
Inspired by listening to a bunch of Yellow Eyes lately, and also to some extent by the novel Our Share of Night by Mariana Enriquez.
So far, only fragments of the Xanthic Codex have been found, and from those fragments these four spells have been deciphered.
A Forgotten Corridor
- Requires a length of wall of at least 10 feet.
- Wrenches open a 5-foot-wide hallway that can connect to another wall up to 100 feet away, multiplied by 10 for every level of the spellcaster (1,000 feet at level 2, 10,000 feet at level 3, and so on).
- The exit of the hallway must be in a location the spellcaster knows and can visualize
- The interior distance of the hallway is always 100 feet.
- The hallway exists for one minute after the spellcaster crosses the threshold of the exit, after which the walls seal shut and everything still inside is gone forever.
The Scent of Black Mud
- Transforms a 10’x10’-per-spellcaster-level area of ground into a foot-sucking morass.
- Creatures moving through the transformed ground move at half-speed and have disadvantage on Dexterity ability rolls.
- A powerful stench exudes from the muck; living creatures that start their turn within the affected area must succeed a Constitution saving throw or become so nauseated that they suffer disadvantage on attack rolls and skill checks. A creature that fails three consecutive saving throws is overcome by the smell and falls unconscious.
- The spellcaster is immune to all effects of this spell.
- The area remains transformed for up to one round per level of the spellcaster, or until dismissed by the caster.
Gold Door to Blindness
- Summons a portal of blazing yellow light, as bright as the sun, in an unoccupied 5’x5’ space the spellcaster can see within 15 feet.
- All creatures within a 60-foot cone emanating from the portal (direction determined by the spellcaster) are blinded by the light. A successful Dexterity saving throw indicates a creature was able to protect their eyes and are only blind until they move out of the portal’s area of effect. Creatures that fail the saving throw are permanently blind.
- The spellcaster can use a move-equivalent action to adjust the direction in which the portal faces.
- Creatures that are harmed by sunlight are similarly affected by the light from the portal.
- After a number of rounds equal to the caster’s spellcasting ability modifier (minimum of 1 round), at the start of each subsequent round the portal remains open, the caster makes a Constitution saving throw, suffering 1d6 damage on a failure.
Many Long Fingers Bent in Pain
- Creates a warded area up to 10 feet-per-caster level by 10 feet-per-caster level.
- Creatures that enter the area of effect (except for those chosen by the spellcaster) are beset by the feeling of countless cold, clammy hands pawing at them. Standing still provokes no additional effects.
- If a creature persists in moving through the affected area, they suffer 1d6 damage for every 5 feet of distance traveled, accompanied by the feeling of sharp nails tearing at their body.
- Creatures with the ability to perceive magical effects will see disembodied hands crawling over the affected area and anyone standing within it.
- The spell lasts for up to one minute per spellcaster level, or until dismissed by the caster.










