Tag: D&D

The Other Spellbook

This is a spellbook rewrite, where I am taking the spells from the D&D original booklets but rewriting them in order to make a different but similar spellbook of my own. I’ll update this post as I go, but here are the first 20/97.

Detect Magic

With focus, your eyes glaze over and you can see the auras of magic and their residue trails. The longer you focus, the older the trails you can see (for every 10 minutes, 1 day older residues become visible). Spell ends when focus is broken (through taking actions of your own or others against you).

Hold Portal

Target within eye sight is unable to be closed, effects doors (all sizes), windows, portals, and gates. Locks with keyholes are stuck. Pocket watches with doors are jammed open. Bags can’t be closed or cinched shut.

Read Magic

On examining the movements and spellcasting of another magic-user, the general effects of the spell cast are known. If not in duress, upon your next rest you can prepare the spell witnessed, the first time casting it will have a 50% chance of success. If the cast is successful, then the magic-user can cast it successfully as other spells. If the first cast is a failure, then the spell is forgotten and cannot be prepared again in this same manner.

Read Languages

Running your hand across a text, a commanding voice reads the text loudly in the most widely understood language of anyone within the room who could hear the voice.

Protection from Evil

Creatures and people who the caster consider “pure Evil” are unable to touch the target, with weapon, body, or magic. Lasts 1 day or until another spell is cast on the same target.


Creates a physical orb of light that illuminates a 10 ft. radius. An unlimited number may be created, each exists for 3 days or until dispelled. Each orb acts as if in zero-g.

Charm Person

Targets who are unaware of the caster are at a higher chance of treating the caster upon meeting in a friendly manner. Only lasts until the caster proves to not be worth the friendly demeanor.


All creatures capable of natural sleep within 25’ of the target area fall asleep within 2 minutes of the rituals completion.

Detect Invisible (Objects)

Non-living objects that are not visible to the naked eye become beacons of rotating light beams to the casters eye. These lighthouse beacons can go as far as 5 miles. Each light is a different color, color of light is based on the caster who made the object invisible.


Target starts to rise off the ground at a rate of 2 inches per minute even when standing still. Spell ends after 2 hours, or if target can be weighed down by a number of pounds additional equal to their own.

Phantasmal Forces

The caster summons 1d20 illusions of ghosts, specters, undead, or ghouls. These illusions act on the commands of the caster and appear real upon all scrutiny (except touch).

Locate Object

The caster imagines an object in as much detail as they wish. They know the direction from their position that the object is. If the object cannot be visualized from first hand looking at the object, then the spell will point the caster in the direction of the closest object that is similar. If no similar object can be found, then the spell points in a random direction.


The target of the spell, living, dead, or inanimate is made invisible. This spell lasts until the spell is broken by the caster, or the target of the spell touches a magical artifact, spell, or enchanted area. A caster cannot make more than 1 target invisible at once.

Wizard Lock

The caster conjures a magical padlock (size and weight determined by the caster), it glows and hums at a high pitch at a low volume. It can only be opened with the wand that the caster used to create it. Spell ends when the caster says so.

Detect Evil

Spell detects any individuals or objects that are enchanted with dark or chaos magic, or think of themselves as someone who has done “evil” actions. Range of the spell is 20 feet.


A spell that allows the caster to listen to all thoughts not shielded by magic within 200 feet at once. The closer the thinker is, the louder the thought sounds (screaming), and the farther the thinker away the quieter (soft whisper). Spell lasts 1 hour, and leaves the caster incapable of verbal communication for its duration.

Continual Light

This spell permanently alters the a 10 ft by 10 ft cube of space to be well lit by natural sunlight which comes from a flat circular hole on the cube’s “ceiling”. Spell lasts eternally unless dispelled.


The caster can create knocking noises in as many places on as many surfaces as desired within sight. The surfaces vibrate and quake with each knock, causing unsecured objects and persons to fall over. The spell ends when the caster takes damage or stops the spell.


The caster chooses a target and the target grows functioning wings. The caster chooses whether the wings are under control of either the caster or the target. The character with wings moves at 3x their normal speed, and the spell ends after 20 minutes times the number of turns spent casting the spell.

Hold Person

The caster chooses a target to hold/restrain that is within 60 feet, and an arcane hand is summoned. The hand reaches out of the caster and is made of arcane energy. The hand exists as long as it grapples/restrains a target, until it is dispelled one of the caster’s hands is clutching a small arcane energy figurine.