SPELLBOOK CONTENTS
| Page(s) | Content | Game Mechanics or References |
|---|---|---|
| 1 | Title page. | - |
| 2 | Spell 1st level: iceknife | (5E D&D Xanathar's Guide to Everything p157) |
| 3 | Spell 1st level: false life | (5E D&D PHB/SRD) |
| 4 | Spell 1st level: fog cloud | (5E D&D PHB/SRD) |
| 5 | Spell 1st level: shield | (5E D&D PHB/SRD) |
| 6 | Spell 1st level: Tasha's hideous laughter | (5E D&D PHB/SRD) |
| 7 | Spell 1st level: Tenser's floating disc | (5E D&D PHB/SRD) |
| 8 | Spell 1st level: witchbolt | (5E D&D PHB/SRD) |
| 9-10 | Spell 2nd level: earthen grasp | (House, see below) |
| 11-12 | Spell 2nd level: gust of wind | (5E D&D PHB/SRD) |
| 13-14 | Spell 2nd level: mind spike | (5E D&D Xanathar's Guide to Everything p162) |
| 15-21 | (blank) | - |
| 22-24 | Formula for making Potion of Climbing. Main ingredient is choker's tentacle | ((5E D&D Dungeon Master's Guide and SRD)) |
| 25-00 | (blank) | - |
NEW SPELLS
EARTHEN GRASP
2nd level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Concentration, up to 1 minute
Choose two creatures that are standing on earth or stone, that you can see and within range. The earth around those creatures tremors and tries to bind them. The targets must succeed on a Strength saving throw or are grappled as they begin to sink into the earth and their movement is zero.
Any creature that starts its turn grappled in the earth, takes 1d6 bludgeoning damage. This increases to 2d6 if restrained, or 3d6 if paralyzed.
A trapped creature must continue to make Strength saving throws at the end of each of their turns. Upon each failure, the creature is pulled further into the earth. If the creature fails a second Strength saving throw, it sinks half its height into the earth and is restrained. Following a third failure the creature is mostly encompassed in the earth and is considered paralysed.
If a target succeeds on any of their saving throws, their condition improves by one step in the reverse order of the three stages above.
Targets can also use their action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to improve their situation one step, though this check is made at disadvantage when restrained and cannot be taken once paralyzed. The only way to improve from paralyzed is with successful saving throws.
When the spell ends, the creatures are released, but must use half of their movement to get free of the earth.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and you can choose one extra target, for each slot above 1st.






