Guild Spells
A guild spells are always prepared. There are Orzhov Guild spells up to spell level 5. The mana color does not matter when casting a guild spell so I have used the color less mana symbol to point this out, to see the real mana colors see the Ravnica Spells PDF.
As You Were
2nd-level necromancy
Casting Time: 10 minutes
Touch
Components: Verbal Somatic Material
Duration: Up to 24 hours
When cast on a dead or undead body, As You Were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails automatically if the target is normally noncorporeal (banshee, ghost, wraith, et al.).
If As You Were is cast on a corpse, its effect is identical to gentle repose except that the corpse's appearance is restored to that of a healthy, uninjured (albeit dead) person.
If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can talk) as it did in life. Friends and family ) can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious (knowing the person should be dead is sufficient reason). Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.
This spell doesn't confer speech on undead that normally can't speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before. Any amount of radiant, necrotic, or Constitution damage immediately ends this spell.
If this spell is cast on an undead creature that isn't your ally or under your control, it makes a Charisma saving throw to resist the effect.
Bestow curse
3rd-level necromancy
Casting Time: 1 action
Touch
Components: Verbal Somatic
Duration: 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.
Black Swan Storm
2nd-level evocation
Casting Time: 1 action
30 feet
Components: Verbal Somatic Material
Duration: 1 minute
You call forth a whirlwind of black feathers that fills a cube 5 feet on each side. The feathers deal 2d8 force damage to creatures inside the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, from dim light to darkness). Creatures that make a successful Dexterity saving throw suffer only half damage but are still affected by the change in light.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the feathers do an additional 1d8 force damage for each slot level above 2nd.
Ritual Focus: If you expend your ritual focus, then you can move the whirlwind up to 15 feet by using a bonus action on your turn. If the whirlwind moves more than 30 feet from you, the spell ends.
Command
1st level enchantment
Casting Time: 1 action
60 feet
Components: Verbal
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Draining Touch
2nd-level Evocation
Casting Time: 1 action
Touch
Components: Verbal Somatic Material
Duration: 1 minute
As part of casting the spell, target a creature and make a touch spell attack. On a success, you inflict 2d8 necrotic damage to the target and you heal hit points equal to the same amount of damage just dealt. The healed hit points cannot take your current hit point total above your hit point maximum.
At the start of each of your subsequent turns, for the duration of the spell, if you maintain contact with the target, you can automatically inflict an additional 2d8 necrotic damage to the target, healing yourself for an equal amount of hit points equal to the damage inflicted each turn.
The spell ends if you lose contact with the target, if you lose concentration or if the spell ends.
Enthrall
2nd level enchantment
Casting Time: 1 action
60 feet
Components: Verbal Somatic
Duration: 1 minute
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Friends
Cantrip
Casting Time: 1 action
Self
Components: Somatic Material
Duration: up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Guidance
Cantrip
Casting Time: 1 action
Touch
Components: Verbal Somatic
Duration: up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Illusory Script
1st level illusion (ritual)
Casting Time: 1 action
Touch
Components: Somatic Material
Duration: 10 days
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Ray of Enfeeblement
2nd-level necromancy
Casting Time: 1 action
60 feet
Components: Verbal Somatic
Duration: 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Speak with dead
3nd-level necromancy
Casting Time: 1 action
10 feet
Components: Verbal Somatic Material
Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Spirit Guardians
3nd-level enchantment
Casting Time: 1 action
Self (15 foot radius)
Components: Verbal Somatic Material
Duration: 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Strength of Undeath
2nd-level enchantment
Casting Time: 1 action
30 feet
Components: Verbal Somatic Material
Duration: 3 rounds
Target an undead creature you can see under your control. Target creature gets +3 to attack and damage rolls. If the creature is not undead or is not under the control of the caster, target creature must make a Strength saving throw; failure results in the creature suffering -3 to attack and damage rolls until the end of the spell. At the end of the creatures turn, the creature may make a Strength saving throw to end the effect of the spell.
At Higher Levels: If cast at 3rd level and every 2 levels thereafter (5th, 7th), target creature suffers -1 per spell slot to their saving throw to resist the spell. If cast using a 9th level spell slot, the target creature also suffers the additional -1 to the saving throw, as well as all saving throws being made at disadvantage.
Zone of Truth
3nd-level enchantment
Casting Time: 1 action
60 feet
Components: Verbal Somatic
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.