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Create Guardian [1/2]

  • casting time 12 hours
  • range Touch

  • components V, S, M
  • duration Indefinite

the body of the victim which is consumed

You create a loyal guardian and companion that will serve you for life... or longer... Spending your essence, you create an undead guardian, be it existing or new, as long as it is of a Challenge Rating equal to or less than 1 level below the caster. You must target a creature's corpse with this spell. It then returns to life as an undead creature with the same statistics it had in life except for the below alterations.

Its creature type changes to undead. It gains the following changes unless it already has better ones:

60ft. darkvision
Its Strength becomes 16.
Its Constitution becomes 14.
It becomes proficient in Strength and Constitution saving throws.
It gets immunity to diseases.
It gets immunity to poison damage and the poisoned condition.
It gets immunity to necrotic damage.
In addition, its Intelligence becomes 3 and It cannot speak, but it can understand languages it previously knew and can understand sentences spoken by its creator in any language. Finally, any attack that deals a

Litch 5th-level necromancy

Create Guardian [2/2]

  • casting time 12 hours
  • range Touch

  • components V, S, M
  • duration Indefinite

the body of the victim which is consumed

damage type other than bludgeoning, piercing or slashing now deals necrotic damage.


Being an Undead, it does not need to eat, drink, breathe, or sleep.


It also gains the zombie's Undead Fortitude feature (when reduced to 0 hit points, except by radiant damage or a critical hit, it can make a Constitution save against 5 plus the damage dealt to be reduced to 1 hit point instead).


It rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you). If no command is given, it will defend itself to the best of its ability.


When a zombified creature is destroyed and its corpse remains intact (i.e. not disintegrated), that corpse is treated as the corpse of the original creature for the purposes of further zombification.


At Higher Levels. When you cast this spell using a spell slot of 6 or higher, the Challenge Rating may increase by one.

Litch 5th-level necromancy

Contagion [1/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature's mind becomes feverish. The

Litch 5th-level necromancy

Contagion [2/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 7 days

creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Litch 5th-level necromancy

Antilife Shell

  • casting time 1 action
  • range Self (10-foot radius)

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

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Litch 5th-level abjuration

Death Armor

  • casting time 1 bonus action
  • range 60 feet

  • components V, S, M
  • duration 10 minutes

a small piece of iron or steel

You shroud yourself and up to five other creatures within range in protective energy. An affected creature gains four(4) temporary hit points for every 5(five) points of damage dealt to it until the spell ends. The temporary hit points last for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points granted by this spell increase by 1 for each slot level above 4th.

Litch 4th-level necromancy

Blood Rain

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration a vial of blood from any sapient creature, which the spell consumes

Concentration, up to 1 minute

A red, bloodlike fluid rains down in a 20-foot radius, 60-foot high cylinder within range. Creatures other than you which begin their turn in the target area or enter it on their turn must succeed on a Constitution saving throw or take 3d8 necrotic damage. Allies of yours regain 2d8 hit points when they start their turn in the cylinder, instead of taking damage.

While concentrating on this spell, you can use your action to move the pillar up to 20 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage and healing both increase by 1d8 for each slot level above 4th.

4th-level necromancy

Conjure Wraith

  • casting time 1 minute
  • range 30 feet

  • components M
  • duration 1 hou

A small pouch of ashes

Target one empty space within range, and pour the ashes out of the pouch. One minute later, a wraith will appear to serve the caster. Roll 1d20, and add your Spellcasting modifier. If you roll higher than 15 total, the wraith will serve you. If you fail, the wraith will explode, dealing 1d6 force damage to anything within 30 feet.

The wraith can target any corpse that has been dead for under 1 minute and create a specter, that will follow your orders. Both the specter and the wraith roll for initiative individually. The DM has statistics on both creatures. If the wraith is destroyed and a specter remains, it explodes, dealing 1d6 force damage to anything within 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 4 or higher, the wraith can create one additional specter, per spell slot used.

Litch 3rd-level necromancy

Unholy Weapon

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 minute

You create a floating, unholy weapon within range that lasts for the duration or until you cast this spell again. The weapon can take whatever form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes necrotic damage equal to 2d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

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

Litch 3rd-level evocation

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Speak with Dead

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

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.

3rd-level necromancy

Frostball

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a small snowflake

A small ball of blue and white energy leaves the tip of your finger and flies to a point you can see within range, exploding upon impact with a sharp crack and covering surfaces in a 20-foot-radius sphere centered on that point with snow and frost. Each creature in that area must make a Constitution saving throw. A target takes 5d8 cold damage on a failed save, or half as much damage on a successful one. Until the end of your next turn, a creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or slip on the ice coating and fall prone.

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.

Litch 3rd-level evocation

Glacial Pass

  • casting time 1 action
  • range Self (30-foot line)

  • components V, S, M
  • duration Instantaneous

a clear gemstone worth at least 10 gp

You create a wave of ice shards that rise out of the ground along a line 5 feet wide and 30 feet long. When you cast this spell, you can choose to teleport to an unoccupied space that is completely within this area, halting the advance of the wave up to that point and thus shortening the line. Each creature in the spell's area must make a Dexterity saving throw, taking 2d10 piercing damage and 3d6 cold damage on a failed save or half as much on a success. The shards leave a wake of ice in their path, causing the ground in the area to become difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.

Litch 3rd-level evocation

Crushing Despair

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 minute

a vial of tears

You cause crushing despair that dampens the spirts of those hit. An invisible cone of despair causes great sadness in the targets in a 30 ft. cone. Each affected creature must make a Wisdom saving throw. If they fail, and they have 2 or fewer points of exhaustion, they act as if they have 3 points of exhaustion. At the end of an affected creatures turn, they can repeat the saving throw, ending the effect early on them on a success.

Litch 3rd-level enchantment

Bonesword

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

one bone, which the spell consumes

A bone, held in your free hand, becomes a shortsword, longsword or greatsword. It lasts for the duration and then crumbles to dust. Anyone may use the bonesword, and it is a magic weapon. While wielding the bonesword, you are proficient with it. It deals an extra 2d6 damage against living creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing) or necrotic damage.

Litch 3rd-level transmutation

Raise Mount [1/2]

  • casting time 1 minutes
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

the corpse of a large creature or one large pile of bones, which the spell consumes

The pile of bones or corpse is engulfed in black flames, the smoke forming the body of the risen mount. You decide the mount's appearance though regardless the mount retains a look of undeath indicating its undead nature.

The risen mount is a Large creature that uses the statistics of the warhorse though it is an undead instead of a beast.
Your mount responds to verbal commands and can understand any language that you speak.
When your mount drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your mount at any time as an action, causing it to disappear in a plume of black smoke. In either case, casting this spell again heals your risen mount, restoring it to its hit point maximum.
At Higher Levels. When you cast this spell using a spell slot of3rdh level or higher, you can instead choose to have your risen mount use the statistics of a Pegasus . If you cast this spell using a spell slot of 6th level or higher, you can instead choose to have your risen mount use the statics of

Litch 2nd-level necromancy

Raise Mount [2/2]

  • casting time 1 minutes
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

the corpse of a large creature or one large pile of bones, which the spell consumes

a Nightmare. You may cast this spell, using a spell slot of 3rd level, on an already risen mount (from this spell) to have it change forms. Doing so restores the mount to its hit point maximum.

Litch 2nd-level necromancy

Sonic Implosion

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Instantaneous

You cause a piercing noise to fold in on an area, harming enemies.

Choose a points within range. Creatures within 15 feet of that point must make a Constitution saving throw or take 5d8 thunder damage (or half as much damage on a successful save) as they are harassed by an unbearable screeching noise. Creatures further than 15 feet away from the point do not hear anything.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd.

Litch 2nd-level evocation

Pulling Shade

  • casting time 1 action
  • range 60 feet

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

You manifest a whirlpool-like, swirling mass of darkness that ensnares and decays your victims. Choose a point on any level ground within range. For the duration, any creature that begins its turn within 40 feet of this point must succeed on a Strength saving throw or be pulled 20 feet closer to its center. A flying creature has disadvantage on this saving throw.

Any creature that starts its turn within 20 feet of the point, or enters it on its turn, must make a Constitution saving throw. It takes 3d6 necrotic damage on a failure, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Litch 2nd-level conjuration

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Moonbeam

  • casting time 1 action
  • range 120 feet

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

several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Litch 2nd-level evocation

Fiendish Claws

  • casting time 1 bonus action
  • range Self

  • components V,S,M
  • duration 1 minute

any fiendish relic or symbol

While your hands are empty, you create ethereal-looking claws on your knuckles that glow a fiery red. Assign your two claws damage types: either fire or force. They can be matching or different damage types (i.e. left is fire and right is force OR left is force and right is force). The claws are considered light melee weapons. The first attack made on each turn with this spell will take a standard action, while the second attack will take a bonus action. On a hit, the target takes 1d6 + your spellcasting ability modifier chosen damage. If you hit with this spell while holding the charge of a touch spell, that spell is automatically discharged into the target (allowing normal Wis or Con saving throws but not Dex saving throws).

At Higher Levels. When you cast this spell using a spell slot 4th level or higher, the damage on each claw increases by 1d6 chosen damage every two slot levels above 2nd.

Litch 2nd-level evocation

Enthrall

  • casting time 1 action
  • range 60 feet

  • components V, S
  • 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.

Litch 2nd-level enchantment

Enhance Ability

  • casting time 1 action
  • range Touch

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

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects, the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Litch 2nd-level transmutation

Venomous Ray

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Make a ranged spell attack against a creature within range. A venomous ray or fang lashes out to infect the target creature, dealing 1d4 piercing damage and 3d4 poison damage on a hit. A hit creature must succeed on a Constitution saving throw or be poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the poison damage increases by 2d4 for each slot level above 1st.

Litch 1st-level necromancy

Net of Shadows

  • casting time 1 action
  • range 30 feet

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

You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them. You target up to three creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Wisdom saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks. The shifting magical shadows also inhibit the targets' ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets.
A target can make a Wisdom saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Litch 1st-level illusion

Magechain [1/2]

  • casting time 1 Action
  • range 30ft

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

Binding chains of arcane force materialize and lash themselves to a target within range. The target must succeed on a Strength saving throw or be restrained for the duration. At your choice the chains can be anchored deep in the ground. A creature restrained by the chains can use its action to make a Strength save against your spell save DC. On a success, it frees itself.

The chains vibrate with a subtle but powerful hum just under the range of hearing. Human ears cannot detect the sound, but it disturbs concentration, making even innate abilities like a dragon's fire breath or an illithid's plane shift difficult to use. Every time a creature restrained by the chains tries to cast a spell (even one without somatic components) or use a spell-like ability it must make a Constitution saving throw or waste the spell or ability.

If you successfully maintain concentration for the length of the duration, 1 minute, the effect lasts for 24 hours unless dispelled or until you dismiss it as an action. The target can make a new escape attempt once every hour.

At Higher Levels. When you cast this spell using a spell slot of 2 or higher you can target one additional creature for each slot level above 1st.

Litch 1nd-level conjuration

Magechain [2/2]

  • casting time 1 Action
  • range 30ft

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

The targets must be within 30 feet of each other when you cast the spell.

Litch 1nd-level conjuration

Shadow Armor

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 8 hours

The Tattered Page of a Spellbook

Necrotic shadows swirl around over your robes. For the duration of the spell, as long as you aren't wearing armor, your base AC becomes 14 + your Intelligence modifier. The spell ends if you don armor or if you dismiss the spell as an action.

Litch 3rd-level abjuration

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Entangle

  • casting time 1st-level conjuration
  • range 90 feet

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

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Litch 1st-level conjuration

Detect Evil and Good

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Litch 1st-level divination

Bodysnatch

  • casting time 1 action
  • range Touch

  • components V S
  • duration 1 DAY

This spell allows the user to touch a corpse and turn it into a disguise. Once the disguise is worn, the wearer becomes functionally identical in appearance to how the deceased appeared in life, unless the corpse is older than 1 day at which point the disguise will show signs of decay and not hold up under inspection. The disguise can also only be worn by wearers of the same size class. After 24 hours, the disguise will return to being a corpse and be too worn out to be used as a disguise again.

Should you fail to act as the deceased realistically, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

At Higher Levels: For every spell slot level past 1st level, you can use this spell on a creature one size category or higher than you.

Litch 1st-level necromancy

Bane

  • casting time 1 action
  • range 30 feet

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

a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Litch 1st-level enchantment

Eldritch Blast

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Litch Evocation cantrip

Ritual of Imbuing [1/2]

  • casting time 6 Hours
  • range Touch

  • components S, M
  • duration Indefinite

,000 Gold Pieces Worth of Decorated Surgeon's Tools, and a Fresh Piece of The Creature of your choice, Both of Which the Spell Consumes

Taking the pieces of a creature that you keep within 5 feet of your person throughout the ritual, you sew mixtures of arcane, mechanical or eldritch energy, alongside the pieces of the creature that you've chosen into your body, or into a willing or unconscious creature that remains within your range of touch for the duration. At the end of the duration of the spell, roll a check, determined by your main spellcasting ability score. On a check of one through ten, the ritual fails, and the piece of the creature is wasted. On a check result of eleven through fifteen, the piece is consumed, but you (alongside your Dungeon Master for assistance and balance) may choose a minor property from the creature to add. (Ex. The darkvision of an Owlbear, or the climbing abilities of a Roper). On a check of sixteen through twenty, the user may now consume the piece and choose either two minor properties, or one major property of the creature (Ex. The regenerative abilities of a Troll, or the Winged Flight of a Dragon). Finally, on a check of

Litch 5th-level necromancy (ritual)

Ritual of Imbuing [2/2]

  • casting time 6 Hours
  • range Touch

  • components S, M
  • duration Indefinite

,000 Gold Pieces Worth of Decorated Surgeon's Tools, and a Fresh Piece of The Creature of your choice, Both of Which the Spell Consumes

twenty-one through twenty-five, the user may choose between two major properties of the creature, or a legendary property (Ex. The legendary resistance of a Lich, or the Annihilating Aura of a Nightwalker).

Replacing your or someone else's being can prove to be quite the heavy toll on a person's body, and psyche. After casting, the caster must make a Constitution saving throw equal to the roll that they'd performed. On a failure, the user takes two levels of exhaustion, and one indefinite madness from the Dungeon Master's Guide, or the DM's choice. On success, the caster only takes two levels of exhaustion. A creature may only have a number of modifications equal to half their Constitution Modifier, rounded up. If you wish, you may choose to enact this ritual, and without the component of the creature, or the consuming of the other component, remove a property from a target.

Litch 5th-level necromancy (ritual)

Enlighten Undead

  • casting time 1 action
  • range Touch

  • components
  • duration Instantaneous

You touch an undead creature. Its Intelligence score increases by 1d8 + your spellcasting ability modifier. It regains any features, abilities, feats, traits, and proficiencies it had in life. It understands and can speak the languages it knew in life and learns one that you know. As well, its alignment changes either to what it was in life or to be the same as yours, your choice.

You can allow it to regain its memories, personality, and soul or give it a personality of your choice. In any case, it becomes sentient.

You cannot cast this spell more than once on the same creature.

5th-level necromancy (ritual)

Iron Flesh

  • casting time 1 action
  • range Self

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

iron statue of yourself worth at least 100 gp

This spell turns your flesh to an iron-like substance for protection. For the duration, you have resistance to nonmagical bludgeoning, piercing and slashing damage. In addition, your AC can't be less than 18, regardless of what armor you are wearing.

However, the heft of the iron increases your current carrying weight by 50 pounds, which can potentially cause you to become encumbered or heavily encumbered. As long as your carrying weight exceeds your carrying capacity due to this spell, your movement speed drops to 5 feet.

4.00
(one vote)

Litch 5th-level abjuration

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Fiendish Claws

  • casting time 1 bonus action
  • range Self

  • components V,S,M
  • duration 1 minute

any fiendish relic or symbol

While your hands are empty, you create ethereal-looking claws on your knuckles that glow a fiery red. Assign your two claws damage types: either fire or force. They can be matching or different damage types (i.e. left is fire and right is force OR left is force and right is force). The claws are considered light melee weapons. The first attack made on each turn with this spell will take a standard action, while the second attack will take a bonus action. On a hit, the target takes 1d6 + your spellcasting ability modifier chosen damage. If you hit with this spell while holding the charge of a touch spell, that spell is automatically discharged into the target (allowing normal Wis or Con saving throws but not Dex saving throws).

At Higher Levels. When you cast this spell using a spell slot 4th level or higher, the damage on each claw increases by 1d6 chosen damage every two slot levels above 2nd.

Litch 2nd-level evocation

Claws of Darkness

  • casting time 1 Action
  • range Self

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

You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.

Litch Evocation cantrip (shadow)

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