When you cast this spell, you gain 1 Contamination level. You shatter the delerium fragment in your hand into three glowing comet-like motes of magical force which you hurl at your foes. Each comet hits a creature of your choice that you can see within range. A comet deals 2d4 + your spellcasting ability modifier Force damage to its target and pushes it 10 feet away from you. The comets all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more comet for each slot level above 1st.
When you cast this spell, you gain 1 Contamination level. A creature of your choice that you can see within range regains Hit Points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell, the target can choose to gain a Contamination level as well. If it does, it instead regains Hit Points equal to 8d6 + your spellcasting ability modifier. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above 1st, or 4d6 if the target chooses to gain a Contamination level.
When you cast this spell, you gain one level of contamination. You draw chaotic magical power from the delerium fragment held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score, it takes 6d6 damage of the chosen type on a failed saving throw, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
When you cast this spell, you gain 1 Contamination level. You weave contaminated energy to temporarily imbue a creature within range with a beneficial mutation. Choose one of the following effects, the target gains that effect until the spell ends. Dizziness. The target can't take Reactions. Strength. The target has Advantage on Strength attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination level. If it does, its melee weapon attacks deal an additional 2d6 Necrotic damage for the spell's duration. Constitution. The target has Advantage on Constitution checks and saving throws. The target can choose to gain a Contamination level. If it does, it gains Resistance to Bludgeoning, Piercing, and Slashing damage for the spell's duration. Dexterity. The target has Advantage on Dexterity attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination level. If it does, its attacks with ranged and Finesse weapons score a Critical Hit on an 18-20 for the spell's duration. Intelligence. The target has Advantage on Intelligence ability checks and saving
throws, as well as spell attack rolls. The target can also choose to gain a Contamination level. If it does, for the duration of this spell, while the target is Concentrating on a spell it has cast, it's Concentration can't be broken as a result of taking damage. Wisdom. The target has Advantage on Wisdom ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination level. If it does, for the duration of this spell, it gains Blindsight to a range of 60 feet and can't be Surprised while it is conscious. Charisma. The target has Advantage on Charisma ability checks and saving throws, as well as spell attack rolls. In addition, the target can choose to gain a Contamination level. If it does, for the duration of this spell, when the target makes a Charisma (Persuasion) or Charisma (Deception) check, it can treat a d20 roll of 9 or lower as a 10. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional effect for every two slot levels above 2nd.
When you cast this spell, you gain one level of contamination. An arcing bolt of octarine lightning strikes a creature within range. If the target has one or more contamination levels, it is hit automatically. Otherwise, make a ranged spell attack against that creature. On a hit, the target takes 6d6 necrotic damage and gains one level of contamination. You can create a new bolt of lightning as your action on any turn until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each spell level above 2nd.
You apply alchemical fluids or holy water to a Contaminated Humanoid creature while reciting an exacting magical chant which expels eldritch contaminants from its body. When you finish casting the spell, all Contamination levels and mutations are removed from the creature. It then gains 1 level of Exhaustion for each Contamination level removed with this spell.
When you cast this spell, you gain one level of contamination. A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line's area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
When you cast this spell, you gain 1 Contamination level. When you cast this spell, you vanish from your current plane of existence and appear in the Space Between Worlds (avoiding the triggering damage). At the start of your next turn, you return to an unoccupied space of your choice within 30 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). While within the Space Between Worlds, you can see and hear the plane you originated from, which is cast as a roiling blur, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures in the Space Between Worlds. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
When you cast this spell, you gain 1 Contamination level. You weave an impossible sign from an inscrutable reality in the air inside a 30-foot Cube within range. It appears for only a moment before vanishing. Each creature in the area who sees the sign must make an Intelligence saving throw. On a failed saving throw, the creature becomes Blinded and Stunned for the spell's duration. On a successful saving throw, a creature is Blinded until the end of your next turn. The spell ends for a Stunned creature if it takes any damage, or if someone else uses an action to shake the creature out of its stupor. When the spell ends for a Stunned creature, it takes 3d6 Psychic damage.
When you cast this spell, you gain one level of contamination. You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes (10d6) psychic damage and becomes incapacitated until the end of their next turn. On a successful save, a target takes half as much damage and suffers none of the spell's other effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
By means of this spell, you transform a mutation gained from contamination. One of the target's existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly (see Appendix C of Dungeons of Drakkenheim).
When you cast this spell, you gain 1 Contamination level. This spell transforms a willing creature that you touch into a horrific monstrosity. The spell has no effect on a shapechanger or a creature with 0 Hit Points. The transformation lasts for the duration, or until the target drops to 0 Hit Points or dies. The new form can be an aberration with a Challenge Rating of 4 or lower. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen aberration. It retains its alignment and personality. The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 Hit Points, it isn't knocked Unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new
form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. In addition to a delerium fragment worth 100gp, you must provide either the heart or brain (or equivalent organ in the case of aberrations with a truly alien physiology) taken from a creature of the same type: the organ must either be recently harvested or magically preserved via Gentle Repose or similar magic. As part of casting the spell, you drive the delerium fragment into the organ, and both are consumed by the spell. The Game Master determines if an aberration's physiology makes its organs suitable for use with this spell.
When you cast this spell, you gain 1 Contamination level. You seize upon the flow of time around up to three creatures of your choice within range, drawing seconds from them to use them yourself. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target can't take Reactions. On its turn, it must choose to either move, take an action, or a Bonus Action: a target can do only one of the three. A creature affected by this spell can spend its action to try to pull back the threads of time. If it does, it can make another Wisdom saving throw. On a successful save, the effect ends for it. While at least one other creature is affected by this spell, you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Magic, Dash, Disengage, Hide, or Utilize action. If you use take the Magic action, that spell must be a cantrip with a casting time of one action.
When you cast this spell, you gain 1 Contamination level. You call forth a contaminated elemental to do your bidding. Choose air, earth, fire, or water. Eldritch energy conjures a contaminated elemental of the chosen type, which appears in an unoccupied space within range: either an animated sludge (water), entropic flame (fire), living haze (air), or walking geode (earth). Each uses the summoned delerium elemental stat block below, but gains different traits based on the chosen element used to conjure the elemental. The elemental disappears when it drops to 0 Hit Points or when the spell ends. The elemental is friendly to you and your companions for the duration of the spell. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys any verbal command you give it (no action required by you). If you don't give any commands, it attacks the closest hostile creature it can see, moving towards it by the most direct route. The elemental doesn't disappear if you lose Concentration on this spell. Instead, you lose control of the elemental, it
becomes hostile toward you and your companions, and it attacks you. An uncontrolled elemental can't be dismissed by you, and it remains until it is destroyed. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
When you cast this spell, you gain one level of contamination. You create a 20-foot-radius sphere of the Deep Haze on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw. On a failed saving throw, it suffers (8d6) necrotic damage and gains one level of contamination. On a successful save, the creature takes half as much damage and does not gain any contamination levels. Creatures are affected even if they hold their breath or don't need to breathe.
When you cast this spell, you gain 1 Contamination level. You create two Large hands of shimmering, octarine force in an unoccupied space that you can see within range. The hands last for the spell's duration. Both hands move at your command, mimicking the movements of your own hands. Each hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If one or both of the hands drop to 0 Hit Points, the spell ends. Each hand has a Strength of 26 (+8) and a Dexterity of 10 (+0) and occupies its space. When you cast the spell, and as an action on your subsequent turns, you can move the hands up to 60 feet and then cause one of the following effects with each. Both hands can perform the same action, or different ones. The two hands must move to remain within 30 feet of each other. Arcane Slam. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d12 Necrotic damage. If you direct both hands to attack the same target, they gain Advantage on the attack roll. Forceful Throw.
The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have Advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. If both hands are used against the same target, you can throw them ten times your spellcasting ability modifier, and gain Advantage on the check against a Large or smaller target. Eldritch Grip. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have Advantage on the check. If both the hands are used against the same target, they can grapple a creature regardless of its size, and you have Advantage on the grapple check against a Large or smaller target. Contaminated Crush. You can have a hand crush a target it is grappling. When
you do so, the target takes Bludgeoning damage equal to 2d12 + your spellcasting ability modifier. In addition, the target must make a Constitution saving throw or gain 1 Contamination level. If both the hands are grappling the same target, you can have them rip the grappled target limb from limb. They deal an extra 4d12 necrotic damage. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the damage from the arcane slam and contaminated crush options increases by 2d12 and the damage from the eldritch grip increases by 2d6 for each slot level above 5th.
You negate contaminated magical energies in a 10-foot Emanation. Creatures in the Emanation (including you) can't gain Contamination levels and have Immunity to Necrotic damage. Contaminated spells can't be cast by creatures in the area. Researching the Spell: A character who can cast 5th level spells, knows the Purge Contamination spell, and has created at least 1 dose of Aqua Expurgo may research neutralizing field.
When you cast this spell, you gain one level of contamination. An octarine ray springs from your pointing finger to a creature that you can see within range. The target must succeed on a Constitution saving throw. On a failed save, a creature takes 16d6 necrotic damage and gains 1d4 levels of contamination. On a successful save, a target takes half as much damage and does not gain any contamination levels. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
This demanding spell transfers contamination from one creature to another. When you cast this spell, you must first touch either a willing humanoid creature with one or more levels of contamination, or a former humanoid creature whose current form is the result of a monstrous transformation. You then touch a different willing humanoid creature. If both creatures touched were willing humanoid creatures, you remove all contamination levels and mutations from the first creature, then the second creature you touch gains a number of contamination levels equal to the number of levels removed from the first creature. If the first creature you touch is a former humanoid who suffered a monstrous contamination, and the second creature is a willing humanoid creature with a character level or challenge rating equal to or higher than the challenge rating of the transformed creature, you restore the fully contaminated creature to its original form, then the humanoid creature immediately undergoes a monstrous transformation as if it
had gained six contamination levels. The second creature touched cannot prevent or negate these contamination levels or an ensuing transformation in any way, or else the spell fails with no effect.
When you cast this spell, you gain 1 Contamination level. You create an arcing bolt of eldritch lightning that strikes a target of your choice that you can see within range. Multiple bolts then leap from that target to up to five other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d12 Lightning damage on a failed save, or half as much damage on a successful one. In addition, a target which fails the saving throw gains 1 Contamination level.
Until the spell ends, one willing creature you touch is Immune to Necrotic damage and cannot gain Contamination levels. The affected creature may rest normally within the Haze. This spell ends immediately if the creature casts a contaminated spell. Researching the Spell: A character who can cast 7th level spells, knows the Neutralizing Field spell, and who has visited the Delerium Heart can research contamination immunity.
When you cast this spell, you gain one level of contamination. Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a d8 to determine which colour ray affects it. d8Octarine Spray Effect1The target takes 20d6 psychic damage on a failed save, or half as much damage on a success.2The target takes 20d6 necrotic damage on a failed save, or half as much damage on a success.3The target takes 20d6 force damage on a failed save, or half as much damage on a success.4The target takes 20d6 radiant damage on a failed save, or half as much damage on a success.5The target takes 20d6 thunder damage on a failed save, or half as much damage on a success.6At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no
creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.7At the start of each of its turns, the affected target gains one level of contamination. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any contamination levels gained remain.8Special. The target is struck by an additional ray. Roll again twice. There's no limit to how many additional rays can strike a single creature in this manner.
When you cast this spell, you gain 1 Contamination level. You create a sword-shaped plane of contaminated energy that hovers within range. It lasts for the duration or until you cast this spell again. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 4d10 Force damage, and the target must make a Constitution saving throw. On a failed save, the target takes an additional 4d6 Necrotic damage and gains 1 Contamination level. Until the spell ends, you can use a Bonus Action on each of your turns to move the sword up to 30 feet to a spot you can see and repeat this attack against the same target or a different one. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 8th level or higher, the Force damage increases by 1d10 and the Necrotic damage increases by 1d6 for each slot level above 7th.
When you cast this spell, you gain 1 Contamination level. This spell allows you to control gravity in a 100-foot Cube centered on a point within range. When you cast this spell and at the start of each of your turns for the spell's duration, you decide which direction gravity pulls within the area. All creatures and objects that aren't somehow anchored to the ground in the area fall in the direction you choose until they reach the edge of the area. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the edge of the area without striking anything, it remains there, oscillating slightly, for the duration. Alternatively, you can decide to prevent gravity from acting within the area. When you do, creatures within the area levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall or a
ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly. At the end of the duration, affected objects and creatures fall back down.
When you cast this spell, you gain 1 Contamination level. You banish a creature that you can see within range into the Space Between Worlds. Upon this roiling plane of chaotic potential, the target wanders incomprehensible vistas searching for a way back via strange and absurd exits. The target remains there for the duration or until it escapes. The target can use its action to attempt to escape. When it does so, it makes an Intelligence check against your spell save DC. If it succeeds, it escapes, and the spell ends. On a failed check, the target takes 4d6 Psychic damage. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. Time passes differently for the target within the Space Between Worlds, and it perceives its time spent there as having lasted hundreds or perhaps thousands of years, even if it was only gone for rounds or minutes in the mortal world. A creature which dies in the Space Between Worlds does not return.
When you cast this spell, you gain one level of contamination. You draw unrestrained arcane magic from the delerium shard you hold in your hand. Until the spell ends, you gain the following benefits: When you cast a spell that deals acid, fire, cold, lightning, or poison damage, you can change the damage type to force, necrotic, psychic, or radiant damage.Once per turn when you deal damage with a spell, you can deal an extra 1d12 necrotic damage for each contamination level you have gained to one target of that spell.When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to gain one level of contamination. If you do, one target of the spell has disadvantage on its first saving throw made against that spell.This spell can't be dispelled by dispel magic.
When you cast this spell, you gain 1 Contamination level. You call down eldritch falling stars that crash into the earth at four points you can see within range. Each creature within a 40-foot-radius Sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 Radiant damage, 10d6 Necrotic damage, 10d6 Thunder damage, 10d6 Psychic damage, and 10d6 Force damage on a failed saving throw, or half as much damage on a successful one. A creature in the area of more than one burst is affected only once. The falling stars leave lasting contamination in the areas they affect, which lasts for one hour. A creature that starts its turn within the affected area must make a Constitution saving throw. On a failed saving throw, the creature takes 5d6 Necrotic damage and gains 1 Contamination level. It takes half as much damage and does not gain any Contamination levels on a successful save. A creature reduced to 0 Hit Points by this damage immediately undergoes a Monstrous Transformation as if they had gained 6
Contamination levels. The spell damages structures and objects in the area that aren't being worn or carried.
This spell may only be cast in an area covered by the Deep Haze. You perform a holy ceremony involving up to 12 faithful and willing humanoid creatures that ends when each participating creature drives a delerium shard into their chest. Those creatures become sanctified (see the Followers of the Falling Fire dossier in chapter 3 of Dungeons of Drakkenheim). When you finish casting this spell, a hostile shadow appears and attacks each participant, as a manifestation of that character's inner darkness. The GM may determine that a character who carries great anger, fear, or hate in their heart causes a wraith to manifest instead.