Dungeons of Drakkenheims Spell list (17/14)

Delerium Orb(1)
120 feet
a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

You draw chaotic magical power from the delerium chip 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.

Using a Higher-Level Spell SlotWhen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

Warp Bolt(2)
1 minute
(concentration)
60 feet
a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

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.

Using a Higher-Level Spell SlotWhen 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.

Ride the Rifts(3)
a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

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.

Using a Higher-Level Spell SlotWhen you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.

Purge Contamination(3)
100 gp of alchemical fluids or holy water, which the spell consumes

You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target’s body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of Exhaustion for each contamination level removed with this spell.

Purge Contamination(3)
100 gp of alchemical fluids or holy water, which the spell consumes

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.

Delerium Blast(4)
150 feet
a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

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.

Using a Higher-Level Spell SlotWhen you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Forced Evolution(4)
an alchemical cocktail made from rare components and delerium dust worth 250 gold, which the target consumes as part of the spell

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.

Conjure the Deep Haze(5)
10 minutes
(concentration)
120 feet
a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

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.

Neutralizing Field(5)
1 hour
(concentration)
10 feet
a delerium crystal or holy relic worth 1,000 gp

You negate contaminated magical energies in a 10-foot radius Sphere. Until the spell ends, the sphere moves with you, centred on you. Creatures in the sphere (including you) can’t gain contamination levels and have immunity to necrotic damage. Contaminated spells can’t be cast by creatures in the area.

Discovering the SpellA 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.

Neutralizing Field(5)
1 hour
(concentration)
10 feet
a delerium crystal or holy relic worth 1,000 gp

You negate contaminated magical energies in a 10-foot-radius sphere. Until the spell ends, the sphere moves with you, centered on you. Creatures in the sphere (including you) can’t gain Contamination Levels and have resistance to necrotic damage. Contaminated spells can’t be cast by creatures in the area.

Researching the SpellA 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.

Ray of Contamination(6)
60 feet
a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

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.

Using a Higher-Level Spell SlotWhen 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.

Siphon Contamination(6)
500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell

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.

Researching the SpellA character who can cast 6th level spells who knows the spells forced evolution and neutralizing field, and has witnessed another creature undergo a monstrous transformation may research siphon contamination.

Octarine Spray(7)
60 feet
a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

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.

NOT IMPLEMENTED YET (checkout 5e.tools)

Contamination Immunity(7)
24 hours
an eldritch lily mixed into 250 gp worth of specially-prepared purified fluids, which the spell consumes

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 SpellA character who can cast 7th level spells, knows the neutralizing field spell, and who has visited the Delerium Heart can research contamination immunity.

Contamination Immunity(7)
24 hours
an eldritch lily mixed into 250 gp worth of purified fluids per target, which the spell consumes

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 affected creature casts a contaminated spell.

Researching the SpellA character who can cast 7th level spells, knows the neutralizing field spell, and who has visited the Delerium Heart can research contamination immunity.

Contaminated Power(8)
1 minute
a delerium shard worth 500 gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

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.

Discovering the SpellA character who can cast 8th level spells, knows every other contaminated spell, and has cast each of them at least once can research contaminated power.

Sacrament of the Falling Fire(9)
30 feet
a delerium fragment worth 100 gp for each participating creature, which the spell consumes

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).

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.