Fai's Spellcasting Compendium the one spellbook to rule them all (or to just copy to your own) - - - v0.12 unreleased - 10 apr 2017 /u/faikwansuen

Introduction and Spell List In this compendium you will find many new and rediscovered spells, ranging from the basic cantrip to the devastating 9th level spell. I am not responsible for any blown up party members or any harm resulting from spellcasting from this book. If you've pissed off a dragon by casting Astral Rite of Acne, that's your problem. Enjoy! So. I'm from an Asian country, and whilst English is supposed to be my first language, I've always been pretty bad at writing since high school. So if you see any spelling or grammar errors, please send a message to /u/faikwansuen or leave a comment on Reddit somewhere.

I also need help with deciding where spells fit in which spell level category, so if you think a spell is too weak or too strong for it's associated level, please feel free to provide feedback. 1st Level Invoke Complaining

Eliminate Florists

Luminous Erruption of Tea

Astral Rite of Acne

Illusionary Transfiguration of the Babysitter

Irritate Peanut Butter Fairy

Cure Baldness

Eliminate Vindictiveness in Gym Teacher

Hellish Cage of Mucus

Tinsel Blast

Ultimate Rite of the Confetti Angel

Dominate Ramen Giant

Heavenly Transfiguration of the Cream Devil

Spiritual Invocation of the Costumers 2nd Level Astounding Pasta Puddle

Spiritual Invocation of the Costumers

Heal Bad Hygene

Steak Sauce Ray

Control Noodles Elemental

Ball of Annoyance

Extra-Planar Spell of Irritation

Sorcerous Enchantment of the Chimneysweep Blame the Mimic for this one too. He ate it, not me.

Overlord Spells in this section are inspired by the action packed, animated Japanese fantasy novel Overlord. Ainz's Absorption 2nd-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack and take damage

1 reaction, which you take when you are hit by an attack and take damage Range: Self

Self Components: S

S Duration: 1 round A swirling dark barrier of magical force appears and absorbs attacks that seek to harm you. Roll 5d6 and take the total. Until the start of your next turn, you nullify damage of any type, including damage from magical weapons, subtracting from the total each time you get hit. If the damage you take reduces the total to 0, the spell ends and you take the remainder of the damage as normal. Ainz's Anti-Surveillance Magic Sphere 5th-level abjuration Casting Time: 10 minutes

10 minutes Range: Self (20-foot radius)

Self (20-foot radius) Components: V, S, M (a piece of black cloth)

V, S, M (a piece of black cloth) Duration: 8 hours A 15-foot radius invisible sphere of magic surrounds you and moves with you, remaining centered on you. This area is partially divorced from the magical energy that suffuses the multiverse, interfering with divination and scrying magics. Within the sphere, magic that is used to spy or scry on you such as but not limited to Arcane Eye, Clairvoyance and Scrying fails and is immediately dispelled. From the outside, the barrier interferes with any ability to see into the sphere. Any attempt to divulge information about your location using the spell Locate Creature also fails, and gives a random direction instead of the desired effect. Astral Smite 3rd-level evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, M (a pinch of silver dust)

V, M (a pinch of silver dust) Duration: Instantaneous A silver streak of arcane lightning flashes from your pointing finger to a point you choose within range that phases from the Material plane to the Border Ethereal (or vice versa) and in a blinding flash, explodes with pure energy. Each creature in a 10 feet radius centered on that point on either the Material or Ethereal plane must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a succesful one. If this spell is cast anywhere other than the Material or Ethereal plane, this spell fails and the casting is wasted. Ainz's Black Hole 8th-level evocation Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S, M (a black onyx worth at least 250gp)

V, S, M (a black onyx worth at least 250gp) Duration: Concentration, 5 rounds You create a crackling, black spherical void with a strong gravitational pull at a point you designate, which pulls creatures towards the center point of the spell within a 30-foot radius sphere. Every foot of movement in this area costs 4 feet instead. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. For the duration, each creature that starts its turn in the black hole or enters it during its turn must make a Strength saving throw. On a failure, a creature's speed becomes 0 and it can't benefit from any bonuses to its speed until the beginning of its next turn, and is then pulled 10 feet towards the center point of the spell. Creatures who fly or use a flying speed during their turn make the saving throw with disadvantage. If the creature cannot be pulled any closer towards the center or otherwise would have to occupy another creature's space, it takes 8d8 force damage. When the spell ends, the black hole shrinks to a tiny speck of darkness, then violently explodes dealing 4d8 force damage to any creature in the 30-foot-radius sphere. Bless of Magic Caster 5th-level enchantment Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You bless up to 3 creatures of your choice within range. When a target makes an attack roll or a saving throw before the spell ends, the target can roll 2d4 and add the number rolled to the attack roll or saving throw. Each blessed creature can use this feature once. Once all chosen creatures have used this ability, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 1st.

Body of Effulgent Beryl 5th-level evocation - a Wizard, Sorcerer spell (not Warlock) Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a tiny shard of crystal)

V, S, M (a tiny shard of crystal) Duration: 10 minutes Your body is wreathed in a brilliant green radiance as your body turns as hard as beryl, shedding bright green light in a 10 foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. For the duration, you gain resistance to nonmagical slashing, piercing and bludgeoning damage. If you take 30 or more damage from a single hit, the beryl shatters and the spell ends. Control Amnesia 9th-level enchantment Casting Time: 1 action

1 action Range: 20 feet

20 feet Components: V, S

V, S Duration: Concentration, up to 1 hour You infiltrate the mind of a creature of your choice that you can see within range, attempting to dominate it's mind and control it's memories. The target takes 4d6 psychic damage and must make an Intelligence saving throw. Any unconcious creature targeted by this spell automatically fails on the saving throw. On a successful save, the spell fails and the spell slot is expended. On a failed save, you gain access to the creature's memories, allowing you to modify, fabricate, suppress, influence, repair, restore, erase, detect, and view them. You can change memories to confuse, wipe away certain memories to cause amnesia, and discern and provoke nostalgia until the end of the spell's duration. After the spell ends, all and any alterations to the creature's memories are permanent. The effects of the spell can be ended by Remove Curse cast at a minimum of 5th level, Greater Restoration, or Wish. Create Greater Item 6th-level transmutation Casting Time: 10 minutes

10 minutes Range: 10 feet

10 feet Components: V, S

V, S Duration: Instantaneous You slowly and carefully draw raw magic essence from beyond the Material plane and over the casting of this spell, slowly weave into existence nearby one non-magical item without requiring any raw material. You can create one Medium or smaller object (contained within a 5-foot cube). Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinary require a high degree of craftsmanship, such as keys, jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such an object. The spell cannot greate an item with a value greater than 100gp. Cry of the Banshee 4th-level conjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, M (a sprinkle of earth)

V, M (a sprinkle of earth) Duration: Concentration, 1 minute A intimidating blue spectral banshee looms above you, wailing at your enemies. For the duration, all spells that you or your allies cast that require a saving throw and specify a radius or area of effect such as a sphere, cube or line (i.e. Fireball or Erupting Earth) has it's range increased by 10 feet. After the spell ends, any spell affected by Cry of the Banshee has it's radius reduced by 10 feet. Delay Teleportation 7th-level conjuration Casting Time: Special

Special Range: 120 feet

120 feet Components: V, S, M (a piece of chalk, a pebble)

V, S, M (a piece of chalk, a pebble) Duration: Special This spell allows you to delay teleportation within an area around you or to a permanent teleportation circle. There are two possible uses for this spell, granting either a portable or permanent effect. 1 Action. If you cast this spell using 1 action, an glowing silver aura extends out from you in a 30-foot radius that moves with you, and remains centered on you. Any creature attempting to teleport or appear (as per the Blink spell) within or leave the aura doesn't have the effect of their spell or ability take effect until the next round. 8 Hours. If you cast this spell over 8 hours, you can modify a permanent teleportation circle within range to delay any teleportation to that circle by up to 20 seconds, or remove any delay and return that teleportation circle to its original state. Immediately after spell has been cast, you designate up to 6 creatures who recieve a mental alarm if they are within 1 mile of the teleportation circle when any creature attempts to teleport to the teleportation circle. This ping awakens you if you are sleeping.

Discern Enemy 1st-level divination Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous You can choose up to two creatures that you can see within range and call upon your divine power to assist you in discerning your enemy. You discover the creatures type, such as aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creatures for each slot level above 1st. Distant Vision 2nd-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (a circular glass lense)

S, M (a circular glass lense) Duration: 1 hour You touch a willing humanoid of your choice to confer the power of unnatural eyesight. For the duration of the spell, the chosen humanoid has double the sight range it would normally have, and has advantage for any Wisdom (Perception) checks that rely on sight. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. Draconic Power 4th-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a dragon scale)

V, S, M (a dragon scale) Duration: Concentration, 1 minute Your body transforms as you draw upon a pool of infernal, draconic power. You can choose from one of the four following effects: Flight Natural Talon Based Weapon Scale Armor deflect Missiles Out of Combat Intimidation Ability Dragon Lightning

True Death 8th-level necromancy Casting Time: 1 action

1 action Range: Self

Self Components: S, M (a crow feather)

S, M (a crow feather) Duration: Concentration, 10 minutes Black wispy fumes swirl around you as you nullify any healing magics in an aura with a 60-foot radius. Until the spell ends, the aura moves with, and is centered on you. Any creatures of your choice in the aura cannot regain any hit points or return to life. The spell can be ended by spells that dispel magic and powerful spells such as (but not limited to) Dispel Magic, Antimagic Field and Wish.