SPELL DESCRIPTIONS if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are The spells are presented in alphabetical order. within line of sight of each other. Through the link, the ABI-DALZIM S HORRID WILTING 8th-level necromancy beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions Casting Time: 1 action Range: 150 feet and concepts back to you. While the link is active, the Components: V, S, M (a bit of sponge) Duration: Instantaneous beast gains advantage on attack rolls against any crea- You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each ture within 5 feet of you that you can see. creature in that area must make a Constitution saving BONES OF THE EARTH throw. Constructs and undead aren’t affected, and plants 6th-level transmutation and water elementals make this saving throw with dis- Casting Time: 1 action Range: 120 feet advantage. A creature takes 12d8 necrotic damage on a Components: V, S failed save, or half as much damage on a successful one. Duration: Instantaneous Nonmagical plants in the area that aren’t creatures, You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar such as trees and shrubs, wither and die instantly. is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must ABSORB ELEMENTS be wide enough for its diameter, and you can target the lst-level abjuration ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When Casting Time: 1 reaction, which you take when you take reduced to 0 hit points, a pillar crumbles into rubble, acid, cold, fire, lightning, or thunder damage which creates an area of difficult terrain with a 10- foot radius that lasts until the rubble is cleared. Each Range: Self Components: S 5-foot-diameter portion of the area requires at least 1 Duration: 1 round minute to clear by hand. The spell captures some of the incoming energy, less- If a pillar is created under a creature, that creature ening its effect on you and storing it for your next melee tmhuesptislluacrc. eAecdreoantuarDe ecxatnercithyosoasveintogftahilrothweosravbee. lifted by attack. You have resistance to the triggering damage If a pillar is prevented from reaching its full height type until the start of your next turn. Also, the first time because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, you hit with a melee attack on your next turn, the target pinched between the pillar and the obstacle. The re- takes an extra ld6 damage of the triggering type, and strained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the the spell ends. At Higher Levels. When you cast this spell using a spell’s save DC. On a success, the creature is no lon- spell slot of 2nd level or higher, the extra damage in- ger restrained and must either move off the pillar or creases by ld6 for each slot level above 1st. fall off it. AGANAZZAR S SCORCHER At Higher Levels. When you cast this spell using a 2nd-level evocation spell slot of 7th level or higher, you can create two addi- tional pillars for each slot level above 6th. Casting Time: 1 action Range: 30 feet CATAPULT Components: V, S, M (a red dragon’s scale) Ist-level transmutation Duration: Instantaneous Casting Time: 1 action A line of roaring flame 30 feet long and 5 feet wide ema- Range: 60 feet nates from you in a direction you choose. Each creature Components: S Duration: Instantaneous in the line must make a Dexterity saving throw. A crea- Choose one object weighing 1 to 5 pounds within range ture takes 3d8 fire damage on a failed save, or half as that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose much damage on a successful one. before falling to the ground , stopping early if it impacts At Higher Levels. When you cast this spell using a against a solid surface. If the object would strike a crea- ture, that creature must make a Dexterity saving throw. spell slot of 3rd level or higher, the damage increases by On a failed save, the object strikes the target and stops ld8 for each slot level above 2nd. object strikes something, the object moving. When the BEAST BOND each take 3d8 bludgeoning damage. lst-level divination and what it strikes At Higher Levels. When you cast this spell using a Casting Time: 1 action spell slot of 2nd level or higher, the maximum weight of Range: Touch objects that you can target with this spell increases by 5 Components: V, S, M (a bit of fur wrapped in a cloth) pounds, and the damage increases by ld8, for each slot Duration: Concentration, up to 10 minutes level above 1st. You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails CHAPTER 3 | SPELLS
CATNAP hours, whenever the target makes a saving throw, it can 3rd-level enchantment roll a d4 and add the number rolled to the save. A crea- ture can benefit from this rite only once. Casting Time: 1 action Range: 30 feet Funeral Rite. You touch one corpse, and for the next Components: S, M (a pinch of sand) 7 days, the target can’t become undead by any means Duration: 10 minutes short of a wish spell. You make a calming gesture, and up to three willing Wedding. You touch adult humanoids willing to be creatures of your choice that you can see within range bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 fall unconscious for the spell’s duration. The spell ends feet of each other. A creature can benefit from this rite again only if widowed. on a target early if it takes damage or someone uses an CHAOS BOLT action to shake or slap it awake. If a target remains un- lst-level evocation conscious for the full duration, that target gains the ben- efit of a short rest, and it can’t be affected by this spell Casting Time: 1 action again until it finishes a long rest. Range: 120 feet Components: V, S At Higher Levels. When you cast this spell using a Duration: Instantaneous spell slot of 4th level or higher, you can target one addi- You hurl an undulating, warbling mass of chaotic energy tional willing creature for each slot level above 3rd. at one creature in range. Make a ranged spell attack CAUSE FEAR against the target. On a hit, the target takes 2d8 + ld6 lst-level necromancy damage. Choose one of the d8s. The number rolled Casting Time: 1 action Range: 60 feet on that die determines the attack’s damage type, as Components: V Duration: Concentration, up to 1 minute shown below. You awaken the sense of mortality in one creature you d8 Damage Type can see within range. A construct or an undead is im- 1 Acid mune to this effect. The target must succeed on a Wis- 2 Cold dom saving throw or become frightened of you until the 3 Fire spell ends. The frightened target can repeat the saving 4 Force throw at the end of each of its turns, ending the effect on 5 Lightning itself on a success. 6 Poison 7 Psychic At Higher Levels. When you cast this spell using 8 Thunder a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The If you roll the same number on both d8s, the chaotic creatures must be within 30 feet of each other when you energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll target them. damage roll, against the new target, and make a new CEREMONY which could cause the chaotic energy to leap again. lst-level abjuration (ritual) A creature can be targeted only once by each casting Casting Time: 1 hour Range: Touch of this spell. Components: V, S, M (25 gp worth of powdered silver, At Higher Levels. When you cast this spell using which the spell consumes) Duration: Instantaneous a spell slot of 2nd level or higher, each target takes ld6 extra damage of the type rolled for each slot level You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the above 1st. following rites, the target of which must be within 10 feet of you throughout the casting. CHARM MONSTER /ri 7 Atonement. You touch one willing creature whose 4th-level enchantment alignment has changed, and you make a DC 20 Wisdom VT (Insight) check. On a successful check, you restore the Casting Time: 1 action target to its original alignment. Range: 30 feet Components: V, S Bless Water. You touch one vial of water and cause it Duration: 1 hour to become holy water. You attempt to charm a creature you can see within Coming of Age. You touch one humanoid who is a range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fight- young adult. For the next 24 hours, whenever the target ing it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do makes an ability check, it can roll a d4 and add the num- anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was ber rolled to the ability check. A creature can benefit charmed by you. from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 CHAPTER 3 |SPELLS 7 /A
$\\ At Higher Levels. When you cast this spell using Updraft. You cause a sustained updraft within the a spell slot of 5th level or higher, you can target one cube, rising upward from the cube’s bottom side. Crea- 152 additional creature for each slot level above 4th. The tures that end a fall within the cube take only half dam- creatures must be within 30 feet of each other when you age from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher target them. than normal. CONTROL FLAMES CREATE BONFIRE Transmutation cantrip Conjuration cantrip Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: 60 feet Components: S Components: V, S Duration: Instantaneous or 1 hour (see below) Duration: Concentration, up to 1 minute You choose a nonmagical flame that you can see within You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a range and that fits within a 5-foot cube. You affect it in 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving one of the following ways: throw or take ld8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s • You instantaneously expand the flame 5 feet in one space for the first time on a turn or ends its turn there. direction, provided that wood or other fuel is present The bonfire ignites flammable objects in its area that in the new location. aren’t being worn or carried. • You instantaneously extinguish the flames The spell’s damage increases by ld8 when you reach within the cube. 5th level (2d8), 11th level (3d8), and 17th level (4d8). • You double or halve the area of bright light and dim CREATE HOMUNCULUS light cast by the flame, change its color, or both. The 6th-level transmutation change lasts for 1 hour. Casting Time: 1 hour —• You cause simple shapes such as the vague form of a Range: Touch —creature, an inanimate object, or a location to appear Components: V, S, M (clay, ash, and mandrake root, all within the flames and animate as you like. The shapes of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) last for 1 hour. Duration: Instantaneous If you cast this spell multiple times, you can have up to While speaking an intricate incantation, you cut your- three non-instantaneous effects created by it active at a self with a jewel-encrusted dagger, taking 2d4 piercing time, and you can dismiss such an effect as an action. damage that can’t be reduced in any way. You then drip CONTROL WINDS 5th-level transmutation your blood on the spell’s other components and touch them, transforming them into a special construct called Casting Time: 1 action Range: 300 feet a homunculus. Components: V, S Duration: Concentration, up to 1 hour The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you You take control of the air in a 100-foot cube that you can see within range. Choose one of the following ef- die. Whenever you finish a long rest, you can spend up fects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later to half your Hit Dice if the homunculus is on the same turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one plane of existence as you. When you do so, roll each you’ve halted. die and add your Constitution modifier to it. Your hit Gusts. A wind picks up within the cube, continu- point maximum is reduced by the total, and the homun- ally blowing in a horizontal direction you designate. culus’s hit point maximum and current hit points are You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged both increased by it. This process can reduce you to no weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each long rest. The reduction to your hit point maximum can’t foot moved. be removed by any means before then, except by the ho- Downdraft. You cause a sustained blast of strong munculus’s death. wind to blow downward from the top of the cube. You can have only one homunculus at a time. If Ranged weapon attacks that pass through the cube or that are made against targets within it have disad- you cast this spell while your homunculus lives, the vantage on their attack rolls. A creature must make a spell fails. Strength saving throw if it flies into the cube for the first CROWN OF STARS time on a turn or starts its turn there flying. On a failed 7th-level evocation save, the creature is knocked prone. Casting Time: 1 action CHAPTER 3 | SPELLS Range: Self V
Components: V, S DANSE MACABRE Duration: 1 hour ster Manual), and it gains a bonus to its attack and dam Seven star-like motes of light appear and orbit your age rolls equal to your spellcasting ability modifier. head until the spell ends. You can use a bonus action to You can use a bonus action to mentally command the send one of the motes streaking toward one creature creatures you make with this spell, issuing the same command to all of them. To receive the command, or object within 120 feet of you. When you do so, make a creature must be within 60 feet of you. You decide a ranged spell attack. On a hit, the target takes 4dl 2 what action the creatures will take and where they will move during their next turn, or you can issue a general radiant damage. Whether you hit or miss, the mote is ex- command, such as to guard a chamber or passageway pended. The spell ends early if you expend the last mote. against your foes. If you issue no commands, the crea- If you have four or more motes remaining, they shed tures do nothing except defend themselves against bright light in a 30-foot radius and dim light for an addi- hostile creatures. Once given an order, the creatures tional 30 feet. If you have one to three motes remaining, continue to follow it until their task is complete. they shed dim light in a 30-foot radius. The creatures are under your control until the spell At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes cre- ends, after which they become inanimate once more. ated increases by two for each slot level above 7th. At Higher Levels. When you cast this spell using a spell slot* of 6th level or higher, you animate up to two DANSE MACABRE additional corpses for each slot level above 5th. 5th-level necromancy DAWN Casting Time: 1 action 5th-level evocation Range: 60 feet Components: V, S Casting Time: 1 action Duration: Concentration , up to 1 hour Range: 60 feet Components: V, S, M (a sunburst pendant worth at Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within least 100 gp) range. Each corpse immediately stands up and becomes Duration: Concentration, up to 1 minute undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Mon- The light of dawn shines down on a location you spec- ify within range. Until the spell ends, a 30-foot-radius, CHAPTER 3 | SPELLS 153
40-foot-high cylinder of bright light glimmers there. This with grasping weeds and vines, as if they were affected light is sunlight. by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4dl 0 radiant .serve as temporary seats or beds. damage on a failed save, or half as much damage on a Grove Guardians You can animate up to four trees in the area, causing them to uproot themselves from successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, If you’re within 60 feet of the cylinder, you can move it except they can’t speak, and their bark is covered with up to 60 feet as a bonus action on your turn. druidic symbols. If any creature not immune to this DRAGON S BREATH 2nd-level transmutation effect enters the warded area, the grove guardians fight Casting Time: 1 bonus action until they have driven off or slain the intruders. The Range: Touch Components: V, S, M (a hot pepper) grove guardians also obey your spoken commands (no Duration: Concentration, up to 1 minute action required by you) that you issue while in the area. You touch one willing creature and imbue it with the If you don’t give them commands and no intruders are power to spew magical energy from its mouth, provided present, the grove guardians do nothing. The grove it has one. Choose acid, cold, fire, lightning, or poison. guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each trees take root again if possible. creature in that area must make a Dexterity saving Additional Spell Effect. You can place your choice throw, taking 3d6 damage of the chosen type on a failed of one of the following magical effects within the save, or half as much damage on a successful one. warded area: At Higher Levels. When you cast this spell using a • A constant gust of wind in two locations of your choice spell slot of 3rd level or higher, the damage increases by • Spike growth in one location of your choice • Wind wall in two locations of your choice ld6 for each slot level above 2nd. To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth DRUID GROVE is harmless. 6th-level abjuration DUST DEVIL Casting Time: 10 minutes 2nd-level conjuration Range: Touch Components: V, S, M (mistletoe, which the spell con- Casting Time: 1 action Range: 60 feet sumes, that was harvested with a golden sickle under Components: V, S, M (a pinch of dust) the light of a full moon) Duration: Concentration, up to 1 minute Duration: 24 hours Choose an unoccupied 5-foot cube of air that you can You invoke the spirits of nature to protect an area out- see within range. An elemental force that resembles doors or underground. The area can be as small as a a dust devil appears in the cube and lasts for the spell’s duration. 30-foot cube or as large as a 90-foot cube. Buildings and Any creature that ends its turn within 5 feet of the other structures are excluded from the affected area. If dust devil must make a Strength saving throw. On a you cast this spell in the same area every day for a year, the spell lasts until dispelled. failed save, the creature takes ld8 bludgeoning damage The spell creates the following effects within the area. and is pushed 10 feet away from the dust devil. On a suc- When you cast this spell, you can specify creatures as cessful save, the creature takes half as much damage friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the and isn’t pushed. As a bonus action, you can move the dust devil up to speaker immune to these effects. The entire warded area radiates magic. A dispel magic 30 feet in any direction. If the dust devil moves over cast on the area, if successful, removes only one of the sand, dust, loose dirt, or light gravel, it sucks up the ma- terial and forms a 10-foot-radius cloud of debris around following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are itself that lasts until the start of your next turn. The gone is this spell dispelled. cloud heavily obscures its area. Solid Fog. You can fill any number of 5-foot squares At Higher Levels. When you cast this spell using a on the ground with thick fog, making them heavily ob- spell slot of 3rd level or higher, the damage increases by ld8 for each slot level above 2nd. scured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a EARTHBIND 2nd-level transmutation creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light float- Casting Time: 1 action Range: 300 feet ing in the air. Components: V Grasping Undergrowth. You can fill any number of Duration: Concentration, up to 1 minute 5-foot squares on the ground that aren’t filled with fog 154 CHAPTER 3 | SPELLS
Choose one creature you can see within range. Yellow Whenever the affected creature chooses another i strips of magical energy loop around the creature. The creature as a target, it must choose the target at random from among the creatures it can see within range of the target must succeed on a Strength saving throw, or its attack, spell, or other ability it’s using. If an enemy pro- flying speed (if any) is reduced to 0 feet for the spell’s du- vokes an opportunity attack from the affected creature, ration. An airborne creature affected by this spell safely the creature must make that attack if it is able to. descends at 60 feet per round until it reaches the ground ENERVATION or the spell ends. 5th-level necromancy EARTH TREMOR Casting Time: 1 action lst-Jevel evocation Range: 60 feet Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 10 feet Components: V, S A tendril of inky darkness reaches out from you, touch- Duration: Instantaneous ing a creature you can see within range to drain life You cause a tremor in the ground within range. Each from it. The target must make a Dexterity saving throw. creature other than you in that area must make a Dex- On a successful save, the target takes 2d8 necrotic dam- terity saving throw. On a failed save, a creature takes age, and the spell ends. On a failed save, the target takes ld6 bludgeoning damage and is knocked prone. If the 4d8 necrotic damage, and until the spell ends, you can ground in that area is loose earth or stone, it becomes use your action on each of your turns to automatically difficult terrain until cleared, with each 5-foot-diameter deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is portion requiring at least 1 minute to clear by hand. ever outside the spell’s range, or if the target has total At Higher Levels. When you cast this spell using a cover from you. spell slot of 2nd level or higher, the damage increases by Whenever the spell deals damage to a target, you re- gain hit points equal to half the amount of necrotic dam- ld6 for each slot level above 1st. age the target takes. ELEMENTAL BANE At Higher Levels. When you cast this spell using a 4th-level transmutation spell slot of 6th level or higher, the damage increases by Casting Time: 1 action Range: 90 feet ld8 for each slot level above 5th. Components: V, S Duration: Concentration, up to 1 minute ERUPTING EARTH 3rd-level transmutation Choose one creature you can see within range, and choose one of the following damage types: acid, cold, Casting Time: 1 action Range: 120 feet fire, lightning, or thunder. The target must succeed on a Components: V, S, M (a piece of obsidian) Duration: Instantaneous Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target Choose a point you can see on the ground within range. takes damage of the chosen type, the target takes an ex- A fountain of churned earth and stone erupts in a 20- tra 2d6 damage of that type. Moreover, the target loses foot cube centered on that point. Each creature in that any resistance to that damage type until the spell ends. area must make a Dexterity saving throw. A creature At Higher Levels. When you cast this spell using takes 3dl 2 bludgeoning damage on a failed save, or a spell slot of 5th level or higher, you can target one half as much damage on a successful one. Additionally, additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you the ground in that area becomes difficult terrain until target them. cleared. Each 5-foot-square portion of the area requires ENEMIES ABOUND at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a 3rd-level enchantment spell slot of 4th level or higher, the damage increases by Casting Time: 1 action Id12 for each slot level above 3rd. Range: 120 feet Components: V, S FAR STEP Duration: Concentration, up to 1 minute 5th-level conjuration You reach into the mind of one creature you can see and Casting Time: 1 bonus action force it to make an Intelligence saving throw. A creature Range: Self automatically succeeds if it is immune to being fright- Components: V ened. On a failed save, the target loses the ability to dis- Duration: Concentration, up to 1 minute tinguish friend from foe, regarding all creatures it can You teleport up to 60 feet to an unoccupied space you see as enemies until the spell ends. Each time the target can see. On each of your turns before the spell ends, you takes damage, it can repeat the saving throw, ending the can use a bonus action to teleport in this way again. effect on itself on a success. CHAPTER 3| SPELLS 2
FIND GREATER STEED FLAME ARROWS 4th-level conjuration 3rd-level transmutation Casting Time: 10 minutes Range: 30 feet Casting Time: 1 action Components: V, S Range: Touch Duration: Instantaneous Components: V, S You summon a spirit that assumes the form of a loyal, Duration: Concentration , up to 1 hour majestic mount. Appearing in an unoccupied space You touch a quiver containing arrows or bolts. When a within range, the spirit takes on a form you choose: a target is hit by a ranged weapon attack using a piece of griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, ammunition drawn from the quiver, the target takes an or a saber-toothed tiger. The creature has the statistics extra ld6 fire damage. The spell’s magic ends on a piece provided in the Monster Manual for the chosen form, of ammunition when it hits or misses, and the spell ends though it is a celestial, a fey, or a fiend (your choice) when twelve pieces of ammunition have been drawn instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence from the quiver. becomes 6, and it gains the ability to understand one language of your choice that you speak. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of You control the mount in combat. While the mount is ammunition you can affect with this spell increases by two for each slot level above 3rd. within 1 mile of you, you can communicate with it tele- FROSTBITE pathically. While mounted on it, you can make any spell Evocation cantrip you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 Casting Time: 1 action Range: 60 feet hit points or when you dismiss it as an action. Casting Components: V, S Duration: Instantaneous this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You cause numbing frost to form on one creature that you can see within range. The target must make a You can’t have more than one mount bonded by this Constitution saving throw. On a failed save, the target takes ld6 cold damage, and it has disadvantage on the spell or find steed at the same time. As an action, you next weapon attack roll it makes before the end of its next turn. can release a mount from its bond, causing it to disap- pear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. CHAPTER 3 | SPELLS
The spell’s damage increases by ld6 when you reach you can see within range. The spirit looks like a trans- A 5th level (2d6), 11th level (3d6), and 17th level (4d6). parent beast or fey (your choice). GUARDIAN OF NATURE Until the spell ends, whenever you or a creature you 4th-level transmutation can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit Casting Time: 1 bonus action to restore ld6 hit points to that creature (no action re- Range: Self Components: V quired). The spirit can’t heal constructs or undead. Duration: Concentration, up to 1 minute As a bonus action on your turn, you can move the A nature spirit answers your call and transforms you spirit up to 30 feet to a space you can see. into a powerful guardian. The transformation lasts until At Higher Levels. When you cast this spell using a the spell ends. You choose one of the following forms to spell slot of 3rd level or higher, the healing increases by ld6 for each slot level above 2nd. assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your HOLY WEAPON facial features become feral, and you gain the follow- 5th-JeveJ evocation ing benefits: Casting Time: 1 bonus action • Your walking speed increases by 10 feet. Range: Touch Components: V, S • You gain darkvision with a range of 120 feet. Duration: Concentration, up to 1 hour • You make Strength-based attack rolls with advantage. You imbue a weapon you touch with holy power. Until • Your melee weapon attacks deal an extra ld6 force the spell ends, the weapon emits bright light in a 30- foot radius and dim light for an additional 30 feet. In damage on a hit. addition, weapon attacks made with it deal an extra 2d8 Great Tree. Your skin appears barky, leaves sprout radiant damage on a hit. If the weapon isn’t already a from your hair, and you gain the following benefits: magic weapon, it becomes one for the duration. • You gain 10 temporary hit points. As a bonus action on your turn, you can dismiss this • You make Constitution saving throws with advantage. spell and cause the weapon to emit a burst of radiance. • You make Dexterity- and Wisdom-based attack rolls Each creature of your choice that you can see within 30 with advantage. feet of you must make a Constitution saving throw. On a • While you are on the ground, the ground within 15 failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature feet of you is difficult terrain for your enemies. takes half as much damage and isn’t blinded. At the GUST end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on Transmutation cantrip a success. Casting Time: 1 action ICE KNIFE Range: 30 feet lst-level conjuration Components: V, S Duration: Instantaneous Casting Time: 1 action Range: 60 feet You seize the air and compel it to create one of the fol- Components: S, M (a drop of water or a piece of ice) lowing effects at a point you can see within range: Duration: Instantaneous • One Medium or smaller creature that you choose You create a shard of ice and fling it at one creature must succeed on a Strength saving throw or be within range. Make a ranged spell attack against the tar- pushed up to 5 feet away from you. get. On a hit, the target takes ldlO piercing damage. Hit • You create a small blast of air capable of moving one or miss, the shard then explodes. The target and each object that is neither held nor carried and that weighs creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force At Higher Levels. When you cast this spell using a to cause damage. spell slot of 2nd level or higher, the cold damage in- creases by ld6 for each slot level above 1st. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, ILLUSORY DRAGON or your clothing to ripple in a breeze. 8th-level illusion HEALING SPIRIT Casting Time: 1 action 2nd-level conjuration Range: 120 feet Components: S Casting Time: 1 bonus action Duration: Concentration, up to 1 minute Range: 60 feet Components: V, S By gathering threads of shadow material from the Shad- Duration: Concentration, up to 1 minute owfell, you create a Huge shadowy dragon in an unoc- You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube CHAPTER 3 | SPELLS 157
i cupied space that you can see within range. The illusion devil or a bearded devil. The devil appears in an unoc- cupied space that you can see within range. The devil lasts for the spell’s duration and occupies its space, as if disappears when it drops to 0 hit points or when the it were a creature. spell ends. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or The devil is unfriendly toward you and your com- become frightened of it for 1 minute. If a frightened crea- panions. Roll initiative for the devil, which has its own ture ends its turn in a location where it doesn’t have line turns. It is under the Dungeon Master’s control and acts of sight to the illusion, it can repeat the saving throw, according to its nature on each of its turns, which might ending the effect on itself on a success. result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange As a bonus action on your turn, you can move the illu- for limited service. The DM has the creature’s statistics. sion up to 60 feet. At any point during its movement, you On each of your turns, you can try to issue a verbal can cause it to exhale a blast of energy in a 60-foot cone command to the devil (no action required by you). It obeys the command if the likely outcome is in accor- originating from its space. When you create the dragon, dance with its desires, especially if the result would choose a damage type: acid, cold, fire, lightning, ne- draw you toward evil. Otherwise, you must make a Cha- crotic, or poison. Each creature in the cone must make risma ( Deception, Intimidation, or Persuasion) check an Intelligence saving throw, taking 7d6 damage of the contested by its Wisdom (Insight) check. You make the .chosen damage type on a failed save, or half as much check with advantage if you say the devil’s true name. damage on a successful one If your check fails, the devil becomes immune to your The illusion is tangible because of the shadow stuff verbal commands for the duration of the spell, though it used to create it, but attacks miss it automatically, it suc- can still carry out your commands if it chooses. If your ceeds on all saving throws, and it is immune to all dam- check succeeds, the devil carries out your command- age and conditions. A creature that uses an action to —such as “ attack my enemies,” “ explore the room ahead,” examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check or “ bear this message to the queen” until it completes the activity, at which point it returns to you to report hav- against your spell save DC. If a creature discerns the ing done so. illusion for what it is, the creature can see through it and If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become has advantage on saving throws against its breath. immune to your verbal commands. Instead, it acts in IMMOLATION 5th-level evocation whatever manner it chooses for 3d6 minutes, and then it Casting Time: 1 action disappears. Range: 90 feet Components: V If you possess an individual devil’s talisman, you can Duration: Concentration, up to 1 minute summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes Charisma checks required. At Higher Levels. When you cast this spell using a 8d6 fire damage on a failed save, or half as much dam- age on a successful one. On a failed save, the target spell slot of 6th level or higher, the challenge rating in- creases by 1 for each slot level above 5th. also burns for the spell’s duration. The burning target INFESTATION sheds bright light in a 30-foot radius and dim light for Conjuration cantrip an additional 30 feet. At the end of each of its turns, the Casting Time: 1 action target repeats the saving throw. It takes 4d6 fire damage Range: 30 feet on a failed save, and the spell ends on a successful one. Components: V, S, M (a living flea) Duration: Instantaneous These magical flames can’t be extinguished by nonmag- You cause a cloud of mites, fleas, and other parasites to ical means. appear momentarily on one creature you can see within If damage from this spell kills a target, the target is range. The target must succeed on a Constitution saving turned to ash. throw, or it takes ld6 poison damage and moves 5 feet in a random direction if it can move and its speed is at INFERNAL CALLING least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 5th-leveJ conjuration 3, east; or 4, west. This movement doesn’t provoke op- Casting Time: 1 minute Range: 90 feet portunity attacks, and if the direction rolled is blocked, Components: V, S, M (a ruby worth at least 999 gp) Duration: Concentration, up to 1 hour the target doesn’t move. The spell’s damage increases by ld6 when you reach Uttering a dark incantation, you summon a devil from 5th level (2d6), 11th level (3d6), and 17th level (4d6). the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed 158 CHAPTER 3 | SPELLS
INVESTITURE OF FLAME Until the spell ends, ice rimes your body, and you gain 6th-level transmutation the following benefits: Casting Time: 1 action • You are immune to cold damage and have resistance Range: Self Components: V, S to fire damage. Duration: Concentration, up to 10 minutes • You can move across difficult terrain created by ice or Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet snow without spending extra movement. for the spell’s duration. The flames don’t harm you. Until • The ground in a 10-foot radius around you is icy and the spell ends, you gain the following benefits: is difficult terrain for creatures other than you. The radius moves with you. • You are immune to fire damage and have resistance to • You can use your action to create a 15-foot cone of cold damage. freezing wind extending from your outstretched hand • Any creature that moves within 5 feet of you for the in a direction you choose. Each creature in the cone first time on a turn or ends its turn there takes ldlO must make a Constitution saving throw. A creature fire damage. takes 4d6 cold damage on a failed save, or half as • You can use your action to create a line of fire 15 feet much damage on a successful one. A creature that long and 5 feet wide extending from you in a direc- tion you choose. Each creature in the line must make fails its save against this effect has its speed halved a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a until the start of your next turn. successful one. INVESTITURE OF STONE INVESTITURE OF ICE 6th-level transmutation 6th-level transmutation Casting Time: 1 action Casting Time: 1 action Range: Self Range: Self Components: V, S Components: V, S Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes Until the spell ends, bits of rock spread across your body, and you gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. CHAPTER 3| SPELLS
• You can use your action to create a small earthquake MADDENING DARKNESS 8th-level evocation on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Casting Time: 1 action Dexterity saving throw or be knocked prone. Range: 150 feet Components: V, M (a drop of pitch mixed with a drop • You can move across difficult terrain made of earth or stone without spending extra movement. You can of mercury) move through solid earth or stone as if it was air Duration: Concentration, up to 10 minutes and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the Magical darkness spreads from a point you choose nearest unoccupied space, this spell ends, and you are within range to fill a 60-foot-radius sphere until the spell stunned until the end of your next turn. ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Non- INVESTITURE OF WIND 6th-level transmutation magical light, as well as light created by spells of 8th Casting Time: 1 action level or lower, can’t illuminate the area. Range: Self Shrieks, gibbering, and mad laughter can be heard Components: V, S within the sphere. Whenever a creature starts its turn in Duration: Concentration, up to 10 minutes the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much Until the spell ends, wind whirls around you, and you gain the following benefits: damage on a successful one. • Ranged weapon attacks made against you have disad- MAELSTROM 5th-level evocation vantage on the attack roll. Casting Time: 1 action • You gain a flying speed of 60 feet. If you are still flying Range: 120 feet when the spell ends, you fall, unless you can somehow Components: V, S, M (paper or leaf in the shape prevent it. of a funnel) • You can use your action to create a 15-foot cube of Duration: Concentration, up to 1 minute swirling wind centered on a point you can see within A swirling mass of 5-foot-deep water appears in a 30- 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. bludgeoning damage on a failed save, or half as much Until the spell ends, that area is difficult terrain, and damage on a successful one. If a Large or smaller any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage creature fails the save, that creature is also pushed up and be pulled 10 feet toward the center. to 10 feet away from the center of the cube. INVULNERABILITY MAGIC STONE 9th-level abjuration Transmutation cantrip Casting Time: 1 action Range: Self Casting Time: 1 bonus action Components: V, S, M (a small piece of adamantine Range: Touch Components: V, S worth at least 500 gp, which the spell consumes) Duration: 1 minute Duration: Concentration, up to 10 minutes You touch one to three pebbles and imbue them with You are immune to all damage until the spell ends. magic. You or someone else can make a ranged spell LIFE TRANSFERENCE attack with one of the pebbles by throwing it or hurling 3rd-level necromancy it with a sling. If thrown, a pebble has a range of 60 feet. Casting Time: 1 action If someone else attacks with a pebble, that attacker adds Range: 30 feet your spellcasting ability modifier, not the attacker’s, to Components: V, S target takes bludgeoning Duration: Instantaneous the attack roll. On a hit , the to ld6 + your spellcasting ability modifier. You sacrifice some of your health to mend another crea- damage equal ture’s injuries. You take 4d8 necrotic damage, and one Whether the attack hits or misses, the spell then ends creature of your choice that you can see within range re- gains a number of hit points equal to twice the necrotic on the stone. spell again, the spell ends on any peb- damage you take. If you cast this bles still affected by your previous casting. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by MASS POLYMORPH 9th-level transmutation ld8 for each slot level above 3rd. Casting Time: 1 action Range: 120 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour CHAPTER 3 | SPELLS
You transform up to ten creatures of your choice that Components: V, S, M (niter, sulfur, and pine tar formed you can see within range. An unwilling target must suc- into a bead) ceed on a Wisdom saving throw to resist the transforma- Duration: Concentration, up to 10 minutes tion. An unwilling shapechanger automatically succeeds You create six tiny meteors in your space. They float on the save. in the air and orbit you for the spell’s duration. When Each target assumes a beast form of your choice, and you can choose the same form or different ones for each —you cast the spell and as a bonus action on each of —your turns thereafter you can expend one or two of target. The new form can be any beast you have seen the meteors, sending them streaking toward a point or whose challenge rating is equal to or less than the tar- get’s (or half the target’s level, if the target doesn’t have a points you choose within 120 feet of you. Once a me- challenge rating). The target’s game statistics, including teor reaches its destination or impacts against a solid mental ability scores, are replaced by the statistics of surface, the meteor explodes. Each creature within 5 the chosen beast, but the target retains its hit points, alignment, and personality. feet of the point where the meteor explodes must make Each target gains a number of temporary hit points a Dexterity saving throw. A creature takes 2d6 fire equal to the hit points of its new form. These temporary damage on a failed save, or half as much damage on a hit points can’t be replaced by temporary hit points from successful one. another source. A target reverts to its normal form when At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors it has no more temporary hit points or it dies. If the spell created increases by two for each slot level above 3rd. ends before then, the creature loses all its temporary hit points and reverts to its normal form. MENTAL PRISON The creature is limited in the actions it can perform by 6th-level illusion the nature of its new form. It can’t speak, cast spells, or Casting Time: 1 action do anything else that requires hands or speech. Range: 60 feet The target’s gear melds into the new form. The target Components: S Duration: Concentration, up to 1 minute can’t activate, use, wield, or otherwise benefit from any You attempt to bind a creature within an illusory cell of its equipment. that only it perceives. One creature you can see within MAXIMILIAN S EARTHEN GRASP range must make an Intelligence saving throw. The 2nd-level transmutation target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5dl0 Casting Time: 1 action psychic damage, and the spell ends. On a failed save, the target takes 5dl0 psychic damage, and you make Range: 30 feet the area immediately around the target’s space appear Components: V, S, M (a miniature hand sculpted dangerous to it in some way. You might cause the target from clay) Duration: Concentration, up to 1 minute to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. -You choose a 5-foot square unoccupied space on the Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s ground that you can see within range. A Medium hand duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body made from compacted soil rises there and reaches for through it, the target takes lOdlO psychic damage, and the spell ends. one creature you can see within 5 feet of it. The target MIGHTY FORTRESS must make a Strength saving throw. On a failed save, 8th-level conjuration the target takes 2d6 bludgeoning damage and is re- Casting Time: 1 minute strained for the spell’s duration. Range: 1 mile As an action, you can cause the hand to crush the Components: V, S, M (a diamond worth at least 500 gp, restrained target, which must make a Strength saving which the spell consumes) throw. The target takes 2d6 bludgeoning damage on a Duration: Instantaneous failed save, or half as much damage on a successful one. A fortress of stone erupts from a square area of ground To break out, the restrained target can use its action of your choice that you can see within range. The area is to make a Strength check against your spell save DC. 120 feet on each side, and it must not have any buildings On a success, the target escapes and is no longer re- or other structures on it. Any creatures in the area are strained by the hand. harmlessly lifted up as the fortress rises. As an action, you can cause the hand to reach for a The fortress has four turrets with square bases, each different creature or to move to a different unoccupied one 20 feet on a side and 30 feet tall, with one turret on space within range. The hand releases a restrained tar- each corner. The turrets are connected to each other by get if you do either. stone walls that are each 80 feet long, creating an en- MELF S MINUTE METEORS 3rd-level evocation Casting Time: 1 action Range: Self CHAPTER 3 I SPELLS
closed area. Each wall is 1 foot thick and is composed of into the ground, leaving any creatures that were inside it panels that are 10 feet wide and 20 feet tall. Each panel safely on the ground. is contiguous with two other panels or one other panel Casting this spell on the same spot once every 7 days and a turret. You can place up to four stone doors in the fortress’s outer wall. for a year makes the fortress permanent. A small keep stands inside the enclosed area. The MIND SPIKE keep has a square base that is 50 feet on each side, and 2nd-level divination it has three floors with 10-foot-high ceilings. Each of the Casting Time: 1 action Range: 60 feet floors can be divided into as many rooms as you like, Components: S Duration: Concentration, up to 1 hour provided each room is at least 5 feet on each side. The You reach into the mind of one creature you can see floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or stone doors or open archways as you choose. The keep half as much damage on a successful one. On a failed save, you also always know the target’s location until the is furnished and decorated however you like, and it con- tains sufficient food to serve a nine-course banquet for spell ends, but only while the two of you are on the same up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed plane of existence. While you have this knowledge, the from the fortress. target can’t become hidden from you, and if it’s invisible, A staff of one hundred invisible servants obeys any it gains no benefit from that condition against you. command given to them by creatures you designate At Higher Levels. When you cast this spell using a when you cast the spell. Each servant functions as if cre- spell slot of 3rd level or higher, the damage increases by ld6 for each slot level above 2nd. ated by the unseen servant spell. MOLD EARTH The walls, turrets, and keep are all made of stone Transmutation cantrip .that can be damaged Each 10-foot-by-10-foot section of Casting Time: 1 action stone has AC 15 and 30 hit points per inch of thickness. Range: 30 feet Components: S It is immune to poison and psychic damage. Reducing Duration: Instantaneous or 1 hour (see below) a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the .v DM’s discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back CHAPTER 3 | SPELLS V
You choose a portion of dirt or stone that you can see PRIMAL SAVAGERY r\\ within range and that fits within a 5-foot cube. You ma- Transmutation cantrip 163 nipulate it in one of the following ways: Casting Time: 1 action Range: Self • If you target an area of loose earth, you can instan- Components: S taneously excavate it, move it along the ground, and Duration: Instantaneous deposit it up to 5 feet away. This movement doesn’t You channel primal magic to cause your teeth or fin- involve enough force to cause damage. gernails to sharpen, ready to deliver a corrosive attack. • You cause shapes, colors, or both to appear on the dirt Make a melee spell attack against one creature within 5 or stone, spelling out words, creating images, or shap- feet of you. On a hit, the target takes Id10 acid damage. ing patterns. The changes last for 1 hour. After you make the attack, your teeth or fingernails re- • If the dirt or stone you target is on the ground, you turn to normal. cause it to become difficult terrain. Alternatively, you The spell’s damage increases by Id10 when you reach can cause the ground to become normal terrain if it is 5th level (2dl0), 11th level (3dl0), and 17th level (4dl0). already difficult terrain. This change lasts for 1 hour. PRIMORDIAL WARD If you cast this spell multiple times, you can have no 6th-Ievel abjuration more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Casting Time: 1 action Range: Self NEGATIVE ENERGY FLOOD Components: V, S 5th-Jevel necromancy Duration: Concentration, up to 1 minute Casting Time: 1 action You have resistance to acid, cold, fire, lightning, and Range: 60 feet Components: V, M (a broken bone and a square of thunder damage for the spell’s duration. black silk) When you take damage of one of those types, you can Duration: Instantaneous use your reaction to gain immunity to that type of dam- You send ribbons of negative energy at one creature you age, including against the triggering damage. If you do can see within range. Unless the target is undead, it so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. must make a Constitution saving throw, taking 5dl2 ne- PSYCHIC SCREAM crotic damage on a failed save, or half as much damage 9th-level enchantment on a successful one. A target killed by this damage rises Casting Time: 1 action Range: 90 feet up as a zombie at the start of your next turn. The zombie Components: S Duration: Instantaneous pursues whatever creature it can see that is closest to it. You unleash the power of your mind to blast the intellect Statistics for the zombie are in the Monster Manual. of up to ten creatures of your choice that you can see If you target an undead with this spell, the target within range. Creatures that have an Intelligence score of 2 or lower are unaffected. doesn’t make a saving throw. Instead, roll 5dl 2. The tar- Each target must make an Intelligence saving throw. get gains half the total as temporary hit points. On a failed save, a target takes 14d6 psychic damage POWER WORD PAIN 7th-level enchantment and is stunned. On a successful save, a target takes half Casting Time: 1 action as much damage and isn’t stunned. If a target is killed Range: 60 feet by this damage, its head explodes, assuming it has one. Components: V Duration: Instantaneous A stunned target can make an Intelligence saving You speak a word of power that causes waves of intense throw at the end of each of its turns. On a successful save, the stunning effect ends. pain to assail one creature you can see within range. PYROTECHNICS If the target has 100 hit points or fewer, it is subject 2nd-level transmutation to crippling pain. Otherwise, the spell has no effect Casting Time: 1 action on it. A target is also unaffected if it is immune to be- Range: 60 feet ing charmed. Components: V, S Duration: Instantaneous While the target is affected by crippling pain, any Choose an area of nonmagical flame that you can see speed it has can be no higher than 10 feet. The target and that fits within a 5-foot cube within range. You can also has disadvantage on attack rolls, ability checks, and extinguish the fire in that area, and you create either saving throws, other than Constitution saving throws. fireworks or smoke when you do so. Finally, if the target tries to cast a spell, it must first suc- Fireworks. The target explodes with a dazzling dis- ceed on a Constitution saving throw, or the casting fails play of colors. Each creature within 10 feet of the target and the spell is wasted. CHAPTER 3 | SPELLS A target suffering this pain can make a Constitution yjk saving throw at the end of each of its turns. On a suc- cessful save, the pain ends.
must succeed on a Constitution saving throw or become properties (range 20/60). In addition, when you use the blinded until the end of your next turn. sword to attack a target that is in dim light or darkness, Smoke. Thick black smoke spreads out from the tar- get in a 20-foot radius, moving around corners. The area you make the attack roll with advantage. of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. If you drop the weapon or throw it, it dissipates at the SCATTER end of the turn. Thereafter, while the spell persists, you 6th-level conjuration can use a bonus action to cause the sword to reappear Casting Time: 1 action Range: 30 feet in your hand. Components: V At Higher Levels. When you cast this spell using a Duration: Instantaneous 3rd- or 4th-level spell slot, the damage increases to 3d8. The air quivers around up to five creatures of your When you cast it using a 5th- or 6th-level spell slot, the choice that you can see within range. An unwilling crea- damage increases to 4d8. When you cast it using a spell ture must succeed on a Wisdom saving throw to resist slot of 7th level or higher, the damage increases to 5d8. this spell. You teleport each affected target to an unoccu- pied space that you can see within 120 feet of you. That SHADOW OF MOIL space must be on the ground or on a floor. 4th-level necromancy SHADOW BLADE Casting Time: 1 action 2nd-level illusion Range: Self Components: V, S, M (an undead eyeball encased in a Casting Time: 1 bonus action Range: Self gem worth at least 150 gp) Components: V, S Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute Flame-like shadows wreathe your body until the spell You weave together threads of shadow to create a sword ends, causing you to become heavily obscured to others. of solidified gloom in your hand. This magic sword lasts The shadows turn dim light within 10 feet of you into until the spell ends. It counts as a simple melee weapon darkness, and bright light in the same area to dim light. with which you are proficient. It deals 2d8 psychic Until the spell ends, you have resistance to radiant damage on a hit and has the finesse, light, and thrown damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. SHAPE WATER Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any di- rection. This movement doesn’t have enough force to cause damage. • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. • You freeze the water, provided that there are no crea- tures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. SICKENING RADIANCE 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes 164 CHAPTER 3 | SPELLS
Dim, greenish light spreads within a 30-foot-radius A restrained creature can make a Dexterity saving 165 throw at the end of each of its turns, ending the effect on sphere centered on a point you choose within range. itself on a success. Alternatively, the creature or some- The light spreads around corners, and it lasts until the one else who can reach it can use an action to make an spell ends. Intelligence (Arcana) check against your spell save DC. When a creature moves into the spells area for the On a success, the restrained effect ends. first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take After the trap is triggered, the spell ends when no 4dl0 radiant damage, and it suffers one level of exhaus- creature is restrained by it. tion and emits a dim, greenish light in a 5-foot radius. SNILLOC S SNOWBALL SWARM This light makes it impossible for the creature to benefit 2nd-level evocation from being invisible. The light and any levels of exhaus- tion caused by this spell go away when the spell ends. Casting Time: 1 action Range: 90 feet SKILL EMPOWERMENT Components: V, S, M (a piece of ice or a small white 5th-level transmutation rock chip) Duration: Instantaneous Casting Time: 1 action Range: Touch A flurry of magic snowballs erupts from a point you Components: V, S Duration: Concentration, up to 1 hour choose within range. Each creature in a 5-foot-radius Your magic deepens a creature’s understanding of its sphere centered on that point must make a Dexterity own talent. You touch one willing creature and give it saving throw. A creature takes 3d6 cold damage on a expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability failed save, or half as much damage on a successful one. checks it makes that use the chosen skill. At Higher Levels. When you cast this spell using a You must choose a skill in which the target is profi- spell slot of 3rd level or higher, the damage increases by cient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. ld6 for each slot level above 2nd. SKYWRITE SOUL CAGE 2nd-level transmutation (ritual) 6th-level necromancy Casting Time: 1 action Range: Sight Casting Time: 1 reaction, which you take when a hu- Components: V, S manoid you can see within 60 feet of you dies Duration: Concentration, up to 1 hour Range: 60 feet You cause up to ten words to form in a part of the sky Components: V, S, M (a tiny silver cage worth 100 gp) Duration: 8 hours you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dis- This spell snatches the soul of a humanoid as it dies and sipate when the spell ends. A strong wind can disperse traps it inside the tiny cage you use for the material com- the clouds and end the spell early. ponent. A stolen soul remains inside the cage until the SNARE spell ends or until you destroy the cage, which ends the lst-level abjuration spell. While you have a soul inside the cage, you can ex- Casting Time: 1 minute ploit it in any of the ways described below. You can use a Range: Touch trapped soul up to six times. Once you exploit a soul for Components: S, M (25 feet of rope, which the the sixth time, it is released, and the spell ends. While spell consumes) Duration: 8 hours a soul is trapped, the dead humanoid it came from can’t As you cast this spell, you use the rope to create a circle be revived. with a 5-foot radius on the ground or the floor. When Steal Life. You can use a bonus action to drain vigor you finish casting, the rope disappears and the circle from the soul and regain 2d8 hit points. becomes a magic trap. Query Soul. You ask the soul a question (no action re- This trap is nearly invisible, requiring a successful quired) and receive a brief telepathic answer, which you Intelligence (Investigation) check against your spell save can understand regardless of the language used. The soul knows only what it knew in life, but it must answer DC to be discerned. you truthfully and to the best of its ability. The answer is The trap triggers when a Small, Medium, or Large no more than a sentence or two and might be cryptic. creature moves onto the ground or the floor in the Borrow Experience. You can use a bonus action to spell’s radius. That creature must succeed on a Dex- bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with terity saving throw or be magically hoisted into the air, advantage. If you don’t use this benefit before the start of leaving it hanging upside down 3 feet above the ground your next turn, it is lost. or the floor. The creature is restrained there until the spell ends. Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invis- Hr, ible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and CHAPTER 3|SPELLS
auditory information from the sensor as if you were in The sphere remains for the spell s duration. Each crea- ture in the sphere when it appears or that ends its turn its space using your senses. there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is diffi- A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of cult terrain. the tormented humanoid whose soul you caged. Until the spell ends, you can use a bonus action on STEEL WIND STRIKE each of your turns to cause a bolt of lightning to leap 5tb-level conjuration from the center of the sphere toward one creature you Casting Time: 1 action choose within 60 feet of the center. Make a ranged spell Range: 30 feet attack. You have advantage on the attack roll if the target Components: S, M (a melee weapon worth at least 1 sp) is in the sphere. On a hit, the target takes 4d6 light- Duration: Instantaneous ning damage. You flourish the weapon used in the casting and then Creatures within 30 feet of the sphere have disadvan- vanish to strike like the wind. Choose up to five crea- tage on Wisdom (Perception) checks made to listen. tures you can see within range. Make a melee spell At Higher Levels. When you cast this spell using a attack against each target. On a hit, a target takes 6dl0 force damage. spell slot of 5th level or higher, the damage for each of its effects increases by ld6 for each slot level above 4th. You can then teleport to an unoccupied space you can SUMMON GREATER DEMON see within 5 feet of one of the targets you hit or missed. 4th-level conjuration STORM SPHERE 4th-level evocation Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: 150 feet Components: V, S, M (a vial of blood from a humanoid Components: V, S Duration: Concentration, up to 1 minute killed within the past 24 hours) Duration: Concentration, up to 1 hour A 20-foot-radius sphere of whirling air springs into ex- istence, centered on a point you choose within range. You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in CHAPTER 3 | SPELLS
an unoccupied space you can see within range, and the anyone within it. Using the material component in this / demon disappears when it drops to 0 hit points or when the spell ends. manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a Roll initiative for the demon, which has its own turns. spell slot of 6th or 7th level, you summon twice as many When you summon it and on each of your turns thereaf- demons. If you cast it using a spell slot of 8th or 9th ter, you can issue a verbal command to it (requiring no level, you summon three times as many demons. action on your part), telling it what it must do on its next SYNAPTIC STATIC turn. If you issue no command, it spends its turn attack- ing any creature within reach that has attacked it. 5th-level enchantment At the end of each of the demon’s turns, it makes a Casting Time: 1 action Charisma saving throw. The demon has disadvantage Range: 120 feet on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a success- Components: V, S ful save, your control of the demon ends for the rest of Duration: Instantaneous the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its You choose a point within range and cause psychic en- ergy to explode there. Each creature in a 20-foot-radius ability. If you stop concentrating on the spell before it sphere centered on that point must make an Intelligence reaches its full duration, an uncontrolled demon doesn’t saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes disappear for ld6 rounds if it still has hit points. 8d6 psychic damage on a failed save, or half as much As part of casting the spell, you can form a circle damage on a successful one. on the ground with the blood used as a material com- After a failed save, a target has muddled thoughts for ponent. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t 1 minute. During that time, it rolls a d6 and subtracts cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner the number rolled from all its attack rolls and ability consumes it when the spell ends. checks, as well as its Constitution saving throws to At Higher Levels. When you cast this spell using a maintain concentration. The target can make an Intelli- spell slot of 5th level or higher, the challenge rating in- creases by 1 for each slot level above 4th. gence saving throw at the end of each of its turns, end- SUMMON LESSER DEMONS ing the effect on itself on a success. 3rd-level conjuration TEMPLE OF THE GODS Casting Time: 1 action 7th-level conjuration Range: 60 feet Components: V, S, M (a vial of blood from a humanoid Casting Time: 1 hour killed within the past 24 hours) Range: 120 feet Duration: Concentration, up to 1 hour Components: V, S, M (a holy symbol worth at least 5 gp) You utter foul words, summoning demons from the Duration: 24 hours chaos of the Abyss. Roll on the following table to deter- mine what appears. You cause a temple to shimmer into existence on ground d6 Demons Summoned you can see within range. The temple must fit within an 1-2 Two demons of challenge rating 1 or lower unoccupied cube of space, up to 120 feet on each side. 3-4 Four demons of challenge rating 1/2 or lower The temple remains until the spell ends. It is dedicated 5-6 Eight demons of challenge rating 1/4 or lower to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you You make all decisions about the temple’s appear- can see within range where they appear. A summoned ance. The interior is enclosed by a floor, walls, and a demon disappears when it drops to 0 hit points or when roof, with one door granting access to the interior and the spell ends. as many windows as you wish. Only you and any crea- The demons are hostile to all creatures, including you. tures you designate when you cast the spell can open or Roll initiative for the summoned demons as a group, close the door. which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is As part of casting the spell, you can form a circle illuminated and whether that illumination is bright light on the ground with the blood used as a material com- or dim light. The smell of burning incense fills the air ponent. The circle is large enough to encompass your within, and the temperature is mild. space. While the spell lasts, the summoned demons The temple opposes types of creatures you choose can’t cross the circle or harm it, and they can’t target when you cast this spell. Choose one or more of the fol- lowing: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. CHAPTER 3 | SPELLS
In addition, the sensors created by divination spells THUNDER STEP can’t appear inside the temple, and creatures within 3rd-level conjuration can’t be targeted by divination spells. Casting Time: 1 action Range: 90 feet Finally, whenever any creature in the temple regains Components: V hit points from a spell of 1st level or higher, the creature Duration: Instantaneous regains additional hit points equal to your Wisdom mod- You teleport yourself to an unoccupied space you can ifier (minimum 1 hit point). see within range. Immediately after you disappear, a The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution sav- travel into the temple’s interior. Nothing can physically ing throw, taking 3dl0 thunder damage on a failed save, pass through the temple’s exterior. It can’t be dispelled or half as much damage on a successful one. The thun- by dispel magic, and antimagic field has no effect on it. A der can be heard from up to 300 feet away. disintegrate spell destroys the temple instantly. You can bring along objects as long as their weight Casting this spell on the same spot every day for a doesn’t exceed what you can carry. You can also tele- year makes this effect permanent. port one willing creature of your size or smaller who is TENSER S TRANSFORMATION carrying gear up to its carrying capacity. The creature 6th-level transmutation must be within 5 feet of you when you cast this spell, Casting Time: 1 action and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; oth- Range: Self Components: V, S, M (a few hairs from a bull) erwise, the creature is left behind. Duration: Concentration, up to 10 minutes At Higher Levels. When you cast this spell using a You endow yourself with endurance and martial prow- spell slot of 4th level or higher, the damage increases by ess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: Id10 for each slot level above 3rd. You gain 50 temporary hit points. If any of these re- TIDAL WAVE main when the spell ends, they are lost. 3rd-level conjuration You have advantage on attack rolls that you make with simple and martial weapons. Casting Time: 1 action When you hit a target with a weapon attack, that tar- Range: 120 feet get takes an extra 2d12 force damage. Components: V, S, M (a drop of water) You have proficiency with all armor, shields, simple Duration: Instantaneous weapons, and martial weapons. You have proficiency in Strength and Constitution sav- You conjure up a wave of water that crashes down on an ing throws. You can attack twice, instead of once, when you take area within range. The area can be up to 30 feet long, the Attack action on your turn. You ignore this benefit up to 10 feet wide, and up to 10 feet tall. Each creature if you already have a feature, like Extra Attack, that in that area must make a Dexterity saving throw. On a gives you extra attacks. failed save, a creature takes 4d8 bludgeoning damage Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. exhaustion. The water then spreads out across the ground in all THUNDERCLAP directions, extinguishing unprotected flames in its area Evocation cantrip and within 30 feet of it, and then it vanishes. Casting Time: 1 action TINY SERVANT Range: 5 feet 3rd-level transmutation Components: S Duration: Instantaneous Casting Time: 1 minute You create a burst of thunderous sound that can be Range: Touch Components: V, S heard up to 100 feet away. Each creature within range, Duration: 8 hours other than you, must succeed on a Constitution saving You touch one Tiny, nonmagical object that isn’t at- throw or take ld6 thunder damage. tached to another object or a surface and isn’t being carried by another creature. The target animates and The spell’s damage increases by ld6 when you reach sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 5th level (2d6), 11th level (3d6), and 17th level (4d6). 0 hit points. See the stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same com-
TINY SERVANT TOLL THE DEAD Tiny construct, unaligned Necromancy cantrip Armor Class 15 (natural armor) Casting Time: 1 action Hit Points 10 (4d4) Range: 60 feet Speed 30 ft., climb 30 ft. Components: V, S STR DEX CON 2 (-4) 10 (+0) 1 (-5) Duration: Instantaneous 4 (-3) 16 (+3) 10 (+0) You point at one creature you can see within range, Damage Immunities poison, psychic and the sound of a dolorous bell fills the air around it Condition Immunities blinded, charmed, deafened, exhaustion for a moment. The target must succeed on a Wisdom frightened, paralyzed, petrified, poisoned saving throw or take ld8 necrotic damage. If the target Senses blindsight 60 ft. (blind beyond this radius), passive is missing any of its hit points, it instead takes Id12 ne- Perception 10 Languages — crotic damage. ACTIONS The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. and 17th level (4d8 or 4dl 2). mand to each one.) You decide what action the creature TRANSMUTE ROCK will take and where it will move during its next turn, or 5th-level transmutation you can issue a simple, general command, such as to Casting Time: 1 action fetch a key, stand watch, or stack some books. If you is- sue no commands, the servant does nothing other than Range: 120 feet Components: V, S, M (clay and water) defend itself against hostile creatures. Once given an Duration: Until dispelled order, the servant continues to follow that order until its You choose an area of stone or mud that you can see task is complete. that fits within a 40-foot cube and is within range, and When the creature drops to 0 hit points, it reverts to choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any its original form, and any remaining damage carries sort in the area becomes an equal volume of thick, flow- over to that form. At Higher Levels. When you cast this spell using a ing mud that remains for the spell’s duration. spell slot of 4th level or higher, you can animate two ad- The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature ditional objects for each slot level above 3rd. moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condi- tion on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dex- terity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quick- sand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity sav- ing throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A re- strained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. CHAPTER 3 | SPELLS 169 l7
VITRIOLIC SPHERE up to 30 feet long, 10 feet high, and 10 feet thick, and it 4th-level evocation vanishes when the spell ends. It blocks line of sight but Casting Time: 1 action not movement. A creature is blinded while in the wall’s Range: 150 feet Components: V, S, M (a drop of giant slug bile) space and must spend 3 feet of movement for every 1 Duration: Instantaneous foot it moves there. You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and WALL OF WATER 3rd-level evocation explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a Casting Time: 1 action Range: 60 feet failed save, a creature takes 10d4 acid damage and an- Components: V, S, M (a drop of water) Duration: Concentration, up to 10 minutes other 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage You create a wall of water on the ground at a point you and no damage at the end of its next turn. can see within range. You can make the wall up to 30 At Higher Levels. When you cast this spell using a feet long, 10 feet high, and 1 foot thick, or you can make spell slot of 5th level or higher, the initial damage in- a ringed wall up to 20 feet in diameter, 20 feet high, and creases by 2d4 for each slot level above 4th. 1 foot thick. The wall vanishes when the spell ends. The WALL OF LIGHT wall’s space is difficult terrain. 5th-level evocation Any ranged weapon attack that enters the wall’s space Casting Time: 1 action has disadvantage on the attack roll, and fire damage Range: 120 feet is halved if the fire effect passes through the wall to Components: V, S, M (a hand mirror) Duration: Concentration, up to 10 minutes reach its target. Spells that deal cold damage that pass A shimmering wall of bright light appears at a point you through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is choose within range. The wall appears in any orienta- tion you choose: horizontally, vertically, or diagonally. It frozen). Each 5-foot-square frozen section has AC 5 and can be free floating, or it can rest on a solid surface. The 15 hit points. Reducing a frozen section to 0 hit points wall can be up to 60 feet long, 10 feet high, and 5 feet destroys it. When a section is destroyed, the wall’s water thick. The wall blocks line of sight, but creatures and ob- doesn’t fill it. jects can pass through it. It emits bright light out to 120 WARDING WIND feet and dim light for an additional 120 feet. 2nd-level evocation When the wall appears, each creature in its area must Casting Time: 1 action make a Constitution saving throw. On a failed save, a Range: Self creature takes 4d8 radiant damage, and it is blinded for Components: V Duration: Concentration, up to 10 minutes 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. on you. The wind lasts for the spell’s duration. A creature that ends its turn in the wall’s area takes The wind has the following effects: 4d8 radiant damage. • It deafens you and other creatures in its area. Until the spell ends, you can use an action to launch a • It extinguishes unprotected flames in its area that are beam of radiance from the wall at one creature you can torch-sized or smaller. see within 60 feet of it. Make a ranged spell attack. On • It hedges out vapor, gas, and fog that can be dispersed a hit, the target takes 4d8 radiant damage. Whether you by strong wind. hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. • The area is difficult terrain for creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by • The attack rolls of ranged weapon attacks have disad- ld8 for each slot level above 5th. vantage if the attacks pass in or out of the wind. WALL OF SAND 3rd-JeveJ evocation WATERY SPHERE 4th-level conjuration Casting Time: 1 action Range: 90 feet Casting Time: 1 action Components: V, S, M (a handful of sand) Range: 90 feet Duration: Concentration, up to 10 minutes Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere re- mains for the spell’s duration. CHAPTER 3 | SPELLS V mv
Any creature in the sphere’s space must make a WORD OF RADIANCE /1 Strength saving throw. On a successful save, a creature Evocation cantrip is ejected from that space to the nearest unoccupied Casting Time: 1 action space of the creature’s choice outside the sphere. A Range: 5 feet Huge or larger creature succeeds on the saving throw Components: V, M (a holy symbol) Duration: Instantaneous automatically, and a Large or smaller creature can You utter a divine word, and burning radiance erupts choose to fail it. On a failed save, a creature is restrained from you. Each creature of your choice that you can see by the sphere and is engulfed by the water. At the end of within range must succeed on a Constitution saving each of its turns, a restrained target can repeat the sav- throw or take ld6 radiant damage. ing throw, ending the effect on itself on a success. The spell’s damage increases by ld6 when you reach The sphere can restrain as many as four Medium or 5th level (2d6), 11th level (3d6), and 17th level (4d6). smaller creatures or one Large creature. If the sphere WRATH OF NATURE restrains a creature that causes it to exceed this capac- 5th-level evocation ity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 Casting Time: 1 action Range: 120 feet feet of it. Components: V, S Duration: Concentration, up to 1 minute As an action, you can move the sphere up to 30 feet You call out to the spirits of nature to rouse them in a straight line. If it moves over a pit, a cliff, or other against your enemies. Choose a point you can see drop-off, it safely descends until it is hovering 10 feet within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become ani- above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, mated until the spell ends. forcing them to make the saving throw. Grasses and Undergrowth. Any area of ground in the When the spell ends, the sphere falls to the ground cube that is covered by grass or undergrowth is difficult terrain for your enemies. and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must suc- in the space where it falls. The water then vanishes. ceed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. WHIRLWIND Roots and Vines. At the end of each of your turns, one 7th-level evocation creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become Casting Time: 1 action restrained until the spell ends. A restrained creature Range: 300 feet Components: V, M (a piece of straw) can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on Duration: Concentration, up to 1 minute a success. A whirlwind howls down to a point that you can Rocks. As a bonus action on your turn, you can cause see on the ground within range. The whirlwind is a a loose rock in the cube to launch at a creature you can 10-foot-radius, 30-foot-high cylinder centered on that see in the cube. Make a ranged spell attack against the point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along target. On a hit, the target takes 3d8 nonmagical blud- the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that geoning damage, and it must succeed on a Strength aren’t worn or carried by anyone. saving throw or fall prone. A creature must make a Dexterity saving throw the ZEPHYR STRIKE first time on a turn that it enters the whirlwind or that lst-level transmutation the whirlwind enters its space, including when the whirl- % wind first appears. A creature takes 10d6 bludgeoning Casting Time: 1 bonus action damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature Range: Self Components: V that fails the save must succeed on a Strength saving Duration: Concentration, up to 1 minute throw or become restrained in the whirlwind until the You move like the wind. Until the spell ends, your move- spell ends. When a creature starts its turn restrained by ment doesn’t provoke opportunity attacks. the whirlwind, the creature is pulled 5 feet higher inside Once before the spell ends, you can give yourself ad- it, unless the creature is at the top. A restrained creature vantage on one weapon attack roll on your turn. That at- tack deals an extra ld8 force damage on a hit. Whether moves with the whirlwind and falls when the spell ends, you hit or miss, your walking speed increases by 30 feet unless the creature has some means to stay aloft. until the end of that turn. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction. CHAPTER 3 | SPELLS 171 m
Bill! APPENDIX A: SHARED CAMPAIGNS Coordinating a regular schedule of D&D game sessions, In order to be successful, a shared campaign needs to keep a campaign active and vibrant, can be a chal- —a champion someone who takes on the responsibil- lenge. If the campaign’s only Dungeon Master or enough ity of organizing and maintaining the group. If you’re players aren’t available, the next session might have to interested in learning more about how to run a shared be postponed, and repeated problems of this sort can campaign and seeing how the Adventurers League handles certain issues, then the rest of this appendix is endanger the continuation of the campaign. meant for you. In short: in a world filled with distractions, it can be DESIGNING ADVENTURES hard to keep a campaign going. Enter the concept of the shared campaign. Designing adventures for a shared campaign involves a different set of considerations than designing for a stan- In a shared campaign, more than one member of the dard group of players. Most important, the adventure group can take on the role of DM. A shared campaign is must be timed to conclude when the session is sched- episodic rather than continuous, with each play session uled to end. You also need to balance combat encounters for a range of levels, since a wide range of characters comprising a complete adventure. might be experiencing the adventure at the same time. The largest shared campaigns are administered by the D&D Adventurers League and overseen by Wizards ADVENTURE DURATION of the Coast. You can also create your own shared cam- Every adventure in a shared campaign begins and ends paign for a school D&D club, at a game store, a library, in the same play session. (If a group of participants or anywhere else where D&D players and DMs gather. wants to take longer to finish and all are willing to do A shared campaign establishes a framework that al- so, they can exceed the time limit.) A session or an event lows a player to take a character from one DM’s game to another one within the shared campaign. It creates a can’t end with the adventure unfinished, since there’s no situation where almost nothing can prevent a scheduled way to guarantee that the same players and DM will be session from happening. The roster of potential players can be quite large, virtually ensuring that any session available for the next session. has at least the minimum number of characters needed Typically, adventures in a shared campaign are de- to play. If everyone shows up to play at the same time, signed to take either 2 hours or 4 hours. In each hour of play, assume the characters can complete the following: multiple DMs ensure that everyone can take part. • Three or four simple combat encounters, or one or CODE OF CONDUCT two complex ones Time and time again, the core rulebooks come back to • Three or four scenes involving significant exploration the point that the most important goal of a D&D play ses- or social interaction sion is for everyone involved to have fun. In keeping with Within these constraints, it can be difficult to create that goal, it’s a good idea for a shared campaign to have a code of conduct. Because people who don’t normally open-ended adventures. A time limit assumes a specific play together might end up at the same table in a shared campaign, it can be helpful to establish some ground rules starting point and endpoint. A good way to get around for behavior. this restriction is to create an adventure with multiple On the broadest level, everyone in a shared campaign possible endings. is responsible for making sure that everyone else has an enjoyable time. If anyone feels offended, belittled, or bul- Location-based adventures also work well with this lied by the actions of another person, the entire purpose of format. A dungeon presents a natural limit on character getting together to play is defeated. options, while still giving the players choices. The ad- The basic code of conduct for a shared campaign might venture could be a quest to defeat a creature or recover be modeled on a similar document that another organiza- an item, but the path to achieving that goal can be differ- tion or location uses. Beyond that, some special policies ent for each group. For more narrative adventures, try to focus on simple might need to be added to account for what might happen at the table when players and DMs interact. As a starting but flexible encounters or events. For instance, an ad- point, consider the following material, which is excerpted from the Adventurers League code of conduct. venture requires the characters to protect a high priest During a play session, participants are expected to ... of Tyr from assassins. Give the players a chance to plan • Follow the DM’s lead and refrain from arguing with the out how they want to protect the temple, complete with DM or other players over rules. authority over the guards. A few well-fleshed out NPCs, • Let other players speak, and allow other players to get some of whom might be suspected of working with the attention from the DM. temple’s enemies, add a layer of tension. Consider leav- • Avoid excessive conversation that is not relevant to the ing some details or plot points for the DM to decide. For adventure. example, the DM might have the option to pick which • Discourage others from using social media to bully, member of the temple guards is the traitor, ensuring shame, or intimidate other participants. that the scenario is different for each group. • Make the DM or the campaign’s administrators aware of disruptive or aggressive behavior so that appropriate action can be taken. 172 APPENDIX A | SHARED CAMPAIGNS
COMBAT ENCOUNTERS VARIANT RULES Design your adventure for one of the four tiers, as set A shared campaign might use some variant rules to forth in chapter 1 of the Player's Handbook: tier 1 in- cludes levels 1-4, tier 2 is levels 5-10, tier 3 is levels handle certain aspects of the game. The Adventurers 11-16, and tier 4 includes levels 17-20. Within each tier, League, for instance, has variant systems for gaining it’s a good idea to use a specific level as a starting point. levels and acquiring treasure. These “ house rules,” Assume a party of five 3rd-level characters for tier 1, five presented below, serve as a sort of common language, 8th-level characters for tier 2, five 13th-level characters ensuring that the rewards all characters receive are equivalent no matter what kind of adventure a character for tier 3, and five 18th-level characters for tier 4. Use experienced. that assumption when creating combat encounters, whether you use the encounter-building rules in the CHARACTER ADVANCEMENT Dungeon Master's Guide or are making an estimate. In a shared campaign, characters gain levels not by For each battle, provide guidelines to help DMs adjust accumulating experience points but by reaching experi- the difficulty up or down to match stronger or weaker ence checkpoints. This system rewards every character (and player) for taking part in a play session. parties. As a rule of thumb, account for a party two A character reaches 1 checkpoint for each hour an levels higher and for a party two levels lower, and don’t worry about balancing the adventure for parties outside adventure is designed to last. Note that the award is the adventure’s tier. based on the adventure’s projected playing time, rather than the actual time spent at the table. The reward for REWARDS completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours Adventures in a shared campaign that uses variant rules for gaining levels and acquiring treasure (such as those playing through it. described below) don’t include experience point awards If a character completes an adventure designed for a or specific amounts and kinds of treasure. tier higher than the character’s current tier, the char- CHARACTER CREATION acter is awarded 1 additional checkpoint. For example, A shared campaign’s guidelines for character creation if a 2nd-level character completes a 6th-level adven- might include definition of which races and classes ture designed to take 2 hours, the character reaches 3 players can choose from, how players generate ability checkpoints. scores, and which alignments players can choose. Playing time might seem like an odd way to measure PLAYER S HANDBOOK PLUS ONE experience awards, but the concept is in keeping with how a shared campaign is meant to work. A character You should think about which products players can use played for 10 hours reaches the same number of check- to create a character. The Adventurers League specifies points, whether the character went up against a dragon that a player can use the Player's Handbook and one other official D&D source, such as a book or a PDF, to or spent all that time lurking in a pub. This approach en- create a character. This restriction ensures that players don’t need to own a lot of books to make a character sures that a player’s preferred style is neither penalized and makes it easier for DMs to know how all the char- acters in the campaign work. Since a DM in a shared nor rewarded. Whether someone focuses on roleplaying campaign must deal with a broad range of characters, rather than the same characters each week, it can be dif- and social interaction, defeating monsters in combat, ficult to track all the interactions and abilities possible or finding clever ways to avoid battles, this system gives through mixing options freely. We strongly recommend this rule for any shared campaign. credit where credit is due. ABILITY SCORES USING CHECKPOINTS For generating ability scores, we recommend allowing The number of checkpoints needed to gain the next level depends on a character’s level: —players to choose between the standard array 15, 14, —13, 12, 10, 8 and the option presented in “ Variant: • At levels 1-4, reaching 4 checkpoints is sufficient to Customizing Ability Scores” in chapter 1 of the Play- advance to the next level. er's Handbook. • At level 5 or higher, reaching 8 checkpoints is needed STARTING EQUIPMENT to advance to the next level. For the sake of simplicity and efficiency, it’s a good idea to require that beginning characters must take the % starting equipment specified by a character’s class and background. At the end of a play session, characters must level up if they have reached enough checkpoints to do so. The required number of checkpoints is expended, and any remaining checkpoints are applied toward the next op- portunity for advancement. INDIVIDUAL TREASURE In a shared campaign, each character receives a fixed number of gold pieces upon gaining a new level. (This gain represents the treasure a character might find in a standard adventure.) As an additional benefit, characters are not required to put out gold to maintain a lifestyle. Instead, each char- APPENDIX A | SHARED CAMPAIGNS XT
acter begins with a modest lifestyle, which improves as MAGIC ITEMS BY TIER the character attains higher levels. Magic Item Table Available at Tiers Point Cost A 1-4 4 These benefits are summarized on the Individual B 1-4 4 Treasure table. Ways for characters to spend their C 1-4 4 treasure are covered in the “ Buying and Selling” sec- 8 D 2-4 8 tion below. 8 10 INDIVIDUAL TREASURE E 3-4 10 12 Level Gained Lifestyle Reward F 1-4 Modest 2-4 Comfortable 75 gP G 2-4 Wealthy 150 gp 5-10 Aristocratic 550 gp H 3-4 11-16 5,500 gp 3-4 17-20 SPENDING TREASURE POINTS MAGIC ITEMS Players must spend treasure points at the end of a play Characters earn treasure points from adventures, then session, immediately after determining whether their redeem those points in exchange for magic items. The characters have gained a level. The order of these steps list of available magic items is agreed to and compiled is important, since a character might enter a new tier by the DMs running the campaign. because of the level gain. GAINING TREASURE POINTS Players are entitled to choose any approved item from Each character earns treasure points based on an ad- one of the magic item tables available in the current tier. venture’s tier and its intended playing time: Treasure points can be spread across multiple items. • 1 treasure point is awarded for every 2 hours played in Many items cost more treasure points than a charac- a tier 1 or tier 2 adventure. ter can earn in a 2- or 4-hour adventure. To buy such an • 1 treasure point is awarded for every 1 hour played in item, a character can make a deposit, spending treasure points on the item until it’s paid off, at which time the a tier 3 or tier 4 adventure. character gains the item. As with the variant rules for gaining levels, this award is based on the adventure’s projected playing time, rather BUYING AND SELLING than the actual time a group spent at the table. Characters can use their monetary treasure to purchase If a character completes an adventure of a tier higher anything from the equipment lists in chapter 5 of the than that character’s tier, the character receives 1 addi- Player’s Handbook. In addition, the Adventurers League tional treasure point for that adventure. allows characters to purchase potions and spell scrolls, CREATING AN ITEM LIST as detailed below. A spell scroll can be purchased The DMs of the shared campaign should work together only by a character who is capable of casting the spell to compile a list of magic items that players can pur- in question. chase. The magic item tables in chapter 2 of this book POTIONS FOR SALE and in chapter 7 of the Dungeon Master’s Guide are the obvious starting point. Choosing which items to allow Potion of ... Cost Potion of ... Cost 100 gp or ban is a matter of personal preference, just as it is for Healing 50 gp Water breathing 500 gp the DM in a standard campaign. Involving all the DMs Superior healing 5,000 gp Climbing 75 gp Supreme healing 5,000 gp helps to ensure that the list meets everyone’s expecta- Invisibility Animal friendship 100 gp tions. When in doubt, disallow an item; it’s easier to add Greater healing 100 gp it to the available items at a later time than it would be to SPELL SCROLLS FOR SALE remove it from the game once it has been handed out. Spell Level Cost Spell Level Cost Naturally, the list of available items is longer for ad- Cantrip 25 gp 3rd 300 gp 1st 75 gp 4 th 500 gp ventures in the higher tiers, and the point cost of those 2 nd 150 gp 5th 1,000 gp higher-tier items likewise increases. The Magic Items by SELLING ITEMS Tier table provides the details. In a shared campaign, characters are not entitled to sell For instance, treasure points from a tier 1 adventure items they find on adventures or equipment they pur- can be spent on items from tables A, B, C, and F. Any chase with their personal funds. Weapons, armor, and item on the first three tables costs 4 points, and an item from table F costs 8 points. other gear used by enemies are considered too damaged to have any monetary value. APPENDIX A | SHARED CAMPAIGNS —, V2
APPENDIX B: CHARACTER NAMES Some players and DMs have a knack for coming up with select from the possibilities here, or use dice to deter- character names on the fly, while others find that task mine a name. more of a challenge. The tables in this appendix are Even though names are associated with races in this designed to make life easier for both kinds of people, appendix, a character might not have a name from their whether you’re naming a player character, a nonplayer own race. For instance, a half-ore might have grown up character, a monster, or even a place. among dwarves and have a dwarven name. Or, as DM, Each table contains names that are associated with you might decide that dragonborn in your campaign a nonhuman character race in the Player's Handbook have a culture reminiscent of ancient Rome and there- or a real-world ethnic or language group, with a focus fore use Roman names, rather than the dragonborn on groups from antiquity and the Middle Ages. You can names suggested here. NONHUMAN NAMES DRAGONBORN, DRAGONBORN DRAGONBORN, MALE DRAGONBORN, CLAN FEMALE FEMALE d!00 Name dlOO Name dlOO Name dlOO Name 31-32 Greethen 01-02 Akambherylliax 69-70 Pogranix 33-34 Heskan 03-04 Argenthrixus 01-02 Akra 71-72 Pyxrin 35-36 Hirrathak 05-06 Baharoosh 03-04 Aasathra 73-74 Quespa 37-38 lldrex 07-08 Beryntolthropal 05-06 Antrara 75-76 Raiann 39-40 Kaladan 09-10 Bhenkumbyrznaax 07-08 77-78 Rezena 41-42 Kerkad 11-12 Caavylteradyn 09-10 Arava 79-80 Ruloth 43-44 Kiirith 13-14 Chumbyxirinnish 11-12 Biri 81-82 Saphara 45-46 Kriv 15-16 Clethtinthiallor 13-14 Blendaeth 83-84 Savaran 47-48 Maagog 17-18 Daardendrian 15-16 Burana 85-86 Sora 49-50 Medrash 19-20 Delmirev 17-18 Chassath 87-88 Surina 51-52 Mehen 21-22 Dhyrktelonis 19-20 Daar 89-90 Synthrin 53-54 Mozikth 23-24 Ebynichtomonis 21-22 Dentratha 91-92 Tatyan 55-56 Mreksh 25-26 Esstyrlynn 23-24 Doudra 93-94 Thava 57-58 Mugrunden 27-28 Fharngnarthnost Driindar 95-96 Uadjit 59-60 Nadarr 29-30 Ghaallixirn 97-98 Vezera 61-62 Nithther 31-32 Grrrmmballhyst 25-26 Eggren 63-64 Norkruuth 33-34 Gygazzylyshrift 27-28 Farideh 99-00 Zykroff 65-66 Nykkan 35-36 Hashphronyxadyn 29-30 Findex 67-68 Pandjed 37-38 Hshhsstoroth 31-32 Furrele DRAGONBORN, MALE 69-70 Patrin 39-40 Imbixtellrhyst 33-34 Gesrethe 71-72 Pijjirik Gilkass dlOO Name 41-42 Jerynomonis 35-36 Harann 01-02 Adrex 73-74 Quarethon 43-44 Jharthraxyn Havilar 03-04 Arjhan 45-46 Kerrhylon 37-38 Hethress 05-06 Azzakh 75-76 Rathkran 47-48 Kimbatuul 39-40 Hillanot 07-08 Balasar 77-78 Rhogar 49-50 Lhamboldennish 41-42 09-10 Baradad 79-80 Rivaan 43-44 11-12 Bharash 81-82 Sethrekar 13-14 Bidreked 83-84 Shamash 45-46 j axi 15-16 Dadalan 85-86 Shedinn 51-52 Linxakasendalor 47-48 17-18 Dazzazn 87-88 Srorthen 53-54 Mohradyllion 49-50 Jezean 19-20 Direcris 89-90 Tarhun 55-56 Mystan 51-52 Jheri 21-22 Donaar 91-92 Torinn 57-58 Nemmonis 53-54 23-24 Fax 93-94 Trynnicus 59-60 Norixius 55-56 Kadana 25-26 Gargax 95-96 Valorean 61-62 Ophinshtalajiir 57-58 Kava 27-28 Ghesh 63-64 Orexijandilin 59-60 29-30 Gorbundus 97-98 Vrondiss 65-66 Pfaphnyrennish 61-62 Korinn 67-68 Phrahdrandon 63-64 Megren 99-00 Zedaar 69-70 Pyraxtallinost 65-66 Mijira 71-72 Qyxpahrgh Mishann Nala Nuthra 67-68 Perra APPENDIX B | CHARACTER NAMES
DRAGONBORN, CLAN DWARF, FEMALE DWARF, MALE DWARF, CLAN dlOO Name dlOO Name d100 Name dlOO Name 73-74 Raghthroknaar 69-70 Oriff 65-66 Orsik 61-62 Loderr 75-76 Shestendeliath 71-72 Ovina 67-68 Oskar 63-64 Lutgehr 77-78 Skaarzborroosh 73-74 Riswynn 69-70 Rangrim 65-66 Morigak 79-80 Sumnarghthrysh 75-76 Sannl 71-72 Reirak 67-68 Orcfoe 81-82 Tiammanthyllish 77-78 Therlin 73-74 Rurik 69-70 Rakankrak 83-84 Turnuroth 79-80 Thodris 75-76 Taklinn 71-72 Ruby - Eye 85-86 Umbyrphrael 81-82 Torbera 77-78 Thoradin 73-74 Rumnaheim 87-88 Vangdondalor 83-84 Tordrid 79-80 Thorin 75-76 Silveraxe 89-90 Verthisathurgiesh 85-86 Torgga 81-82 Thradal 77-78 Silverstone 91-92 Wivvyrholdalphiax 87-88 Urshar 83-84 Tordek 79-80 Steelfist 93-94 Wystongjiir 89-90 Valida 85-86 Traubon 81-82 Stoutale 95-96 Xephyrbahnor 91-92 Vistra 87-88 Travok 83-84 Strakeln 97-98 Yarjerit 93-94 Vonana 89-90 Ulfgar 85-86 Strongheart 99-00 Zzzxaaxthroth 95-96 Werydd 91-92 Uraim 87-88 Thrahak 97-98 Whurdred 93-94 Veit 89-90 Torevir DWARF, FEMALE 99-00 Yurgunn 95-96 Vonbin 91-92 Torunn 97-98 Vondal 93-94 Trollbleeder dlOO Name DWARF, MALE 99-00 Whurbin 95-96 Trueanvil 01-02 Anbera 97-98 Trueblood 03-04 Artin dlOO Name DWARF, CLAN 99-00 Ungart 05-06 Audhild 01-02 Adrik 07-08 Balifra 03-04 Alberich dlOO Name ELF, CHILD 09-10 Barbena 05-06 Baern 01-02 Aranore 11-12 Bardryn 07-08 Barendd 03-04 dlOO Name Balderk 13-14 Bolhild 09-10 Beloril 05-06 Battlehammer 01-02 Ael 15-16 Dagnal 11-12 Brottor 07-08 Bigtoe 03-04 Ang 17-18 DarifF 13-14 Dain 09-10 Bloodkith 05-06 Ara 19-20 Delre 15-16 Dalgal 11-12 Bofdann 07-08 Ari 21-22 17-18 Darrak 13-14 Brawnanvil 09-10 Arn 23-24 Diesa 19-20 Delg 15-16 Brazzik 11-12 Aym 25-26 21-22 Duergath 17-18 Broodfist 13-14 27-28 Eldeth 23-24 Dworic 19-20 Burrowfound 15-16 Broe 29-30 Eridred 25-26 Eberk 21-22 Caebrek 17-18 Bryn 31-32 Falkrunn 27-28 Einkil 23-24 Daerdahk 19-20 Cael Fallthra Cy Finellen 33-34 Gillydd 29-30 Elaim 25-26 Dankil 21-22 Dae 27-28 Daraln 23-24 Del 35-36 Gunnloda 31-32 Erias 29-30 Deepdelver 25-26 Eli 31-32 Durthane 27-28 Eryn 37-38 Gurdis 33-34 Fallond 33-34 Eversharp 29-30 Faen 35-36 Fallack 31-32 Fera 39-40 Helgret 35-36 Fargrim 37-38 Fireforge 33-34 Gael 39-40 Foamtankard 35-36 Gar 41-42 Helja 37-38 Gardain 41-42 Frostbeard 37-38 « 43-44 Hlin 39-40 Gilthur Innil 45-46 llde 41-42 Gimgen 47-48 Jarana 43-44 Gimurt 49-50 Kathra 45-46 Harbek 51-52 Kilia 47-48 Kildrak 43-44 Glanhig 39-40 jar 53-54 Kristryd 49-50 Kilvar 45-46 Goblinbane 41-42 Kan 55-56 Liftrasa 51-52 Morgran 47-48 Goldfinder 43-44 Koeth 57-58 Marastyr 53-54 Morkral 49-50 45-46 Lael 59-60 Mardred 55-56 Nalral 51-52 Gorunn 47-48 Lue 61-62 57-58 Nordak 53-54 49-50 Mai Morana Graybeard Hammerstone 63-64 Nalaed 59-60 Nuraval 55-56 Helcral 51-52 Mara 65-66 Nora 61-62 Oloric 57-58 Holderhek 53-54 Mella 67-68 Nurkara 63-64 Olunt 59-60 Ironfist 55-56 Mya APPENDIX B | CHARACTER NAMES
ELF, CHILD ELF.1 FEMALE ADULT ELF, FEMALE ADULT ELF, MALE ADULT dlOO Name dlOO Name dlOO Name dlOO Name 21-22 Caelynn 93-94 Vadania 57-58 Korfel 57-58 Naeris 23-24 Chaedi 95-96 Valanthe 59-60 Lamlis 59-60 Naill 25-26 Ciaira 97-98 Valna 61-62 Laucian 27-28 Dara 99-00 Xanaphia 63-64 Lucan 61-62 Nim 29-30 Drusilia 65-66 Mindartis 63-64 Phann 31-32 Elama ELF, MALE ADULT 67-68 Naal 33-34 Enna 69-70 Nutae 65-66 Py 35-36 Faral dlOO Name 71-72 Paelias 67-68 Rael 37-38 Felosial 01-02 Adran 73-74 Peren 69-70 Raer 39-40 Hatae 03-04 Aelar 71-72 Ren 41-42 lelenia 05-06 Aerdeth 75-76 Quarion 43-44 llanis 07-08 Ahvain 77-78 Riardon 73-74 Rinn 45-46 Irann 09-10 Aramil 79-80 Rolen 75-76 Rua 11-12 Arannis 81-82 Soveliss 77-78 Sael 47-48 Jarsali 13-14 Aust 79-80 Sai 49-50 Jelenneth 15-16 Azaki 83-84 Suhnae 81-82 Sumi 85-86 Thamior 83-84 Syllin 51-52 Keyleth 17-18 Beiro 87-88 Tharivol 85-86 Ta 53-54 Leshanna 89-90 Theren 87-88 Thia 55-56 Lia 19-20 Berrian 91-92 Theriatis 89-90 Tia 57-58 Maiathah 93-94 Thervan 59-60 Malquis 21-22 Caeldrim 95-96 Uthemar 91-92 Traki 61-62 Meriele 97-98 Vanuath 93-94 Vail 63-64 Mialee 23-24 Carrie 99-00 Varis 65-66 Myathethil 95-96 Von 67-68 Naivara 25-26 Dayereth ELF, FAMILY 97-98 Wil 27-28 Dreali 99-00 Za 69-70 Quelenna 29-30 Efferil dlOO Name 71-72 Quillathe 31-32 Eiravel 01-02 Aloro ELF, FEMALE ADULT 33-34 Erwalis 03-04 Amakiir 73-74 Ridaro 35-36 Erdan 05-06 Amastacia dlOO Name 75-76 Sariel 07-08 Ariessus 77-78 Shanairla 37-38 Erevan 09-10 Arnuanna 01-02 Adrie 79-80 Shava 39-40 Fivin 11-12 Berevan 03-04 Ahinar 81-82 Silaqui 41-42 Calinndan 13-14 Caerdonel 05-06 Althaea 83-84 Sumnes 43-44 Cennal 15-16 Caphaxath 07-08 Anastrianna 85-86 Theirastra 45-46 Hadarai 17-18 Casilltenirra 09-10 Andraste 87-88 Thiala 47-48 Halimath 19-20 Cithreth 89-90 Tiaathque 49-50 Heian 11-12 Antinua 91-92 Traulam 51-52 Himo / 13-14 Arara 53-54 Immeral /A 15-16 Baelitae 55-56 Ivellios 17-18 Bethrynna 19-20 Birel APPENDIX B I CHARACTER NAMES
Til ELF, FAMILY GNOME, FEMALE GNOME, MALE GNOME, CLAN dlOO Name dlOO Name d100 Name dlOO Name 21-22 Dalanthan 01-02 23-24 Eathalena 01-02 Abalaba 03-04 Alston 01-02 Albaratie 25-26 Erenaeth 03-04 Bimpnottin 05-06 Alvyn 27-28 Ethanasath 05-06 Breena 07-08 Anverth 03-04 Bafflestone 29-30 Fasharash 07-08 Buvvie 09-10 Arumawann 05-06 Beren 31-32 Firahel 09-10 Callybon 11-12 Bilbron 33-34 Floshem 11-12 Caramip Boddynock 07-08 Boondiggles 35-36 Galanodel 13-14 Carlin 37-38 Goltorah 13-14 Brocc 09-10 Cobblelob 39-40 Hanali 15-16 Cumpen 11-12 Daergel 41-42 Holimion 17-18 Dalaba 15-16 Burgell 13-14 Dunben 43-44 Horineth 19-20 Donella 15-16 Fabblestabble 45-46 lathrana 21-22 Duvamil 17-18 Cockaby 17-18 Fapplestamp 47-48 llphelkiir 23-24 Ella 19-20 Crampernap 19-20 Fiddlefen 49-50 Iranapha 25-26 Ellyjoybell 21-22 Dabbledob 21-22 Folkor 27-28 Ellywick 23-24 Garrick 51-52 Koehlanna 29-30 Enidda 23-24 Delebean 25-26 Gimlen 53-54 Lathalas 31-32 Lilli 27-28 Glittergem 55-56 Liadon 33-34 Loopmottin 25-26 Dimble 29-30 Gobblefirn 35-36 Lorilla 31-32 Gummen 57-58 Meliamne 37-38 Luthra 27-28 Eberdeb 33-34 Horcusporcus 59-60 Mellerelel 39-40 Mardnab 35-36 Humplebumple 61-62 Mystralath 41-42 Meena 29-30 Eldon 37-38 Ironhide 63-64 NaTlo 39-40 Leffery 43-44 Menny 31-32 Erky 41-42 Lingenhall 65-66 Netyoive 45-46 Mumpena 43-44 Loofollue 67-68 Ofandrus 47-48 Nissa 33-34 Fablen 45-46 Maekkelferce 69-70 Ostoroth 49-50 Numba 35-36 Fibblestib 47-48 Miggledy 51-52 Nyx 37-38 Fonkin 49-50 Munggen 71-72 Othronus 53-54 Oda 39-40 Frouse 51-52 Murnig 55-56 Oppah 41-42 Frug 53-54 Musgraben 73-74 Qualanthri 57-58 Orla 43-44 Gerbo 55-56 Nackle 59-60 Panana 45-46 Gimble 57-58 Ningel 75-76 Raethran 61-62 Pyntle 47-48 Glim 59-60 Nopenstallen 77-78 Rothenel 49-50 Igden 61-62 Nucklestamp 63-64 Quilla 51-52 jabble 63-64 OfFund 79-80 Selevarun 65-66 Oomtrowl 81-82 Siannodel 65-66 Ranala 53-54 Jebeddo 67-68 Pilwicken 67-68 Reddlepop 69-70 Pingun 83-84 Suithrasas 69-70 Roywyn 55-56 Kellen 71-72 Quillsharpener 85-86 Sylvaranth 71-72 Salanop 57-58 Kipper 73-74 Raulnor 87-88 Teinithra 73-74 Shamil 59-60 Namfoodle 75-76 Reese 89-90 Tiltathana 75-76 Siffress 61-62 Oppleby 77-78 Rofferton 91-92 Wasanthi 77-78 Symma 63-64 Orryn 79-80 Scheppen 93-94 Withrethin 79-80 Tana 65-66 Paggen 81-82 Shadowcloak 81-82 Tenena 67-68 Pallabar 95-96 Xiloscient 83-84 Tervaround 69-70 Pog 83-84 Silverthread 97-98 Xistsrith 85-86 Tippletoe 99-00 Yaeldrin 87-88 Ulla 71-72 Qualen 85-86 Sympony 89-90 Unvera 73-74 Ribbles 87-88 Tarkelby 91-92 Veloptima 89-90 Timbers 93-94 Virra 75-76 Rimple 91-92 Turen 95-96 Waywocket 77-78 Roondar 93-94 Umbodoben 97-98 Yebe 79-80 Sapply 95-96 Waggletop 81-82 Seebo 97-98 Welber 99-00 Zanna 83-84 Senteq 99-00 Wildwander 85-86 Sindri 87-88 Umpen 89-90 Warryn 91-92 Wiggens 93-94 Wobbles 95-96 Wrenn 97-98 Zaffrab 99-00 Zook APPENDIX B | CHARACTER NAMES J
HALFLING, FEMALE HALFLING, MALE HALFLING, FAMILY HALF-ORC, FEMALE dlOO Name dlOO Name dlOO Name dlOO Name 01-02 Alain 01-02 Appleblossom 01-02 Arha 03-04 Andry 01-02 Alton 03-04 Bigheart 03-04 Baggi 05-06 Anne 03-04 Ander 05-06 Brightmoon 05-06 Bendoo 07-08 Bella 07-08 Brushgather 07-08 Bilga 09-10 Blossom 05-06 Bernie 09-10 Cherrycheeks 09-10 Brakka 11-12 Bree 07-08 Bobbin 11-12 Copperkettle 11-12 Creega 13-14 Callie 09-10 Cade 13-14 Deephollow 13-14 Drenna 15-16 Chenna 11-12 Callus 15-16 Elderberry 15-16 Ekk 17-18 Cora 17-18 Fastfoot 17-18 Ernen 19-20 Dee 13-14 Corrin 19-20 Fatrabbit 19-20 Engong 21-22 Dell 15-16 Dannad 21-22 Glenfellow 21-22 Fistula 23-24 Eida 17-18 23-24 Goldfound 23-24 Caaki 25-26 Eran 19-20 Danniel 25-26 Goodbarrel 25-26 Gorga 27-28 Euphemia 21-22 Eddie 27-28 Goodearth 27-28 Grai 29-30 Georgina 23-24 Egart 29-30 Greenbottle 29-30 Greeba 31-32 Gynnie Eldon 31-32 Greenleaf 31-32 Grigi 33-34 Harriet 33-34 High-hill 33-34 Gynk 25-26 Errich 35-36 Hilltopple 35-36 Hrathy 35-36 Jasmine 27-28 Fildo 37-38 Hogcollar 37-38 Huru 37-38 Jillian 29-30 Finnan 39-40 Honeypot 39-40 llga 39-40 Jo 31-32 Franklin 41-42 Jamjar 41-42 Kabbarg 33-34 Garret 43-44 Kettlewhistle 41-42 Kithri 35-36 Garth 45-46 Leagallow 43-44 Kansif 43-44 Lavinia 37-38 Gilbert 47-48 Littlefoot 45-46 Lidda 39-40 Gob 49-50 Nimblefingers 45-46 Lagazi 47-48 Maegan 41-42 Harol 51-52 Porridgepot 47-48 Lezre 49-50 Marigold 53-54 Quickstep 49-50 Murgen 51-52 Merla 43-44 Igor 55-56 Reedfellow 53-54 Myria 45-46 Jasper 57-58 Shadowquick 51-52 Murook 47-48 Keith 59-60 Silvereyes 55-56 Nedda 49-50 Kevin 61-62 Smoothhands 53-54 Myev 55-56 Nagrette 57-58 Nikki 51-52 Lazam 63-64 Stonebridge 57-58 Neega 59-60 Nora 53-54 Lerry 59-60 Nella 61-62 Olivia 55-56 Lindal 65-66 Stoutbridge 61-62 Nogu 67-68 Stoutman 63-64 Oolah 63-64 Paela 57-58 Lyle 69-70 Strongbones 65-66 Ootah 59-60 Merric 71-72 Sunmeadow 67-68 Ovak 65-66 Pearl 73-74 Swiftwhistle 69-70 Ownka 61-62 Mican 75-76 Tallfellow 71-72 Puyet 67-68 Pennie 63-64 Milo 73-74 Reeza 77-78 Tealeaf 75-76 Shautha 69-70 Philomena 65-66 Morrin 77-78 Silgre / 71-72 Portia 67-68 Nebin 79-80 Tenpenny (A 73-74 Robbie Nevil 81-82 Thistletop 79-80 Sutha 75-76 Rose 69-70 Osborn 83-84 Thorngage 77-78 Saral Ostran 85-86 Tosscobble 81-82 Tagga 79-80 Seraphina 71-72 Oswalt 87-88 Underbough 83-84 Tawar 81-82 Shaena Perrin 89-90 Underfoot 85-86 Tomph 83-84 Stacee 73-74 Poppy 91-92 Warmwater 87-88 Ubada 85-86 Tawna Reed 93-94 Whispermouse 89-90 Vanchu 87-88 Thea 75-76 95-96 Wildcloak 91-92 Vola 89-90 Trym 93-94 Volen 91-92 Tyna 77-78 97-98 Wildheart 95-96 Vorka 93-94 Vani 97-98 Yevelda 95-96 Verna 79-80 99-00 Wiseacre 99-00 Zagga 97-98 Wella 99-00 Willow 81-82 83-84 Roscoe 85-86 Sam 87-88 Shardon 89-90 Tye 91-92 Ulmo 93-94 Wellby 95-96 Wendel 97-98 Wenner 99-00 Wes APPENDIX B | CHARACTER NAMES 179 /
27-28 Hagren 27-28 Gadreel 27-28 Damakos 27-28 Entropy 29-30 Gomory 29-30 Ekemon 29-30 Henk 31-32 Hecat 31-32 Euron 29-30 Excellence 33-34 Ishte 33-34 Fenriz 31-32 Fear 31-32 Hogar 35-36 Forcas 33-34 Glory 33-34 Holg 35-36 Jezebeth 37-38 Habor 35-36 Gluttony 35-36 Imsh 39-40 lados 37-38 Grief 37-38 Karash 37-38 Kali 41-42 Kairon 39-40 Hate 39-40 Karg 39-40 Kallista 43-44 Leucis 41-42 Hope 41-42 Keth 41-42 Kasdeya 45-46 Mamnen 43-44 Horror 43-44 Lerissa 47-48 Mantus 45-46 Ideal 43-44 Korag 45-46 Lilith 49-50 Marbas 47-48 Ignominy 47-48 Makaria 51-52 Melech 49-50 Laughter 45-46 Krusk 49-50 Manea 53-54 Merihim 51-52 Love 47-48 Lubash 51-52 Markosian 55-56 Modean 53-54 Lust 49-50 Megged 53-54 Mastema 57-58 Mordai 55-56 Mayhem 55-56 Naamah 59-60 Mormo 57-58 Mockery 51-52 Mhurren 57-58 Nemeia 61-62 Morthos 59-60 Murder 59-60 Nija 63-64 Nicor 61-62 Muse 53-54 Mord 61-62 Orianna 65-66 Nirgel 63-64 Music 55-56 Morg 63-64 Osah 67-68 Oriax 65-66 Mystery 57-58 Nil 65-66 Phelaia 69-70 Paymon 67-68 Nowhere 59-60 Nybarg 67-68 Prosperine 71-72 Pelaios 69-70 Open 61-62 Odorr 69-70 Purah 73-74 Purson 71-72 Pain 63-64 Ohr 71-72 Pyra 73-74 Passion 65-66 Rendar 73-74 Rieta 75-76 Qemuel 75-76 Poetry 67-68 Resh 75-76 Ronobe 77-78 Quest 69-70 Ront 77-78 Ronwe 77-78 Raam 79-80 Random 71-72 Rrath 79-80 Seddit 79-80 Rimmon 81-82 Reverence 73-74 Sark 81-82 Seere 81-82 Sammal 83-84 Revulsion 75-76 Scrag 83-84 Sekhmet 83-84 Skamos 85-86 Sorrow ML 77-78 Sheggen 85-86 Semyaza 85-86 Tethren 87-88 Temerity 87-88 Shava 87-88 Thamuz 89-90 Torment 79-80 Shump 89-90 Shax 89-90 Therai 91-92 Tragedy 91-92 Sorath 93-94 Vice 81-82 Tanglar 93-94 Uzza 91-92 Valafar 95-96 Virtue 83-84 Tarak 95-96 Vapula 93-94 Vassago 97-98 Weary 97-98 Vepar 95-96 Xappan 99-00 Wit 85-86 Thar 99-00 Verin 97-98 Zepar 99-00 Zephan 87-88 Thokk 89-90 Trag 91-92 Ugarth 93-94 Varg 95-96 Vilberg 97-98 Yurk 99-00 Zed APPENDIX B | CHARACTER NAMES
HUMAN NAMES ARABIC, MALE ARABIC, FEMALE dlOO Name 01-02 Abbad d!00 Name 03-04 Abdul 05-06 Achmed 01-02 Aaliyah 07-08 Akeem 09-10 Alif 03-04 Aida 11-12 Amir 13-14 Asim 05-06 Akilah 15-16 Bashir 17-18 Bassam 07-08 Alia 19-20 Fahim 21-22 Farid -09 10 Amina 23-24 Farouk 25-26 Fayez 11-12 Atefeh 27-28 Fayyaad 29-30 Fazil 13-14 Chaima 31-32 Hakim 33-34 Halil 15-16 Dalia 35-36 Hamid 37-38 Hazim 17-18 Ehsan 39-40 Heydar 41-42 Hussein 19-20 Elham 43-44 Jabari 21-22 Farah 45-46 Jafar 47-48 Jahid 23-24 Fatemah 49-50 Jamal 25-26 Gamila 27-28 lesha 51-52 Kalim 53-54 Karim 29-30 Inbar 55-56 Kazim 57-58 Khadim 31-32 Kamaria 59-60 Khalid 61-62 Mahmud 33-34 Khadija 63-64 Mansour 65-66 Musharraf 35-36 Layla 67-68 Mustafa 37-38 Lupe 69-70 Nadir 39-40 Nabila 71-72 Nazim 41-42 Nadine 73-74 Omar 43-44 Naima 45-46 Najila 75-76 Qadir 47-48 Najwa 77-78 Qusay 79-80 Rafiq 49-50 Nakia 81-82 Rakim 83-84 Rashad 51-52 Nashwa 85-86 Rauf 87-88 Saladin 53-54 Nawra 89-90 Sami 91-92 Samir 55-56 Nuha 93-94 Talib 95-96 Tamir 57-58 Nura 97-98 Tariq 59-60 Oma 99-00 Yazid 61-62 Qadira 63-64 Qamar 65-66 Qistina 67-68 Rahima 69-70 Rihanna 71-72 Saadia 73-74 Sabah -75 76 Sada 77-78 Saffron -79 80 Sahar 81-82 Salma -83 84 Shatha 85-86 Tahira 87-88 Takisha 89-90 Thana 91-92 Yadira 93-94 Zahra 95-96 Zaida 97-98 Zaina 99-00 Zeinab
CELTIC, FEMALE CELTIC, MALE CHINESE, FEMALE CHINESE, MALE d!00 Name dlOO Name dlOO Name dlOO Name 01-02 Airell 01-02 Ai 01-02 Aife 03-04 Airic 03-04 Anming 01-02 Bingwen 03-04 Aina 05-06 Alan 05-06 Baozhai 03-04 Bo 07-08 Anghus 07-08 Bei 05-06 Bolin 05-06 Alane 09-10 Caixia 07-08 Chang 09-10 Aodh 11-12 Changchang 09-10 Chao 07-08 Ardena 13-14 Chen Chen 11-12 Bardon 15-16 Chou 11-12 Cheng 09-10 Arienh 13-14 Bearacb 17-18 Chunhua Da 11-12 Beatha 15-16 Bevyn 19-20 Daianna 13-14 Dingxiang 17-18 Boden 21-22 Daiyu 15-16 Fang 13-14 Birgit 19-20 Bran 17-18 Feng 21-22 Brasil 23-24 Die 19-20 Fu 15-16 Briann 23-24 Bredon 21-22 Gang 25-26 Brian 25-26 Ehuang 23-24 Guang 17-18 Caomh 27-28 Bricriu 27-28 Fenfang 25-26 Hai 29-30 Bryant 29-30 Ge 27-28 Heng 19-20 Cara 31-32 Cadman 31-32 Hong 29-30 Hong 33-34 Caradoc 33-34 Huan 31-32 Huan 21-22 Cinnia 35-36 Cedric 35-36 Huifang 33-34 Huang 23-24 Cordelia 37-38 Conalt 37-38 jia 35-36 Huiliang 39-40 Conchobar 37-38 Huizhong 25-26 Deheune 41-42 Condon 39-40 Jiao 39-40 43-44 Darcy 41-42 27-28 Divone 45-46 Devin 41-42 Jiaying 47-48 Dillion 43-44 jingfei 29-30 Donia 49-50 Donaghy 45-46 Jinjing 51-52 Donall 47-48 Lan 31-32 Doreena 53-54 Duer 49-50 Li 55-56 Eghan 51-52 Lihua 33-34 Elsha 57-58 Ewyn 53-54 Lin 59-60 Ferghus 55-56 Ling 35-36 Enid 61-62 Galvyn 57-58 Liu 63-64 Gildas 59-60 Meili 37-38 Ethne 65-66 Guy 61-62 Ning 67-68 Harvey 39-40 Evelina 69-70 Iden 63-64 Qi 71-72 Irven 65 — 66 Qiao 41-42 Fianna 73-74 Karney 75-76 Kayne 67-68 Rong 43-44 Genevieve 77-78 Kelvyn 69-70 Shu 43-44 Jian 79-80 Kunsgnos 71-72 Shuang 45-46 Gilda 81-82 Leigh 73-74 Song 45-46 Jiayi 83-84 Maccus 75-76 Ting 47-48 Junjie 47-48 Gitta 85-86 Moryn 77-78 Wen 49-50 Kang 87-88 Neale 79-80 Xia 51-52 Lei 49-50 Grania 89-90 Owyn 81-82 Xiaodan 53-54 Liang 51-52 Gwyndolin 91-92 Pryderi 83-84 Xiaoli 55-56 Ling 93-94 Reaghan 85-86 Xingjuan 57-58 Liwei 53-54 Idelisa 95-96 Taliesin 87-88 Xue 59-60 Meilin 97-98 Tiernay 89-90 Ya 61-62 Niu 55-56 Isolde 99-00 Turi 91-92 Yan 63-64 Peizhi 93-94 Ying 57-58 Keelin 95-96 Yuan 97-98 Yue 59-60 Kennocha 99-00 Yun 61-62 Lavena 63-64 Lesley 65-66 Linnette 65-66 Peng 67-68 Ping 67-68 Lyonesse 69-70 Qiang 69-70 Mabina 71-72 Qiu 71-72 Marvina 73-74 Quan 73-74 Mavis 75-76 Renshu 75-76 Mima 77-78 Rong 77-78 Morgan 79-80 Ru 79-80 Muriel 81-82 Shan 83-84 Shen 81-82 Nareena 85-86 Tengfei 83-84 Oriana 87— 88 Wei 85-86 Regan 89-90 Xiaobo 87-88 Ronat 89-90 Rowena 91-92 Selma 91-92 Xiaoli 93-94 Ula 93-94 Xin 95-96 Yang 95-96 Venetia 97-98 Ying 97-98 Wynne 99-00 Zhong 99-00 Yseult APPENDIX B | CHARACTER NAMES
EGYPTIAN, FEMALE EGYPTIAN, FEMALE EGYPTIAN, MALE dlOO Name dlOO Name dlOO Name 01-02 A'at 69-70 Nit 33-34 Imhotep 03-04 Ahset 71-72 Nofret 35-36 Ineni 05-06 Amunet 73-74 Nubemiunu 37-38 Ipuki 07-08 Aneksi 75-76 Peseshet 39-40 Irsu 09-10 Atet 77-78 Pypuy 41-42 Kagemni 11-12 Baketamon 43-44 Kawab 13-14 Betrest 79-80 Qalhata 45-46 Kenamon 15-16 Bunefer 47-48 Kewap 17-18 Dedyet 81-82 Rai 49-50 Khaemwaset 19-20 Hatshepsut 83-84 Redji 51-52 Khafra 21-22 Hentie 85-86 Sadeh 53-54 Khusebek 23-24 Herit 87-88 Sadek 55-56 Masaharta 25-26 Hetepheres 89-90 Sitamun 57-58 Meketre 27-28 Intakaes 91-92 Sitre 59-60 Menkhaf 29-30 Ipwet 93-94 Takhat 61-62 Merenre 95-96 Tarset 63-64 Metjen 31-32 Itet 97-98 Taweret 65-66 Nebamun 33-34 Joba 99-00 Werenro 67-68 Nebetka 69-70 Nehi 35-36 Kasmut EGYPTIAN, MALE 71-72 Nekure 37-38 Kemanub 73-74 Nessumontu 39-40 Khemut dlOO Name 75-76 Pakhom 41-42 Kiya 77-78 Pawah 43-44 Maia 01-02 Ahmose 79-80 Pawero 45-46 Menhet 03-04 Akhom 81-82 Ramose 47-48 Merit 05-06 Amasis 83-84 Rudjek 49-50 Meritamen 07-08 Amenemhet 85-86 Sabaf 51-52 Merneith 09-10 Anen 53-54 Merseger 11-12 Banefre 87-88 Sebek-khu 55-56 Muyet 13-14 Bek 57-58 Nebet 15-16 Djedefre 89-90 Sebni 59-60 Nebetah 17-18 Djoser 91-92 Senusret 19-20 Hekaib 93-94 Shabaka 61-62 Nedjemmut 21-22 Henenu 95-96 Somintu 63-64 Nefertiti 23-24 Horemheb 97-98 Thaneni 65-66 Neferu 25-26 Horwedja 99-00 Thethi 67-68 Neithotep 27-28 Huya 29-30 Ibebi APPENDIX B I CHARACTER NAMES 31-32 Idu
ENGLISH, FEMALE ENGLISH, FEMALE ENGLISH, MALE dlOO Name dlOO Name dlOO Name 01-02 Adelaide 69-70 Juliana 33-34 Gilbert 71-72 Katherine 03-04 Agatha 73-74 Margery 35-36 Godfrey 75-76 Mary 05-06 Agnes 77-78 Matilda 37-38 Gunter 07-08 Alice 39-40 Guy 09-10 Aline 79-80 Maynild 41-42 Henry 11-12 Anne 81-82 Millicent 43-44 Heward 13-14 Avelina 83-84 Oriel 45-46 Hubert 15-16 Avice 85-86 Rohesia 47-48 Hugh 17-18 Beatrice 49-50 Jocelyn 19-20 Cecily 87-88 Rosalind 51-52 John 21-22 53-54 Lance 23-24 Egelina 89-90 Rosamund 55-56 Manfred 25-26 Eleanor 57-58 Miles 27-28 Elizabeth 91-92 Sarah 59-60 Nicholas 29-30 Ella 93-94 Susannah 61-62 Norman 31-32 Eloise 95-96 Sybil 63-64 Odo Elysande 97-98 Williamina 99-00 Yvonne 65-66 Percival 33-34 Emeny 35-36 Emma ENGLISH, MALE 67-68 Peter 37-38 Emmeline dlOO Name 69-70 Ralf 39-40 Ermina 01-02 Adam 71-72 Randal Raymond 41-42 Eva 03-04 Adelard 73-74 Reynard r 43-44 Galiena Richard 05-06 Aldous 75-76 45-46 Geva 07-08 Anselm 77-78 47-48 Giselle 09-10 Arnold 49-50 Griselda 79-80 Robert 51-52 Hadwisa 11-12 Bernard 53-54 Helen 81-82 Roger 55-56 Herleva 13-14 Bertram 83-84 Roland 57-58 Hugolina 15-16 Charles 85-86 Rolf 59-60 Ida 87-88 Simon 61-62 Isabella 17-18 Clerebold 89-90 Theobald 91-92 Theodoric 63-64 Jacoba 19-20 Conrad 93-94 Thomas 65-66 Jane 95-96 Timm 67-68 Joan 21-22 Diggory 97-98 William 23-24 Drogo 25-26 Everard 99-00 Wymar 27-28 Frederick 29-30 Geoffrey 31-32 Gerald APPENDIX B | CHARACTER NAMES
FRENCH, FEMALE FRENCH, MALE GERMAN, FEMALE GERMAN, MALE ‘A dlOO Name d100 Name dlOO Name dlOO Name 4 01-02 Aalis 01-02 Ambroys 01-02 Adelhayt 01-02 Albrecht 03-04 Agatha 03-04 Ame 03-04 Affra 03-04 Allexander 05-06 Agnez 05-06 Andri 05-06 Agatha 05-06 Baltasar 07-08 Alberea 07-08 Andriet 07-08 Allet 07-08 Benedick 09-10 Alips 09-10 Anthoine 09-10 Angnes 09-10 Berhart 11-12 Amee 11-12 Bernard 11-12 Anna 11-12 Caspar 13-14 Amelot 13-14 Charles 13-14 Clas 15-16 Anne 15-16 Chariot 13-14 Apell 15-16 Cristin 17-18 Avelina 17-18 Colin 15-16 Applonia 17-18 Cristoff 19-20 Blancha 19-20 Denis 17-18 Barbara 19-20 Dieterich 21-22 Cateline 21-22 Durant 19-20 Brida 21-22 Engelhart 23-24 Cecilia 23-24 Edouart 21-22 Brigita 23-24 Erhart 25-26 Claricia 25-26 Eremon 23-24 Cecilia 25-26 Felix 27-28 Collette 27-28 Ernault 25-26 Clara 27-28 Frantz 29-30 Denisete 29-30 Ethor 27-28 Cristina 29-30 Fritz 31-32 Dorian 31-32 Felix 29-30 Dorothea 31-32 Gerhart 33-34 Edelina 33-34 Floquart 33-34 Gotleib 35-36 Emelina 35-36 Galleren 31-32 Duretta 35-36 Hans 37-38 Emmelot 37-38 Gaultier 33-34 Ella 37-38 Hartmann 39-40 Ermentrudis 39-40 Gilles 35-36 Els 39-40 Heintz 41-42 Gibelina 41-42 Guy 37-38 Elsbeth 41-42 Herman 43-44 Gila 43-44 Henry 39-40 Engel 45-46 Gillette 45-46 Hugo 41-42 Enlein 43-44 Jacob 47-48 Guiburgis 47-48 Imbert 43-44 Enndlin 45-46 Jeremias 49-50 Guillemette 49-50 Jacques 45-46 Eva 51-52 Guoite 51-52 Jacquot 47-48 Fela 47-48 Jorg 53-54 Hecelina 49-50 Fronicka 49-50 Karll 55-56 Heloysis 53-54 Jean 51-52 Genefe 51-52 Kilian 57-58 Helyoudis 55-56 Jehannin 53-54 Geras 53-54 Linhart 59-60 Hodeardis 55-56 Gerhauss 55-56 Lorentz 61-62 Isabellis 57-58 Louis 57-58 Gertrudt 57-58 Ludwig 63-64 Jaquette 59-60 Louys 59-60 Guttel 59-60 Marx 61-62 Loys 61-62 Helena 61-62 Melchor 65-66 Jehan 63-64 Martin 63-64 Irmel 63-64 Mertin 67-68 Johanna 65-66 Michel 65-66 Michel 69-70 Juliote 67-68 Mille 65-66 Jonata 67-68 Moritz 69-70 Morelet 69-70 Osswald 71-72 Katerine 71-72 Nicolas 67-68 Katerina 71-72 Ott 73-74 Luciana 73-74 Nicolle 69-70 Kuen 73-74 Peter 75-76 Margot 75-76 Oudart 75-76 RudolfF 77-78 Marguerite 77-78 Perrin 71-72 Kungund 77-78 Ruprecht 79-80 Maria 79-80 Phillippe 81-82 Marie 81-82 Pierre 73-74 Lucia 79-80 Sewastian 83-84 Melisende 83-84 Regnault 75-76 Madalena 85-86 Odelina 85-86 Richart 77-78 Magdalen 81-82 Sigmund 87-88 Perrette 87-88 Robert 79-80 Margret 83-84 Steffan 89-90 Petronilla 89-90 Robinet 81-82 Marlein 85-86 Symon 91-92 Sedilia 91-92 Sauvage 83-84 Martha 87-88 Thoman 93-94 Stephana 93-94 Simon 85-86 Otilia 89-90 Ulrich 95-96 Sybilla 95-96 Talbot 87-88 Ottilg 91-92 Vallentin 97-98 Ysabeau 97-98 Tanguy 89-90 Peternella 93-94 Wendel 99-00 Ysabel 99-00 Vincent 91-92 Reusin 95-96 Wilhelm 93-94 Sibilla 97-98 Wolff 95-96 Ursel 99-00 Wolfgang 97-98 Vrsula 99-00 Walpurg APPENDIX B | CHARACTER NAMES a
GREEK, FEMALE GREEK, MALE INDIAN, FEMALE INDIAN, MALE dlOO Name dlOO Name d100 Name dlOO Name 01-02 01-02 Abha 01-02 Abhay 03-04 Acantha 01-02 Adonis 03-04 Aishwarya 03-04 Ahsan 05-06 Aella 03-04 Adrastos 05-06 Amala 07-08 Alektos 05-06 Aeson 07-08 Ananda 05-06 Ajay 09-10 Alkippe 07-08 Aias 09-10 Ankita 07-08 Ajit 11-12 Andromeda 09-10 Aineias 11-12 Archana 09-10 Akhil 13-14 Antigone 11-12 Aiolos 11-12 Amar Ariadne 13-14 Alekto 13-14 Avani 13-14 Amit 15-16 Astraea 15-16 Chandana 15-16 Ananta 17-18 Chloros 15-16 Alkeides 17-18 Chandrakanta 17-18 Aseem 19-20 Chryseos 17-18 Argos 19-20 Chetan 19-20 Ashok 21-22 Daphne 19-20 Brontes 21-22 Darshana 21-22 Bahadur 23-24 Despoina 23-24 Basu 25-26 Dione 21-22 Damazo 23-24 Devi 25-26 Chand 27-28 Eileithyia 23-24 Dardanos 25-26 Dipti 29-30 Elektra 27-28 Esha 27-28 Chandra 31-32 Euadne 25-26 Deimos 29-30 Gauro 29-30 Damodar 33-34 Eudora 27-28 31-32 Gita 31-32 Darhsan 29-30 Diomedes 33-34 Indira 33-34 Devdan 35-36 Eunomia 31-32 Endymion 35-36 Indu 35-36 Dinesh 37-38 Hekabe 33-34 Epimetheus 37-38 Jaya 37-38 Dipak 39-40 Helene 35-36 Erebos 39-40 Kala 39-40 Gopal 41-42 Hermoione 37-38 Euandros 41-42 Govind 43-44 Hippolyte Ganymedes 41-42 Kalpana 43-44 Harendra 45-46 lanthe 43-44 Kamala 45-46 Harsha 47-48 lokaste 39-40 Glaukos 47-48 Ila 49-50 lole 41-42 Hektor 49-50 Isha 51-52 Iphigenia 43-44 Heros 45-46 Kanta 51-52 Johar 45-46 Hippolytos 47-48 Kashi 47-48 lacchus 49-50 Kishori 53-54 Kalyan 51-52 Lalita 49-50 lason 51-52 Kadmos 53-54 Ismene 53-54 Kastor 53-54 Lina 55-56 Kiran 55-56 Kalliope 55-56 Kephalos 55-56 Madhur 57-58 Kumar 57-58 Kallisto 57-58 Kepheus 57-58 Manju 59-60 Lakshmana 59-60 Kalypso 59-60 Meera 61-62 Mahavir 59-60 Koios 61-62 Mohana 61-62 Karme Kreios 63-64 Mukta 63-64 Narayan 63-64 Kassandra 61-62 Laios 65-66 Nisha 65-66 Kassiopeia Leandros 67-68 Nitya 65-66 Naveen 67-68 Kirke 63-64 69-70 Padma 69-70 Kleio 65-66 71-72 Pratima 67-68 Nirav 71-72 Klotho 73-74 Klytie 67-68 Linos 73-74 Priya 69-70 Prabhakar 75-76 Kynthia 69-70 Lykos 75-76 Rani 71-72 Prasanna 77-78 Leto 71-72 Melanthios 77-78 Sarala 73-74 Raghu 79-80 Megaera 73-74 Menelaus 79-80 Shakti 81-82 Melaina 81-82 Shanta 75-76 Rajanikant 83-84 Melpomene 75-76 Mentor 83-84 Shobha 85-86 Nausikaa 85-86 Sima 77-78 Rakesh 87-88 Nemesis 77-78 Neoptolemus 87-88 Sonal 79-80 Ranjeet 89-90 Niobe 79-80 Okeanos 81-82 Rishi 83-84 Sanjay 81-82 Orestes 85-86 Sekar 87-88 Shandar 83-84 Pallas 89-90 Sumana 89-90 Sumantra 85-86 Patroklos 91-92 Sunita 91-92 Vijay 87-88 Philandros 93-94 Vikram Phoibos 93-94 Tara 89-90 95-96 Vimal 95-96 Valli 91-92 Ourania 91-92 Phrixus 97-98 Vijaya 97-98 Vishal 93-94 Phaenna 99-00 Vimala 99-00 Yash 95-96 Polymnia 93-94 Priamos 97-98 Semele 99-00 Theia 95-96 Pyrrhos Xanthos 97-98 Zephyros 99-00 APPENDIX B I CHARACTER NAMES
JAPANESE, FEMALE 05-06 Daichi 53-54 Makoto 07-08 Daiki 55-56 Mamoru dlOO Name 09-10 Daisuke 57-58 Masato 01-02 Aika 11-12 Eiji 59-60 Masumi 03-04 Akemi 13-14 Fumio 61-62 Noboru 05-06 Akiko 15-16 Hajime 63-64 Norio 07-08 Amaya 17-18 Haru 65-66 Osamu 09-10 Asami 19-20 Hideaki 67-68 Ryota 11-12 Ayumi 69-70 Sadao 13-14 Bunko 21-22 Hideo 71-72 Satoshi 15-16 Chieko 73-74 Shigeo 17-18 Chika 23-24 Hikaru 75-76 Shin 19-20 Chiyo 25-26 Hiro 77-78 Sora 21-22 Cho 27-28 Hiroki 79-80 Tadao 23-24 Eiko 29-30 Hisao 81-82 Takehiko 25-26 Emiko 31-32 Hitoshi 83-84 Takeo 27-28 Eri 33-34 Isamu 85-86 Takeshi 29-30 Etsuko 35-36 Isao 87-88 Takumi 31-32 Gina 89-90 Tamotsu 33-34 Hana 37-38 Jun 91-92 Tatsuo 35-36 Haruki 93-94 Toru 37-38 Hideko 39-40 Katashi 95-96 Toshio 39-40 Hikari 41-42 Katsu 97-98 Yasuo 41-42 Hiroko 43-44 Kei 99-00 Yukio 43-44 Hisoka 45-46 Ken 45-46 Hishi 47-48 Kenshin APPENDIX B I CHARACTER NAMES 47-48 Hotaru 49-50 Kenta 49-50 Izumi 51-52 Kioshi 51-52 Kameyo 53-54 Kasumi 55-56 Kimiko 57-58 Kotone 59-60 Kyoko 61-62 Maiko 63-64 Masako 65-66 Mi 67-68 Minori 69-70 Mizuki 71-72 Naoki 73-74 Natsuko 75-76 Noriko 77-78 Rei 79-80 Ren 81-82 Saki 83-84 Shigeko 85-86 Shinju 87-88 Sumiko 89-90 Toshiko 91-92 Tsukiko 93-94 Ume 95-96 Usagi 97-98 Yasuko 99-00 Yuriko
MESOAMERICAN, FEMALE MESOAMERICAN, FEMALE MESOAMERICAN, MALE d100 Name d100 Name d100 Name 69—70 Papan 01—02 Ahumzfli 71—72 Pafli 33—34 Iccauhfli 73—74 Quetzalxochitl 35—36 IHHcanfina 03—04 Atl 75—76 Sacnfie 77—78 TEKui 37-33 Hzfli 05—06 Centehua 79—80 Tephn 39—40 Ixfli 81—82 TEuicui 07—08 Chakhhflfl 83—84 Teyacapan 41—42 85—86 Thco 43—44 09—10 Chipahua 87—88 'Hacoehua 45—46 Mahuizoh 89—90 11acofl 47—43 11—12 Cihuaton 91—92 11am 49—50 Manama 93—94 11anexfli 51—52 13—14 Cub“ 95—96 XHfiuhl 53—54 hflaflal 15—16 Cfikflnflna 97—98 Xtcoafl 55—56 Maflahhum 99—00 Xiuhtonal Mazatl 17—18 Coszcafl Mictlantecuhtli 19—20 Cozamalotl MESOAMERICAN, MALE Nfihnfica 21—22 Cuicafl Momofl“ 23—24 Heum d100 Name 25-26 Eloxochitl 01—02 Achcauhfli 57-58 Nanmcmx 03—04 Amoxtli 59—60 27-28 Ezfli 05—06 Chicahua 61—62 Necam 07—08 ChknaHi 63—64 Necummefl 29—30 Ichtaca 09—10 Cipacth 31—32 1cnoyofl 11—12 Coaxoch Nezahuakoyofl 33—34 Ihuicafl 13—14 Coyofl 35—36 Hhufil 15—16 Cuam 65—66 Nexahumpflh 17—18 Cuauhtémoc 19—20 CueflachtHo 67—68 Nochehuafl 21—22 Cuetzpalli 37—38 Hofia 23—24 Cukfli 69—70 Nopaltzin 25—26 Ehecafl 71—72 39—40 lunl 27—28 EtalpaIH 73—74 CNHn 29—30 Huemac 75—76 Quauhtli 41—42 Ixcatzin 31—32 Hufizmhuhl Tenoch 43—44 45—46 Izd 77—78 Téoflhuhl 47—48 Malinalxochitl 49—50 Mecatl 79—30 Tepihzin 51—52 hflezt“ 53—54 Nfiyaoaxochnl 31—32 TEzcacoaH 55—56 Mizquixaual 57—58 Moyolehuani 33—34 Tlacaelel 59—60 Nahuafl 61—62 Necahum 85—86 Thcdel 63—64 Nenefl 65—66 Nochfli 37—33 11moc ffloxochicozth 39—90 ‘Hanexfic 91—92 Tlazohtlaloni 93—94 Tlazopillo 95—96 lJetzcayofl 67—68 Ohtli 97—93 XHfiHi 99—00 Yaofl la. '\\“L 71-1r x\"-.
NIGER-CONGO, NIGER-CONGO, NORSE, FEMALE NORSE, MALE FEMALE MALE dlOO Name dlOO Name 01-02 Alfhild dlOO Name dlOO Name 03-04 Arnbjorg 01-02 Agni 01-02 Abebi 01-02 Abebe 05-06 Ase 03-04 Alaric 03-04 Abena 03-04 Abel 07-08 Aslog 05-06 Anvindr 05-06 Abimbola 05-06 Abidemi 09-10 Astrid 07-08 Arvid 07-08 Akoko 07-08 Abrafo 11-12 Auda 09-10 Asger 09-10 Akachi 09-10 Adisa 13-14 Audhid 11-12 Asmund 11-12 Alaba 11-12 Amadi 15-16 Bergljot 13-14 Bjarte 13-14 Anuli 13-14 Amara 17-18 Birghild 15-16 Bjorg 15-16 Ayo 15-16 Anyim 19-20 Bodil 17-18 Bolanle 17-18 Azubuike 21-22 Brenna -17 18 Bjorn 19-20 Bosede 19-20 Bapoto 23-24 Brynhild 21-22 Chiamaka 21-22 Baraka 25-26 Dagmar 19-20 Brandr 23-24 Chidi 23-24 Bohlale 27-28 Eerika 21-22 Brandt 25-26 Chidimma 25-26 Bongani 29-30 Eira 23-24 Brynjar 27-28 Chinyere 27-28 Bujune 31-32 Gudrun 29-30 Chioma 29-30 Buziba 33-34 Gunborg -25 26 Calder 31-32 Dada 31-32 Chakide 35-36 Gunhild 33-34 Ebele 33-34 Chibuzo 37-38 Gunvor 27-28 Colborn 35-36 Efemena 35-36 Chika 39-40 Helga 29-30 Cuyler 37-38 Ejiro 37-38 Chimola 41-42 Hertha 39-40 Ekundayo 39-40 Chiratidzo 43-44 Hilde 31-32 Egil 41-42 Enitan 41-42 Dabulamanzi 45-46 Hillevi 43-44 Funanya 43-44 Dumisa 47-48 Ingrid 33-34 Einar 45-46 Ifunanya 45-46 Dwanh 49-50 Iona 47-48 Ige 47-48 Emeka 35-36 Eric 49-50 Ime 49-50 Folami 51-52 Jorunn 51-52 Kunto 51-52 Gatura 37-38 Erland 53-54 Lesedi 53-54 Gebhuza 53-54 Kari 39-40 Fiske 55-56 Lumusi 55-56 Gero 41-42 Folkvar 57-58 Mojisola 57-58 Isoba 55-56 Kenna 59-60 Monifa 59-60 Kagiso -43 44 Fritjof 61-62 Nakato 61-62 Kamau 57-58 Magnhild 63-64 Ndidi 63-64 Katlego 59-60 Nanna 45-46 Frode 65-66 Ngozi 65-66 Masego 61-62 Olga 67-68 Nkiruka 67-68 Matata 63-64 Ragna -47 48 Geir 69-70 Nneka 69-70 Nthanda 65-66 Ragnhild 71-72 Ogechi 71-72 Ogechi 67-68 Ranveig 49-50 Halvar 73-74 Olamide 73-74 Olwenyo 69-70 Runa 75-76 Oluchi 75-76 Osumare 71-72 Saga 51-52 Hemming 77-78 Paki 73-74 Sigfrid 77-78 Omolara 75-76 Signe 53-54 Hjalmar 79-80 Qinisela 77-78 Sigrid 79-80 Onyeka 81-82 Quanda 79-80 Sigwjnn 55-56 Hjortr 81-82 Simisola 81-82 Solveg 83-84 Temitope 83-84 Samanya 83-84 Svanhild 57-58 Ingimarr 85-86 Thema 85-86 Shanika 85-86 Thora 87-88 Titlayo 87-88 Sibonakaliso 87-88 Torborg 59-60 Ivar 89-90 Udo 89-90 Tapiwa 89-90 Torunn 91-92 Uduak 91-92 Thabo 91-92 Tove 61-62 Knud 93-94 Ufuoma 93-94 Themba 93-94 Unn 95-96 Yaa 95-96 Uzoma 95-96 Vigdis 63-64 Leif 97-98 Yejide 97-98 Zuberi 97-98 Ylva 99-00 Yewande 99-00 Zuri 99-00 Yngvild 65-66 Liufr 67-68 Manning 69-70 Oddr 71-72 Olin 73-74 Ormr 75-76 Ove 77-78 Rannulfr 79-80 Sigurd 81-82 Skari 83-84 Snorri 85-86 Sten 87-88 Stigandr 89-90 Stigr 91-92 Sven 93-94 Trygve 95-96 Ulf 97-98 Vali 99-00 Vidar APPENDIX B | CHARACTER NAMES 189
POLYNESIAN, POLYNESIAN, MALE ROMAN, FEMALE ROMAN, MALE * FEMALE dlOO Name dlOO Name dlOO Name ' dlOO Name 01-02 Afa 01-02 Aelia 01-02 Aelius i 01-02 Ahulani 03-04 Aetius 03-04 Ahohako 03-04 Aemilia « 03-04 Airini 05-06 Agrippa 05-06 Aisake 05-06 Agrippina 05-06 Alani 07-08 Aleki 07-08 Albanus 07-08 Aluala 07-08 Alba 09-10 Anewa 09-10 Albus 09-10 Anahera 09-10 Antonia 11-12 Anitelu 11-12 Antonius 11-12 Anuhea 13-14 Aputi 11-12 Aquila 15-16 Ariki 13-14 Augusta 13-14 Appius 13-14 Aolani 17-18 Butat 15-16 Aurelia 15-16 Aquilinus 19-20 Enele 17-18 Balbina 15-16 Elenoa 21-22 Fef 19-20 Blandina 17-18 Atilus 17-18 Emele 23-24 Fuifui 21-22 Caelia 19-20 Augustus 19-20 Fetia 25-26 Ha’aheo 23-24 Camilla 21-22 Aurelius 21-22 Fiva 27-28 Hanohano 29-30 Haunui 25-26 Casia 23-24 Avitus 23-24 Halona 31-32 Hekili 25-26 33-34 Hiapo 27-28 Claudia 25-26 Balbus 27-28 Hi’ilei 35-36 Hikawera 29-30 Cloelia -27 28 Blandus Hina 31-32 Domitia 37-38 Hanano 33-34 Drusa 29-30 Blasius 29-30 Hinatea 31-32 Huali 39-40 Ho’onani 35-36 Fabia -31 32 Brutus 33-34 Inia 41-42 Hoku 37-38 Fabricia 33-34 Caelius 35-36 Inina 43-44 Hu’eu 39-40 Fausta 35-36 Caius 37-38 lolani 45-46 Ina 41-42 Flavia 37-38 Casian 39-40 Isa 47-48 Itu 43-44 Floriana 39-40 Cassius 41-42 Ka'ana’ana 49-50 Ka’aukai 45-46 Fulvia 41-42 Cato 43-44 Ka'ena 45-46 Kaamia 51-52 Ka’eo 47-48 Germana -43 44 Celsus 47-48 Kahula Kailani 53-54 Kaelani 49-50 Glaucia 45-46 Claudius 49-50 Kamaile 51-52 Gratiana Kamakani 55-56 Kahale 53-54 Hadriana 47-48 Cloelius 51-52 55-56 Hermina 53-54 57-58 Kaiea 57-58 Horatia 49-50 Cnaeus 55-56 Kamea 59-60 Kaikoa 59-60 Hortensia 51-52 Crispus 53-54 Cyprianus 57-58 Latai 61-62 Kana’I 61-62 lovita 55-56 Diocletianus 57-58 Egnatius 59-60 Liona 63-64 Koamalu 63-64 lulia 61-62 Lokelani 59-60 Ennius 65— 66 Ka 65-66 Laelia 63-64 Marva 61-62 Fabricius 67-68 Laki 67-68 Laurentia 65-66 Mehana 69-70 Makai 63-64 Faustus 67-68 Millawa 71-72 Manu 69-70 Livia 73-74 Manuka 65-66 Gaius 69-70 Moana 75-76 Nui 71-72 Longina 77-78 Pono 67-68 Germanus 71-72 Ngana 79-80 Popoki 73-74 Lucilla Nohea 69-70 Gnaeus 73-74 Pelika 81-82 Ruru 75-76 Lucretia 75-76 Sanoe 71-72 Horatius 77-78 83-84 Tahu 77-78 Marcella 73-74 lovianus 79-80 Satina 85-86 Taurau 79-80 Marcia 75-76 lulius 77-78 Lucilius 81-82 Tahia 87-88 Tuala 81-82 Maxima 79-80 Manius 89-90 Turoa 83-84 Tasi 91-92 Tusitala 83-84 Nona 81-82 Marcus 85-86 Tiaho 93-94 Uaine 85-86 Octavia 95-96 Waata 87-88 Paulina 83-84 Marius 87-88 Tihani 97-98 Waipuna 89-90 Petronia 91-92 Porcia 85-86 Maximus 89-90 Toroa 99-00 Zamar 93-94 Tacita 87-88 Octavius 91-92 Ulanni 93-94 Uluwehi 95-96 Tullia 89-90 Paulus 97-98 Verginia 95-96 Vaina 99-00 Vita 91-92 Quintilian 97-98 Waiola 93-94 Regulus 99-00 Waitara 95-96 Servius 97-98 Tacitus 99-00 Varius APPENDIX B | CHARACTER NAMES JEE
SLAVIC, FEMALE SLAVIC, MALE dlOO Name dlOO Name 01-02 Agripina 03-04 Anastasiya 01-02 Aleksandru 05-06 Bogdana 03-04 Berislav 07-08 Boleslava 05-06 Blazh 09-10 Bozhena 07-08 Bogumir 11-12 Danica 09-10 Boguslav 13-14 Darya 11-12 Borislav 15-16 Desislava 13-14 Bozhidar 17-18 Dragoslava 15-16 Bratomil 19-20 Dunja 17-18 Bratoslav 21-22 Efrosinia 19-20 Bronislav 23-24 Ekaterina 21-22 Chedomir 25-26 Elena 23-24 Chestibor 27-28 Faina 25-26 Chestirad 29-30 Galina 27-28 Chestislav 31-32 Irina 29-30 Desilav 33-34 Iskra 31-32 Dmitrei 33-34 Dobromil 35-36 Jasna 35-36 Dobroslav 37-38 Dragomir 37-38 Katarina 39-40 Dragutin 39-40 Katya 41-42 Drazhan 41-42 Kresimira 43-44 Gostislav 43-44 Lyudmila 45-46 Kazimir 45-46 Magda 47-48 Kyrilu 47-48 Mariya 49-50 Lyubomir 49-50 Militsa 51-52 Mechislav 51-52 Miloslava 53-54 Milivoj 53-54 Mira 55-56 Milosh 55-56 Miroslava 57-58 Mstislav 57-58 Mokosh 59-60 Nikola 59-60 Morana 61-62 Ninoslav 61-62 Natasha 63-64 Premislav 63-64 Nika 65-66 Radomir 65-66 Olga 67-68 Radovan 67-68 Rada 69-70 Ratimir 69-70 Radoslava 71-72 Rostislav 71-72 Raisa 73-74 Slavomir 73-74 Slavitsa 75-76 Stanislav 75-76 Sofiya 77-78 Svetoslav 77-78 Stanislava 79-80 Tomislav 79-80 Svetlana 81-82 Vasili 81-82 Tatyana 83-84 Velimir 83-84 Tomislava 85-86 Vladimir 85-86 Veronika 87-88 Vesna 87-88 Vladislav 89-90 Vladimira 89-90 Vlastimir 91-92 Yaroslava 91-92 Volodimeru 93-94 Yelena 93-94 Vratislav 95-96 Zaria 95-96 Yarognev 97-98 Zarya 97-98 Yaromir 99-00 Zoria 99-00 Zbignev
03-04 Adalina 93-94 Valentia 57-58 Joan 05-06 Adora 95-96 Veronica 07-08 Adriana 97-98 Ynes 59-60 Jorge 09-10 Ana 99-00 Ysabel 11-12 Antonia 61-62 Jose 13-14 Basilia SPANISH, MALE 63-64 Juan 15-16 Beatriz dlOO Name 65-66 Machin 17-18 Bonita 67-68 Martin 01-02 Alexandre 69-70 Mateu 19-20 Camila 03-04 Alfonso 71-72 Miguel 05-06 Alonso 73-74 Nicolas 21-22 Cande 07-08 Anthon 75-76 Pascual 09-10 77-78 Pedro 23-24 Carmen 11-12 Arcos 79-80 Porico 25-26 Catlina 13-14 Arnaut 81-82 Ramiro 27-28 Dolores 15-16 Arturo 83-84 Ramon 29-30 Dominga 17-18 85-86 Rodrigo 31-32 Dorotea 19-20 Bartoleme 87-88 Sabastian 33-34 Elena 21-22 89-90 Salvador 35-36 Elicia 23-24 Benito 91-92 Simon 37-38 Esmerelda 25-26 Bernat 93-94 Tomas 39-40 Felipina 27-28 Blasco 95-96 Tristan 41-42 Francisca 29-30 Carlos 97-98 Valeriano 43-44 Gabriela 31-32 Damian 99-00 Ynigo Diego 45-46 Imelda Domingo Enrique 47-48 Ines 49-50 Isabel 51-52 Juana 53-54 Leocadia 55-56 Leonor 57-58 Leta 59-60 Lucinda 61-62 Maresol 63-64 Maria 65-66 Maricela 67-68 Matilde APPENDIX B | CHARACTER NAMES mm
Eunnmn \"5n nunfinnn \"El fihflflijl l. ‘H‘j A11 n! Wfiflfifl C‘ \\JHEI IHKIHV ISBN: 978'0-7869-6612-7 Gm 9 780786 966127 Suc. RETAIL: [15 $49.95 CAN 565.95 PRINTED m LISA (222150000
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