Spells from the Far Realm
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WHAT YOU GET : 101 New Spells ¸ only 3 are reprinted from older editions ( Cloak of Hate¸ Invoke the Cerulean Sign¸ Undulant Innards ). 8 New Monsters ¸ as well as 1 monster template (this template originally featured in Little Monsters ). Optional Madness Rules ¸ including a new short-term madness chart. Downtime Activity: Curing Madness. And that wouldn't be complete without... Sanatorium Rules ¸ with details about the workers¸ building¸ experimental treatments like electrotherapy and random drugs¸ and adventure seeds to get you started on having misadventures. The Far Realm itself may be inaccessible and inhospitable¸ but psychic entities reach into mortal dreams and power leaks across where the planar boundaries are thin. The grimoires of mad cultists find their way into the larger knowledge pool¸ and spells that should not have come to light wriggle forth. However¸ there are also some spells available to fight such entities within¸ giving a grim glimmer of hope that the fell entities might be sealed away from the Material Plane once more. Many of the spells within work best in the hands of a Dungeon Master / Storyteller¸ but the player characters might just dive down the rabbit hole when they investigate their quarry too closely. Just remember¸ no matter how grim things may get......you can always make a new character. I've made many more spellbooks on Dungeon Masters Guild¸ as well as backgrounds¸ monsters¸ and class archetypes. The class archetypes are pay-what-you-want¸ go ahead and check them out!
