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Toxic Blessing

  • casting time 1 Action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You fling a ball of energy towards a point you can see within range. Creatures in a 20 foot sphere must succeed on a Constitution saving throw or take 2d8 poison damage. They only take half as much damage rounded down on a success. Undead creatures regain hit points equal to the damage rolled instead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage dealt increases by 1d8 above 1st.

Necromancer Evocation

Time Ravage

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the Wish spell or the Greater Restoration spell cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Wizard, Necromancer Necromancy

Bone Cage

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to a minute

a pinch of bone dust

A mossy ribcage erupts from the ground, trapping a creature you can see within range inside. They must make a Strength saving throw or take 5d6 necrotic damage and be Restrained for the duration. They only take half as much damage rounded down on a success and aren't Restrained.
At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the
target.

Necromancer Necromancy

Damprot

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to a minute

a poisonous gland from a frog

You attempt to infect a creature you can see with damprot. The target must succeed on a Constitution saving throw or become infected for the duration of the spell (it can choose to fail).
A 40 feet sphere of pus then spreads from the infected creature that moves with it, causing creatures that enter the pool for the first time on a turn or starts its turn inside to make a Constitution saving throw. On a failed save, a creature takes 3d8 poison damage. On a successful save, the creature
takes half as much damage rounded down. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d8 for each slot level above 3rd.

Necromancer Necromancy

Grasp of Dominance

  • casting time 1 Action
  • range Self (30 foot radius)

  • components V, S
  • duration Instantaneous

You create a giant skeletal hand that grabs a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or be pulled up to 30 feet in a straight line towards you and take 4d8 necrotic 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 spell slot above 3rd.

Necromancer Necromancy

Hand of Dominance

  • casting time 1 Action
  • range Self (60 foot line)

  • components V, S
  • duration Instantaneous

You send forth a giant skeletal claw, pushing enemies aside. Each creature in a 5 by 60 feet line must make a Dexterity saving throw. They take 5d8 necrotic damage on a failed save and are pushed to the end of the line. They only take half as much damage rounded down on a success and aren't pushed. Creatures larger than you have advantage on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Necromancer Necromancy

Soul Tithe

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Concentration (up to a minute)

a piece of black cloth

A creature within range must succeed on a Charisma saving throw or become cursed until the spell ends. Once per turn when the cursed target takes damage from an attack or spell, it takes an additional 1d6 psychic damage.
If the cursed target is reduced to 0 hit points, their soul is violently harvested. All creatures within a 20 foot radius of the target become Frightened of you for the spell's duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt increases by 1d6 above 2nd.

Necromancer Necromancy

Spectral Smite

  • casting time 1 bonus action, which you take immediately after hitting a creature with a weapon attack or unarmed strike
  • range Self

  • components V
  • duration Instantaneous

As you hit your target, they are enveloped in a burst of spiritual energy and takes an extra 2d6 Necrotic damage. You then gain temporary hit points equal to half of the damage dealt by this spell, rounded down.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt increases by 1d6 for each slot above 2nd.

Necromancer, Paladin Evocation

Spectral Blade

  • casting time 1 Action
  • range Self (5 foot radius)

  • components S, M
  • duration 1 round

a melee weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effect and becomes sheathed in spiritual energy until the start of your next turn. If the target takes damage before then, you gain 1d6 temporary hit points, and the spell ends.

At Higher Levels. The temporary hit points gained increases to 1d8 at 5th level, and again at 11th level (1d10), and 17th level (1d12).

NCR, PLD, WAR Evocation

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Desecrate Earth

  • casting time 1 Action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to a minute

a femur bone

You channel unholy energy into the lands, transmuting a 40 feet circle into a graveyard for the spell's duration. The ground is considered difficult terrain. Any creature inside the circle must make a Strength saving throw. The creatures take 5d8 necrotic damage and are knocked prone on a failed save, or only half as much damage rounded down on a success. You can repeat this effect as an action while you maintain concentration.

Necromancer Conjuration

Sapping Sting

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wizard, Necromancer Necromancy

Gift of Alacrity

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Wizard, Necromancer Divination

Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Druid, Sorcerer, Wizard, Necromancer Necromancer

Lightning Arrow

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Ranger, Necromancer Transmutation

Bones of the Earth (1/2)

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Druid, Necromancer Transmutation

Bones of the Earth (2/2)

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Druid, Necromancer Transmutation

Tether Essence

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a spool of platinum cord worth at least 250 gp, which the spell consumes

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

Wizard, Necromancer Necromancy

Storm of Vengeance (2/3)

  • casting time 1 action
  • range Sight

  • components V, S
  • duration Concentration, up to 1 minute

Storm of Vengeance After Round 1

Round Effect
2 Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
3 You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4 Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Druid, Necromancer Conjuration

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0 0
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Storm of Vengeance (3/3)

  • casting time 1 action
  • range Sight

  • components V, S
  • duration Concentration, up to 1 minute

5-10 Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

Druid, Necromancer Conjuration

Storm of Vengeance (1/3)

  • casting time 1 action
  • range Sight

  • components V, S
  • duration Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Druid, Necromancer Conjuration

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9 9