Spells of Ixalan in D&D


Boneyard Parley
5th-level necromancy
Casting Time: 1 minute
Range: self
Components: S, V, M (a piece of bone)
Duration: 10 minutes
Classes: Bard, Sorcerer, Warlock, Wizard

You briefly awaken the spirits of all corpses around you, allowing them to speak and answer your questions with their collective knowledge. All corpses within a 10 foot radius of you are affected, provided they still have a skull. Until the spell ends, you can ask the surrounding corpses up to five questions, all of which answer. Each corpse knows only what it knew in life, but does not need to speak a language that you know, as information is shared telepathically. Answers are usually brief, cryptic, or repetitive, and each corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. Each of the corpses may also argue with one another, speak over one another, or try to obscure others’ attempts at sharing information, especially if they were enemies in life, or bargain with you so that you complete their unfinished business in exchange for information. This spell doesn’t return the creature’s soul to its body, only its spirit. Thus, each corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

This spell functions in the same manner as Speak With Dead, but with a few changes to suit the flavour, art and themes of Boneyard Parley. Firstly, it doesn’t require the corpses to have mouths, as the art appears to imply the communication is much more spirit-based. Also, I wanted to evoke the theme of an untrustworthy negotiation of pirates, so the spell specifically mentions that the corpses will act in that kind of manner, including underhanded bargaining.


Form of the Dinosaur
5th-level transmutation
Casting Time: 1 action
Range: self
Components: S, V, M (a dinosaur feather or scale)
Duration: 1 minute (concentration)
Classes: Bard, Druid, Sorcerer, Wizard

You reshape your body to a powerful reptilian form. For the spell’s duration, your Strength and Constitution scores are raised to 20,

at the start of each of your turns you gain 15 temporary hit points,and

you gain one additional action

on each of your turns which you must use to make an unarmed strike attack against the nearest enemy. If there is not an enemy within range, you must use your movement in your turn to move as close to the nearest enemy to you as possible.

I wanted to emulate the card as much as possible with this as it’s a design that I find particularly cool from the Ixalan block. As such, the temporary hit points boost each turn functions as the “reset” to 15 life, and the additional attack for a must-make unarmed strike works to represent the effectively “you fight a creature” ability on the card. I also added the stat-boost to make the character feel more as though they are taking on a more powerful, dinosaur-like form.


One with the Wind
4th-level transmutation
Casting Time: 1 action
Range: touch
Components: S, V, M (a drop of rainwater)
Duration: 1 minute (concentration)
Classes: Druid, Sorcerer, Wizard

You touch a willing creature. The target is elevated by winds so that it gains a flying speed of 60 feet for the duration, and it can direct the winds around it to buffet another creature within 10 feet as an action. A creature targeted by this ability must succeed on a Strength saving throw against your spell save DC, or be pushed back 10 feet, landing prone. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

As this card grants flying with an extra stat bonus, I wanted this as a spell to function very similarly to fly, with an addition to represent the +2/+2. What I decided to go with was based on the flavour of the user having wind based abilities enhancing their combat skill as well as granting them flight, so I went with the push-back ability that functions similarly to other spells with wind-based effects.


Ritual of Rejuvenation
1st-level transmutation
Casting Time: 1 action
Range: touch
Components: S, V, M (a drop of blood)
Duration: Instantaneous
Classes: Cleric
A creature you touch regains a number of hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. If a living creature died in the last round, within 30 feet of you, the target of this spell regains an additional 1d6 hit points.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

With this spell I wanted it to be themed around the vampiric idea of their healing being empowered with blood. To do so, I made the spell act similarly to cure wounds, but with a lower average healed without the “blood empowerment” from a living creature dying within range, and a higher average healed with the extra empowerment. Compared to each other at 2nd level, without the bonus, this spell will on average heal 2 points less than cure wounds, but with the bonus, will on average heal 2 points more than cure wounds. As such, it’s a spell that the players may choose for group-combat focused situations, but wouldn’t want to use against more powerful individual enemies. In an adventure that mixes between big individuals and group combats, it’s an interesting gamble for players whether to choose this or cure wounds.


Verdant Rebirth
2nd-level necromancy
Casting Time: 1 action, or 1 reaction, which you can take when a creature would die within range
Range: 10 feet
Components: S, V, M (precious stones worth 150 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Druid, Ranger
You call on the protective magic of dryads to save one creature from certain death. For one round, if the affected creature would die, it is instead knocked unconscious and is restored to one hit point.

As a MTG campaign would be much less likely to use standard resurrection spells as they don’t really appear in the lore (white resurrection spells are more often representative of saving someone from the verge of death, and black resurrection spells being reanimation instead), I designed this spell as a way to fill that gap, with something that saves a character from death, without being a true resurrection spell.

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