Ravnica Guild Spells

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The document describes new spells for each of the guilds in Ravnica, with explanations of their effects and components.

Beckon Apparition allows you to summon an Indentured Spirit from a dying creature to serve you, and Biomass Mutation grants a target Krasis adaptations like claws and gills for concentration up to 10 minutes.

Beckon Apparition allows you to summon spirits from dying creatures and maintain control for 24 hours by recasting before the current period ends, with the ability to target additional creatures at higher levels.

Guild Spells# Guild Spells

H
ere are two spells for each guild to be added
to the guild's spell list. Each spell was
inspired by a Ravnica Magic: the Gathering
card or mechanic of the same name. These
spells cannot be cast without an affiliation to
the appropriate guild.
Azorius Golgari Orzhov Simic
Code of Constraint Putrefy Beckon Apparition Biomass Mutation
Detention Sphere Shambling Shell Mortify Voidslime

Boros Gruul Rakdos


Chance for Glory Bloodrush Dreadbore
Lightning Helix Rhythm of the Wild Slaughter Games

Dimir Izzet Selesnya


Glimpse the Unthinkable Electrolyze Chord of Calling
Pilfered Plans Radical Idea Collective Blessing

SPELLS
1
Spell Descriptions
Beckon Apparition Bloodrush
4th-level necromancy 1st-level evocation
Casting Time: 1 action or 1 reaction, which you take when a Casting Time: reaction
creature you can see within range dies Range: 60 feet
Range: 60 feet Components: V
Components: V, S, M (10 gp, which the spell consumes) Duration: Instantaneous
Duration: Instantaneous Imbue a creature with a fleeting burst of strength as they
Strip the spirit from a dying creature, and beckon it to serve strike. When a beast, giant, or humanoid you can see within
you. When a humanoid you can see within range dies, range hits a single target with a melee attack, it does 1d12
summon an Indentured Spirit (Guildmaster's Guide to more damage of the type dealt by the attack to that target.
Ravnica, chapter 6) at its location and impart the dying soul This attack deals double damage to a structure.
into it. The spirit serves you and follows your verbal At Higher Levels. When you cast this spell using a spell
commands until you lose control, free it, or perish. slot of 2nd level or higher, it does an additional 1d12 damage
In combat, the spirit's turn comes immediately after yours. for each level above 1st.
It obeys your mental commands, and the only action it can
take is the Attack action, making one melee attack. Chance for Glory
The creature is under your control for 24 hours, after 3rd-level abjuration
which it stops obeying any command you've given it. To Casting Time: reaction
maintain the control of the creature for another 24 hours, you Range: Self
must cast this spell on the creature again before the current Components: V
24-hour period ends. This use of the spell reasserts your Duration: Instantaneous
control over up to two creatures you have summoned with
this spell, rather than summoning a new one. You muster the last of your energy for one final act. When you
At Higher Levels. When you cast the spell using a spell would be reduced to 0 hit points, instead, make an attack
slot of 5th-level or higher to reassert control, you can target action or cast a spell with a casting time of 1 action. Then,
two additional creatures for each level above 4th. you are reduced to 0 hit points but are stabilized, even if you
regained hit points during your action.
Biomass Mutation
4th-level transmutation Chord of Calling
Casting Time: 1 action 5th-level conjuration
Range: 60 feet Casting Time: 1 action or 8 hours
Components: V, S, M (insect wings or chameleon skin) Range: 10 feet
Duration: Concentration, up to 10 minutes Components: V, S, M (a live butterfly)
A willing target you can see within range begins to manifest Duration: Instantaneous
physical adaptations, including clawed fingers and gills on If you cast this spell for 8 continuous hours, you can mark a
their neck. Choose a major and a minor Krasis adaptation willing creature. You both must remain conscious and within
(Guildmaster's Guide to Ravnica, chapter 6) and grant them 10 feet of each other for the entire duration. The mark lasts
to the target as though it were a category 1 Krasis for the until you summon them, mark another creature, or you or the
duration. The target can also breathe water and gains the target dismiss it.
following finesse attack in which they are proficient for the As an action, summon a creature currently on your plane
duration: Claws. Melee Weapon Attack: reach 5 ft., one that is marked to an empty location within range.
target. Hit: 2d6 slashing damage.
At Higher Levels. When you cast the spell using a spell
slot of 4th level or higher, you can target one additional
creature for each slot above 3rd.

SPELLS
2
Code of Constraint Electrolyze
3rd-level abjuration 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a scroll) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You enact a code of restriction in a 40 foot cube centered on a A bolt of blue lightning and a bolt of red lightning burst from
point you can see within range. Choose a school of magic. your hands. You can direct the bolts at the same target or
For the duration, creatures in the spell's area cannot cast different targets. For each bolt, make a ranged spell attack
spells from the chosen school of 3rd level or lower. When a against its target. On a hit, the target takes 1d8 lightning
creature starts their turn in the area or enters it for the first damage.
time on their turn, they may make a Wisdom saving throw. Regain one expended 1st-level spell slot.
On a success, they can cast spells as normal until the start of At Higher Levels. When you cast this spell using a spell
their next turn. If you maintain your concentration on this slot of 3rd level or higher, the damage increases by 1d6 for
spell for its whole duration, the effect becomes permanent. each slot level above 2nd.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, creatures cannot cast spells from Glimpse the Unthinkable
the chosen school if their level is less than or equal to the 4th-level illusion
level of the spell slot you used. Casting Time: 1 action
Range: 60 feet
Collective Blessing Components: S, M (a spider or centipede)
3rd-level enchantment Duration: Instantaneous
Casting Time: 1 action You attempt to overwhelm a person's senses with visions of
Range: Self terrifying and unthinkable horrors, voiding their mind of what
Components: V, S, M (a sprig from your vernadi central tree) has just occurred and leaving them with only fear. Choose
Duration: Concentration, up to 1 minute one creature you can see within range to make a Wisdom
Embolden your allies with the blessing of Mat'Selesnya. For saving throw. If you are fighting the target, it has advantage
the duration, you and your allies get +1 to their attack rolls, on this saving throw. If the target fails, it forgets the last 1
damage rolls, and AC while they are within 30 feet of you. minute and becomes frightened of you until the end of its
next turn. It must spend its next turn taking the Dash action
Dreadbore and moving away from you by the safest available route
3rd-level evocation unless there is nowhere to move. This spell has no effect on
Casting Time: 1 action undead or constructs. From now on, when the creature tries
Range: 120 feet to remember its forgotten time, it is filled with dread and only
Components: V, S, M (a pinch of ash) remembers the unthinkable nightmares.
Duration: Concentration, up to 1 minute A remove curse or greater restoration spell cast on the
target restores the creature's true memory and removes the
You attempt to burn a hole through as many creatures as you nightmares.
can. Make a spell attack against a creature you can see in At Higher Levels. When you cast this spell using a spell
range. On a hit, the target takes 8d6 fire damage. Each time slot of 4th level or higher, you can target one additional
you hit a target with this spell, you must repeat the attack creature for each slot level above 3th. The creatures must be
against a creature within 10 feet of that target that has not within 30 feet of each other when you target them.
been targeted by this spell this turn.
Lightning Helix
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A spiral of red and white lightning streaks toward a creature
of your choice within range. Make a ranged spell attack
against the target. On a hit, the target takes 6d6 lightning
damage, and you regain a number of hit points equal to half
the damage dealt.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for
each slot level above 3rd.

SPELLS
3
Mortify Radical Idea
2nd-level necromancy 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Range of each cantrip
Components: V, S, M (a piece of bone) Components: Components of each cantrip
Duration: Instantaneous Duration: Duration of each cantrip
Terrify a creature to the point of death. Choose a humanoid Your wild experimentation allows you to call upon magic
you can see within range. Roll 2d8 + 10; if you rolled higher outside your knowledge. Cast a cantrip. As a bonus action
than the target's remaining hit points, its hit points are this turn, you may cast another cantrip. These can be
reduced to 0. If not, it becomes frightened of you until the end cantrips you don't know, including cantrips outside of your
of its next turn. You cannot cast Mortify on the target again spell list. These are all cast as though you were level 1.
for the next 24 hours.
At Higher Levels. When you cast the spell using a spell Render Silent
slot of 3rd level or higher, you can target one additional 4th-level abjuration
creature for each slot above 2nd. Casting Time: 1 reaction, which you take when you see or
hear a creature within 60 feet of you speaking, including
Pilfered Plans casting a spell with verbal components
4th-level divination Range: 60 feet
Casting Time: 1 action Components: S
Range: 30 feet Duration: 1 minute
Components: S You attempt to silence a creature you can see within range.
Duration: Instantaneous The creature must make a Wisdom saving throw. If it fails the
You attempt to probe the mind of a creature. Choose a saving throw, it becomes silenced for the duration, and if it
humanoid you can see within range. You magically whisper a was casting a spell with a verbal component, its spell fails
question, which it hears in its head. The target makes a and has no effect, and it regains the spell slot it used to cast
Wisdom saving throw. On a success, it notices the intrusion that spell. The silenced target can repeat the saving throw at
into its thoughts. If it has met you or can see you, it identifies the end of each of its turns, ending the effect on itself on a
you as the source of the intrusion. On a failure, the creature success.
notices nothing out of the ordinary. It thinks a short phrase,
which answers the question to the best of its knowledge, and Rhythm of the Wild
the DM presents this answer to you. 2nd-level conjuration
If this is spell is used again on the target in the next 24 Casting Time: 1 action
hours, it automatically succeeds the saving throw. Range: 60 feet
Components: V, S, M (an animal bone)
Putrefy Duration: Instantaneous
3rd-level necromancy
Casting Time: 1 action Large boars appear and stampede through a 40ft square area
Range: 120 feet centered on a point within range, then disappear in a cloud of
Components: V, S, M (powdered rust) dust. Each creature in the spell's area must make a Dexterity
Duration: Instantaneous saving throw. On a failed save, the creature takes 2d8
bludgeoning damage and falls prone. On a successful save,
A wave of death and corrosion washes over a creature or the creature takes half as much damage and doesn't fall
nonmagical object within range, weakening and eroding all it prone. Structures and objects that aren't being worn or
touches. If the target is a creature, it makes a Dexterity saving carried take maximum damage.
throw. On a failed save, the target takes 4d8 necrotic damage,
and if the target is a creature wearing nonmagical armor, the
armor is partly corroded and takes a permanent and
cumulative -1 penalty to the AC it offers. The armor is
destroyed if the penalty reduces its AC to 10. On a success,
the target takes half as much damage and their armor is not
affected.
If you target a nonmagical object that isn't being worn or
carried, it takes maximum damage.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd. The armor penalty is an additional
-1 AC for every 2 slot levels above the 3rd.

SPELLS
4
Shambling Shell
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a weed)
Duration: Concentration, up to 1 minute
Choose a corpse of a Medium or Small humanoid within
range. Plants grow and wrap themselves around the remains,
and animate it to do your bidding. The target becomes a
Shambling Shell (zombie, PHB appendix D), is considered
both undead and a plant, and remains animate for the
duration, after which time it collapses and dies.
In combat, the Shambling Shell's turn comes immediately
after yours. It obeys your mental commands, and the only
action it can take is the Attack action, making one melee
attack.
Slaughter Games
2nd-level enchantment
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (nails or a razor blade)
Duration: Concentration, up to 1 minute
A call of manic bloodlust emanates from you for the duration.
Whenever you or a creature in range makes an attack against
another creature in range, it makes that attack with
advantage. When a creature ends its turn in the spell's area, it
takes 2d8 fire damage if it did not make at least one attack
that turn. A creature that cannot hear you is unaffected.
At Higher Levels. When you cast the spell using a spell
slot of 3rd-level or higher, it deals an additional 1d8 fire
damage for each level above 2nd.
Voidslime
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of ooze)
Duration: Instantaneous
Stringy slime blasts from your fingers toward a creature
within range. A creature you can see within range makes a
Dexterity saving throw. On a failure, the target is
incapacitated and restrained by the slime until the end of
your next turn.

SPELLS
5

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