Level
3rd
Casting Time
1 Action Ritual
Range/Area
Self
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
None
Damage/Effect
Damage

The Grimoire and the Pentacle 
As an bonus action, you conjure the book of the signs and a 5-foot wide pentacle below you. 

On each subsequent turn, the book flips its pages, landing on a random invocation each time. Roll a 1d6 to determine which page you land on. 
After you perform three incantations (1 and 6 included), the grimoire disappears and the pentacle becomes worthless.
If you leave the pentacle, and no one is inside it by the end of your next turn, the grimoire disappears and the pentacle becomes worthless.
Lastly, the grimoire also disappears if the pentacle is flushed out with water, dispelled with magic, or if someone takes explicit action to physically disrupt it.

Cover. (1)
On a 1, the grimoire shuts with a violent force, propelling you away from it and the pentacle. You are sent flying 20 feet, or until you hit something, in a direction opposite to your last movement. If you hit a hard object, you make a CON save, taking 2d6 bludgeoning, and none on a success. If you hit a living object, you both have to make this save.

The Second Pentacle of the Water-Bearer. (2)
On a 2, the grimoire shows you a prayer to the water-bearer. As an action, you flip your grimoire and let a torrent of boiling water pour forth. All enemies in a 60-foot long and 5-foot wide line must make a DEX save. On a fail, they take 4d6 force damage and 2d6 fire damage; on a success, they only take 4d6 force damage.

The Third Pentacle of the Scales. (3)
On a 3, the grimoire reveals to you a prayer to the scales of justice. As an action, you conjure a guillotine blade, 35-foot long and 5-foot wide, going in a cardinal direction of your choice, as long as its midpoint is within 60 feet of you. It falls immediately, and any creature caught in it must make a DEX save, taking 7d6 slashing damage on a fail, and half on a success.

The Fourth Pentacle of the Maiden. (4)
On a 4, the grimoire shows you a prayer to the maiden. As an action, you recite the incantation. Each creature you choose to address in a 40-foot radius around you must make an INT saving throw. A creature with an Intelligence score of 4 or lower, as well as a creature who can't hear you, can’t be affected by this spell. A target takes 4d4 psychic damage and has disadvantage on its next saving throw on a fail. On a success, a target takes only half the damage and suffers no additional effects.

The Fifth Pentacle of the Archer. (5)
On a 5, the grimoire reveals to you a prayer to the archer. As an action, you conjure five arrows at your side and fire them at any targets within 100 feet. An enemy cannot be hit by more than two arrows, each arrow being a spell attack roll worth 1d6+5 damage. 

The Mark of the Beast. (6) 
On a 6, the grimoire shows you incomprehensible scribbles. Unconditionally, you take twenty damage. If you choose to use the grimoire's power on this turn, you may choose a page yourself; however, you may not choose the mark of the beast again.

Using a Higher-Level Spell Slot. The pentacle you draw becomes 10-foot wide if cast with a 5th-level spell slot, 15-foot wide with a 7th-level spell slot, and 20-foot wide with a 9th-level spell slot. Additionally, for every level of upcasting, the limit of incantations you may perform before the grimoire disappears increases by 1.

* - (tar and a piece of chalk)

Previous Versions

Name Date Modified Views Adds Version Actions
2/23/2026 2:19:50 AM
5
0
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Coming Soon

Spell Tags: Damage

Available For: Bard (Legacy) Wizard (Legacy) Bard Wizard Warlock - The Genie (TCoE) Warlock - Fiend Patron Artificer - Alchemist

Lynnarium

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