Created 9 months ago, last updated 9 months ago
Description
This d100 table includes rare Forgotten Realms spells that have been lost to time. These spells range from powerful defensive magic to unique and unpredictable offensive magics. Each spell is accompanied by a brief description of its effects, making this an invaluable resource for Dungeon Masters and players alike. With the power of these forgotten magics, adventurers can gain an edge in their explorations of Faerûn and beyond!
| Range | Description |
|---|---|
| 1 | Misdirection – This spell causes the target to become confused and disoriented, making it difficult for them to focus on any one task or action. They may be easily distracted and may forget what they were doing just moments before. |
| 2 | Spell of Unbridled Nature - This spell grants the caster control over nature, allowing them to manipulate plants and animals as if they were extensions of their own body. They can command trees to move, part water, or create walls of thorns and brambles. The caster also gains an immunity to all forms of natural damage and environmental effects. |
| 3 | Blinking Bolt: This spell allows the caster to fire a bolt of magical energy that briefly teleports the target to an unoccupied space within 30 feet of their location before returning them to their original spot. The target is unaware of the teleportation, allowing for surprise attacks or escapes from danger. |
| 4 | Energy Absorption: This spell allows the caster to absorb a single energy type, such as fire, cold, or lightning, and gain immunity from its effects for a short duration. The absorbed energy can then be used to power other spells or even bolster the caster's own magical abilities. |
| 5 | Psychic Shriek - You emit a powerful burst of psychic energy that stuns creatures within 30 feet. All targets must make a Wisdom saving throw or be stunned until the end of their next turn. |
| 6 | Elemental Shield - This spell creates a shield of swirling elemental energies around the caster, protecting them from all physical and magical harm. The shield is incredibly durable and will last until broken by powerful magic or an overwhelming amount of force. |
| 7 | Spell of the Everlasting Flame: This powerful spell creates a burning pillar of flame that will never extinguish, no matter what is thrown at it. The flames can be manipulated to provide illumination or even used as a weapon against enemies. |
| 8 | Fire Storm: A powerful offensive spell that creates a torrent of flames in a 30-foot-radius area, dealing 10d6 fire damage to all creatures and objects within range. |
| 9 | Spell of Shadows: This spell creates a powerful, dark shroud that envelops and obscures the caster's form, making them invisible to sight or magical detection. The caster can keep this spell active for up to 1 hour or until they choose to end it. |
| 10 | Nethrin's Burning Shield: This spell creates a shield of flame that encircles the caster, burning all those who come too close. The flames also protect against magical attacks, and can be used to light a path in darkness. |
| 11 | Dragon's Breath - This powerful spell unleashes a wave of flame in a cone-shaped area of effect, dealing heavy fire damage to all creatures caught within it. The caster can choose the size and intensity of the flames, allowing them to be used for both offensive and defensive purposes. |
| 12 | Fey Step: This powerful spell grants the caster the ability to traverse great distances in a single step, allowing them to bypass obstacles or reach far-off locations with ease. The caster must specify a destination within line of sight when casting this spell, and they will be instantly transported there upon completion of the incantation. |
| 13 | Wall of Ice: This powerful spell creates an impenetrable wall of ice up to 10 feet in width and 20 feet in height. The wall can be formed into a dome or other shape as desired. The wall is impervious to all physical damage, save for magical attacks, which it resists with great strength. |
| 14 | Spell of Displacement: This spell causes the target to be transported to a random location within the same plane, with no control over where they end up. The target will remain in this new location until the spell ends or is dispelled. |
| 15 | Storm of Arrows: This spell creates a swirling storm of arrows that fly outward from the caster in all directions, dealing 1d4 points of magical damage to all creatures within 30 feet. The arrows then dissipate after a few seconds, leaving no trace behind. |
| 16 | Prismatic Shield: This spell creates a shimmering, rainbow-colored barrier of magical energy around the caster, protecting them from all forms of physical and magical attacks. The shield can last for up to an hour or until it is dispelled by the caster or another powerful force. |
| 17 | Shadow Conjuration: This spell creates semi-real illusions of creatures, objects and forces that are based on the caster's memories. These conjurations can affect enemies with damage or other effects, but they will only last as long as the caster maintains concentration. |
| 18 | Wall of Force: Creates an invisible barrier of force that blocks all physical and magical attacks, allowing those on one side to remain safely protected from whatever lies beyond. |
| 19 | Wall of Iron: Summons an iron wall that is impervious to most forms of harm and can only be broken by a dispel magic spell or similar. It is also immune to fire, lightning, and other elemental damage. The wall lasts for one hour before dissipating. |
| 20 | Feywild Stride - This spell grants the caster the ability to move between planes of existence, allowing them to traverse from one area of the Feywild to another in an instant. The caster must have a solid connection with their destination, such as a physical object or familiar location, and can only travel within 50 miles of their starting point. |
| 21 | Glitterdust: This spell creates a glittering dust cloud in a 20-foot radius, centered on the caster. It quickly disperses, leaving behind sparkling motes that obscure sight and impair movement within its area of effect. Those inside the glittering area suffer a penalty to their attack rolls and saving throws until they leave it or 1 minute passes. |
| 22 | Spell of Unbreakable Bonds - The caster creates a powerful bond between two objects or creatures, making it impossible to separate them without the help of magic. This spell is often used to permanently bind items together, ensuring that they remain in the same place no matter what. It can also be used to restrain people by linking their wrists or ankles together, making escape nearly impossible. |
| 23 | Ethereal Step: This spell grants the caster the ability to step into and out of the Ethereal Plane as if it were an extra-dimensional space. The caster can move freely between planes, allowing them to traverse distances with ease or hide from pursuers. |
| 24 | Maelstrom of Frost: This spell summons forth a swirling maelstrom of freezing air and snow that blankets the area around the caster. All creatures caught in its path must make a Constitution saving throw or take cold damage equal to 2d6 + the caster's spellcasting ability modifier. Creatures successfully making their save take half as much damage. |
| 25 | Flameblade: The caster conjures a blade of pure flame that appears in their hand. This blade lasts for up to 1 minute and can be used as a weapon, dealing 2d6 fire damage on each hit. It also provides resistance to fire damage while it is active. |
| 26 | Aberrant Form - This spell transforms the target into a random aberration of their choice, granting them additional protections against physical and magical attacks while they remain in this form. The target also gains the ability to speak any language of their choosing, as well as an increased resistance to mental effects. |
| 27 | Sunflare: This spell creates a brilliant sun-like glow in a 20-foot radius around the caster. All creatures within this area take 3d6 radiant damage, or half as much with a successful Dexterity saving throw. Undead and creatures vulnerable to sunlight must make the save with disadvantage. The light persists for one minute before fading away. |
| 28 | Word of the Unbinding – This powerful spell can be used to break any magical effect, including curses, bindings, and enchantments. It is particularly effective against powerful necromantic magics. The caster must speak a short phrase while channeling their will through the spell, effectively “unbinding” whatever magic has been placed upon an object or creature. |
| 29 | Unerring Bolt – A spell that creates a bolt of arcane energy, which flies with perfect accuracy and speed towards its target, dealing 1d6 force damage per caster level (maximum 15d6). This spell cannot be dodged or blocked by mundane means. |
| 30 | Hammer of the Archmagi: A powerful evocation spell, this spell creates a hammer-shaped force that slams into its target with the force of a thunderbolt. The caster can choose to either stun the target or cause massive damage. If used against creatures vulnerable to magic, they may be left stunned for days. |
| 31 | Fading Shield: This spell creates an invisible, intangible shield of magical force around the caster and their allies. The shield absorbs all physical and magical damage, dissipating after a certain amount of damage has been taken. The shield lasts for up to 5 minutes before fading away. |
| 32 | Strength of the Mountain: This spell grants the target an enormous increase in strength, allowing them to lift and move objects with ease, and granting them a powerful advantage in combat. The effect lasts for up to one hour per caster level. |
| 33 | Spell of the Unseen Hand - This spell conjures a spectral hand that can be directed to lift and move objects, as if by an invisible force. The weight of the object must not exceed 100 pounds, and the hand cannot be used for any task requiring finer manipulation than simple lifting. |
| 34 | Wall of Thousand Blades: This spell creates a shimmering wall of magical blades that protect the caster and their allies from incoming attacks. The blades move with incredible speed, creating a shield of whirling death that is difficult to penetrate. Any creature attempting to pass through the wall must make a Dexterity saving throw or take 10d10 slashing damage and become restrained until they succeed on another saving throw at the end of their turn. |
| 35 | Spell of True Seeing: This spell grants the caster and their companions a magical sight that allows them to see through illusions, detect hidden creatures, and discern true identities. It also reveals any magical or mundane traps and wards within range. |
| 36 | Displacement: This spell creates a field of distorted light around the target, causing attackers to misjudge their distance and direction when attacking them. The displacement lasts for up to 1 minute or until ended by the caster. |
| 37 | Create Food and Water: This spell creates enough food and water to feed up to three medium-sized creatures for a day. The food and water created is of normal quality, but can be made into lavish meals with sufficient cooking skill. |
| 38 | Shunted Aegis: This spell creates a forcefield of shimmering light that surrounds the caster and their allies, protecting them from harm. It acts as an additional layer of defense against physical and magical attacks, granting a +5 bonus to AC and all saving throws. The shield lasts for one hour or until it is dispelled by the caster, whichever comes first. |
| 39 | Astral Anchor: This spell creates a tether between two locations of the caster's choice, allowing instantaneous travel between them. The caster can also use this spell to transport an unwilling creature from one place to another, provided they are within range. |
| 40 | Dreamweaver - This spell allows the caster to enter another creature's dream and manipulate it as they see fit. The caster can shape the dreamscape, create or remove objects, or even alter the shape of the dreamer itself. However, if the target creature awakens while under this spell’s effect, all changes made will be undone. |
| 41 | Shadow Shield: This spell creates an invisible, intangible shield of shadows that surrounds the caster and absorbs incoming damage until it is depleted or the spell expires. The absorbed damage is converted into magical energy, which can be used to power other spells or replenish spent spell slots. |
| 42 | Spell of the Unseen Hand: This spell allows the caster to manipulate objects and creatures at a distance, as if using an invisible hand. The caster can move, lift, or otherwise manipulate anything within a 30-foot radius for up to one minute. |
| 43 | Spell of the Phantom Blade: This spell creates a phantom blade composed of pure magical force that can be used to attack an enemy or defend against incoming attacks. The blade is invisible and intangible, making it difficult to detect or block, but its power is immense. It can cut through any material, even magical protections, and deals 1d6 damage per hit. |
| 44 | Armor of Arvoreen: This spell grants the caster a magical suit of armor, which provides protection from all physical damage and resists magical attacks and spells. The armor is in the shape of a small humanoid and appears to be made out of gold-colored metal plates. It has no visible joints or seams, and gives off an aura of power and strength. |
| 45 | Spell of Disintegration: This powerful spell can disintegrate any non-magical object, reducing it to dust and ash. The caster must specify a target within 50 feet and make a successful ranged attack roll against the target's AC. If successful, the target is completely destroyed. |
| 46 | Spell of the Threefold Curse – This powerful spell gives an opponent three curses at once; they become cursed with blindness, deafness and silence. The caster can choose to make the curses temporary or permanent. This spell is often used as a last resort in combat, when all other options have been exhausted. |
| 47 | Orb of Force - A spell that creates a powerful orb of force around the caster. The orb can be used to protect the caster from harm and even repel physical attacks. It also has the ability to absorb magical energy, making it invaluable against magical foes. |
| 48 | Spell of the Endless Path: This spell grants the caster a limited form of teleportation, allowing them to walk through walls and other obstacles up to 20 feet away. The caster can choose their destination within this range, but they must be able to see it clearly. |
| 49 | Ghostly Grasp: This spell allows the caster to create a ghostly hand that can grasp and hold objects up to 10 lbs, allowing them to manipulate items from a distance. The hand lasts for one minute before dissipating. |
| 50 | Wall of Force: This powerful spell creates an invisible barrier made from pure force that is impenetrable to all physical objects and spells. The wall can be up to 20 feet high, 20 feet wide, and one inch thick. It lasts for 1 minute before dissipating. |
| 51 | Halt Living: This spell causes any living creature in a five-foot radius to freeze in place and be unable to move or take action for up to one hour. The caster can choose which creatures are affected by the spell. |
| 52 | Prismatic Bubble: This spell creates a shimmering bubble of color and light around the caster, deflecting physical attacks and providing protection from most magical effects. It is especially effective against spells that cause elemental damage, such as fireballs or lightning bolts. |
| 53 | Night's Veil - This spell creates a cloud of darkness that shrouds the caster and any allies within a 30-foot radius. All creatures in the area become invisible and unable to be detected by sight, sound, or scent. The effect lasts for 1 hour or until dispelled. |
| 54 | Spell of the Etherweave – This spell creates a powerful etherweave of magic around the caster, granting them protection from all forms of magical damage and giving them an additional level of resistance against physical harm. The etherweave lasts for one hour before dissipating. |
| 55 | Spell of the Forlorn: This spell creates an invisible barrier around a single target that makes it immune to all forms of damage and harm for a short duration. The target can still move freely, but is unable to attack or be attacked while the spell is in effect. The duration depends on the caster's skill, but typically lasts several rounds. |
| 56 | Spell of the Watcher: This spell grants the caster a brief glimpse into the future, allowing them to predict an enemy's next move before it happens. The caster will also gain an insight into their opponents' weaknesses and strengths, potentially giving them a tactical advantage in battle. |
| 57 | Moonbeam: A spell that creates a beam of moonlight in an area of up to 10 feet. The beam is strong enough to temporarily blind creatures within the area, inflicting disadvantage on all attacks and checks for 1 minute. Additionally, any creature struck by the beam must make a Charisma saving throw or be charmed for 1 hour. |
| 58 | 58) Moonfire: This spell creates a brilliant beam of silver-white light that emanates from the caster's hands. All creatures and objects within the area of effect are bathed in moonlight, granting them temporary protection against necrotic and radiant damage. Additionally, this spell is capable of temporarily blinding any creature with darkvision or clear vision who fails their saving throw. |
| 59 | Leeching Ray - This spell creates a ray of dark energy that siphons life from its target. The creature targeted must succeed on a Constitution saving throw or take 2d6 necrotic damage per level of the caster and be reduced to half their current hit points. If the target is reduced to 0 hit points, they are petrified until the spell ends. |
| 60 | Foe’s Favor: This spell grants a single target a bonus to their attack rolls and saving throws for one minute. The target must be within 30 feet of the caster, who suffers from disadvantage on their own attack rolls and saving throws for the same duration. |
| 61 | Prismatic Sphere - This powerful spell creates a shimmering barrier of multicolored light that surrounds the caster, protecting them from all manner of magical and physical attacks. The sphere is semi-permeable, allowing beneficial spells to pass through while blocking harmful ones. |
| 62 | Flesh to Stone: This spell turns the target’s body into solid stone, immobilizing them and making them immune to damage. The target can only be restored by a powerful dispel magic or wish spell. |
| 63 | Spectral Shield: This spell creates an invisible, spectral shield that surrounds the caster and grants them a +2 bonus to AC for 1 minute. The shield can absorb up to 10 points of damage before dissipating. |
| 64 | Ethereal Step - This spell allows the caster to become ethereal, allowing them to walk on air and pass through solid objects. The caster is immune to all physical attacks while in this state and can move freely until the spell's duration ends. |
| 65 | Mantle of the Magi: This spell creates a shimmering barrier around the caster, granting them resistance to all forms of magic and immunity to magical damage. Additionally, the caster gains a bonus to their armor class equal to their spellcasting ability modifier. |
| 66 | Wake of the Dead - This spell allows the caster to animate dead creatures or corpses within range into a mindless army, with up to half the number of animated creatures being undead. The caster can control these creations telepathically, and they remain under the control of their creator until destroyed or dismissed. The caster can also choose to make them turn hostile towards any creature that approaches them, providing a powerful defensive force when needed. |
| 67 | Spell of the Spectral Hound: This spell creates an incorporeal spectral hound that is loyal to its caster. The hound follows the commands of its master and can be used as a scout or sentry, alerting its master to any threats in the area. It can also attack enemies on command, dealing necrotic damage with each bite. |
| 68 | Temporal Compression: This spell causes an area up to 10 feet in radius around the caster to become briefly compressed, temporarily slowing time for all creatures and objects within it. For the duration of the effect, time passes at one-tenth its normal speed, giving those affected an edge in combat or a chance to escape from dangerous situations. |
| 69 | Roll Shadow Bolt. This powerful spell creates a bolt of pure shadow energy that can be used to attack enemies or block incoming spells. The bolt is almost invisible, and it deals force damage on impact. It has no effect on creatures immune to force damage. |
| 70 | Ghost Step: This spell grants the caster the ability to become incorporeal, allowing them to pass through solid objects and move quickly through the environment. The caster can remain in this state for up to 10 minutes before needing to recast the spell. |
| 71 | Spell of Shadowy Grasp: This spell creates tendrils of shadow that can be used to grapple and restrain a target. The shadows can only reach up to 20 feet away from the caster and last for 1 minute before dissipating. The shadowy grasp has an AC of 12, is immune to nonmagical damage, and can only be broken by magical means. |
| 72 | Minor Glyph of Warding: Creates a magical glyph that, when triggered by a creature attempting to pass through it, explodes with force. The explosion deals 1d6 force damage to all creatures in its area of effect. |
| 73 | Soul Bond - This spell allows two creatures to become linked, allowing them to tap each other's strength and share their life force. When one creature takes damage, the other creature can choose to take a portion of that damage instead. Additionally, when either creature casts a spell or uses an ability that requires concentration, they both benefit from it. |
| 74 | Soul Reaver - This powerful necromantic spell allows the caster to temporarily steal the life force of a single living creature, transferring it into themselves and granting them additional strength and vitality. The target creature is left weakened and vulnerable, while the caster gains a temporary boost in physical prowess. |
| 75 | Animate Weapon – This powerful spell allows the caster to bring a single weapon to life, allowing it to fight as an ally for 1 minute. The weapon will attack any foe of the caster’s choosing and follows simple commands from the caster. Once its duration expires, the animated weapon returns to its original form. |
| 76 | Foresight: This spell allows the caster to glimpse into the near future, gaining insight into coming events. The details of the vision are unclear, but the caster may get hints of what is to come. |
| 77 | Plane Shift - This spell allows the caster to instantaneously travel between planes of existence, as long as they have knowledge of the desired destination. The caster is also able to bring along up to 8 willing creatures, or a single unwilling creature if they succeed on a Charisma check. |
| 78 | Wall of Ants: Creates a wall of ants that can be used to protect an area from intruders. The ants are harmless, but the sheer numbers and their ability to scurry quickly make them a formidable barrier. |
| 79 | Blinding Flash - A brilliant flash of light engulfs the target, temporarily blinding them and disorienting them for several minutes. The target must make a Constitution saving throw or be blinded until the end of their next turn. |
| 80 | Blink - The caster is able to teleport short distances, up to 30 feet, in an instant. The caster can also choose to take one other creature with them when they blink. |
| 81 | Shadow Chasm: This spell creates a rift in the shadows of an area, trapping any creatures inside and making them invulnerable to most forms of damage. The rift is difficult to see, but anyone who does manage to spot it must succeed on a DC 20 Intelligence (Arcana) check or be pulled into the chasm and become unable to escape until the caster dismisses the effect. |
| 82 | Mending of the Ages: This spell repairs any object that has been damaged, no matter how severe the damage may be. The object is restored to its original state, as if it had never been broken or damaged at all. |
| 83 | Time Distortion – Upon casting, this spell causes a localized distortion of time and space. All creatures, objects, and events in the area are affected by the distortion, causing them to move at different speeds relative to each other. The duration of the effect is determined by the caster. |
| 84 | Astral Jaunt: The caster can travel instantaneously to any location within the Astral Plane, bypassing any physical distance. The caster can only remain in the Astral Plane for a short duration, as determined by their level of power. |
| 85 | Wall of Smoke: This spell creates a wall of thick, obscuring smoke that blocks vision and makes it difficult for creatures to move through or target creatures on the other side. The wall lasts for up to 1 minute or until dispersed by strong winds. |
| 86 | Spell of the Silver Path: This spell creates a path of silver light that leads its target to safety, no matter how far away it may be. When cast, the caster can choose a destination for the path and mark it with a symbol or phrase known only to them. The path will remain active until the target reaches their destination, at which point it dissipates into nothingness. |
| 87 | Fateful Moment - This spell allows the caster to predict what will happen in the next few moments, allowing them to ready a powerful counter or take advantage of an opportunity. The caster can sense incoming danger and determine whether an attack is likely to succeed or fail, or if any other course of action might be beneficial. Additionally, they gain a brief insight into how their current actions could affect future events. |
| 88 | Astral Sequestration: This spell temporarily binds a target creature to an extraplanar space, preventing it from leaving for the duration of the spell. It is a powerful defensive measure that can be used to protect against powerful foes or keep dangerous creatures away from populated areas. |
| 89 | Bone Shriek: This spell infuses a target creature's bones with necrotic energy, causing them to vibrate and emit an ear-piercing shriek that deals 2d6 thunder damage and inflicts the target with the frightened condition for 1 minute. |
| 90 | Prismatic Spray: This spell sends out a wave of magical energy in a 60-foot cone, and each creature caught in the area must make a Dexterity saving throw. Those who fail take 8d6 points of damage, split equally between acid, cold, fire, lightning and thunder damage types. Those that succeed take half as much damage. |
| 91 | Astral Barrier: This arcane spell creates a wall of force that blocks all astral travel and teleportation within its area of effect, trapping creatures and objects on the material plane while allowing physical movement through it. It is incredibly difficult to dispel this barrier, requiring powerful magic or an incredible amount of time. |
| 92 | Earthen Needles: This spell creates a cluster of up to eight needle-like shards of rock that shoot out from the caster's hands towards one target. On impact, the needles cause piercing damage and immobilize the target until they can break free with a successful Strength check. |
| 93 | Bladestorm - Summons a swirling storm of blades that fly around the caster, attacking anyone nearby with slashing and piercing damage. |
| 94 | Ray of Hope: This spell creates a bright ray of healing energy that washes over the target, restoring 1d8 + caster level hit points and curing any non-magical diseases or poisons. Additionally, the target gains a +2 morale bonus to attack rolls, saving throws and skill checks for 10 minutes per caster level. |
| 95 | Wormhole: This spell creates a temporary portal between two points in space, allowing instantaneous travel over great distances. The caster can choose the origin and destination of the wormhole, but it will only remain open for a short period of time before collapsing on itself. |
| 96 | Wall of Darkness: This spell creates a wall of pure darkness in a 10-foot square area, blocking out any light from passing through it. Any creature within the area of effect must make a successful Dexterity saving throw or become blinded for 1 minute. The wall can be dispelled by sunlight or spells that specifically counter its effects. |
| 97 | Soulshift – This powerful spell allows the caster to switch souls with another willing creature, trading places and abilities while retaining their memories. |
| 98 | Banishment of the Unwanted: This spell allows the caster to forcibly remove an unwanted creature from their presence. The creature is transported to a random location within 100 miles of the caster, with no memory of how they got there. |
| 99 | Astral Projection – This powerful spell allows the caster to separate their astral body from their physical form, allowing them to explore other planes of existence and traverse long distances in a short amount of time. The projection lasts for an hour before returning the caster back to their physical body. |
| 100 | Wishful Thinking: When cast, this spell grants the caster a wish that is limited only by their imagination. Anything they can think of, within reason, will come true. The more powerful the wish, however, the more dangerous it may be to grant as it can have unforeseen consequences on both the caster and their environment. |