Death House spellbook replacement

The following spells are found in a leather folio full of spell scrolls which replaces the wizard spellbook found in the Death House adventure (area 34).  Spellcasters of the appropriate classes can study the spell scrolls whenever a class feature allows them to learn a new spell of the spell’s level.  When a spell is learned this way, the spell scroll is consumed.  Clerics and druids can automatically prepare spells on the cleric and druid spell lists below once they have studied one of these scrolls for one hour.  This does not consume the scroll.

New 1st-level spells
Camouflage (Bard, Druid, Ranger, Sorcerer, Wizard)
Omen of Peril (Cleric, Druid)
Vigor (Bard, Cleric, Druid, Paladin, Ranger)

New 2nd-level spells
Creeping Cold (Druid, Ranger)
Malevolent Miasma (Wizard, Warlock)
Nimbus of Light (Cleric, Paladin)
Wave of Grief (Bard, Cleric)

Spellbook_34

Camouflage
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You change the coloring of your skin and clothing to match the environment around you.  Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter.  This effect grants you advantage on Dexterity(Stealth) checks made to hide and you can attempt such checks while only lightly obscured.  This effect ends immediately if you cast a spell or attack a creature or object.

Creeping Cold
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small glass or pottery vial filled with water)
Duration: Concentration, up to 1 minute

You cause the personal environment of one target within the spell’s range to grow supernaturally cold.  The creature must make a Constitution save on each of your turns for the duration of the spell.  On a failed save, the creature takes 2d6 points of cold damage.

At Higher Levels.  When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.

Malevolent Miasma
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (2 small gray stones)
Duration: Instantaneous

You cause an acidic green mist to manifest in a 20 foot cube within range.  Creatures caught in the cube must make a Constitution saving throw, taking 2d6 points of acid damage on a failed save and half as much on a successful one.  Creatures which fail their saving throw gain the poisoned condition until the end of your next turn.

At Higher Levels.  When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.

Nimbus of Light
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute or until discharged

A glittering corona of sunlight surrounds your body, until you release it as a focused blast of divine energy.  While covered in the nimbus, you shed bright light in a 30-foot radius, and dim light for an additional 30 feet.

As an action, you can coalesce the energy from the nimbus around your outstretched arm and make a ranged spell attack against a creature within 30 feet.  You have advantage on this attack roll against creatures with the sunlight sensitivity trait.  On a hit, the foe takes radiant damage equal to 1d6 plus your spellcasting ability modifier, and an additional 1d6 radiant damage for each full turn during which you concentrated on this spell (this does not include the turn it is cast or the turn it is discharged).   Attacking with the nimbus ends the spell, whether the attack was successful or not.

At Higher Levels.  When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute for each slot level above 2nd.

Omen of Peril
1st-level divination
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

A brief supplication gives you and only you a vision that hints at how dangerous the immediate future (the next hour of time) is likely to be, based on an assessment of the caster’s immediate surroundings and likely path of travel.  The caster receives one of three visions: safety, peril, or great danger.  The DM secretly makes a Wisdom saving throw for the caster, against a DC of 10.  On a successful save, the vision is accurate, while on a failed save, the DM chooses one of the two other results at random.

  • Safety. The caster isn’t in any immediate danger.  If he continues on his present course, he’ll face no significant monsters, traps, or other challenges.
  • Peril. The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, or other hazards.
  • Great danger. The caster’s very life is at grave risk.  He will likely face powerful NPCs or deadly traps (one or more encounters of deadly challenge for the party’s level) within the next hour.

The form of the vision is personalized to the faith or religion of the caster.  A druid might see signs related to nature, while a cleric of Lathander could see a shining sun, a cloud obscuring the sun, or a solar eclipse.  Whatever form it takes, the caster understands the meaning of the vision.

Vigor
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute

With a touch of your hand, you boost the subject’s life energy, granting him or her fast healing for the duration of the spell.  The subject regains 1 hit point at the start of each of its turns for the duration of the spell, and is automatically stabilized if it is dropped to 0 hit points during that time.

At Higher Levels.  When you cast this spell using a spell slot of 2nd level or higher, the spell’s duration increases by 1 minute per slot level higher than 1st.

Wave of Grief
2nd-level Enchantment
Casting Time: 1 action
Range: Self (30 foot cone)
Components: S, M (3 tears)
Duration: Concentration, up to 1 minute

When this spell is cast, you create a 30-foot cone originating from you that overcomes targets with sorrow and grief.  Each creature in the area of effect must make a Charisma saving throw, or suffer disadvantage on attack rolls, Wisdom saving throws, and Wisdom ability checks for the duration.  Affected creatures may use an action on each of their turns to make another saving throw to end the effect.

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