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Libram of Lost Spells Volume 6

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100% found this document useful (4 votes)
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Libram of Lost Spells Volume 6

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paendrag2345
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Libram of Lost Spells VI

Credits
Written by: Brian Berg and Mark A. Hart
Editing: Brian Berg
Cover Design: Brian Berg
Layout: Mike Beals
Artwork: Cover by Tithi Luadthong. All rights reserved. Interior artwork by Jacob Blackmon, Daniel Comerci, Jack Holliday,
Forest Imel, and Eric Pommer.

Legalese
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork,
graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not
included in this declaration.)

Open Game Content: The Open content in this book includes the spell names and descriptions. No other portion of this
work may be reproduced in any form without permission.

Published by Total Party Kill Games, LLC. 1st printing, October 24th, 2019.

Connect with us!


Official Site: http://www.totalpartykill.games
Facebook page: Facebook.com/TPKGames
Twitter: Twitter.com/TPKGames (@tpkgames)
Contact: [email protected]

2
Introduction Spell List
Altar Insights (Cleric 1, Paladin 1)
The Libram of Lost Spells, vol. VI leaves off Corporeal Chains (Warlock 3, Wizard 3)
where volume V ends. Within these Dig (Druid 4, Ranger 4, Sorcerer 4, Wizard 4)
moldering pages are twenty new spells ready to Distill Luck (Bard 1, Warlock 1)
be unveiled in your campaigns, torn from the Dulled Blades & Blunted Spears (Bard 2,
pages of history and resurrected to life once Cleric 2, Paladin 2)
more at your table. Excoriation (Wizard 2)
Focus of Body & Mind (Cleric 1, Druid 1,
Paladin 1)
Fumble (Bard 4, Sorcerer 4, Warlock 4,
Wizard 4)
Grifter’s Mark (Bard 2, Sorcerer 2, Warlock 2,
Wizard 2)
Lightning Surge (Druid 1, Sorcerer 1)
Nectar (Druid 5, Ranger 5)
Phantom Rider (Bard 3, Sorcerer 3, Warlock
3)
Provocateur’s Mask (Bard 2)
Repeat Strike (Bard 4, Cleric 4, Paladin 4,
Ranger 4)
Scuttling Hands (Wizard 1)
Spider Legs (Cleric 2, Druid 2, Warlock 2,
Wizard 2)
Stolen Breath (Warlock 6)
Teleport Object (Sorcerer 7, Wizard 7)
Treeheart Spear (Druid 4, Ranger 4)
Wind Lash (Druid 1, Ranger 1, Sorcerer 1)

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Corporeal Chains (Warlock 3,
Wizard 3)
The Libram of Lost 3rd-level necromancy
Casting Time: 1 Action
Spells, Volume VI Range: 30 feet
Components: V, S, M (link of iron chain)
Altar Insights (Cleric 1, Paladin 1) Duration: Concentration, up to 1 minute
1st-level divination
Casting Time: 1 Action You target an incorporeal undead creature you
Range: Self can see in range and transfix it to this world. The
Components: V, S undead must make a Wisdom saving throw or it
Duration: Instantaneous loses its incorporeal movement ability for the
duration of this spell, preventing it from moving
You learn information concerning an altar, through objects or creatures.
shrine, or similar religious site within 30 feet of
you. You learn the commonly known name of Dig (Druid 4, Ranger 4, Sorcerer 4,
the deity or other power connected to the site Wizard 4)
(whether god, demon, primal spirit, etc.), and 4th-level evocation
you know how long since the site was last used Casting Time: 1 Action
as a place of worship. You gain a feeling as to Range: 30 feet
the overall ethos of the site’s entity: good, evil, Components: V, S, M (miniature shovel & tiny
or unaligned. Finally, you sense whether the bucket)
deity you worship holds any animosity or Duration: Concentration, up to 1 minute
prejudice against the entity connected to this
site. Each round this spell remains active, as a bonus action
you can excavate a 5-foot-cube of dirt, sand, or mud.
The excavated material appears in piles along the
edges of the pit. You can use this spell to either create
a new pit each round, or you can attempt to
deepen an existing pit. If you attempt the latter,
there is a chance each round of the pit collapsing
based on the material excavated: 15% per
additional 5 feet of earth, 35% per additional
5 feet of sand, and 55% per additional 5
feet of mud. If you open a pit beneath
where a creature stands, it can attempt
a Dexterity saving throw to leap to
safety in the direction of its choice.

4
Distill Luck (Bard 1, Warlock 1) affected creatures suffer disadvantage on all
1st-level abjuration attack rolls against other creatures likewise
Casting Time: 1 Reaction under the spell’s effects. In addition, creatures
Range: 30 feet affected by this spell have resistance to
Components: V, S bludgeoning, piercing, and slashing damage
Duration: 1 hour from weapons of other creatures affected by this
spell. spell is often used as part of tense
You cast this spell when you or an ally in range negotiations between enemies to make violence
that you can see succeeds at a saving throw or a less attractive, less efficient option.
an ability check. Upon doing so, you gather a
portion of the luck they just enjoyed. At any
time within the next minute, you can touch one Excoriation (Wizard 2)
creature and grant them this bit of luck. From 2nd-level necromancy
that point until the spell is triggered or an hour Casting Time: 1 Action
elapses, the recipient of this spell gains Range: 60 feet
advantage on their next check similar to the one Components: V, S
made originally. Duration: Instantaneous
For example, if one of your comrades
succeeds at a saving throw and you cast this This spell strips the skin or hide from a living
spell, the recipient of the luck gains advantage creature you can see within range. The target
on their next saving throw. Likewise, if an ally creature must make a Constitution saving throw
succeeds at an ability check and you cast this or suffer 2d8 necrotic damage. Until the spell
spell, the recipient of this luck gains advantage ends, you can use your bonus action on each of
on their next ability check. your subsequent turns to inflict this damage on
the creature. In addition, due to the excruciating
Dulled Blades & Blunted Spears pain, the creature has its hit point maximum
(Bard 2, Cleric 2, Paladin 2) reduced by 4 points each time it suffers damage
2nd-level transmutation from this spell. This reduction lasts until the
Casting Time: 1 Action target finishes a long rest.
Range: Self At Higher Levels. When you cast this spell
Components: V, S using a spell slot of 3rdlevel or higher, the
Duration: Concentration, up to 1 hour damage increases by 1d8 for each slot level
above 2nd.
When you cast this spell, all willing creatures
within a 60-foot-radius circle of you find their
weapons less effective and their combat skills
blunted. As long as you maintain this spell,

5
Focus of Body & Mind (Cleric 1, and Dexterity (Acrobatics) checks. Each turn the
Druid 1, Paladin 1) creature holds or wields an object in its hands, it
1st-level abjuration must succeed at a Dexterity saving throw with
Casting Time: 1 Reaction disadvantage or drop the object. The creature’s
Range: Self weapon attacks suffer disadvantage. Finally, the
Components: V, S creature does not benefit from a Dexterity
Duration: 1 minute bonus to its AC.
A creature affected by this spell makes
You gain proficiency in the next Constitution another Wisdom saving throw at the end of its
saving throw or the next Intelligence saving turn. On a successful save, the effect ends for it.
throw you make while this spell is in effect.
Once you receive this benefit, the spell ends. Grifter’s Mark (Bard 2, Sorcerer 2,
Warlock 2, Wizard 2)
Enchantment cantrip
Fumble (Bard 4, Sorcerer 4, Casting Time: 1 Bonus Action
Warlock 4, Wizard 4) Range: Touch
4th-level enchantment Components: V, S
Casting Time: 1 Action Duration: 24 hours
Range: 30 feet
Components: V, S, M (dollop You imprint an invisible mark upon a
of fat or grease) creature you can see within range.
Duration: Concentration, For the next 24 hours, the
up to 1 minute target creature emanates a
subtle aura of naivete.
The target of this spell This mark identifies the
must succeed at a target as a rube worthy
Wisdom saving throw of being fleeced at
or become every opportunity.
dangerously clumsy. Thieves, scoundrels,
The affected creature gamblers, pickpockets,
automatically falls prone and snake oil salesmen of
if it takes the Dash every stripe are
action or if it runs. In instinctively drawn to the
addition, it suffers target as a gullible
disadvantage on all mark and react
Strength (Athletics) accordingly.

6
Lightning Surge (Druid 1, Phantom Rider (Bard 3, Sorcerer
Sorcerer 1) 3, Warlock 3)
1st-level evocation 3rd-level conjuration
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 30 feet
Components: V, S, M (piece of fulgurite) Components: V, S
Duration: Instantaneous Duration: 1 hour

You hurl a jolt of lightning at a target in range You create a phantom out of shadows and
that you can see. The target must make a magic and imbue it with the ability to ride a
Dexterity saving throw or suffer 4d8 lightning horse or operate a vehicle—drive a coach, row
damage on a failed save, or half as much damage a boat, etc. The rider appears like a normal, if
on a successful one. nondescript, humanoid of Small or Medium
At Higher Levels. When you cast this spell size, but close scrutiny reveals it to be a
using a spell slot of 3rdlevel or higher, the magical construct. The phantom can
damage increases by 1d8 for each slot level competently operate any vehicle or ride any
above 2nd. mundane mount, but it cannot perform tricky
maneuvers. If it needs to make an ability check
Nectar (Druid 5, Ranger 5) to control its mount or the vehicle, it uses your
1st-level transmutation proficiency bonus plus your spellcasting ability
Casting Time: 1 Action modifier for its bonus. If the phantom sustains
Range: Touch 1 hit point of damage or more, it dissipates and
Components: V, S the spell ends.
Duration: Instantaneous
Provocateur’s Mask (Bard 2)
You cause a flowering plant you touch to 2nd-level illusion
produce a pint of mildly alcoholic nectar. The Casting Time: 1 Action
nectar possess a pleasing, refreshing taste like a Range: 30 feet
sweet wine with the same nutrition as a full Components: V, S
meal. In addition, it rejuvenates a creature who Duration: Concentration, up to 1 hour
consumes it. The nectar removes one level of
exhaustion from a creature if they drink the A creature targeted by this spell must roll a
entire pint. The nectar remains good to drink for Charisma saving throw or become affected by
up to 1 week. an illusion that alters its facial expressions, tone
of voice, and body language in subtle but
negative ways—but only when dealing with
other creatures. As long as the target remains
affected by the spell, they suffer disadvantage

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on all Charisma ability checks for Deception, hands with unlife. You can animate a number of
Intimidation, Performance, or Persuasion. The hands at a time equal to your proficiency bonus,
illusion alters the creature’s body language, tone but you must have the hands available to
of voice, and demeanor, often leading to animate. Each hand has AC 10, 2 hit points, a
misinterpretation and misunderstanding. The Strength of 2. If more than one hand
affected creature, however, cannot see the coordinates on a task, add their Strength
illusion, even if they look in a mirror. together for purposes of pushing or dragging
Each time the affected creature suffers a items. While an animated hand can attack a
Charisma ability check with disadvantage, they target, it cannot inflict damage. A hand reduced
receive another saving throw to end the spell. to 0 hit points is destroyed. You can reuse the
Once the spell ends, they realize they were mummified hands each time you cast this spell
affected by magic. unless they are destroyed. Once on each of your
turns as a bonus action you can mentally
Repeat Strike (Bard 4, Cleric 4, command a hand to move up to 10 feet and
Paladin 4, Ranger 4) interact with an object; you can issue separate
4th-level evocation commands to different hands as an action. The
Casting Time: 1 Bonus Action hands can perform simple tasks such as
Range: 30 feet grabbing and dragging small objects, climbing
Components: V, S furniture, knocking light objects over, untying
Duration: 1 round knots, opening door latches, and so forth. If you
command a hand to perform a chore that moves
A creature you select within range can reuse the it further than 60 feet from you, it hand reverts
melee attack roll they made on their last attack. to being an inanimate limb.
The recipient must use this benefit on their next
turn or the spell is wasted, and it must be used Spider Legs (Cleric 2, Druid 2,
against the same creature they hit the round Warlock 2, Wizard 2)
before. This spell does not work with ranged or 1st-level transmutation
spell attack rolls. You can cast this spell on Casting Time: 1 Action
yourself. Range: Self
Components: V, S, M (spider legs)
Scuttling Hands (Wizard 1) Duration: Concentration, up to 1 hour
1st-level necromancy
Casting Time: 1 Action Upon casting this spell, two pair of long, thick
Range: 60 feet spider legs sprout from your lower torso. These
Components: V, S, M (mummified hands) legs enhance your stability and give you
Duration: 1 hour advantage on any Strength or Dexterity ability
check you make to resist being shoved, forcibly
You imbue one or more severed, mummified moved, or knocked prone. If an effect does not

8
allow such an ability check, then you move 5 Teleport Object (Sorcerer 7,
feet fewer than you would otherwise. In addition, Wizard 7)
these legs allow you to raise yourself up to 10 7th-level conjuration
feet off the ground as part of your movement. Casting Time: 1 Action
At Higher Levels. If you cast this spell using Range: Touch
a spell slot higher than 2ndlevel, you gain Components: V
additional cumulative benefits as long as spider Duration: Instantaneous
legs remains in effect. If you use a 3rdlevel spell
slot, you also gain the benefits of the longstrider You teleport an unattended object of up to 500
. If you use a 4thlevel spell slot, you also gain the pounds weight to a location of your choice. You
benefits of the spider climb spell. Finally, if you must have knowledge of the target location,
cast this spell using a 5thlevel slot, you can cast whether you visited it personally or saw it via
webonce as an action. scrying.
Alternatively, you can transport the object to
Stolen Breath (Warlock 6) the E. If you choose the latter effect, a faint
magical outline of the teleported object remains
6th-level necromancy
Casting Time: 1 Action in its original place until the item is returned.
Range: 60 feet This spell has no effect on creatures or
Components: V, S constructs.
Duration: Concentration, up to 1 minute If you attempt to teleport a held or worn object,
the subject creature receives a Dexterity saving
You point at a living creature you can see within throw to avoid the effect.
range and steal its ability to breathe. The creature
must roll a Constitution saving throw. If it fails, it
begins suffocating. The spell
remains in effect until the caster
loses concentration, the duration
is up, or the caster is no
longer able to see the target.
A creature that cannot
breathe also cannot cast
spells or speak command
words for magic items and
drops to 0 hit points and
begins dying after a number of
rounds equal to its
Constitution modifier (minimum
1 round).

9
Treeheart Spear (Druid 4, Ranger Wind Lash (Druid 1, Ranger 1,
4)
Sorcerer 1)
4th-level transmutation
Casting Time: 1 Bonus Action 1st-level evocation
Casting Time: 1 Action
Range: Touch
Range: Self
Components: V, S, M (wood slivers)
Components: V, S
Duration: 1 minute
Duration: Concentration, up to 1 minute

You reach into a tree and extract from it a fully


You create an invisible whip formed out of
formed, all-wood spear with a barbed tip. The
turbulent air. Only you can see its general shape
spear is considered a magical weapon that does
and outline. When you cast this spell, you can
3d6 piercing damage and has the thrown (range
make a melee spell attack against a creature
20/60) and versatile properties. Use your
within 10 feet of you. On a hit, the target takes
spell attack bonus
bludgeoning damage equal to 1d6 + your
when making melee
spellcasting ability modifier. The creature
weapon attacks with
also becomes grappled if you choose.
the spear. While
wielding the spear, As a bonus action, you
you gain the benefits can pull the grappled creature
of a barkskin spell. adjacent to your space. The
If, however, you hurl creature must be size
the spear as a ranged Medium or smaller. The escape
weapon attack, you DC equals your spell save DC.
automatically hit your
target and inflict 6d6 Visit us at
piercing damage. In www.totalpartykill.games for more
addition, the creature products, spell cards, dice and more!
must make a Dexterity
saving throw or become
restrained until the end
of your next turn. The
spear turns to ash after
being thrown, or after
the spell duration
expires.

10
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and interest in and to that Product Identity. Thompson, Peter Lee, James Wyatt, Robert
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8. Identification: If you distribute Open and Steve Townshend, based on original
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which portions of the work that you are Arneson.
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Libram of Lost Arcana, vol. VI © 2019 Total
9. Updating the License: Wizards or its Party Kill Games; Authors: Brian Berg, Mark
designated Agents may publish updated A. Hart.
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