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Courageous Rebuttal

  • casting time 1 reaction
  • range 10 feet

  • components S, M
  • duration Instantaneous

a weapon

As part of the reaction used to cast this spell, you use a weapon to make a melee weapon attack against the creature that attacked you with a melee attack, after the outcome of their attack is decided. If you hit, the target suffers the weapon’s normal damage, and you gain half the damage dealt in temporary hitpoints that last for up to 1 minute.

Atavist 1st level abjuration

Heart Sunder

  • casting time 1 bonus action
  • range Touch

  • components S
  • duration Instantaneous

You cause a melee weapon you are holding to thirst for blood, opening a creature’s weaknesses. The first attack you make with that weapon on this turn adds 1d6 to the attack roll. On a hit, the target suffers the attack’s normal effects and the next weapon damage rolled against the target is automatically maximized

Atavist 1st level necromancy

Lesser Bloodsight

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Concentration, up to 1 minute

Your eyes take on a crimson hue. For the duration, you can see the life force of nearby creatures within the spell’s range. When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them.
You can notice when a creature’s current hitpoints are below their hitpoint maximum and half their hitpoint maximum. When a creature falls below their maximum, they glow red, and can be seen behind materials of 3 inches thick or less. Once a creature is below half of their maximum, you can see them even through walls.

Atavist 1st level divination (ritual)

Withering Necrosis

  • casting time 1 action
  • range Touch

  • components S
  • duration Up to 1 round

You extend your hand and attempt to vastly decrease the health of a creature you grasp. Make a melee spell attack against the target. On a hit, the target takes 5d6 necrotic damage at the start of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 1d6 damage for each spell slot above 1st.

Atavist 1st level necromancy

Crourbat Call [1/2]

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

some fruit

This spell creates an undead familiar. Organically created from the bites of vampires, cruorbats can be summoned for a short while through mirrored forms of hemomancy. When you cast this spell, choose a corpse of a Large or smaller bat within range. The target becomes a cruorbat, but only of a size fitting for its corpse (the statistics can be found on pg. 33 of the Dark Arts Player’s Companion).
On each of your turns, you can verbally command the cruorbat you made if the cruorbat is within 60 feet of you. You decide what action it will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the cruorbat only defends itself against hostile creatures. Once given an order, the cruorbat continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any commands you’ve given it. To maintain control of the creautre for another 24 hours, you must

Atavist 2nd level conjuration

Crourbat Call [2/2]

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

some fruit

cast this spell on the cruorbat again before the current 24-hour period ends. This use of this spell reasserts your control of the cruorbat you animated with this spell, rather than animating a new one.

Atavist 2nd level conjuration

Needle and Thread

  • casting time 1 action
  • range 150 feet

  • components S, M
  • duration Instantaneous

a needle and thread

Select a target with blood within range, who must make a Constitution saving throw. On a failure, it takes 3d8 piercing damage and its blood explodes in three sharpened needles from its body to as many creatures or objects of your choice as there are needles, each target of which must be within 30 feet of the original. A secondary target must make the same save, taking 1d8 piercing damage per needle on a failure, or none on a success. If the first target succeeds on the saving throw, the first target only takes half as much piercing damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the first target takes 1d8 additional damage and releases one more needle for each spell slot above 2nd.

Atavist 2nd level evocation

Polyphemus’ Might

  • casting time 1 bonus action
  • range 30 feet

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

a giant eye

You imbue one creature of your choice within range a shadow of giant’s might. The target gains a number of d4s equal to your level in temporary hitpoints, and while those hitpoints last, they have advantage on saving throws against being charmed or frightened, and roll damage dice twice for melee attacks, choosing the higher result.

Atavist 2nd level enchantment

Coalesce Humours

  • casting time 1 minute
  • range 90 feet

  • components V, S
  • duration Concentration, up to 8 hours

Choose a corpse with blood or a large volume of blood within range. You extract the blood, which comes to life, so that it becomes a blood ooze under your control for the duration of the spell.
The coalesced creature is friendly to you and your companions. It acts on your initiative and has its own actions. It obeys any verbal commands you issue to it.If you don’t issue any commands, the blood ooze defends itself from hostile creatures, but otherwise takes no actions.
If your concentration is broken, the ooze doesn’t disappear. Instead, you lose control of the blood ooze, it becomes hostile towards all non-ooze creatures, and might attack. An uncontrolled blood ooze can’t be dismissed by you and it disappears 8 hours after you coalesced it.
If it drops to 0 hitpoints, it loses life and splashes into a pool of blood that can be coalesced once more for this spell.
The statistics can be found on pg. 44 of the Dark Arts Player’s Companion.

Atavist 3rd level conjuration

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Redwood Expansion

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Concentration, up to 1 minute

For the duration, you cause a creature of your choice to undergo a spontaneous expansion of sinews, bones, muscle, organs

Atavist 3rd level transmutation

Aura of Decay

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

  • components S
  • duration Concentration, up to 10 minutes

A diseased aura radiates from you within range. Until the spell ends, the aura moves with you, centered on you. Each hostile creature that enters the area for the first time on a turn or starts its turn within it has disadvantage on death saving throws and must make a Constitution saving throw or take 5d6 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the spell’s radius increases by 15 feet for each spell slot above 4th.

Atavist 4th level necromancy

Quicken Atavism

  • casting time 16 hours
  • range Touch

  • components S
  • duration Eternal

You perform a rite of blood on a young person. Choose a humanoid that is a number of years old or less equal to your spellcasting modifier. You imbue them with an atavistic spark, granting them a chance at developing atavism, which takes a full month to mature. Roll percentile dice. On a result of your level or lower, the child’s Constitution score raises to 15 if it were lower and they become a 1st level atavist after the maturation time.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the humanoid’s maximum age increases by 5 years and the casting time halves for each spell slot above 4th.

Atavist 4th level transmutation (ritual)

Exoscleroma

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

You touch a creature who must make a Constitution saving throw. On a failure, they are cursed, and their bones slowly begin to dissolve and regrow under their skin. This spell has no effect against creatures who are immune to poison damage or the poisoned condition. After they finish their first long rest, they become poisoned. After the second, deafened,
• third, restrained,
• fourth, incapacitated,
• fifth, paralyzed,
• sixth, petrified.
To be cured a creature must be healed by a healing spell or any restoration spell of the same level of day progression they are on or higher.
Once three days have passed for a petrified creature under the effect of the spell, only 9th level magic can cure them.

Atavist 5th level necromancy

Exsanguinate

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Up to 1 round

Choose a creature within range that has blood. They must make a Constitution saving throw. On a failure, half of their blood falls through their skin to the ground in a puddle of difficult terrain in a 10-foot-radius around them, they take 10d10 necrotic damage, and they become incapacitated until the end of their next turn.

Atavist 5th level necromancy

Haemorrhaging Rupture

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 1 minute

You momentarily rip apart blood vessels of a creature you choose within range, who must make a Constitution saving throw. On a failure, for every 5 feet of movement they make for the duration to a maximum of 60, they lose 2d12 hitpoints due to blood loss or half as much on a success as their blood pours through their skin and out of their body, as if they were a cup overflowing with water. They take this damage even if they were moved against their will. At the end of each of its turns, the target can make another Constitution saving throw. For any success, the spell ends.

Atavist 6th level enchantment

Eternal Blood

  • casting time 1 minute
  • range Touch

  • components S
  • duration 8 hours

You touch a creature and grant it a momentary dominion over death. If a creature dies while under the effect of this spell, they are revived after 1 minute from their remains, or, if none remain, their place of death.

Atavist 7th level abjuration

Greater Withering

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

A creature you touch must make a Constitution saving throw or be afflicted with a living greater withering curse. On a failed save, immediately and at the end of each long rest that they take, they lose 1 point from their Strength and Constitution scores. If either fall below 4, they can’t move, and if either fall below 1, they die.
This curse can only be removed by a spell of 7th level or higher, such as a 7th level remove curse or regenerate.

Atavist 7th level necromancy

Marrowmelt

  • casting time 1 action
  • range 09 feet

  • components S
  • duration Instantaneous

You snap your fingers and attempt to cause the spine of a creature with one within range to break in half and then melt into marrow. The target chosen must make a Constitution saving throw. On a failure, they are permanently paralyzed.
This paralysis can only be cured by a regenerate spell of 9th level.

Atavist 7th level transmutation

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Cause Fear

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself 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.

Atavist 1st level Necromancy

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Atavist 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Atavist 1st level Divination

Expeditious Retreat

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Atavist 1st level Transmutation

False Life

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Atavist 1st level Necromancy

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.

Atavist 1st level Enchantment

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Atavist 1st level Necromancy

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Atavist 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
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.

Atavist 1st level Transmutation

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Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Atavist 1st level Necromancy

Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6

Atavist 2nd level Transmutation

Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Atavist 2nd level Transmutation

Blindness/Deafness

  • casting time1 action
  • range30 feet

  • componentsV
  • duration1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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.

Atavist 2nd level Necromancy

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Atavist 2nd level Transmutation

Enlarge/Reduce [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce. The

Atavist 2nd level Transmutation

Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Atavist 2nd level Transmutation

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Atavist 2nd level Enchantment

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Atavist 2nd level Abjuration

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Locate Animals or Plants (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

A bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Atavist 2nd level Divination

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Atavist 2nd level Abjuration

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Atavist 2nd level Transmutation

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Atavist 2nd level Abjuration

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Atavist 3rd level Abjuration

Life Transference

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher 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.

Atavist 3rd level Necromancy

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Atavist 3rd level Transmutation

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Atavist 3rd level Transmutation

Blight

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
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.

Atavist 4th level Necromancy

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Death Ward

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

Atavist 4th level Abjuration

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Atavist 4th level Abjuration

Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Atavist 4th level Divination

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Atavist 4th level Abjuration

Contagion [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 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

Atavist 5th level Necromancy

Contagion [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

feverish. The 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.

Atavist 5th level Necromancy

Enervation

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends . On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Atavist 5th level Necromancy

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum

Atavist 5th level Abjuration

Reincarnate

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

rare oils and unguents worth at least 1,000 gp, which the spell consumes

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 01-04 Dragonborn. 05-13 Dwarf, hill. 14-21 Dwarf, mountain. 22-25 Elf, dark 26-34 Elf, high. 35-42 Elf, wood. 43-46 Gnome, forest. 47-52 Gnome, rock. 53-56 Half-elf. 57-60 Half-orc. 61-68 Halfling, lightfoot. 69-76 Halfling, stout. 77-96 Human. 97-00 Tiefling.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Atavist 5th level Transmutation

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Steel Wind Strike

  • casting time1 action
  • range30 feet

  • componentsS, M
  • durationInstantaneous

a melee weapon worth at least 1 sp

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Atavist 5th level Conjuration

Bones of the Earth [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

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 that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
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 save DC. On a success, the creature is no longer restrained and must either move off

Atavist 6th level Transmutation

Bones of the Earth [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

the pillar or fall off it.
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.

Atavist 6th level Transmutation

Flesh to Stone

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of lime, water, and earth

You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Atavist 6th level Transmutation

Harm

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Atavist 6th level Necromancy

Wind Walk

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

fire and holy water

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

Atavist 6th level Transmutation

Regenerate

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a prayer wheel and holy water

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Atavist 7th level Transmutation

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