Drakkenheim-Specific Spells
Cantrips
Acid Burn
Evocation cantrip
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
You magically produce a spray of acidic formula in a 15-foot cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Bacterial Barrage
Necromancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You attack a creature in range with a quick spreading infection that takes advantage of existing conditions. Make a ranged spell attack against a target, on a hit the infection does 1d8 necrotic damage to the target. If the target is suffering from the poisoned condition or a disease, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Poison Needle
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous You launch a conjured dart coated with lethal poison at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Acrid Orb
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of stomach acid and a pinch of sulfate)
Duration: Instantaneous
You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 acid damage. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the exploding acid damage increases by 1d6 for each slot level above 1st.
Envenom
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of basic poison)
Duration: Concentration, up to 1 minute
Choose a creature you can see within range to inflict with a magical poison. The target takes 2d4 poison damage and must make a Constitution saving throw. On a failed saving throw, it becomes poisoned for the spell’s duration.
While poisoned in this way, the target must make a Constitution saving throw at the end of each of its turns. It takes 2d4 poison damage on a failed saving throw. On a success, the spell ends on that target.
A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Infect
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a petri dish)
Duration: Concentration, up to 1 minute
You inflict a creature you can see within range with a magical disease. At the start of each of the target’s turns, it must make a Constitution saving throw. The creature takes 1d12 necrotic damage on a failed saving throw, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends.
A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.
Stream of Consumption
1st-level necromancy
Casting Time: 1 action
Range: Self Components: V, S
Duration: Concentration, up to 1 minute
For the spell’s duration, your tongue becomes an elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice within 60 feet of you that you can see must make a Constitution saving throw. On a failed save, the target gains 1 level of exhaustion, and you regain hit points equal to 1d4 + your spellcasting ability modifier.
On each of your turns until the spell ends, you can use your action to target the same creature or a different one, but can’t target a creature again if it has succeeded on a saving throw against this casting of stream of consumption.
Toxic Shield
1st-level conjuration
Casting Time: 1 action
Range: Self
Components: S, M (a drop of dwarven blood)
Duration: Concentration, up to 1 minute
You gain resistance to poison damage and advantage on saves against being poisoned for the duration. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison damage to the attacker.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d8 for every 2 slot levels above 1st.
2nd-Level Spells
Biohazard
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet (15-foot cube)
Components: V, S, M (a withered root and a drop of vinegar)
Duration: 1 minute
You coat a 15-foot-wide cube with toxic sludge for the spell’s duration. The area is difficult terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 poison damage and is poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don’t need to breathe.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd
Caustic Grip
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
For the spell’s duration, your hand secretes sticky burning acid which you can use to hold a creature in a painful clutch. When you cast this spell, and as an action on your turn until the spell ends, you can make a melee spell attack against one creature within 5 feet of you. On a hit, you deal 4d4 acid damage to the target, and the creature is restrained in your acidic grip until the end of your next turn. You can attack the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
A creature restrained by your grip can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. Each time a creature ends its turn restrained by this spell, it takes an additional 4d4 acid damage.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Grasping Ghost
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: S, M (a finger bone and a scrap of fabric)
Duration: Instantaneous
A flock of floating spectral hands appear and grasp a target you can see within range. The target must succeed on a Strength saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
In addition, on a failed saving throw the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30 feet in a direction of your choice (but not upward). On its turn, the creature can use an action to at tempt to escape the grapple by making a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, the grapple ends.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the grasping ghost can target one additional creature within range for each spell level above 2nd.
Invigorate
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: S, M (a syringe and a blood sample) Duration: 1 hour
Choose up to three creatures within range. Each target gains 10 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 2nd
Ocular Necrosis
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Make a ranged spell attack against a creature you can see in range. If you hit, you wrack the creature with a deadly toxin that causes their eyes to bleed. The creature takes 2d6 necrotic damage and is blinded 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 necrotic damage increases by 1d6 for each slot above 2nd.
3rd-Level Spells
Corrosive Blast
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a vial of acid)
Duration: Instantaneous
A spew of acrid chemicals erupts from your hands. Each creature in a 30-foot cone must make a Dexterity saving throw. A crea ture takes 10d4 acid damage on a failed save, or half as much damage on a successful one.
The acid destroys any objects made of organic materials in the spell’s area. A creature killed by this spell has its flesh entirely dissolved, leaving behind only a corroded skeleton.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 2d4 for each slot level above 3rd.
Fetid Blade
3rd-level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a drop of acid and a pinch of iron dust)
Duration: Concentration, 1 minute
You coat a weapon you touch in an acidic substance. Until the spell ends, weapon attacks made with it deal an extra 2d4 acid damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
In addition, a creature hit with a melee attack using the weapon must make a Constitution saving throw. On a failed save, it becomes poisoned until the end of the attacker’s next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d4 for each slot level above 3rd.
Pestilence
3rd-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a withered flower)
Duration: Concentration, up to 1 minute
You infect up to three creatures you can see within range with a magical disease. At the start of each of the target’s turns, it must make a Constitution saving throw. On a failed saving throw, the creature takes 3d6 necrotic damage and gains 1 level of exhaustion. If a target succeeds on three of these saves, the spell ends for that creature.
A lesser restoration spell cast on a target ends this spell early for that creature.
Purge Contamination
3rd-level abjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (100 gp of alchemical fluids or holy water, which the spell consumes)
Duration: Instantaneous
You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant which expels eldritch contaminants from its body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains 1 level of exhaustion for each contamination level removed with this spell.
Tranquilizing Toxin
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
One target you choose within range must make a Constitution saving throw or take 8d6 poison damage and become poisoned until the end of your next turn. While poisoned in this way, the target is also stunned. On a successful saving throw, the target takes half damage and is not poisoned.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d6 for each slot level above 3rd.
Venomous Aura
3rd-level transmutation
Casting Time: 1 bonus action
Range: Self (10-foot radius)
Components: V, S, M (scales or fangs of a venomous snake)
Duration: 1 minute
You emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn within 10 feet of you are poisoned until the start of their next turn
4th-Level Spells
Blood Worm
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a jar full of leeches)
Duration: Concentration, up to 1 minute
You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 necrotic damage, and the attacker regains hit points equal to the necrotic damage dealt. Each time the infect ed target takes this necrotic damage, it makes a Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.
Corpse Explosion
4th-level necromancy
Casting Time: 1 reaction, which you take when a creature you can see dies within 120 feet of you.
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cause the triggering creature’s body to explode in a violent shower of gore and infected flesh. Creatures within 10 feet of a point centered on the triggering creature’s body take 4d8 necrotic damage and 4d8 acid damage, or half as much damage on a successful Dexterity saving throw.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 acid damage for each slot level above 4th.
Corrupting Spores
4th-level necromancy
Casting Time: 1 bonus action
Range: 120 feet
Components: V, S, M (a dried mushroom)
Duration: Concentration, up to 1 minute
A small patch of three poison mushrooms magically sprout in a 5-foot square that you can see within range. The mushrooms emit toxic spores, and any creature that starts its turn within 10 feet of the mushroom patch must make a Constitution saving throw. On a failed save, the creature takes 1d8 poison damage for each mushroom in the patch and is poisoned until the start of its next turn.
Until the spell ends, you can use a bonus action on your turn to cause an additional mushroom to sprout within the patch.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional mushroom sprouts with the initial patch for each slot level above 4th.
Last Rites
4th-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of brass, a rose petal, and a drop of holy water)
Duration: Instantaneous
You target a creature you can see within range with a beam of holy light that shines down upon them. The target must make a Wisdom saving throw. The target takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. This spell has no effect on celestials or constructs.
If you target an undead or fiend, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If an undead or fiend is reduced to 0 hit points by this spell, it dies and its body is reduced to ash.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target an additional creature within 30 feet of each other for each spell level above 5th.
Summon the Thing with the Writhing Tail
"This eldritch spell summons a manifestation of the Thing with the Writhing Tail, a mysterious entity with a vaguely feline form which dwells in the Space Between Worlds. Perhaps it is the favoured cat of Phantasia, or a fragment of Shegorach, but to others, it is simply known by the odd name Bruce"
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a tuft of cat hair and a dead rat)
Duration: Concentration, up to 1 hour
You call forth The Thing with the Writhing Tail. It manifests in an unoccupied space that you can see within range. This corporeal form uses the stat block below.
The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Vitriol Ichor
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a vial of nitric acid and a flask of water)
Duration: Concentration, up to 1 minute
Choose a creature within range that has natural armor or is wearing armor. You magically cause the creature’s natural or manufactured armor to become corroded and brittle for the spell’s duration. While its armor is corroded, the creature’s AC becomes 10 + the creature’s Dexterity modifier.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for each slot level above 4th.
5th-Level Spells
Acid Rain
5th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pinch of sulfur and ground coal)
Duration: Concentration, up to 1 minute
Until the spell ends, acid rain falls in a 40-foot-tall cylinder with a 40 foot radius centered on a point you choose within range. The area is lightly obscured, and exposed flames in the area are doused.
Chemical pools accumulate on the ground in the area, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it takes 3d6 acid dam age and must make a Dexterity saving throw. On a failed save, it falls prone in the pools, taking an additional 3d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d6 for each slot level above 5th.
Nerve Gas
5th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (samples of phosphate and chlorine mixed with a drop of pure alcohol)
Duration: Concentration, up to 10 minutes
You create a 10-foot-radius sphere of toxic fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The fog’s area is heavily obscured.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make an Intelligence saving throw. On a failed saving throw, the creature takes 3d6 psychic damage and becomes stunned until the start of its next turn. On a successful saving throw, the creature takes half as much damage and is not stunned. Creatures are affected even if they hold their breath or don’t need to breathe.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 psychic damage for each slot level above 5th.
Neutralizing Field
5th-level abjuration
Casting Time: 1 action
Range: Self (10-foot radius sphere)
Components: V, S, M (A delerium crystal or holy relic worth 1,000 gp)
Duration: Concentration, up to 1 hour
You negate contaminated magical energies in a 10-foot-radius sphere. Until the spell ends, the sphere moves with you, centered on you. Creatures in the sphere (including you) can’t gain Contamination Levels and have resistance to necrotic damage. Contaminated spells can’t be cast by creatures in the area.
Researching the Spell: A character who can cast 5th level spells, knows the purge contamination spell, and has created at least 1 dose of aqua expurgo may research neutralizing field.
Septic Shock
5th-level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of a rotten liver)
Duration: Instantaneous
Choose a creature you can see within range that doesn’t have all its hit points. You infect the target’s wounds with putrefying bacteria. The target must make a Constitution saving throw. If it has less than half its maximum hit points remaining, it makes the saving throw with disadvantage. On a failed save, the target takes 10d8 necrotic damage and gains 1 level of exhaustion. On a successful save, it takes half as much damage and does not gain any exhaustion levels.
Toxic Barrage
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (Four death cap mushrooms)
Duration: Instantaneous
You create four rays of pure poison and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 3d6 poison damage. If a target is hit by one or more of these rays, it must make a Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target can repeat the saving throw at the end of each of its turns. On a success, it is no longer poisoned.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional ray for each slot level above 5th
6th-Level Spells
Mephitic Vapors
6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a vial of chlorine)
Duration: Concentration, up to 10 minutes
You douse a 20-foot radius area centered on a point you can see within range with acrid slime, which remains for the spell’s duration. The area becomes difficult terrain, and any creature wholly within the area is blinded and can’t take reactions. A creature who starts its turn in the area must succeed on a Constitution saving throw or take 2d8 poison damage and 2d8 acid damage and gain one level of exhaustion.
At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 poison damage and 1d8 acid damage for each slot level above 6th.
Vile Necrosis
6th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a vial of coagulated blood)
Duration: Instantaneous
You point your finger towards a creature within range, projecting a pale green beam of debilitating energy at them. Make a ranged spell attack against the target. On a hit, the target takes 12d6 necrotic damage, and it becomes weakened. While weakened by this spell, a target deals half damage with weapon attacks and spells.
A weakened target can make a Constitution saving throw at the end of each of its turns. On a successful save, the weakness ends.
7th-Level Spells
Contamination Immunity
7th-level abjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (an eldritch lily mixed into 250 gp worth of purified fluids per target, which the spell consumes)
Duration: 24 hours
Until the spell ends, one willing creature you touch is immune to necrotic damage and cannot gain Contamination Levels. The affected creature may rest normally within the Haze. This spell ends immediately if the creature casts a contaminated spell.
Researching the Spell: A character who can cast 7th level spells, knows the neutralizing field spell, and who has visited the Delerium Heart can research contamination immunity.
Grievous Wounds
7th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a needle and several stitches)
Duration: Instantaneous
Choose a creature you can see within range. You momentarily strip the target’s physiology of all resilience, enough that a mere scratch can become a terrible injury. Until the end of your next turn, the target loses any damage resistances or immunities, becomes vulnerable to all damage, and makes all its saving throws with disadvantage.
Miasma
7th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a freshly harvested corpse lily)
Duration: Concentration, up to 1 minute
You create a wall of sickly, yellowish green, toxic fumes on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, emits toxic fumes. It deals 8d8 poison damage to each creature that ends its turn within 30 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn. The other side of the wall deals no damage.
A creature who takes poison damage from the wall must make a Constitution saving throw or become poisoned for the duration of the spell
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th.
8th-Level Spells
Breath of Nightshade
8th-level conjuration
Casting Time: 1 action
Range: Self (60 foot cone)
Components: V, S, M (A pair of deadly nightshade flowers)
Duration: Instantaneous
You exhale a 60-foot-cone of lethal poison. Each creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature becomes poisoned for 1 hour. While poisoned by this spell, the creature is paralyzed.
The spell ends for an affected creature if it takes any damage.
Plague Wind
8th-level conjuration
Casting Time: 1 action
Range: Self (120 foot cone)
Components: V, S, M (mucus from a ghoul)
Duration: Instantaneous
You summon a roiling wind of flesh devouring disease and excruciating blood boiling fumes that sweeps over the area emanating from you in a 120-foot cone. Creatures in the area must make a Consti tution saving throw. On a failed saving throw a creature takes 5d8 poison damage and 5d8 necrotic damage or half as much damage on a success. After taking this damage, any affected creature with 25 hit points or fewer remaining immediately dies and is reduced to a weathered skeleton as their flesh and soft tissue blows off like ash.
9th-Level Spells
Pandemic
9th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (the fetid corpse of a plague rat)
Duration: Instantaneous
You infect one creature you can see within range with a deadly and highly infectious disease which lasts until it is cured by greater restoration, heal or wish. Other spells and magical effects which remove diseases fail to cure the infection caused by this spell.
While infected, a creature must make a Constitution saving throw at the start of each of its turns. On a failed saving throw, it takes 10d8 necrotic damage and becomes incapacitated until the start of its next turn. On a successful save, it takes half as much damage and is not incapacitated. An infected creature must make the saving throw at the start of each of its turns until it dies or is cured.
A creature who starts its turn within 10 feet of a creature infected by this spell must make a Constitution saving throw. On a failed saving throw, that creature contracts the infection.
When you cast the spell, you can choose yourself and up to eight other creatures to be unaffected by the infection caused by this casting of the spell.
Touch of Death
9th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (the finger of a hag)
Duration: Instantaneous
Make a melee spell attack against a target within 5 feet of you. On a hit, the target takes 200 poison damage. This damage ignores any resistance or immunity the creature has to poison damage, and can’t be reduced or prevented in any way.
The potent poison lingers in the targets body and pulls it towards death. A target reduced to zero hit points by this poison damage automatically fails death saving throws until it finishes a long rest. A heal or greater restoration spell cast on the target also ends this effect.
Whether arcane, divine, or primal spells, invoking magic is an obvious and intentional act in the world of Drakkenheim. The verbal, somatic, and material components of spells are vital: a spell fails if the pitch, resonance, and volume of the verbal components are out of tune, or if gestures are not performed in an exacting and precise manner. While casting a spell, mages eyes burn with octarine or radiant light, magical energies swirl about them, and their voices take on an otherworldly resonance. The act of casting a spell is obvious and unmistakable in the world of Drakkenheim.
Secret Spells In the world of Drakkenheim, several powerful spells found in the Core Rules are significantly rarer than normal:
Plane Shift. While the knowledge of the plane shift spell is more widespread than the other secret spells, the planar tuning forks used by the plane shift spell are the stuff of legends; see the World of Drakkenheim section for details.
Simulacrum. (secret)
Gate and True Resurrection. The only living nonplayer characters capable of casting these spells are (secret)
Wish. For centuries, the mighty sorcerer-kings zealously guarded the knowledge of this mightiest of all spells. (secret)
At the Game Master’s option, player characters must obtain knowledge of these spells as described in the “Learning new spells” section below, and cannot be selected as normal when characters gain a level.
Non-player characters do not have access to these spells unless specifically indicated in their description or game statis tics. Furthermore, the material components for these spells are exceptionally scarce and should be treated as consumable magic items of Very Rare (for 7th- and 8th-level spells) or Legendary rarity (for 9th-level spells).
Contaminated Spells
The Contaminated Spells section contains new spells with the “contaminated” descriptor beside their school of magic. Such spells always require delerium as a material component, and cause the caster to gain Contamination Levels when cast.
A contaminated spell simply fails if the spellcaster prevents gaining Contamination Levels from its casting. The only exception to this rule is if the spellcaster has a class feature or magic item such as the Circle of Contamination Druid’s Purify Spell feature (described in Chapter 3) which specifically allows them to cast contaminated spells without gaining Contamination Levels.
A monster with the Fully Contaminated trait can cast contaminated spells with impunity, and does not gain Contamination Levels when they do so.
Learning the Spells
While many monsters and NPCs know these spells, contaminated spells are not available to player characters at the outset of the campaign unless explicitly granted by a subclass feature in this book. Instead, characters must either study the spell from a found spellbook or scroll, locate a mentor to teach them the spell, or research the spells themselves!
Once they’ve found a spellbook or teacher, a player character must spend two days of downtime and 100 gp per spell level practicing the spell. Once complete, the character may prepare the spell, add it to their spellbook, or replace a spell they already know with the new spell, as appropriate for the spellcasting features of their class.
Researching New Spells
Contamination immunity, contaminated power, siphon contamination, and neutralizing field are totally undiscovered at the outset of a Drakkenheim campaign, and instead, these spells must be discovered through research. The player characters might undertake this research directly during their downtime. Alternatively, the party may seek out an NPC spellcaster to help develop the spell, such as an Academy mage or Flamekeeper. The spell descriptions outline the prerequisites needed to successfully research the spell. Once these requirements are met, a character must spend downtime and gold to complete the research: for each level of the spell, the character must spend 5 days of downtime and 250 gp. Once complete, the character may prepare the spell, add it to their spellbook, or replace a spell they already know with the new spell, as appropriate for the spellcasting features of their class.




Comments