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  • casting time 1 Action
  • range 120 Ft

  • components VSM Shrunken Head
  • duration Con. 1 min

Spectral skeletal arms emerge from the ground in a 20-foot-radius circle, centered on a point you can see within range. The arms grasp at creatures within the area, except for Undead creatures, which ignore the effects of this spell. The area is difficult terrain.

When a creature enters the area for the first
time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, a creature takes 3d6 necrotic damage, and is dragged by the hands to any unoccupied space within the area that you choose. On a successful save, a creature takes half as much damage and is not moved.

Until the spell ends, you can use your action to
force each creature within the area to immediately make a save against this spell.

At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, its damage increases by 1d6 for each slot level above 4th.

Necromancer 4th-level necromancy


  • casting time 1 Action
  • range 60 Ft

  • components VSM (drop of Blood
  • duration Instant

Choose an unoccupied 20-foot square within
range—note that the area must have solid earth
beneath it, this spell fails if cast on the upper floor
of a building. This spell then causes one pile of
Humanoid bones to rise out of the ground within
that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 piles of bones are exhumed instead of 1. The ground itself is not changed or disturbed by this spell, the bones simply appear out of the ground.

Necromancer 1st-level necromancy

Maebha's Ray of Debilitation

  • casting time 1 Action
  • range 30

  • components V,S
  • duration Concen., 1 min

A sickly beam of rotten bone colored energy emanates from your outstretched hand and bolts toward a creature in range. The target must succeed on a Constitution saving throw or gain one level of exhaustion. The exhausted target can repeat the saving throw at the end of each of its turns at a compounding -2 Save Difficulty Check, but each additional failures gives an additional level of exhaustion. Once the target makes a successful save, the spell ends, but the levels of exhaustion remain.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal 1d12 necrotic damage per level above 3rd and siphon damage dealt to gain an equal amount of temporary hit points on a failed save

Necromancer 3rd Level Necromancy

Macabre Mimicry

  • casting time 1 action
  • range 30 ft

  • components V,S,M
  • duration 1 Minute

You weave a link of necrotic energy between one creature within range and one skeleton you control within range. The targeted creature must make a charisma saving throw or suffer 1d6 necrotic damage, and you may replace the melee attack of a skeleton you control with the melee attack of the targeted creature (or your choice of one of the creature's melee attacks if it has more than one) for the duration of the spell, as the necrotic energy transforms the skeleton's attacks into a macabre mimicry of the targeted creature's attacks. The targeted creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Wizard 2nd Level Necromancy


  • casting time 1 Action
  • range 60 ft

  • components S
  • duration Instant

You drain life energy from a hostile creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt, which last until you finish a long rest. This spell has no effect on undead or constructs

At higher levels: This spell’s damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).

Necromancer Necromancy Cantrip


  • casting time 1 Action
  • range 60 ft

  • components V,S
  • duration Instant

With a quick jolt of necromantic energy, the dead momentarily rise to obey you, if only for a few seconds. Choose the corpse of a Huge or smaller creature that has been dead for no more than an hour. When you cast this spell, the corpse stands up and can move up to 15 feet and make a single melee slam attack against a target of your choice within its reach, using your spell attack modifier.

On a hit, this attack deals bludgeoning damage based on the corpse’s size: a Tiny corpse deals 1d4, a Small corpse deals 1d6, a Medium corpse deals 1d8, a Large
corpse deals 1d10, and a Huge corpse deals 1d12.

Once the corpse attacks, it once again crumples
into a heap. A corpse targeted by this spell doesn’t become an Undead creature.

This spell’s damage increases as you gain levels.
At 5th level, the corpse deals two damage dice
according to its size. At 11th level, it deals three
damage dice, and at 17th level, it deals four damage dice.

Necromancer Necromancy Cantrip


  • casting time 1 Action
  • range 30 Feet

  • components V,S
  • duration 1 Minute

You conjure minor paranormal phenomena and
other ominous effects. You create one of the
following magical effects within range for 1 minute:
• You cause all candles, torches, and other open
flames to darken and flicker.
• You create a quiet sound that originates from
a point of your choice within range, such as
ominous whispers, the drone of insects, or the
sound of crying.
• You create up to four torch-sized spectral,
glowing orbs, which float around within range.
The orbs do not provide light, apart from a dim
• You can chill or warm the air in a 10-foot cube by 10 degrees.
• You cause small, unattended objects to rattle or levitate an inch off the ground.

If you cast this spell multiple times, you can have up
to three of its effects active at a time, and you can
dismiss such an effect as an action.

Necromancer Conjuration Cantrip

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