MJ's Spellbook Pack 1: Wizard Pack

Introduction Welcome, Dungeon Masters! Within the pages of this virtual book lie the spells and rituals that I, as a fellow tabletop gamer, have created. They mostly stem from my thoughts while reading the spells provided within the 5th Edition Player's Handbook and the additional materials. I might have thought that a certain spell would provide more benefits if it were balanced differently, or wanted to try out a different game mechanic, perhaps some that are not currently part of the game. For some spells, I just thought of another fantasy world or piece of media and magical effects present there, and thought of a fitting, perhaps altered, version for Dungeons and Dragons.

Disclaimer While I would be delighted if anyone reading this little collection of mine actually applied these options to their own individual games, I must make a slight disclaimer before I, or anyone else, get too enthusiastic about it. I consider myself a moderately experienced Dungeon Master, and I believe in my judgment when it comes to one of the most important aspects of spell making - balance. Be that as it may, I feel obligated to make sure that anyone who wishes to use them knows that I am not claiming that I can do just as good, or a better, job creating fair and balanced spells like the creators of the RPG spent years doing. It would be the greatest honor if you could provide feedback from your games once you have applied these additional spells, and inform me of possible ways of using (and abusing) the spells' effects. It would help me greatly improve on the work that I have done and possibly revise this collection once I have made the necessary changes.

Using the Spells Implementation of new content in an already existing game can be quite difficult. In order to preserve realism and suspension of disbelief, one would have to think of a logical and plausible way why these options were not there before. Despite these difficulties, however, a lot of players enjoy new and fresh content in all shapes and sizes, especially if it benefits them and gives them more options to be creative. On the other hand, if you are perchance just starting out, and are about to introduce your players to your new world, think about implementing some homebrewed material into it. Perhaps not all of it, perhaps only a few spells you find thematically appropriate. All of it will be greatly appreciated by your players, especially those who have already played and recognize your attempts to spruce up the regular experience.

Wizard Pack The Wizard class in the 5th Edition is one of the most versatile spellcasters in the game, being able to accumulate a large number of readily available spells, and having the largest selection of spells that it can choose from. Since, by design, it has access to many spells from all eight schools of magic, the difference between two Wizards can be massive. Because of this, this pack is dedicated to spells which are available to Wizards of all kinds. You may find that any one spell may logically fit more classes than just the one, but their theme is built around the Wizard class and its capabilities. From the destructive capabilities of evocation spells to the mystical abilities to alter life and death bestowed by necromancy, I will try to cover as many options and aspects of each school as I possibly can.

Organization The book is separated into eight chapters, each dedicated to one school of magic, so that any Dungeon Master wishing to search for a specific school's theme may find it easily. Inside every chapter, the spells will be sorted alphabetically to more easily find those you are looking for. The chapters themselves will be sorted alphabetically as well, from abjuration to transmutation.