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- Godspells: Written Spells, Spoken Spells and Spell Enhancers by William Alexander Oribello
- God Spells : Written Spells, Spoken Spells and Spell Enchancers
Active Spellbook. No spellbooks available Plain Style Fancy Style. Go to the "spells" tab and click or tap the yellow circle beside the name of the spell you want to add to or remove from the active spellbook. On the "books" tab, select a spellbook and a printing style, then press "Print Version" to open a new window with your spellbook in it for printing.
If this option is not enabled, it's probably because the spellbook you selected is empty. On the "books" tab, select a spellbook, then press "Live Version" to open a new window with your live spellbook in it. Then set up your spell slots, and prepare and cast spells. Bogsy's Magical Scrolls is free for you, but not for me. It took a little bit of my money and a lot of my time to set it up. And I'm committed to maintaining it and adding new features. There are no ads and no fees to use the site. So if you like my work and find it useful, why not leave me a little tip? This spell is not covered by the Open Game License.
See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. Choose a door, a window, or an area within range that is no larger than a foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area.
When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change.
You also don't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. You grow claws, fangs, spines,horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target.
A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point 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 unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment. Components: V, S, M a drop of blood, a piece of flesh, and a pinch of bone dust. Choose a pile of bones or a corpse of a Medium or Small humanoid within range.
Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse the DM has the creature's game statistics. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Choose up to ten nonmagical objects within range that are not being worn or carried.
Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within feet of you if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance.
When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
A shimmering barrier extends out from you in a foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. This area is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the spere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Spells and other magical effects, such as magic missle and charm person, that target a creature or an object in the sphere have no effect on that target. The area of another spell or magical effect, such as fireball, can't extend into the sphere.
If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
The properties and powers of magic items are suppressed in the sphere. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere , the magic of the item ceases to be supressed as soon as it exits.
Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere. A creature or object summoned or created by magic temporarily winks out of existence in the sphere.
Such a creature instantly reappears once the space the creature occupied is no longer withinthe sphere. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other. Components: V, S, M either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a foot cube.
Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened.
The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't seethe target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it.
When such a creature can see the target or comes within 60 feet o fit,the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical.
In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction.
There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by Components: V, S, M for each creature you affect with this spell, you must provide one jacinth worth at least 1, gp and one ornately carved bar of silver worth at least gp, all of which the spell consumes.
You and up to eight willing creatures within range project your astral bodies into the Astral Plane the spell fails and the casting is wasted if you are already on that plane. The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut something that can happen only when an effect specifically states that it does your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it.
When the spell ends,the affected creature returns to its physical body,and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature.
If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. Components: V, S, M specially marked sticks, bones, or similar tokens worth at least 25 gp.
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. Components: V, S, M an agate worth at least 1, gp, which the spell consumes. After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant.
The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of The target also gains the ability to speak one language you know.
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If the target is a plant, it gains the ability to move its limbs, roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. Up to three creatures of your choice that you can see within range must make Charisma saving throws.
Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When you cast this spell using a spell slot of 2nd level or higher, you can target one aditional creature for each slot level above 1st.
You attempt to send one creature that you can see within range to another plane of existence.
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The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane.
If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. You touch a willing creature. Until the spellends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
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This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:.
While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. If it fails, it wastes its action that turn doing nothing. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range.
The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. 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 4d8 force damage.source site
Rolemaster Spell Law. 5 problematic spell lists. - The Rolemaster Blog
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. 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. While the hand is grappling the target, you can use a bonus action to have the hand crush it. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score.
Godspells: Written Spells, Spoken Spells and Spell Enhancers by William Alexander Oribello
If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration.
You can make a straight wall up to feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw.
On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw.
The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns.
On a successful save, it is no longer blinded. You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened your choice for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Etheral Plane the spell fails and the casting is wasted if you were already on that plane. At the start of you next turn, and when the spell ends if you are on the Etheral Plane, you return to an unoccupied space of your choice that you can see within 10 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 that one space is equally near.
You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so. Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you.
An attacker is immune to this effect if it doesnt rely on sight, as with blindsight, or can see through illusions, as with truesight. The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike.
The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a foot radius, centered on a point you can see feet directly above you.
The spell fails if you can't see a point in the air where the storm cloud could appear for example, if you are in a room that can't accommodate the cloud. When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw.
A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Each humanoid in a foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. Components: V, S, M a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins. You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three 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 10d8 lightning damage on a failed save, or half as much on a successful one. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. The creatures must be within 30 feet of each other when you target them. Make a ranged spell attack against the creature to assail it with the chill of the grave.
On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8. Components: V, S, M the powder of a crushed black pearl worth at least gp. A sphere of negative energy ripples out in a foot-radius sphere from a point within range.
Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. W hen you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Components: V, S, M a focus worth at least gp, either a jeweled horn for hearing or a glass eye for seeing. You create an invisible sensor within range in a location familiar to you a place you have visited or seen before or in an obvious location that is unfamiliar to you such as behind a door, around a corner, or in a grove of trees.
The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor such as a creature benefitting from see invisibility or truesight sees a luminous, intangible orb about the size of your fist.
When the entire form is firmly planted in his mind reels of red tape around his right index finger and placed on the third eye, the point on the forehead between the eyes on five counts, then in his heart five counts. While retaining a vivid picture of her lover to your mind, exhale as you place your forefinger on the forehead and inhale as you put on the heart. At each end, focus on the brand of tape with the image of his lover. Repeat this process of breathing seven times. When you begin to unroll the tape on your finger, repeat the following words: his image is engraved in my mind, every detail has its place, and I ask you now to think of me, my body, my soul, and my face.
The charm of love is complete. Take your red ribbon is cut into sections and place one piece in each region to spend time in at your workplace, your car, your bathroom, kitchen, den, and of course below the 'pillow! On Fridays bring flowers of rosemary, bay leaf, thyme, marjoram, each handle A. Dried and ground into a fine powder. Then take a teaspoon of each and mix. Then, take double the quantity of barley flower and make everything into a cake with the milk of a red heifer. This cake should not be cooked. Wrap in paper writing clean and put under his head on a Friday evening when he retires to his bed.
Sprinkle your pillow with a few drops of pure pheromones rights. If a person dreams of music that was soon to marry whomever they please. If a person dreams of fire then the love will be contaminated and will not marry whomever they please. For this to work, the paper must be completely empty. Place the paper into the tube and near the ends of a pair of pliers. You will need: 1 mirror, no more, other than the compact 2 candles of any color, pink is a good option as it brings friendship and romance from 3 to himself in a comfortable place to spend time, and fire in a safe place, the mirror with a candle on each side.
Turn down or off, any artificial light. Now, seated before the mirror, look at your reflection. Sit comfortably and relaxed. Notice to all its qualities Focus on them Then say aloud how wonderful this feature eye, for example. Note their shape and color, speak loudly Do it with all its best elements Smile to yourself how wonderful you say State of all the positive aspects of his personality, his humor, his willingness to help others, and so, on behalf of all the features of beauty, that make you special Speak loud and confidently It can be as simple as that! Now comes the hardest part Hopefully, with practice, and things up, it will be easier to do!
Saying these words, or what you need! I'm pretty or beautiful on the outside, I'm beautiful, and I am in special for me, that love happens! Negative thoughts, they fade now throwing them away negative feelings is banished, to let me shine the love! Repeat at least 5 times per session.
And do at least once a day, you may reuse the candles, but please do not inflate! It is an insult to the air and fire elements. Use a snuffer or wet your fingers and pinch. As they get used to this spell, you can repeat those words or words that you have chosen spells are great, they are made by personal Perhaps, in time, and with practice it must change, or maybe you want to do this right away Or, not quite Whatever you prefer, make an interesting charm to use, simply find a chain with a pendant that suits you, and cover over the ice while your fate, if any wear or visible to you Make your fate.
The charm of more strength and continue to work the charm. I have a picture of it about your fate or his name written on a piece of paper burning incense Da mien grass, dragon's blood, or true amber. Light a red candle as an offering. Calm down, focus. Then, the edge: the goddess Ishtar, at my request, the goddess Aphrodite, hear my prayer to open the floodgates of desire in women who conspires my heart, you do feel the heat, oh God, my body warm and soft.
Burn the paper with his name or picture, the torch lights the red candle. Draw the trace of a lip lipstick on a piece of white paper. Then light a red candle and burn the paper in the flames of this sort of sailing and singing, "Kiss me when we meet, kiss me say the full name of the person greets me with your lips and say that 'I missed it.
But most of all love me like a lover should do. Magic love kisses, kiss me sweet and I always be our love will last forever as you kiss me now. Pour a little wine in the glasses. Each person begins to heat her cup of wine over a candle. Add a pinch of cinnamon. Shake the bowl to mix cinnamon while finishing the warming.
Each person breathes in the two containers. Then recite the following toast: "May the union of man and woman and happiness to both. The spell is done. Do what comes naturally. An important element to achieve love is charisma. Mutter N, disrupt, or between the teeth. The trust is controlled subconsciously by potential partners. Be aware of your own nervousness. Try to feel like a wall between you and the person you want to attract. They are uncomfortable, and then banish the feeling of relaxation in a comfortable atmosphere.
Tell yourself that you will enjoy wherever you are and lose that sense of urgency. People who see you in a relaxed atmosphere you want to be, because he will think of some way to relax too. One way to help someone to relax is to refrain from any statements, expectations, and innuendo.
Never flood someone with his knowledge. Just accept what they are and save your judgments and advice for you. Listen and love. Finally, begin to spend more time brushing and grooming him. Image does matter. Eat better, exercise more, and read something. Take time to iron clothes. The three most attractive qualities of a person are: confidence, cleanliness, and a constitution very healthy Forget the shape of your body and face.
If you have the three qualities above, you can attract anyone. Give him no peace of mind until he comes to me. Light orange is a candle in his left hand and say the words: "My desire is as strong as the cry of the crow send my magic in the air I ask you to answer my request, I met with the boy for me so be it! Snuff out the candle, not blowing. To enhance sexual attraction, cast this spell when the crescent moon.
Become an Aphrodite fascinated by the thoughts of erotic love and the place of this symbol on your side, and light a pink or green candle in honor of the beautiful goddess, saying: "Scenarios, Astarte, inept, Ishtar, their power may be aggravated I've been in this league.
God Spells : Written Spells, Spoken Spells and Spell Enchancers
Imagine the old impulse to procreate merger and summarized in the thigh, extending its will upon him irresistible. Now they say: "Only choose to levy this charm. Concentrate until you feel its charm. Set your magnetism with a confident smile. Ingredients: 2 red candles long stem red rose, a piece of parchment paper, pen and red ink or red pen Some objects, photos and other elements that make you think of an ideal partner. These may be a known person, a person's history or his own past, a hero of the film.
These elements should not be a person, but a number of different individuals. Perform this spell on a Friday evening in the evening of places, the goddess of love-cycle of the new moon. Light the incense and candles. Breathe the scent of the rose and think about the ideal love in your life. Listen to the sounds, be aware of different sensations in your body Feel the relaxation move through you. Think about what aspects of those pictures you like best.
Perhaps the film idol represents their ideal physical, perhaps there is a character in a novel or a film whose qualities you admire, or friend whose courage, honesty, intellectual or physical skill that you would see in a potential mate. Be specific about what he wants. Think about the images of his ideal love and write them on parchment paper in red ink. Now, wrap the paper around the pink and tie with string or ribbon. Now, parchment rose crib wrapped both hands and think about the love of your life entering the field and the return of their passionate feelings.
Admire the flame of the candle and visualize yourself in the passionate love and happiness. Now bury the parchment wrapped rose in the soil to grow metaphorically. Invoke a goddess of love to bless your spell. Items: a box decorated as yourself a red candle, candle black, and glue. Time: from a ritual of the new moon from a search for "love" to place objects in the box.
Collect nine objects. Send your love energy. Place your articles and photos on your altar. Light the candles in red and black. Collect all the objects in his left hand and think and feel the excitement that you have ever felt while in love. Follow the guide to sense the position of each object. Keep the box in a magical place in your home. From time to time, open the box back and let the objects of the energy inside you to flow through. Zone of Truth : Subjects within range cannot lie. Aggravate Affliction : Force ongoing afflictions to trigger.
Agonize : Pain encourages an outsider to obey you. Agonizing Rebuke R : Force your attacker to suffer mental pain when harming you. Air Breathing : Allow creatures to breathe air. Align Weapon, Communal : As align weapon , but you can divide the duration among weapons touched. Animate Dead M Y : Creates undead skeletons and zombies. Aura of Cannibalism : Sap the strength of those around you. Aura of Inviolate Ownership : Ward your attended items against theft. Aura Sight : Alignment auras become visible to you. Badger's Ferocity : Weapons are keen while you concentrate. Beacon of Luck R : Send out a burst of luck to allies around you.
Bestow Insight R : Grant the target a bonus on a skill check and consider them trained. Black Sword of War R : Enchant a weapon to deal extra bleed damage. Bleed Glory : Increase the cost to use mythic power. Blood Biography : Learn about a creature with its blood. Blood Rage : Inspire a number of creatures into a rage, increaing their strength but lowering their AC. Blot : Destroy all writing within an area. Bone Flense : Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened Calculated Luck : Use the Path of Numbers to boost your combat preparedness.
Catatonia : Make a willing target appear to be dead. Chain of Perdition : Creates a floating chain of force. Champion's Bout R : Prevent others from interfering in a duel. Channel Vigor R : Focus your energy into a specific part of your body, giving you various enhancements.
Charitable Impulse : Compel a creature to aid others rather than use violence. Contagion Y : Infects subject with chosen disease. Contagious Zeal : Grant bonuses and temporary hit points that spread from creature to creature. Contest of Skill : Cause two creatures to automatically fail to confirm critical hits Continual Flame M : Makes a permanent, heatless light. Control Vermin : Control a number of vermin for you and your allies to ride. Create Soul Gem F : Draw a recently dead creature's soul into a gem. Curse of Befouled Fortune R : Target can't gain the benefit of any luck ability. Cursed Treasure : Target object curses the next creature to touch it Daggermark's Exchange : Transmute one poison into another of equal or lesser value Damnation : Punish creatures for evil spells they know or that affect them Dark-Light : Create a dazzling light that only affects those without light sensitivity.
Daybreak Arrow Y : Targeted ammunition exudes radiant energy. Daylight Y : ft. Deadly Juggernaut : Your might increases with every kill you make. Deeper Darkness : Object sheds supernatural shadow in ft. Delay Poison, Communal : As delay poison , but you may divide the duration among creatures touched.
Detect Anxieties : Learn what makes a creautre anxious. Detect Desires : Learn what a creatures desire. Detoxify : Remove a creature's ability to posion others Discharge : Dissipate the charges from a technical object or hamper a creature with the robot subtype. Discovery Torch : Object touched emanates bright light, granting Perception and Sense Motive bonuses. Dispel Magic Y : Cancels one magical spell or effect. Disrupt Silence : Disrupt all silence effects in an area.
Draconic Malice : Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells. Dragon Turtle Shell : Treat the natural attack damage of a creature attacking you as five sizes smaller. Elemental Speech : Enables you to speak to elementals and some creatures. Enter Image : Transfers your consciousness to an object bearing your likeness. Fair is Foul : Curse someone with a disfiguring or painful mutation. Final Sacrifice : Cause a summoned creature to explode. Flesh Puppet M : Control a zombie in human guise. Free Spirit : Gain the effects of freedom of movement , but also become drunk Free Swim : As freedom of movement , but only allowing a creature to move freely underwater Frosthammer R : Hurl a warhammer of magically hardened ice at your target.
Glyph of Warding M Y : Inscription harms those who pass it. Healing Leak : Touched target only gains and grants half the benefits from magical healing Helping Hand : Ghostly hand leads subject to you. Hide from Undead, Greater : As per hide from undead , but doesn't automatically end due to combat actions Holy Javelin : Deal ongoing damage to evil creatures and apply penalties Homeward Bound : Return a creature to its home plane Horrifying Visage : Cause creatures to gain a phobia Hydrophobia : Make targets become deathly afraid of water.
Invisibility Purge : Dispels invisibility within 5 ft. Iron Stake : Hurl a spike of cold iron at a foe Irradiate : Flood an area with dangerous radiation. Irregular Size : Creature's limb shrivels Kalistocrat's Nightmare : Any coin a creature touches turns into a copper piece Ki Leech : Add to your ki pool when you critically hit.
Life Current : Infuse a current with positive energy, healing all living creatures within Life Shield : Ward yourself with positive energy so any attacking undead take damage. Light of Iomedae : Illuminate all undead creatures in the area and make them more vulnerable to positive energy. Lightning Lash : Create a cackling lash of unholy lightning. Locate Object : Senses direction toward object specific or type. Lover's Vengeance M : Inspire yourself or a lover into a rage against someone who wronged you.
Magic Circle against Chaos : As protection spells , but ft. Magic Circle against Evil : As protection spells , but ft. Magic Circle against Good : As protection spells , but ft. Magic Circle against Law : As protection spells , but ft. Mantle of Calm : Neutralize the rage effects of those who have attacked you. Martyr's Last Blessing R : Burst with healing energy when you are dying or killed. Mathematical Curse : Use the Path of Numbers to place a mathematical curse on someone.
Meld into Stone : You and your gear merge with stone. Mind Maze : Target must act as though they are wandering through a maze. Moonrise Arrow : Imbue ammunition with damaging silver light Nap Stack M : Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. Numerological Resistance : Use the Path of Numbers to grant your allies resilience in the face of elemental dangers. Oath of Justice R T : Seal an oath between two creatures. Obscure Object : Masks object against scrying. Pack Empathy : Create an empathic bond with allies.
Plant Voice : Grant a plant creature the ability to speak, hear, and understand you. Pressure Adaptation : Target acclimates to pressure changes more quickly Project Weakness R : Curse the target with the weaknesses of your vampirism. Raging Rubble R : Animate an area of rocks to create a dangerous, rolling area of debris. Reaper's Coterie : Target weapon gains bonus damage for defeating enemies. Recharge M : Restore charges to a technological item.
Remove Curse : Frees object or person from curse. Remove Disease : Cures all diseases affecting subject. Resist Energy, Communal : As resist energy , but you may divide the duration among creatures touched. Restore Mythic Power : Transfer some of your mythic essence to another creature. Returning Weapon, Communal : As returning weapon , but you may divide the duration among weapons touched. Reveal Mirage : Discern illusory terrain from range.
Revelation : Gain great insight into the inner workings of a puzzle, device, or trap. Righteous Condemnation : Chaotic, neutral, or evil spellcasters who target you with a spell take a -4 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks Riversight : See events transpiring along a natural watercourse you touch. Sacred Bond F Y : Cast touch healing spells from a distance. Sadomasochism R : Take more damage from opponents, but force them to become demoralized.
Sand Whirlwind : Create a whirling cloud of sand around someone, making it harder for them to speak. Sands of Time Y : Target temporarily ages. Sebaceous Twin R : Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host. Shadowmind : Force a target to see more darkness around them. Share Glory : Imbue targets with a fraction of your mythic nature. Share Language, Communal : As share language , but you may divide the duration among creatures touched. Shared Training : Share your teamwork feats with allies Sharesister : Take a negative level to grant another creature of the same gender a bonus on their casting ability.
Shield of Darkness : Shield yourself with darkness, granting yourself total concealment. Shield of Wings R : Five burning wings grant you flight and protect you from fire. Silverlight : Create a bright silver light that is harmful to those vulnerable to silver. Skeleton Crew : Turn corpses into obedient skeleton crew. Sky Swim R : Allow the target to swim through the air. End bond to send a message as Sending Spotlight : Create a mobile area of bright light while also suppressing light surrounding it.
Steal Years : Temporarily steal youth and vitality from the target. Stone Shape Y : Sculpts stone into any shape. Storm of Blades : Create swords and propel them towards your target. Summon Ancestral Guardian : Conjure your ancestors' spirits to help you in combat. Summon Monster 3 : Summons extraplanar creature to fight for you. Summon Totem Creature Shoanti : Summon animals sacred to your tribe. Symbol of Exsanguination M : Triggered rune causes nearby creatures to bleed. Symbol of Healing M : Triggered rune heals living creatures.
Teratoid Caress : Imbue a creature with disfiguring abyssal energy, harming them when they use celestial or healing magic Titanic Anchoring : Become grounded and nearly immovable. Transfer Regeneration : Bestow your regeneration on your allies. Trial by Fire : Test a creature's purity of convictions by exposing it to a sheet of divine fire.
Trial of Fire and Acid : Cover the target creature in burning acid. Unspoken Name : Learn when a nearby creature refers to you with a particular name or title Vampiric Hunger : Grant a target the fangs and hunger of a vampire. Vision of Hell : Illusory hellscape makes creatures shaken. Voluminous Vocabulary : Grant ability to speak, read, and write one or more languages for 8 hours. Wall of Split Illumination : Create a wall of illumination, darkness on one side, light on the other. Water Breathing : Subjects can breathe underwater.
Water Walk : Subject treads on water as if solid. Waters of Lamashtu M Y : Create a poison which looks like clean and pure water. Wind Wall : Deflects arrows, smaller creatures, and gases. Air Walk : Subject treads on air as if solid climb or descend at degree angle. Alter River : Alter the flow of water in a natural freshwater channel. Ancestral Gift : Summon an ancestor to bring you a ghostly, magical weapon. Anti-Incorporeal Shell : Incorporeal creatures stay 10 ft. Ardor's Onslaught : The power of conviction assaults neutral foes Aura of Doom : Creatures in your aura become shaken.
Bereave : Affected creatures don't count as allies for any purpose Bestow Planar Infusion II : Grants the target the benefits of an improved planar infusino Bit of Luck R : Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success Black Spot : Inflict a specific and feared pirate curse onto your target.
Blade of Light : Imbue a weapon with sunlight, making it bane to the undead Blessing of Fervor Y : Gives allies a choice of benefits. Bloatbomb : Kill a weak creature and turn its corpse into an explosive trap. Blood Crow Strike Y : Unarmed strikes create crows that deal fire and negative energy damage. Brightest Light : As daylight , but lasts longer and can dispel darkness effects Burst with Light : Fill the target with powerful and damaging light. Celestial Healing, Greater : As celestial healing , except target gains a stronger aura and fast healing 4 instead of 1.
Charon's Dispensation : Protection from the River Styx. Concealed Breath : Hold breath without negative effects Conditional Curse : Bestow a curse that is difficult to remove without fulfilling the condition. Control Summoned Creature : Direct a summoned monster as if you had summoned it. Control Water : Raises or lowers bodies of water. Create Drug : Conjure a drug. Crimson Breath : Spit poison at a creature Crusader's Edge Y : Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Curse of Unexpected Death R : Curse a creature with a chance of instant and unexpected death. Deadman's Contingency F : Set one of a list of contingencies for your demise. Death Knell Aura : Create an aura that feeds on the souls of those who die within it. Death Ward : Grants bonuses against death spells and negative energy. Deathless Y : Prevent death from hit point damage so long as this spell persists. Debilitating Portent : Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell Devil Snare M : Create an invisible circle to trap outsiders.
Dimensional Anchor : Bars extradimensional movement. Discern Lies : Reveals deliberate falsehoods. Dismissal : Forces a creature to return to native plane. Divination M : Provides useful advice for specific proposed actions. Enchantment Foil : Trick opponents who try to cast enchantments on you.
False Future M : Cause divinations of the future to reveal the result you choose. Flesh Puppet Horde M : Control multiple zombies in human guise. Fleshworm Infestation : Worms deal hp and Dex damage. Forceful Strike : Strike a creature with great force, dealing extra damage and knocking it back. Freedom of Movement : Subject moves normally despite impediments to restrict movement.
Frigid Souls : Disrupt and dispel spells that protect against cold Frosty Aura : Gain the cold subtype or enhance an already existing subtype. Giant Vermin Y : Turns centipedes, scorpions, or spiders into giant vermin. Gift of the Deep : Grant a sahuagin unique powers like mutants. Gilded Whispers M : Use a single coin as a conduit for eavesdropping. Glimpse of Truth M : Gain true seeing for 1 round. Globe of Tranquil Water : Create a bubble to block out all natural and magical precipitation within an area. Guardian of Faith : Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature.
Hallucinogenic Smoke : Exhale a cone of smoke which disorients those caught inside. It has a side effect of improving the effects of augury when cast within. Healing Flames : Holy flames damage evil creatures and heal good creatures Healing Warmth R : Gain protection from fire, use absorbed energy to heal others. Heavy Water : Make water heavier and harder to swim through. Hunger for Flesh : Give a creature a bite attack and a hunger for its own kind's flesh.
Imbue with Spell Ability : Transfer spells to subject. Infernal Healing, Greater : As infernal healing, except using fast healing 4. Infuse Effigy : Infuse an effigy with a powerful curse. Instant Restoration : Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points. Iron Spine : Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron Janni's Jaunt : As plane shift , but only works on willing creatures and only transports to the Inner Planes Magic Circle Against Technology : Protects those in an area with protection from technology , and other effects that suppress or resist technology.
Majestic Image : As enter image , but also gain bonuses on social skills while in the image. Malediction : Banish a soul to Hell if it dies within the next minute. Mark of the Reptile God : Mark a creature with an acidic curse. Master's Escape : Create a link between you and a summoned creature, allowing you to switch places. Nature's Ravages : Speed up the decomposition of a corpse. Neutralize Poison : Immunizes subject against poison, detoxifies venom in or on subject.
Path of Glory, Greater : Create an expanding glow that heals allies within it of 5 hp of damage. Persistent Vigor : Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons. Plague Carrier : Target's attacks carry filth fever. Planar Adaptation : Resist harmful effects of other plane. Planetary Adaptation : As planar adaptation , but only on different worlds of the Material Plane.
Positive Pulse, Greater : A large pulse of positive enrgy damages undead and bolsters living creatures Probe History R : Find answers to Knowledge questions by looking at alternate realities. Protection from Energy, Communal : As protection from energy , but you may divide the duration among creatures touched. Purify Body : Heal a creature and remove its physical impairments Quieting Weapons : Weapons make no sound and quiet their victims.
Rags to Riches : Enhance an object to function as if it were masterwork quality. Red Hand of the Killer : Stain the hand of a creature's killer red. Remove Radioactivity : Remove radiation effects from a target. Repel Vermin : Insects, spiders, and other vermin stay 10 ft. Rest Eternal : Dead creature cannot be revived. Restoration M : Restores level and ability score drains. Revenant Armor : Grant a suit of armor limited animation when its wearer falls unconcious or is killed Ride The Waves : Target can breathe water and swim. Rigor Mortis : Painfully swell a targets joints.
Sacrifice : Make a sacrifice to aid conjuring and commanding a planar creature. Sending Y : Delivers short message anywhere, instantly. Shadow Barbs : Create a vicious spiked chain enshrouded in shadow.