These five arcane treatises stamped on sturdy copper foil, contain the secret wisdom of the Moz wizard-kings. They are written in a cypher of Old Moogan and draconic, requiring extensive research to understand. They contain dark ambitions, ancient schemes, and hidden knowledge. The Scrolls of Moz are lost to time, with the last reference placing them in Lost City of Nirnaeth. They are of great interest to wizards, scholars and archeologists.

They also contain five signature spells from wizard-kings of the time, notably:

  1. Aganazzar’s Scorcher (2nd)
  2. Bands of Sirellyn (3rd) (below)
  3. Drawmij's Instant Exit (4th) (below)
  4. Immurk's Distraction (4th) (below)
  5. Abi-Dalzim’s Horrid Wilting (8th)

Bands of Sirellyn

Bands of Sirellyn

3rd-level conjuration (wizard)

Casting Time: 1 action
Range: 100 feet
Components: V, S, M (three miniature silver bands interlocked together, worth at least 100 gp, which are consumed upon casting)
Duration: Concentration, up to 1 minute


Description:
When you cast Bands of Sirellyn, shining metallic bands materialize out of thin air and attempt to encircle a target within range. Choose one creature that is Huge or smaller within 100 feet of you. The target must make a Dexterity saving throw. On a failed save, the target is Restrained as the bands wrap tightly around them, holding them in place.

While restrained by the bands, the target is immobilized and cannot move. A restrained target can use its action to make a Strength check (DC 25) to break the bands and free itself. On a success, the bands shatter, and the spell ends. The bands have no effect on creatures that succeed on the initial Dexterity saving throw.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.


Additional Notes:

  • The spell's Restrained condition makes it useful for controlling powerful foes, particularly since it can affect creatures up to Huge size.
  • A DC 25 Strength check provides a significant challenge for most creatures, and those caught in the bands remain trapped until they can either escape or the spell ends.

This version stays faithful to the original by focusing on binding and restraining a target with shimmering magical bands. The mechanics have been updated to 5e's structure, incorporating a Dexterity saving throw to resist and a Strength check to break free.

Drawmij's Instant Exit

Drawmij's Instant Exit

4th-level conjuration (wizard)

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature silver door decorated with ruby chips worth 500 gp, which is consumed upon casting)
Duration: 1 round


Description:
This spell creates a magical doorway on a flat surface within 30 feet of the caster. The door appears to be ornate and shimmering, standing tall as a clear exit from danger. The caster and up to nine willing creatures can pass through the doorway into a temporary zone of nil-space, a pocket of extradimensional void that lasts briefly.

Once the wizard closes the door behind them, the party is instantly teleported to a random location within 500 feet of the door's original position. This location could be anywhere within the area, regardless of barriers, including the other side of walls, rooftops, or within nearby buildings. The location is chosen randomly by the DM, and there is no guarantee of safety at the new location. If the caster does not close the door before the end of the round, the door slams shut automatically, triggering the teleportation.


Teleportation Malfunction:

There is a 5% chance the spell malfunctions, causing the party to be teleported to the Ethereal Plane instead of the intended location. If this happens, the group must navigate the Ethereal Plane or find another means of escape, as they remain there indefinitely until they find a way back to the Material Plane.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the teleportation range increases by 500 feet for each slot level above 4th (e.g., 1,000 feet at 5th level, 1,500 feet at 6th level, etc.).


Classes: Wizard

Immurk's Distraction

Immurk's Distraction

4th-level illusion (wizard)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of sand and diamond dust worth at least 500 gp, which is consumed upon casting)
Duration: 1 hour


Description:
This spell creates an illusion that clouds the minds of those searching for a specific hidden item within 60 feet of it, making it difficult to find. The item must be concealed (e.g., under a blanket, in a chest, behind a painting) for the spell to function. The caster can choose to exclude specific individuals from the spell's effects at the time of casting; all others within the area who attempt to find the item must succeed on a Wisdom saving throw or be unable to locate it.

Affected creatures will not realize the item is hidden where they are searching and will fail to look in the right places. Even if directed to look exactly where the item is concealed, they will make small mistakes in their search and miss it. The spell does not affect individuals who are not actively searching for the item, and someone who stumbles upon the item by accident can still find it.

The spell does not protect items that are in plain sight—if the item is out in the open, the spell has no effect. The enchantment ends immediately if the item is touched by someone (other than those the caster exempted from the spell's effects).


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th.


Additional Notes

  • The spell’s primary function is to misdirect or cloud the judgment of those actively searching for the hidden item. It doesn’t make the item invisible or ethereal; rather, it affects the mental perception of the searchers, ensuring they overlook or fail to find it.
  • It has the same limitations as the original: it cannot hide items that are openly visible, and creatures not looking for the item are unaffected. The spell is also broken if the item is physically interacted with.

This version preserves the spirit of the original AD&D spell, converting it into 5th edition mechanics with the addition of a Wisdom saving throw, as per the standard for illusions affecting mental faculties.