straight line great speed (at least 25 miles per hour) disperses it.
horrifying nearby creatures and creating a slippery path When the area appears, each enemy in it must make
of ice and frost that is 10 feet wide and 80 feet long. a Wisdom saving throw. A creature takes 3d8 psychic
Each creature within the area must make a Wisdom damage on a failed save, or half as much on a successful
saving throw. A creature takes 3d8 psychic damage and one. A creature must also make a saving throw when
3d8 cold damage on a failed save, and half as much on a it enters the spell’s area for the first time on a turn or
successful one. begins its turn there.
A layer of ice and frost turn the path traversed by the Allies within the area are instead granted the ability
Wind-Walker into difficult terrain until the end of your to regenerate from their wounds. Any allied creature
next turn. that ends its turn within the area heals 2d6 hp.

Lovecraftian Spells | Version 2.0 13


At Higher Levels: When you cast this spell using a spell and become vulnerable to thunder damage. Casting
slot of 4th or higher, roll an additional 1d8 damage or a spell with a verbal component is impossible while
1d6 hit points for each slot level above 3rd. Additionally, within the sphere.
the size of the sphere increases in radius by 10 feet for At Higher Levels: When you cast this spell using a
each slot level above 3rd. spell slot of 3rd level or higher, the spell’s damage is
increased by 1d8 for each slot level above 2nd.

Sight of Yog-sothoth
1st-level evocation Skin of Atlach-nacha
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V Range: Touch
Duration: Concentration, Components: V, S, M (the moult from a spider)
up to 1 minute Duration: Concentration, up to 1 hour

Each object in a 20-foot cube within range is outlined You touch a willing creature and turn their skin to a
in a silver-grey light. Any creature in the area when hard, shimmering black chitin. Until the spell ends,
this spell is cast is also outlined in this light if it fails a the target’s AC can’t be less than 16, regardless of what
Wisdom saving throw. Additionally, each creature takes kind of armor they are wearing. In addition, the target
2d6 psychic damage on a failed save, and half as much has advantage on Intimidation checks made while they
on a successful one. look like this.
For the duration , objects and affected creatures shed
dim light in a 10-foot radius. Any attack roll against an
affected creature or object has advantage if the attacker Slumber of the Daemon Sultan
can see it, and the affected creature or object can’t 1st-level enchantment
benefit from being invisible, nor can they teleport or be
teleported in any way. Casting Time: 1 action
Range: 90 feet
Components: V, S, M (twisted flute of bone)
Duration: 1 minute

Strange, ethereal alien beings appear in the area


playing strange flutes as they dance a circle around
a 20-foot radius. Roll 5d8; the total is how many hit
points of creatures this spell can affect. Creatures
within the area are affected in ascending order of their
current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current
hit points, each creature affected by this spell falls
unconscious until the spell ends, the sleeper takes
damage, or someone uses an action to shake or slap the
sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next
Tamás Baranya
lowest hit points. A creature’s hit points must be equal
to or less than the remaining total for that creature to
be affected. No creature in existence is immune to this
Silent Song spell, though creatures who do not sleep have advantage
2nd-level illusion on saving throws against it.
The caster of this spell may, at the time of casting,
Casting Time: 1 action designate any number of creatures in the area as allies.
Range: 120 feet These creatures must make a Wisdom saving throw.
Components: V, S Willing creatures and those who fail the save take 1d8
Duration: Concentration, up to 1 minute psychic damage and that amount is added to the hit
point total that causes creatures to slumber.
You create an area in which only Uma, the Bird Without At Higher Levels: When you cast this spell using a
Voice can be heard. For the duration, no sound can spell slot of 2nd or higher, roll an additional 2d8 for
be created within or pass through a 20-foot radius each spell level above 1st. Additionally, damage dealt to
sphere centered on a point you can see within range. affected allies and subsequent bonus die are increased
Any creature that enters the sphere for the first time by 1d8 for each slot level above 1st.
on a turn takes 2d8 thunder damage. Any creature that
begins its turn within the sphere takes 2d8 psychic
damage.
Creatures and objects within the sphere are deafened

Lovecraftian Spells | Version 2.0 14


Star-Spawned Vigor this access point is and in what direction it lies.
7th-level transmutation While you are traveling, whenever you are presented
with a choice of paths, you automatically know which
Casting Time: 1 minute path is the shortest and most direct path. This path is
Range: Touch not going to be the safest route. Your GM is encouraged
Components: V, S, M (pickled squid or cuttlefish) to beset the group with challenges, hazards, and even
Duration: 1 hour random encounters.
At Higher Levels: When you cast this spell using a
You feed a creature a pickled cephalopod and its skin spell slot of 6th level or higher, you may gain the option
takes on a green, slimy hue but its body is stimulated to to know the safest, indirect route towards a destination.
unnatural levels of regeneration. The target regains 2d12 Knowledge of this destination, or gateway to its plane of
hit points. For the duration, the creature has advantage existence, act as previously but you are instead guided
on any rolls to avoid or escape grapple or to squeeze on a long, circuitous loop towards it. The safer the
through small spaces. Additionally, they regain 1d6 hit desired route, the longer the GM is encouraged to make
points at the start of each of its turns (10d6 hit points you go out of the way.
each minute).
The target’s severed body members (fingers, legs,
tails, and so on), if any, are restored after 2 minutes.
Touch of the Cleansing Fire
If you have the severed part and hold it to the stump,
7th-level transmutation
the spell instantaneously causes the limb to knit to the
stump. A creature under the effects of this spell can
Casting Time: 1 action
also recover from evisceration, being ripped in half, or
Range: 60 feet
becoming decapitated so long as the damage is done
Components: V, S, M (a pinch of leaf litter)
during the spell’s effect and the pieces are placed back
Duration: Instantaneous
together before the spell ends.
A swirling ray of twisted black and white energy
shoots forth from your finger to a target you can see
Sting of Aphoom-Zhah within range. The target may be a creature, object, or
Evocation cantrip something magically created but it must be organic in
nature such as an animal, plant, wooden door, etc.
Casting Time: 1 action A creature targeted by this spell must make a
Range: 120 feet Dexterity saving throw. On a failed save, the target
Components: V, S takes 12d6 + 40 necrotic damage. If this damage reduces
Duration: Instantaneous the target to 0 hit points, it is reduced to ash.
The creature and anything organic and nonmagical
You hurl a grey-blue flame at a creature or object within that it is wearing is reduced to a thick pile of ash.
range. Make a ranged spell attack against the target. On The spell automatically reduces a Large or smaller,
a hit the target takes 1d10 cold damage. A flammable nonmagical object to ash. If the target object is Huge or
object hit by this spell ignites if it isn’t being worn or larger, it affects a 10-foot-cube portion of it.
carried. The fire burns a grey-blue and seems to absorb Inorganic and magical items are immune to this spell.
heat rather than emit it. From this ash grows a think bramble of thorned vines
The spell’s damage increases by 1d10 when you reach and bright flowers. Any object unaffected by the spell
5th level (2d10), 11th level (3d10), and 17th level (4d10). is caught up within this growth and it takes a Strength
(Athletics) roll against your spell save DC to remove
the item. Removing an item also causes 3d6 points of
Stray Path piercing damage.
3rd-level divination At Higher Levels: When you cast this spell using a
spell slot of 8th level or higher, the damage increases by
Casting Time: 1 minute 3d6 for each slot level above 7th.
Range: Self
Components: V, S, M (a set of dice)
Duration: Concentration, up to 1 day Touch of the Feeder
Necromancy cantrip
This spell allows you to ask Zhuanyi, the Great
Unbalance, for guidance in finding a route to a Casting Time: 1 action
destination you choose when casting it. The route will Range: 120 feet
be the shortest viable path to the destination but will Components: V, S
come with hazards and obstacles. For the duration, as Duration: 1 round
long as you are on the same plane of existence as the
destination, you know how far it is and in what direction You create a ghostly, elephantine head in the space of
it lies. a creature in range. Make a ranged spell attack against
If your destination is not on the same plane of the creature to assail it with the blessing of Chaugnar
existence you know where the closest access point to Faugn. On a hit, the target takes 1d6 necrotic damage,
the destination’s plane of existence is. You know how far and can’t regain hit points until the start of your next

Lovecraftian Spells | Version 2.0 15


turn. some or each of those attacks.
Until then the lamprey-like trunk remains attached At Higher Levels: When you cast this spell using a
to your target. In addition, the creature’s wounds bleed spell slot of 4th level or higher, the damage increases
excessively and it takes damage at the start of your next by 1d6 for each damage type. When you cast this spell
turn. This damage is equal to the number of physical using a spell slot of 6th level or higher, the damage
attacks the creature suffers between the casting and increases by 2d6 for each damage type. When you cast
then. this spell using a spell slot of 8th level or higher, the
The spell’s damage increases by 1d6 when you reach damage increases by 3d6 for each damage type.
5th level (2d6), 11th level (3d6), and 17th level (4d6).
In addition the damage from wounds increases as a
multiple of the number of attacks suffered at 5th level Tulzscha’s Protection
(2x), 11th level (3x), and 17th level (4x) 4th-level evocation

Casting Time: 1 action


Touch of the Green Flame Range: Self
1st-level evocation Components: V, S, M (rotted apple core)
Duration: 10 minutes
Casting Time: 1 action
Range: Self (15-foot cone) Thin green flames wreathe your body for the duration,
Components: V, S shedding bright light in a 10-foot radius and dim light
Duration: Instantaneous for an additional 10 feet. You can end the spell early by
using an action to dismiss it.
You hold your hands out, fingers interlaced before The flame provides you with a hot shield or a
spreading them out like the opening maw of a hungry cold shield, as you choose. The hot shield gives you
beast. A stream of bright green flame shoots forth resistance to necrotic damage, and the cold shield gives
from your palms, engulfing creatures in the area. you resistance to fire damage.
Each creature in a 15-foot cone must make a Dexterity In addition, whenever a creature within 5 feet of you
saving throw. A creature takes 2d6 fire damage and 2d6 hits you with a melee attack, the shield erupts with
necrotic damage on a failed save, or half as much on a flame. The attacker takes 2d8 fire damage from a hot
successful one. shield, or 2d8 necrotic damage from a cold shield.
The fire ignites any flammable objects in the area that
aren’t being worn or carried. Additionally, small living
plants within the area (such as grass or flowers) dry out, Typhlotic Sight of Tklatchka
wither, and die. 4th-level divination
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases Casting Time: 1 action
by 1d6 for each damage type. When you cast this spell Range: 30 feet
using a spell slot of 5th level or higher, the damage Components: V, S, M (a pickled eye from a blind
increases by 2d6 for each damage type. When you cast creature)
this spell using a spell slot of 7th level or higher, the Duration: Concentration, up to 1 hour
damage increases by 3d6 for each damage type. When
you cast this spell using a spell slot of 9th level, the You create an invisible, magical eye within range that
damage increases by 4d6 for each damage type. hovers in the air for the duration.
You mentally receive information from the eye out to
30 feet. This information is not visual but can “look”
Touch of the Wendigo in every direction. That within the range of the eye is
3rd-level necromancy perceived by the caster in such a away that they just
become aware of the surroundings. A desk covered in
Casting Time: 1 action paper, the presence of rotting meat, a silent invisible
Range: Self imp, and anything else become known through the eye.
Components: V, S Details such as written word, color, scent, or specific
Duration: Concentration, up to 1 minute sizes of things are not clear through the eye. In essence,
that which exists and is occurring within 30 feet of
Your blackened, ice-rimed hand can siphon the warmth the eye is known but sensory details do not translate
and life from those you touch, closing and healing through the eye.
your wounds. Make a melee spell attack against a Additionally, anything that would block eye sight
creature within your reach. On a hit, the target takes reduces the awareness of the eye, but does not stop
2d6 necrotic damage and 2d6 cold damage. You regain it. Anything less than 6 inches does not affect the eye.
hit points equal to half of the total necrotic and cold Objects between 6 and 12 inches thing reduce the
damage dealt. “sight” beyond by 10 feet. Anything thicker than 1 foot
Until the spell ends you can make the attack again reduces the “sight” beyond by 20 feet. For example an
on each of your turns as an action. Characters with a eye up against a foot and a half thick wall can see about
feature (such as extra attack) which allows for more 8 and a half (10 for ease of a grid) feet beyond the wall.
than one attack as an action may utilize this spell for As an action, you can move the eye up to 30 feet in

Lovecraftian Spells | Version 2.0 16


any direction. There is no limit to how far away form creatures see nothing special about the entryway but
the eye you can move, but it cannot enter another plane aberrant creatures, cultists, and their ilk must make
of existence. A solid barrier blocks the eye’s movement a Wisdom (Perception) check against your spell save
but it can pass through an opening as small as 1 inch in DC to even notice it. Those who pass this check, or are
diameter. unaffiliated with such monsters, cannot pass through
the entry unless it is dismissed, broken, or otherwise
suppressed.
Ubbo-sathla’s Embrace While affected by this spell, the object is more difficult
3rd-level conjuration to force and mundane or magical locks are more
difficult to pick. Increase the DC of any such attempts
Casting Time: 1 action by 10 while this spell is active.
Range: Self (60 feet)
Components: V, S, M (vial of swamp scum)
Duration: Concentration, up to 1 hour Wail of the Wind Walker
1st-level evocation
You conjure a slowly writhing mass of thick, translucent
ooze within range, perhaps a portion of Ubbo-sathla Casting Time: 1 action
itself. The ooze fill a 20-foot cube from that point for Range: Self (15-foot cube)
15 minutes. The ooze is difficult terrain and lightly Components: V, S
obscures the area. Duration: Instantaneous
The ooze may be adhered between two solid masses
(such as walls or trees) as an action. If it is not A wave of cold, psychic force sweeps out from you.
anchored the ooze will cover the surface it impacts and Each creature in a 15-foot cube origination from you
any creatures within the area. must make a Wisdom saving throw. On a failed save,
Creatures that are within the area of ooze during its a creature takes 2d8 psychic damage and is stunned
creation, those that begin their turn within the area, until the end of your next turn. On a successful save, the
and those that enter the area on their turn must make a creature takes half as much damage and is not stunned.
Strength saving throw. On a failed save the creature is In addition the spell emits a shrieking wail audible out
restrained as long as it remains within the ooze or until to 300 feet.
it breaks free. In addition, the creature takes 2d8 acid At Higher Levels: When you cast this spell using a
damage, or half as much on a successful save. spell slot of 2nd or higher, the damage increases by 1d8
A creature that is caught within the ooze can use for each slot above 1st.
its action to make a Strength check against your spell
DC. If it succeeds it is no longer restrained. The ooze
is flammable. Any 5-foot cube of ooze exposed to fire
burns away in one round, dealing 2d4 fire damage to any
creature that starts its turn in the fire.
At Higher Levels: When you cast this spell using a
spell slot of 4th or higher, the damage increases by 1d8
for each slot above 3rd.

Ulthar’s Padlock
3nd-level abjuration

Casting Time: 1 action


Range: Touch
Components: V, S, M (paste made from 25 gp worth
of gold dust and a few drops of the caster’s blood)
Duration: Until dispelled

You touch a closed door, window, gate, or other


entryway, and it becomes locked and hidden for the
duration. You and creaturtes you designate when you
cast this spell can open and percieve this threshold
normally. Those in the possession of some form of
Elder Sign (amulet, tattoo, shield inscription, etc.)
are also able to percieve and open the entryway
as normal and you may set the condition that such
individuals become automatically aware of the
gateway when within 30 feet when the spell is cast.
This entryway is otherwise protected from view and
entry, especially by aberrant creatures and those which Jeremy Hart
are pledged to a Great Old One or Outer God. Average

Lovecraftian Spells | Version 2.0 17


Wall of the White Silence New Members of the Mythos
3rd-level evocation
This sidebar represents a list of entities created by
Casting Time: 1 action
the Wandering Alchemist. Their names and titles
Range: 120 feet
(as such) are part of our product identity and will
Components: V, S, M (handful of yeti teeth)
appear in future products. That being said, the
Duration: Concentration, up to 1 minute
greatest thing about cosmic horror in the style of
the Mythos is the conflicting and wide-ranging
A wall of swirling snow rises from the ground at a point
tales. We would love to hear about some idea and
you choose within range. You can make the wall up to 50
interpretations of these beings even as we develop
feet long, 15 feet high, and 1 foot thick. You can shape
them. Please though, contact us if you plan on using
the wall in any way you choose as long as it makes one
them in your own products.
continuous path along the ground. The wall lasts for the
duration.
Dymirg-tha (Elder Goddess) - The Cleansing Fire,
When the wall appears, each creature within its area
Mother Of Change, The Mycelium Between
must make a Wisdom saving throw. A creature takes 3d8
psychic damage on a failed save, or half as much on a
Kephru (Elder God) - The Maimed Pharoah, The
successful one.
Broken God, The Obelisk in the Sands, Pharaoh of
The snow filled silence of Ithaqua’s presence keeps
the Golden Circle
sounds from passing through it. Those within the area
of the spell are considered deafened and cannot speak.
Shulgr’zx (Elder Goddess) - The Victory and
Spells that have a verbal spell component cannot be
The Defeat, She of the Broken Battlefield, The
cast from within, and those that must be heard cannot
Shieldmaiden
effect a target inside of the wall. Additionally, sounds
are caught up and destroyed by the wall. Things on the
Uma (Elder Goddess) - The Silent Song, The Bird
opposite side can be seen but not heard.
Without Voice

Tklatchka (Great Old One) - The Blind


Omnividence, Toothed Oculus, Deranged Herald
Yig’s Venomous Spit
Transmutation cantrip
Zhuanyi (Great Old One) - The Dragon of Change,
The Great Unbalance, The Leader Astray
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

Your incisors elongate into the fangs of a large


poisonous serpent and you spit venom at a creature you
can see within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d12 poison damage.
The spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12).

Lovecraftian Spells | Version 2.0 18


Madness Descends
longer ones tend to be worse. With these new labels
let's expand the possibilities by determining duration
separately from the table.

One of the driving conditions and themes of


Minutes and hours are pretty good starting places,
Lovecraftian literature, of cosmic horror, is that there is
but if you ask me not even hours is enough for a long
an inevitable madness that overcomes those who learn
lasting, if temporary, madness. So let's assume there
too much. Part of this comes from learning things that
are two durations for both minor and major forms of
no mortal should ever learn. Another is from seeing how
madness: a short duration and a long one. Using the
infinitesimally small one is in the universe. The secrets
times we already have, how they are randomly assigned,
of stygian magics are not for those wish to remain sane
and expanding the time-frame a little allows us to
and tend to have adverse effects on mortal minds.
readily determine what these are. Of course feel free to
make them longer or shorter for more or less hardship
to match your game’s style.
Madness In 5E
The final results will look something like the following
In 5th Edition there is already a framework that we can options when dealing with Mythos terror:
use for madness. The way in which the game is designed
assumes that most adventurers do not lose it at the sight • Minor Madness with Short Duration (1d10x10 min)
of the strange, terrible, or weird. They battle aboleths • Minor Madness with Long Duration (1d10x10 hours)
and crawling masses of flesh and bone with vigor. In the • Major Madness with Short Duration (1d10x10 hours)
Mythos literature it is likely that even the sight of such • Major Madness with Long Duration (1d10x10 days)
a creature would drive most people insane. And let’s • Indefinite Madness (lasts until cured)
not even talk about how insane the warlock with a Great
Old One patron would become with every additional
moment still alive!
When To Roll
Given all this we have two options to us. The first is to
The biggest question we have to ask now is when is it
use the rules as we have them and layer in some more
appropriate to determine a possible madness effect. In
regular use of them. The second is to design a new
the literature and various games that already deal with
system of madness and insanity that makes the game
the Mythos there are a few common things that prompt
really gritty. In this supplement we are going to focus on
these rolls:
the former of these options. Our goals here are to use
what we have, to make it more varietal and Lovecraftian.
• reading a book about the Mythos
We can save complex insanity rules for someone else.
• learning or using magic
• encountering alien races
• encountering Mythos horrors
Using Madness • seeing beyond the universe as we know it

Madness is presented in a format where there are We need to parse these out for 5th Edition and the type
a couple of assumptions. The first we have already of game it plays as. As we have discussed heroes are not
mentioned: adventurers rarely encounter things that prone to the horrors of the universe the way characters
cause madness. The other assumption is that you either of the literature are. Many of them also use or see magic
already know what type of madness you will be rolling used every single day. As such, we should manipulate
for based on the cause or that you are creating an effect this list a little bit. We need to give the heroes some
and choosing that table yourself. So to move forward we leeway in what would prompt such a roll.
must first assess what we have to work with.
• reading a book about the Mythos
In the madness rules there are three tables: short- • learning or using Lovecraftian spells
term, long-term, and indefinite. These last minutes, • encountering Great Old Ones or Outer Gods
hours, and “until cured” respectively. When looking
at these durations there seems to be an implication This list may feel limited but, like the original madness
about the design of the game. Things that adversely rules, you should feel free to determine when some
effect characters should either be something that is other happenstance calls for some Wisdom saves
concerning over the course of a day (short- and long- against madness. It will also be up to you which type of
term madness) or for a prolonged and potentially madness and the duration of that madness.
dangerous amount of time (indefinite madness). We
can gain some traction and grittiness into a more Spells are most parsable for this so let’s use the
Lovecraftian world quite easily though. All we need to following rules. Learning and using a spell for the first
do is add a little bit more possibility to durations. time requires a roll. Cantrips to level 3 spells induce
minor madness, level 4 to level 6 induce major, and
Let’s start by taking out the phrases “short-term” and level 7 to level 9 induce indefinite. Hard DCs is a good
“long-term”. Instead we can refer to these as minor place to get the lesser duration, but Very Hard is for no
and major madness. Generally speaking, these tables madness effect.
contain effects that aren’t just shorter or longer, but the

Lovecraftian Spells | Version 2.0 19


Appendix A: Class
Level 4
Blessing of Shulgr’zx
Defiance of Kephru

Spell Lists Eldritch Symbol


Grasp of the Yellow King
Kephru’s Bolstering Presence
Below are spell lists for all the base classes in 5th Keyless Passage
Edition as requested by a few people. These are not a Typhlotic Sight of Tklatchka
hard set of lists and can be manipulated as you see fit.
Remember, some of these are a little powerful and a bit Level 5
weird. As such be sure using them makes sense for your Brood of the Father
game and your group!
Level 6
Refusal of Alhazred

Level 7
Bard Star-spawned Vigor
Touch of Cleansing Fire
Level 1
Imbalanced Scales
Noden’s Dark Distraction
Sight of Yog-sothoth
Slumber of the Daemon Sultan Druid
Level 2 Cantrips (Level 0)
Broken But Resolute Ithaqua’s Gaze
Silent Song Yig’s Venemous Spit

Level 3 Level 1
Stray Path Wail of the Wind Walker

Level 4 Level 2
Defiance of Kephru Atlatch-nacha’s Grasp
Eldritch Symbol Atlatch-nacha’s Snare
Kephru’s Bolstering Presence Breath of Dymirg-tha
Skin of Atlach-nacha
Level 6
Refusal of Alhazred Level 3
Mists of Hali
R’lyehian Gloom
Touch of the Wendigo
Wall of White Silence
Cleric
Level 4
Cantrips (Level 0) Path of the Wind Walker
Blind Foresight Tulzscha’s Protection
Touch of the Feeder
Yig’s Venemous Spit Level 5
Breath of Ithaqua
Level 1 Brood of the Father
Imbalanced Scales
Sight of Yog-sothoth Level 6
Slumber of the Daemon Sultan Refusal of Alhazred

Level 2 Level 7
Breath of Dymirg-tha Star-spawned Vigor
Broken But Resolute Touch of Cleansing Fire

Level 3
Stray Path
Ubbo-sathla’s Embrace
Ulthar’s Padlock

Lovecraftian Spells | Version 2.0 20


Paladin Warlock
Level 2 Cantrips (Level 0)
Broken But Resolute Blind Foresight
Silent Song Sting of Aphoom-Zhah
Touch of the Feeder
Level 3
Ulthar’s Padlock Level 1
Imbalanced Scales
Level 4 Noden’s Dark Distraction
Defiance of Kephru Sight of Yog-sothoth
Kephru’s Bolstering Presence Slumber of the Daemon Sultan
Touch of the Green Flame

Level 2
Green Blade of Tulzscha
Ranger
Level 3
Level 2 Mists of Hali
Breath of Dymirg-tha Orb of Green Flame
Green Blade of Tulzscha R’lyehian Gloom
Touch of the Wendigo
Level 3 Ubbo-sathla’s Embrace
Stray Path Ulthar’s Padlock
Ulthar’s Padlock
Level 4
Blessing of Shulgr’zx
Eldritch Symbol
Gift of Tulzscha
Sorcerer Grasp of the Yellow King
Keyless Passage
Cantrips (Level 0) Tulzscha’s Protection
Ithaqua’s Gaze Typhlotic Sight of Tklatchka
Sting of Aphoom-Zhah
Level 6
Level 1 Curse of Ghatanathoa
Touch of the Green Flame Eyes of Carcosa
Wail of the Wind Walker
Level 7
Level 2 Avatar of Tulzscha
Atlatch-nacha’s Grasp
Atlatch-nacha’s Snare
Glaaki’s Spine
Skin of Atlach-nacha
Wizard
Level 3
Orb of Green Flame Cantrips (Level 0)
Touch of the Wendigo Blind Foresight
Ubbo-sathla’s Embrace Ithaqua’s Gaze
Wall of White Silence Sting of Aphoom-Zhah
Touch of the Feeder
Level 4 Yig’s Venemous Spit
Eldritch Symbol
Gift of Tulzscha Level 1
Path of the Wind Walker Noden’s Dark Distraction
Tulzscha’s Protection Sight of Yog-sothoth
Slumber of the Daemon Sultan
Level 5 Touch of the Green Flame
Breath of Ithaqua Wail of the Wind Walker

Level 6
Eyes of Carcosa

Level 7
Avatar of Tulzscha

Lovecraftian Spells | Version 2.0 21


Level 2
Atlatch-nacha’s Grasp
Atlatch-nacha’s Snare
Breath of Dymirg-tha
Glaaki’s Spine
Green Blade of Tulzscha
Silent Song
Skin of Atlach-nacha

Level 3
Mists of Hali
Orb of Green Flame
R’lyehian Gloom
Stray Path
Touch of the Wendigo
Ubbo-sathla’s Embrace
Ulthar’s Padlock
Wall of White Silence

Level 4
Blessing of Shulgr’zx
Eldritch Symbol
Gift of Tulzscha
Grasp of the Yellow King
Keyless Passage
Path of the Wind Walker
Tulzscha’s Protection
Typhlotic Sight of Tklatchka

Level 5
Breath of Ithaqua
Brood of the Father

Level 6
Curse of Ghatanathoa
Eyes of Carcosa
Refusal of Alhazred

Level 7
Avatar of Tulzscha
Star-spawned Vigor
Touch of Cleansing Fire

Lovecraftian Spells | Version 2.0 22


Appendix B: Base path of the Wind Walker

refusal of Alhazred
ice storm

forbiddence

Spells Re-Skinned R’lyehian gloom fog cloud

Below are the spells that were reskinning from spells sight of Yog-sothoth faerie fire
existing within the 5E SRD. Listed are the new spells,
in alphabetical order, with the corresponding originals silent song silence
listed in the second column.
skin of Atlach-nacha barkskin

slumber of the Daemon Sultan sleep

star-spawned vigor regenerate

Lovecraftian Spell Original stray path find the path

Atlach-nacha’s grasp spider climb sting of Aphoom-Zhah firebolt

Atlach-nacha’s snare web touch of cleansing fire disintegrate

avatar of Tulzscha fire storm touch of the Feeder chill touch

blind foresight guidance touch of the Green Flame burning hands

breath of Dymirg-tha burning hands Tulzscha’s protection fire shield

breath of Ithaqua cone of cold typhlotic sight of Tklatchka arcane eye

broken but resolute beacon of hope Ubbo-sathla’s embrace web

brood of the father insect plague Ulthar’s padlock arcane lock

curse of Ghatanathoa flesh to stone wail of the Wind Walker thunderwave

defiance of Kephru death ward wall of White Silence wind wall

eldritch symbol symbol Yig’s venomous spit poison spray

eyes of Carcosa sunbeam

gift of Tulzscha blight

Glaaki’s spine acid arrow

grasp of the Yellow King black tentacles

green blade of Tulzscha flame blade

imbalanced scales hellish rebuke

Ithaqua’s gaze ray of frost

keyless passage dimension door

mists of Hali stinking cloud

Noden’s dark distraction hideous laughter

orb of the Green Flame fireball

Lovecraftian Spells | Version 2.0 23


Appendix C: Themes Plants


vines
thorns

For Your Caster •




flowers
cacti
pine trees
For those of you who want some ideas for future reskin • nuts
projects I have included some suggestions below. These • berries
might fit a certain cult, god, organization, warlock
patron, or region of your world. Manipulate what you
have and add some awesome depth for your worlds!! Other Themes
• dreams
• nightmares
• wilderness
• gemstones
• metals
• dragons
• madness
Geographic Regions Food
• oceans • candy
• lakes • pastries
• mountains • meats
• caves • fruits
• swamps • vegetables
• jungles • seafood
• forests
• grasslands
• tundra Drinks
• sea shores • water
• volcanoes • beer
• spirits
• wine
Elements • mead
• earth
• fire
• water Colors
• air • prismatic
• reds
• oranges
Damage Types • yellows
• cold • greens
• fire • blues
• psychic • violets
• poison • metallic
• lightning • neon
• thunder • pastel
• force
• necrotic
• radiant Space
• acid • cold
• dark
• emptiness
Reverence • stars
• gods • asteroids
• angels • moon
• chaos • sun
• law
• civilization
• nature Animals
• fey • fish
• fiends • insects
• animal spirits • birds
• weather • reptiles
• rodents
• dinosaurs Brett Neufeld

Lovecraftian Spells | Version 2.0 24


Appendix D: Mythos Yig


reptiles
snakes

Entity Themes •

vengeance
anger

Below are some of the entities within the Cthulhu


Mythos and the themes that surround them. Some of Aphoom-Zhah
these are obvious and direct but others might be a • fire
personal extrapolation you disagree with. That’s okay, • cold
these beings are unknowable!

Ghatanothoa
• earth
• petrification
• amorphous
• ugliness

Cthulhu Azathoth
• water • chaos
Abhoth
• regeneration • creation
• dirty
• dreams • sleeping
• putrid
• fog/mist • dominance
• festering
• unaware
• disease
• ooze
Dagon / Hydra
• water Yog-Sothoth
• regeneration • knowledge
Ithaqua
• dreams • clairvoyance
• winds
• fog/mist • reality shaping
• frozen wastes
• space
• snow
• time
• cold
Nyarlathotep • etherealness
• wendigos
• chaos
• wailing sounds
• deception
• loneliness
• shapshifting Tzulscha
• madness • fire
• delivering messages • power
Hastur
• undeath
• shepards
• yellow
Chaugnar Faughn
• madness
• knowledge Gla’aki
• deception
• patience • water
• power in names
• vampirism • slugs
• elephants • spines
• undead

Tsathoggua
• frogs Nodens
• bats • sleep
• laziness • dreams
• sleep • oceans
• shapeshifting • hunting
• gluttony

Ulthar
Atlach-nacha • protection
• spiders • patience
• caves • cats
• dreams

Lovecraftian Spells | Version 2.0 25


OPEN GAME LICENSE Version 1.0a
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