Kovlak's Encyclopedia of Magic, Unabridged: Compendium of Magical Spells Magic is a fickle mistress. People think that the spells they read in books are the only spells possible. HAH! Kovlak is a maker of spells, Kovlak loves spells that make things go boom! But even nasty clerics and smelly druids ask Kovlak for spells. Kovlak makes them spells, because Kovlak is just such a nice guy! Kovlak loves making spells! These spells are for going boom! And for other, not as cool stuff.. Kovlak is a genius spellcrafter. Though he can be a tad....eccentric, people approach him from all over to ask him for spells. He specializes in transmuation, but he enjoys spells that are large, flashy, and explosive in nature. He tends to have a bias towards arcane casters, thinking that clerics or druids(and elves) are dumb, or 'smelly' as he calls it. Although specific clients come to him for spells, he publishes all the spells he creates in various tomes, and sells them for use by all. The spells shown here can be used for any 5th edition character of the appropriate class. Cantrips (0 Level) Sharpen (wizard, warlock)

Blunt (wizard) 1st Level Spirit Senbon (wizard, ranger, druid, warlock) 2nd Level Lighten/Densify (wizard, sorcerer)

Lightning Rune (wizard, sorcerer, warlock)

Liquidize (wizard, warlock)

Arcane Arc (Wizard, warlock, sorcerer) 3rd Level Quickchange (wizard)

Phlogistinate (sorcerer, wizard, warlock)

De-phlogistinate (sorcerer, wizard, warlock)

Revigorate (cleric, druid, wizard, paladin)

Fireseek (cleric, sorcerer, warlock)

Ignite (sorcerer, cleric, wizard, warlock, bard) 4th Level Reconstitute (wizard)

Telepathy (bard, wizard, warlock)

Detonate (wizard, sorcerer, warlock)

Lasso (sorcerer, wizard, warlock) 5th Level Omega Beams (sorcerer, warlock)

Interrogate (warlock, bard) 6th Level Killer Queen (wizard, sorcerer)

Flying Thunder God (wizard, sorcerer) 7th Level Flying Arrow (druid, wizard, bard)

Cease and Desist (bard, warlock)

Slow Time (wizard, sorcerer) 8th Level Ethereal Clone (sorcerer, wizard, warlock) 9th Level Door of Seven Heavens (bard, warlock)

Divine Fury (cleric, warlock)

Spirit Bending (cleric, warlock, wizard)

Arcane Arc 2nd-level evocation Casting Time: 1 action

1 action Range: 60 foot

60 foot Components: V, S

V, S Duration: Instantaneous A chaotic jumble of arcane power leaps from your outstretched arms, raining down with unprejudiced ferocity. Every creature within range(including you!) must make a dexterity saving throw or take 3d6 force damage. A creature takes half damage on a failed saving throw.

At higher levels: The damage increases by 1d6 for each slot level expended above the 2nd. Everyone deserves the chance to get fried... Blunt Transmutation cantrip Casting time: 1 action

1 action Range: touch

touch Components: S, M(a weapon that deals slashing or piercing damage)

S, M(a weapon that deals slashing or piercing damage) Duration: 10 minutes(concentration) Touching the weapon, you magically blunt its edge and shield it from harming others. The weapon looks and feels no different but now deals 1 bludgeoning damage rather than its normal damage.

At higher levels: When you reach 5th level, you can target 1 extra weapon that you touch with each casting of this spell. Some stupid guard captain asked for this spell...'safety when sparring is important' he said...who needs safety? at least he paid well... Cease and Desist 7th-level enchantment Casting time: 1 action

1 action Range: 60 feet

60 feet Components: V, M(a tiny shard of ice, a small maze drawn on a scrap of parchment)

V, M(a tiny shard of ice, a small maze drawn on a scrap of parchment) Duration: 1 minute(concentration) Shouting at a creature you can see within range, you demand its mental faculties to halt for the duration. The creature is paralyzed in place, and is blind and deaf to its own senses. When the duration has elapsed, or when you chose to end the effects, the creature resumes its course of action, and has no knowledge of what has occurred. To the creature, it appears as if time has stopped and restarted, or as if no time has elapsed at all. At higher levels: When you cast this spell using an 8th level spell slot, you may target an additional creature within range, and the spell's duration is increased to a maximum of 1 hour. When you cast this spell using a 9th level spell slot, you may target an additional 2 creatures, and the duration is increased to a maximum of 8 hours. De-Phlogistinate 3rd-level transmutation Casting time: 1 minute(ritual)

1 minute(ritual) Range: Touch

Touch Duration: Instananeous

Instananeous Components: S, M(sand, a small bit of damp cloth) Touching an explosive object, you disarm it, removing its explosive properties. The object cannot be set fire to by non-magical means. If the object is set fire by magical fire, it cannot explode normally, even if it were otherwise made of an explosive material. This can be used on an object under the effects of Phlogistinate or Killer Queen. Phlogiston(n): A material thought by alchemists to be present in all flammable materials -Kovlak's Tome of Magical Terms Detonate 4th-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M(an object worth at least 3 cp)

V, S, M(an object worth at least 3 cp) Duration: Instantaneous Pointing at the object, you cause it to instantaneously explode, causing every creature around it harm. Every creature in a 10 foot sphere surrounding the object must make a dexterity saving throw or take 1d10 force damage and 1d10 fire damage. At higher levels: The damage done by this spell increases by 1d10 force and 1d10 fire damage for each slot level you expend above 4th. Divine Fury 9th-level evocation Casting time: 1 minute(Ritual)

1 minute(Ritual) Range: 120 feet

120 feet Components: V, S, M(a large stone altar, a wooden chest with gilded gold inlays worth at least 15,000gp)

V, S, M(a large stone altar, a wooden chest with gilded gold inlays worth at least 15,000gp) Duration: Instantaneous Chanting words of holy power, you summon down a column of divine might, burning evil from this world and purging all the light touches. Any number creatures you choose within range must close their eyes to humble themselves before divinity, making a Wisdom saving throw. On a failed save, they die in a fury of divine power and righteous might, their body’s burning to ash. From the sheer force of casting the spell, you must make a Wisdom saving throw with a DC equal to your spell-save DC or take 5d10 fire damage and 5d10 radiant damage. After you cast this spell, you must wait a full year before you attempt to cast it again. For every time you cast this spell after the first, there is a cumulative 33% chance that it fails, and you take the fire and radiant damage as if you had cast the spell. The slot is expended and the casting is wasted. Even nasty clerics need to melt some faces and explode some heads every now and then

Door of Seven Heavens 9th-level enchantment Casting time: 1 action

1 action Range: 20 feet

20 feet Components: V, S, M(a quill or ink pen, and ink)

V, S, M(a quill or ink pen, and ink) Duration: 1 minute(concentration) Reaching out with an otherworldly hand, you touch a creature directly in their mind. Choose a creature you can see within range. They become incapacitated for the duration. While they are incapacitated in this way, their face becomes a book in any language that you know. You can read that creature’s experiences, everything including up to right now. You learn any information about the creature’s personality and memories that you wish, and nothing hides from your gaze. You can also add new commands into the creature’s book, anything from “cannot attack dragons” to “I always go left when choosing a direction”. Anything you add will become a permanent part of the creature’s psyche, and they will obey the command without fail, regardless of if it is possible or not, or how much they want to disobey. For example, you can write “My body will now fly backwards at a speed of 50 feet for one round.” This effect will trigger, even though it is impossible. You can remove or suppress memories or personality traits by ripping pages from the book, but the target will weigh 1 lbs lighter for each page you tear out. If you are knocked unconscious or killed, the pages fly back into their owner, restoring lost memories and traits. When the spell ends, the creature wakes up. Ethereal Clone 8th-level conjuration Casting time: 1 action

1 action Range: 200ft

200ft Components: S, M(a wisp of cotton, a tiny fetish shaped in your likeness, and a small mirror)

S, M(a wisp of cotton, a tiny fetish shaped in your likeness, and a small mirror) Duration: 1 minute(concentration) You project a clone of yourself into the Ethereal Plane. This can not be seen or otherwise perceived from the plane you are on, unless a creature has an ability that says otherwise, however it can interact with objects and take actions against creatures. This clone acts on your initiative, and can take any actions you could take. You control the clone during your turn. If it expends spell slots, you must expend that many spell slots of the same level. It has the same number of hit points as you do when you cast this spell. When the duration ends, or if the clone drops to 0 hit points, your clone merges back with your body. Any conditions affecting the clone transfer to you when it merges back to your body. At higher levels: When you cast this spell using a 9th level spell slot, the amount of clones you create increases to 4 Fireseek 3rd-level evocation Casting Time: 1 Action

1 Action Range: 30 Feet

30 Feet Components: S, M(a small glass lens, a patch of flammable cloth)

S, M(a small glass lens, a patch of flammable cloth) Duration: Instantaneous You extend your first two fingers, pointing at a creature or object in range. A mote of fire shoots from your fingertips, seeking out the creature you pointed at. The creature must make a Dexterity saving throw or take 3d8 of fire damage. If the target succeeds on the saving throw, the fire continue to seek after them, even around corners and behind cover. The bolt has a speed of 30, and if it enters the creature's space they must remake the dexterity saving throw. For every 30 feet the bolt moves after the initial casting, the damage decreases by 1d8. Once the bolt has found its target, or the damage becomes 0, it disappears. The bolt ignores any other creatures, passing through their space or moving around them but doing them no harm. The bolt lights any flammable object on fire. 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 the 4th. Heh. Silly halfling thought he could outrun fire. Silly halfling. Flying Arrow 7th-level conjuration Casting time: 1 action

1 action Range: 200ft

200ft Components: V, M(a piece of non-magical ammunition worth at least 5 sp)

V, M(a piece of non-magical ammunition worth at least 5 sp) Duration: 1 minute(Concentration) You suspend the ammunition in the air around you. For the duration of the spell, you can control the ammunition’s flight path and velocity by whistling. You can move the arrow to any location within range as part of an attack action. You can use your attack action to make a ranged spell attack with the arrow against any creature whose space the arrow enters. Treat this attack as magical, and on a hit have it deal 1d8 of piercing damage. You can make a number of attacks in this way up to your spellcasting modifier, after which your attack will end and the arrow will float where it is until you move it again. If you can make multiple attacks on your turn, you can trigger this ability that many times. When the spell ends, the arrow loses all magical properties and falls to the ground if it is in the air. The arrow can hold a maximum of 50 lbs. If a creature grabs onto the arrow, it’s fall speed slows to 60 feet per round and it takes no fall damage. It doesnt explode, but it's still fun I guess. Too bad I can't whistle.... Flying Thunder God 6th-level conjuration Casting Time: 1 minute(ritual)

1 minute(ritual) Range: Touch

Touch Components: S, V

S, V Duration: Until dispelled

Holding it in hand, you mark a surface, creature, or object within reach with a predetermined sigil. This mark is determined by you the first time you cast this spell and must be the same symbol every single time you cast it. You can mark as many locations as you like, but you cannot mark more than one location with each casting of this spell. As a reaction or as part of your movement action you can instantly appear within 5 feet of a previously marked object. You must be on the same plane of existence as the sigil. You can teleport an object or person other than yourself that is within 30 feet, but for each person that is not yourself or each 5ft cube of material you teleport, you must expend one spell slot as if you cast this spell, but it costs only 1 action and you don't have to provide components for it. If you cast the spell in this way, you must be holding an object you have marked or be touching the object or person you wish to teleport. I'm here! No, I'm here! NO, I'm HERE! Ignite 3rd-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M (a small wooden stick with a bundle of phosphorous at one end)

S, M (a small wooden stick with a bundle of phosphorous at one end) Duration: Instantaneous You instantly ignite an object within range. If the object is worn or carried by a creature, that creature must make a constitution saving throw or take 2d4 fire damage. The, for every round they begin their turn with the lit item still equipped, they must remake the saving throw and take the damage again if they fail. Suprise! Interrogate 5th-level enchantment Casting Time: 1 action(ritual)

1 action(ritual) Range: Touch

Touch Components: S, M(powerful incense,

S, M(powerful incense, Duration: Until dispelled(concentration) You grab a creature about the head, placing your fingers on their temples. If you let go of the creature, the spell ends. On each of your turns until the spell ends, you can use your action to ask the creature a question, speaking it aloud. The creature must then make a wisdom saving throw. On a failed save, they answer the question to the best of their ability, truthfully. A creature can make a Deception(Charisma) check to attempt to lie, and you can detect a lie by making a wisdom saving throw with a DC equal to their Deception check. On a successful saving throw, the creature is not obligated to say anything. When you detect a lie, or when the creature succeeds on their saving throw, you can use a bonus action to cause searing, unbearable pain to course through their body. Each time you do this, the creature has a cumulative -1 to saving throws against resisting the effects of this spell. When the spell ends, all effects caused by it end. Killer Queen 6th-level transmutation Casting time: 1 action

1 action Range: Touch

Touch Duration: Until Dispelled(concentration)

Until Dispelled(concentration) Components: V, S, M(a small pinch of gunpowder and gelatine, an object costing at least 1cp) Holding the object in hand, you charge it with magical energies, transmuting it into a bomb. The object still functions as normal. As an action, you can choose to detonate the charged object by pressing your thumb to the middle phalanx of the index finger of your right hand. When you do this, you must expend a spell slot of 1st level or higher. If you expend a spell slot of 3rd level or lower, the explosion deals 1d10 fire damage and 1d10 thunder damage to every creature and object within a 5 foot sphere of the charged object. Any slot level above 3rd adds 5 feet and 1d10 to the range and damage of the explosion, to a maximum of 6th level at 20 feet and 4d10 of damage. The object is not destroyed, unless you decide otherwise, and therefore can be exploded multiple times. You can also target a single creature that you can touch, turning them into a bomb. This has no effect on the creature initially, however you can choose to detonate them just like any other object. When you do, there is no explosion but the creature disintegrates, exploding on a cellular level. They must succeed on a Constitution saving throw or take damage corresponding to the spell slot you expend when you detonate(as denoted above). On a failed save, they take half damage. If this reduces the target to 0 hit points, they die immediately and their body is reduced to nothing. Lasso 4th-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M(a piece of string or ribbon)

V, S, M(a piece of string or ribbon) Duration: 1 minute(concentration) A rope or chain made of pure arcane energy springs to life, wrapping around your arm and hand. The lasso can extend up to 30 feet long, and as long as it is still touching you can move anywhere in that range, even around corners. You can use your action to make it lash out at any point within range. It can exert a basic amount of force upon an object such as pushing a button, flipping a lever, or hitting a switch. If you target a creature, you must make a ranged spell attack. On a hit, the target takes 3d8 force damage. When you hit a creature, you can choose to have the lasso either grapple, trip, or tug. If you choose grapple, the lasso wraps around the creature and they are considered grappled. If you choose trip, the creature must succeed on a dexterity saving throw or fall prone. If you choose tug, the creature is pulled up to 20 feet towards you. At higher levels: The damage dealt increases by 1d8 for each slot level above the 4th Yeehaw!

Lighten/Densify 2nd-level transmutation Casting Time: 1 Action

1 Action Range: 30 feet

30 feet Components: V, S, M(a tiny feather for the Lighten effect; a small pinch of iron powder for the Densify effect)

V, S, M(a tiny feather for the Lighten effect; a small pinch of iron powder for the Densify effect) Duration: 1 minute(concentration) You cause a creature or an object you can see within range to grow heavier or lighter for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes weight with it. Any item dropped by an affected creature returns to normal weight at once. Lighten The target’s weight is reduced by one-eighth its normal value, and its Dexterity score increases by 5 until the spell ends. This can increase a creature’s dexterity past 20. Their Strength score decreases by 5 until the spell ends. Their speed is increased by 10 feet. If it is a weapon that deals bludgeoning damage, that damage decreases by 1d12. If the weapon does not have the Finesse or Light properties, it gains both of those, and it loses the Heavy property. Densify The target’s weight is increased to eight times its normal value, and its Strength score increases by 5 until the spell ends. This can increase a creature’s Strength past 20. Their Dexterity score decreases by 5 until the spell ends. Their speed is decreased by 10 feet. If it is a weapon that deals bludgeoning damage, that damage is increased by 1d12. A weapon loses the Finesse and Light properties and gains the Heavy property. One time I made some guy lighter than air. I wonder where he floated off to... Lightning Rune 2nd-level evocation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M(fluorescent dye, a piece of wool, and a small wood dowel)

V, S, M(fluorescent dye, a piece of wool, and a small wood dowel) Duration: Until dispelled Touching a creature or object, you mark them with a sigil of arcane power, which glows brightly in blue. You can expend a spell slot as if you were casting this spell to make lightning leap from your outstretched fingers to any number of sigils within 60 feet of you. Any creature within the path of the lighting, which follows a line 5 feet wide from you to the sigils, must succeed on a dexterity saving throw or take 1d8 lightning damage, and any creature with a sigil on them has disadvantage on this saving throw and takes double the damage. On a successful save, the creature takes only half damage. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 per slot level. Liquefy 4th-level Transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V, M(a vial full of quicksilver)

S, V, M(a vial full of quicksilver) Duration: 10 minutes(concentration) A creature within 30 feet melts into a liquid form. Until the spell ends, the creature can move through spaces as small as 1 inch without squeezing, and has resistance to non-magical attacks. It gains a swim speed of 50 feet, and its walking speed becomes 10 feet. The creature is considered prone. An unwilling creature must succeed on a constitution saving throw or take 4d10 force damage before being liquified. A willing creature takes no damage and makes no saving throw. On a successful save, the creature takes half damage and is not liquefied. Alternatively, you may liquify a 5 foot cube of non-magical material, instantly melting it without heat. At higher levels: When you cast this spell using a slot of 5th level or higher, you can melt an additional 5 foot cube and a creature takes 1d10 more force damage for every level above the 4th. Who knew melting dragons could be so much fun? Omega Beam 5th-level evocation Casting time: 1 action

1 action Range: 60 feet

60 feet Components: V, M(a mirror, and a small lit match)

V, M(a mirror, and a small lit match) Duration: Until dispelled(concentration) Two beams shoot out of your eyes, seeking after up to two creatures you can see within range. You can have the beams chase down one creature, or split them up and chase after two creatures. As long as you concentrate on the spell, the beams seek out the creature(s). They chase down the creature(s) at a speed of 60 feet per round, always moving at right angles or in straight lines to the shortest route to the creature. If they enter the creature’s space they must succeed on a dexterity saving throw or take 2d10 force damage for each beam targeting them. Once a beam deals its damage to the creature, it disappears. If they enter the space of a creature that was not targeted by the spell, they must make the saving throw or take the damage, and the beams do not stop. If the creature succeeds on the saving throw 3 times, the beams slam into their surroundings, dealing damage to it and disappearing.

At higher levels: The damage per beam increases by 1d10 for each slot level above 6th you expend when you cast this spell. Phlogistinate 3rd-level transmutation Casting time: 1 minute(ritual)

1 minute(ritual) Range: Touch

Touch Components: S, M(small bits of sulfur, saltpetre, and charcoal)

S, M(small bits of sulfur, saltpetre, and charcoal) Duration: Instananeous

Touching an object, you infuse it with explosive properties. The object becomes flammable and explosive. If the object is ignited, the entire object detonates and explodes violently and uncontrollably. The power of the explosion is directly related to the size of the object. The explosion deals force damage to every creature and object in a 5 foot sphere around the object: a tiny object does 1d6 of damage, with the damage increasing by 1d6 for every size bracket. When the object detonates, it is destroyed, regardless of what it is made out of. It can’t be repaired by any means short of a wish spell. If the De-Phlogistinate spell is used on the object, it loses its explosive properties and becomes a normal object again. At higher levels: The object’s explosive properties are more powerful, and it deals more damage and covers a wider area. For every slot level above the third that is used to cast this spell, the damage increases by an additional 1d6 and the range increases by an additional 5 feet. Anything can go boom, if you try hard enough Quickchange 3rd-level transmutation Casting time: 1 action(ritual)

1 action(ritual) Range: Touch

Touch Components: V, S, M(an object you can hold in your hand)

V, S, M(an object you can hold in your hand) Duration: 1 hour Touching the object, you specify a trigger and a change when you cast this spell. The first time that trigger is met during the duration of the spell, the object automatically and instantaneously undergoes the change for a brief moment in time, less than a second. The change can be any transmutation spell that has a range of touch that you know of a level lower than the slot you use to cast this spell. If you specify a change in this way, you must also expend the spell slot for that spell. The spell has a casting time and duration of instantaneous, and you don't need to provide components for it. The trigger you choose can be any reasonable event that the DM approves of, and must be an event that is likely to happen in the given scenario. Alternatively, you can choose from the list of triggers below:

Impact: Upon sufficient impact, such as that when being thrown or swung at an object or creature, the object undergoes its change immediately as it makes contact.

Touch: After you let go of the object, the next time it is touched at all, even delicately, triggers the change.

Command word: When a word you specify when you cast this spell is uttered by any creature, including you, the object changes

Action: When you or another creature undertakes, or fails to undertake, a specific action you choose, the spell triggers

Gesture: When you make a certain hand gesture or other somatic movement, the spell triggers.

Target: Whenever the object becomes a target of a spell, ability, or weapon attack, the spell triggers.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases, to 1 day for 4th level, 10 days for 5th level, a year for 6th level, and until dispelled for 7th level. Reconstitute 4th-level transmutation Casting Time: 10 minutes

10 minutes Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You instantly transform mundane, non-magical material into some other form of matter. You choose a 5 foot cube of non-magical material, and turn it into any other non-magical material you choose.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can transmute an additional 5 foot cube of material for each slot level above the 4th. The king once asked me to turn water to gold. I guess he meant the water that wasn't in his body. Revigorate 3rd-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous Touching a creature, you invigorate it, granting it energy. You choose an effect when you cast this spell:

Heal: The creature can roll 1 hit die as if it were expending it during a rest and regain that many hit points. The die is not expended

Rest: The creature loses 1 level of exhaustion

Cure: The creature is cured of 1 major ailment or disease, or any 1 condition affecting it.

Refresh: The creature regains 1 spell slot of a level equal to or lower than the slot level used to cast this spell

At higher levels: When you cast this spell with a slot level of 4th level or higher, you can give an additional usage of the effect you choose, to affect the same creature, for each slot level above the 3rd. (for example, if you cast this spell at 4th level for the Refresh effect, the creature can regain 2 spell slots of 4th level or lower. If you choose the Rest effect, the creature loses 2 levels of exhaustion) Sharpen Transmutation cantrip Casting time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S, M(a whetstone, a tiny shard of obsidian, and an object or melee weapon)

V, S, M(a whetstone, a tiny shard of obsidian, and an object or melee weapon) Duration: 1 minute Touching an object or weapon, you magically sharpen its edge. For the duration of the spell, the object becomes a melee weapon if it is not already. You can use your spellcasting ability for the attack and damage rolls of the weapon rather than your strength/dexterity. The weapon’s damage die becomes a d8, unless it is already higher, and it deals slashing damage rather than its normal damage. The weapon becomes magical, if it is not already. The spell ends if you cast it again or if you let go of the weapon.