Two answers to the same problem, and neither is common. This chapter holds the preparations
an officer of the Lazaret carries in a case, and the spells three separate groups have
written about the broods and each kept to themselves.
Alchemy comes first because it needs nothing of the caster. Magic does very little about
what these creatures do to a body; alchemy does more, slowly, at a price, and out of
materials that have to be taken off the creatures themselves. That is why the order’s field
work has always been a trade in jars rather than a laying on of hands.
Alchemy
Everything under this heading can be made by a character with no spellcasting whatsoever.
Materials
Every preparation is made from one of the three broods, and the differences between them
decide what a cell, a house, or a party can realistically keep on hand. A harvest is one
unit of working material. Harvesting one takes 1 minute with a blade and a container and
requires no ability check unless the source’s stat block says otherwise.
An Inquiline harvest is tissue cut from one living Inquiline. The material can be carried,
but remains workable only until 1 hour after it is cut. The creature must be willing,
Incapacitated, or Restrained throughout the harvest, and it can provide one harvest between
Long Rests.
A Sporophore harvest is one usable portion cut from one dead Sporophore whose body was not
damaged by Fire. Each body provides one harvest. A living Rotgill Fleece is the exception
to the death requirement and the usual harvesting procedure. Use its Sessile trait to cut
it from the surface beneath it. The severed portion provides one harvest whether the check
succeeds or fails. Sporophore material remains workable for 30 days.
A Necrophore harvest is wax, tallow, or wakelight taken from one dead Necrophore within 24
hours of its death. Each body provides one harvest, and the material ceases to be workable
when that 24-hour window ends.
Sporophore material is the only kind that stockpiles, which is why every house keeps a
cupboard of it and why the cheapest preparations are the ones most likely to be available.
Inquiline material can travel only as far as its 1-hour limit permits. Necrophore material
requires a fresh death, which is the whole cost of that line and the reason its preparations
are rare in the hands of anyone who is not already killing.
The brood named on a preparation is the material it is made from, not the brood it works
against. Several of the most useful entries here are made from one and used against
another, because what a material does to flesh matters more than which creature it came
off. Ashcap dries a body, so ashcap keeps a corpse from being worth laying in. Rotgill and
crust stink and stick, so they keep small things from taking hold. Neither fact has
anything to do with what the ashcap or the rotgill wanted.
Making them
The brood named in a recipe is the harvest it consumes under Materials. Every harvest must
still be workable when crafting begins; once the work begins, it remains usable through the
listed crafting time. The character must use alchemist’s supplies or a herbalism kit, but
need not be proficient with the chosen tool. At the end of the listed time, make the
Intelligence check against the listed DC. The check adds the character’s Intelligence
modifier and, if the character is proficient with the chosen tool, their Proficiency Bonus.
A failed check spoils every harvest used in the attempt.
What they cost, and who makes them
The Lazaret does not make everything in this section. A house is a hospital, a school, and
a records office, and its cupboard holds what those three things need: diagnosis,
protection, palliation, and the removal of a graft without killing the patient. Officers
are trained on all of it, and a house sells at cost to anybody who asks, including people
it has good reason to suspect.
What a house will not make is anything whose only use is on a person. Four of the poisons
below fall there, and the order has never held a formula for any of them without arguing
about whether to burn it. They come from poisoners, from cells, and from the sort of trade
that operates two streets from a house and knows the officers by sight. Prices for those
run higher, because nothing undercuts them.
The three at the bottom have no price and no trade. Two of them are in the True File, and
the third is named there only to say that it exists.
Using a preparation
Use the existing rule for the equipment each preparation most resembles: a potion, a vial
of poison, a flask of oil, or an improvised weapon. An entry states an exception when it
needs one:
- Drinking a draught takes a Bonus Action, as drinking a potion does, and so does
administering one to a creature within 5 feet.
- Applying an unguent to the user or to a creature within 5 feet takes a Utilize action.
Anointing a corpse takes 1 minute.
- Lighting a fume takes a Utilize action. A fume must be set down or planted rather than
carried, unless its entry says otherwise.
- Coating a weapon with a poison takes a Bonus Action and covers one weapon or up to
three pieces of ammunition. The coating keeps its potency for 1 minute or until its damage
is dealt, whichever comes first.
- Throwing a poison or dust replaces one attack of the Attack action. Treat a thrown
preparation as an improvised weapon with a normal range of 20 feet and a long range of 60
feet. Make a ranged weapon attack using Dexterity, adding the attacker’s Proficiency Bonus
only if they are proficient with improvised weapons. On a hit, apply the preparation’s
entry; on a miss, the dose is expended with no effect.
A preparation is not magical and is not affected by a Dispel Magic spell, an antimagic
field, or anything that detects magic. Nothing here can be identified by an Identify spell.
Working out what is in an unlabeled bottle takes a DC 15 Intelligence (Nature) check and,
for most of them, a willingness to taste it.
Draughts
Unguents
Fumes
Poisons
Magic
Three groups have written spells for these creatures, and none of the three publishes.
The Lazaret teaches some spells to its officers. The remaining spells are held in the
counter-work at the first house, whose catalog has never left the building. The order argues
about this restriction in writing because it publishes everything else.
The True File reaches a cell only as a copy in the founder’s hand, and most cells have never
seen one. Its spells appear in part V.
A practitioner’s spell survives in a private notebook or spellbook, often wherever its
writer last worked. These practitioners work alone, with no shared order or doctrine.
A Game Master places these sources. None is available at a shop, in a temple, or from a
tutor. Finding a source makes its spell available under a class’s normal spell rules; it
does not teach or prepare the spell by itself. A Cleric, Druid, or Paladin can prepare a
listed spell after finding its source; cantrips still follow the class’s cantrip rules. A
Wizard can copy a listed spell from the source into a spellbook, then prepare it normally.
A Sorcerer or Warlock can choose a listed spell when a class feature lets them learn or
replace a spell.
What casting costs
Most of these spells cost a slot and nothing else.
Instar, Preferment, and
Second Assignment require the caster to carry a graft before
casting. A caster without one can know or prepare these spells but cannot cast them.
Assumption of the Case transfers Depth to the caster and gives
them a graft if they do not have one; Second Assignment transfers an existing graft between
creatures. Instar adds 1 Depth after using an existing graft, while Preferment advances an
existing case by one full stage.
Chantry Tithe can add 1 Depth to a graft the caster already carries. The
payment is optional, and the spell works without it.
The disease rules apply to every graft and point of
Depth these spells add or transfer. Nothing here suspends the Depth gained from a Long Rest.
Preferment is the only listed spell that reaches stage 4 directly.
Reading a spell’s origin
Each description is followed by a note naming where the spell comes from. The three labels
describe what a party can find and who can teach the spell:
- The order’s. Every officer leaves the school with some of it, and each of the three
ranks is trusted with more. The officers’ stat blocks
name what each rank prepares. A house can grant access to its own copies; the rest remain
in the first house’s counter-work.
- The True File. A cell’s copy holds part V in the founder’s hand. A source might be a
complete copy, a page removed from one, or a transcription kept by a former hand.
- A practitioner’s. A private notebook or spellbook, usually kept in the place where its
writer worked. An abandoned workroom, an inherited spellbook, or a practitioner’s archive
can hold one.
The spell list
Twenty-three spells, by level:
The cantrips
Anamnesis
Divination Cantrip
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
You read a willing creature or a corpse and learn whether it carries a graft, a Spore Load, or anything of the Necrophore laid in it, and which line is responsible. You don’t learn the stage, the Depth, or the size of the Load.
A body under a suppression of any kind reads as clean, and the spell gives no sign that anything is being suppressed.
Classes: Cleric, Druid, Wizard
Douter
Evocation Cantrip
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
You extinguish every nonmagical flame in a 20-foot Cube centered on a point within range, and put out any wakelight in the area. A creature in the area that produces wakelight of its own emits none until the end of its next turn.
Classes: Druid, Sorcerer, Warlock, Wizard
Fair Copy
Illusion Cantrip
- Casting Time
- Action
- Range
- Self
- Components
- S
- Duration
- 1 hour
For the duration, you show no outward mark of any disease you carry. Skin, eyes, color, and gait read as ordinary to anyone watching, and a Wisdom (Medicine) check made by observation alone can’t identify what is wrong with you.
Fair Copy suppresses nothing. Every penalty of your stage applies in full, and any examination that involves touching you, or any magic that reads a body rather than looks at one, sees through it at once.
Classes: Sorcerer, Warlock, Wizard
Latchwork
Transmutation Cantrip
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- Instantaneous
You make a ranged spell attack against one creature within range. On a hit, the target takes 1d10 Piercing damage and has Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach level 5 (2d10), level 11 (3d10), and level 17 (4d10).
Classes: Sorcerer, Warlock, Wizard
Unction
Necromancy Cantrip
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- 1 hour
You touch a corpse. For the duration, nothing of the Necrophore can lay in that body, and any attempt to do so fails without a roll.
Unction affects one corpse and does nothing to a living creature.
Classes: Cleric, Warlock, Wizard
Level 1
Brood Inquest
Level 1 Divination
- Casting Time
- Action or Ritual
- Range
- Self
- Components
- V, S
- Duration
- Instantaneous
You learn the number of corpses within 60 feet that have been laid in by the Necrophore, and the direction of each. The spell doesn’t distinguish one from another, doesn’t say how much is in any of them, and doesn’t detect a body that has been treated to prevent laying.
Classes: Cleric, Druid, Wizard
Countenance
Level 1 Abjuration
- Casting Time
- Action
- Range
- Self
- Components
- S
- Duration
- 24 hours
You suppress the effects of your current stage of an Inquiline disease. For the duration you suffer none of that stage’s penalties, don’t present its marks, and can’t be identified by a Wisdom (Medicine) check.
Depth accrues as normal, the graft deepens as normal, and the disease advances on its usual schedule. The spell has no effect at stage 4, and it doesn’t hide the graft from a Detect Poison and Disease spell.
Countenance can’t be cast on another creature, and there is no version of it without a Somatic component.
Classes: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Exacerbation
Level 1 Necromancy
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
You touch one creature, which makes a Constitution saving throw, taking 3d6 Necrotic damage on a failed save or half as much damage on a successful one.
On a failed save, a target that carries a graft gains 1 Depth, and a target that carries a Spore Load gains 1 Spore Load. A target carrying neither takes the damage and nothing more.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Classes: Sorcerer, Warlock, Wizard
Lazaret Sill
Level 1 Abjuration
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S, M (a length of cord)
- Duration
- 10 minutes
You draw a line up to 30 feet long across a surface within range. For the duration, no Tiny creature of any of the three broods can cross it, and no contaminated area can spread past it.
A creature of Small size or larger crosses the line without difficulty and without breaking it.
Classes: Cleric, Druid, Paladin, Wizard
Level 2
Assumption of the Case
Level 2 Abjuration
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
You touch a willing creature and take up to 1d4 of its Depth into yourself. The creature loses that Depth and you gain it, exactly as though you had been fed on.
If you carry no graft, you receive one, in the target’s line, with the Depth transferred.
Assumption of the Case can’t move Depth away from a creature at stage 4.
Classes: Cleric, Paladin, Warlock
Bloom Interdict
Level 2 Abjuration
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
You suppress every contaminated area within a 15-foot-radius Sphere centered on a point within range. For the duration, creatures in the Sphere make no saving throws against contaminated ground and gain no Spore Load from it.
Bloom Interdict doesn’t clear the ground, harm what is producing the contamination, or prevent the area resuming the instant the spell ends.
Classes: Cleric, Druid, Paladin, Wizard
Discharge
Level 2 Evocation
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- 1 minute
One corpse you can see within range burns for the duration and is consumed entirely, along with anything laid in it and anything growing on it. The fire doesn’t spread and doesn’t harm a creature that touches it.
A corpse consumed by Discharge can’t be raised by any means short of a True Resurrection spell.
Classes: Cleric, Druid, Paladin, Sorcerer, Wizard
Efflorescence
Level 2 Conjuration
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M (a pinch of dried spore)
- Duration
- Instantaneous
Each creature in a 15-foot-radius Sphere centered on a point within range makes a Constitution saving throw. On a failed save, a creature takes 4d6 Poison damage and gains 1 Spore Load. On a successful save, it takes half as much damage and gains no Load.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Classes: Druid, Sorcerer, Warlock, Wizard
Level 3
Chantry Tithe
Level 3 Necromancy
- Casting Time
- Action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 1 minute
For the duration, whenever a creature other than you casts a spell while within 30 feet of you, you gain 5 Temporary Hit Points and can move up to 10 feet as a Reaction.
Optional cost. If you carry a graft, you can extend the radius to 60 feet by taking 1 Depth as the spell is cast. The spell functions normally without this.
Classes: Sorcerer, Warlock, Wizard
False Wakelight
Level 3 Evocation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (wakelight taken from a creature dead within the last 24 hours, which the spell consumes)
- Duration
- Concentration, up to 1 hour
You create a cold, pale light at a point within range. For the duration, every Necrophore creature within 1 mile that can perceive the light moves toward it by the most direct route available, and won’t willingly move away from it while it can be seen.
The light is stationary and can’t be moved once placed.
Classes: Druid, Sorcerer, Warlock, Wizard
Glebe
Level 3 Conjuration
- Casting Time
- Action
- Range
- 90 feet
- Components
- V, S, M (a handful of soil from contaminated ground)
- Duration
- 10 minutes
You contaminate the ground in a 20-foot-radius area centered on a point within range. For the duration the area counts as contaminated ground of a line you choose, with a Difficulty Class equal to your spell save DC.
The ground returns to normal when the spell ends. Nothing grows there afterward.
Classes: Druid, Sorcerer, Warlock, Wizard
Prosector’s Purgation
Level 3 Abjuration
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
You touch a willing creature. It loses 2d4 Depth and takes 4d6 Force damage, which can’t be reduced, prevented, or resisted by any means.
Prosector’s Purgation has no effect at stage 4, and the damage is dealt whether or not any Depth remains to remove.
Classes: Cleric, Druid, Paladin
Level 4
Instar
Level 4 Transmutation
- Casting Time
- Bonus Action
- Range
- Self
- Components
- V
- Duration
- 1 minute
You must carry a graft to cast this spell.
The graft rises to just beneath the skin and stays there for the duration. You gain the following benefits:
- 20 Temporary Hit Points.
- A natural weapon. You can attack with it as an Action, and on a hit it deals 2d8 Piercing damage plus your spellcasting ability modifier.
- Advantage on saving throws against being Frightened or Charmed.
When the spell ends, you gain 1 Depth.
Classes: Sorcerer, Warlock
Second Assignment
Level 4 Transmutation
- Casting Time
- 1 minute
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
You must carry a graft to cast this spell.
You touch two creatures, one of which carries a graft and one of which doesn’t. The graft leaves the first and takes in the second, at the same stage and with the same Depth. The first creature is free of it entirely, and the second gains it in full, including everything it had already become.
A creature that doesn’t consent makes a Charisma saving throw, and the spell fails against it on a successful save.
Second Assignment has no effect at stage 4.
Classes: Warlock, Wizard
Sequestration
Level 4 Abjuration
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M (a house key)
- Duration
- 1 hour
You create a 30-foot-radius Sphere of still air centered on a point within range. For the duration, no creature of any of the three broods can enter or leave the Sphere, no spore or wakelight passes its boundary in either direction, and no contaminated area inside it spreads outside it.
Creatures that are not of the broods pass in and out freely, and carry nothing out with them that the spell would have stopped.
Classes: Cleric, Druid, Paladin, Wizard
Level 5
Extirpation
Level 5 Abjuration
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
You touch a creature carrying a graft that hasn’t reached stage 4. The graft leaves the body at once and the creature is cured completely, with no Depth, no stage, and no lasting effect.
The graft appears in an unoccupied space within 5 feet of the creature as the stage 4 form of its line, fully grown, hostile, and acting on its own Initiative from that moment. It has taken nothing from the body it left and is not weakened by the extraction.
Classes: Cleric, Druid, Wizard
Laying-In
Level 5 Conjuration
- Casting Time
- 1 minute
- Range
- Touch
- Components
- V, S, M (a corpse dead within the last 24 hours, which the spell consumes)
- Duration
- Instantaneous
You lay in a corpse. One hour later a Crypt Instar rises from it under your control and remains so for 24 hours. At the end of that time your control ends, and the creature behaves as any other of its kind.
You can have only one creature raised by Laying-In at a time. Casting it again ends your control over the previous one immediately.
Classes: Warlock, Wizard
Preferment
Level 5 Transmutation
- Casting Time
- Action
- Range
- Self
- Components
- V
- Duration
- 1 minute
You must carry a graft to cast this spell.
You advance your own case by one full stage. This is permanent and isn’t reversed when the spell ends.
For the duration, you gain the following benefits:
- Your Speed increases by 20 feet.
- You have Advantage on attack rolls and on Constitution saving throws.
- At the start of each of your turns you gain 10 Temporary Hit Points.
- You can’t be Frightened or Charmed, and can’t be put to sleep by magic.
If you cast Preferment at stage 3, you reach stage 4, and everything that follows from stage 4 follows on schedule.
Classes: Sorcerer, Warlock
What already casts them
Three creatures from the earlier chapters draw on this section. None of them changes
Challenge Rating, and none of them gains a spellcasting block it did not have:
- Orcshroom Sporespeaker casts
Anamnesis at will and Glebe twice a day. Nothing it knows comes from the True File — a
sporespeaker works alone, from a tradition that has never been written down, and Glebe is
the one that puts ground under its control.
- Psalter Tick can spend a stolen slot on
Exacerbation or Chantry Tithe. The tick feeds on spellcasting, and Chantry Tithe rewards a
caster for standing near other casters who are casting.
- Choirgall casts Anamnesis at will and Bloom
Interdict once a day. A choirgall casting Bloom Interdict looks like help; it is protecting
the casters it feeds on from the ground, so that they keep casting.
The three Lazaret officers in chapter 2 carry the
order’s own share of this section, split by rank: the registrar surveys, the prosector works
in the field, and the lector holds what a house does behind its own doors.
NOTE
The rest of the library casts nothing new. The Exemplar predates every tradition in this chapter,
the Lacuna and the Amanuensis are what is left after a graft leaves, and the Necrophore has no
relationship with magic — its creatures are the target of Unction, False Wakelight, and Laying-In
rather than casters of them.