Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Intaglio (Ritual)

  • casting time 1 action
  • range 5 feet

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

a quill or a vial of ink

You transform a piece of parchment into a duplicate of a text or symbol. While concentrating on this spell, you can use an action to trace your hand over any non-magical text or imagery on a surface within range. You imprint the text or imagery onto parchment you provide, choosing how to resize or crop it. This spell copies a single page with each action, and cannot copy sections larger than 9X12 inches at a time. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.

Wizard (GH) 1st level Transmutation

Post-Mortem Servitude (Ritual) [1/2]

  • casting time 10 minutes
  • range Touch

  • components V, S, M
  • duration Instantaneous

incense worth at least 10 sp, which the spell consumes, and one medium or small humanoid pile of bones

Touch the forehead of a medium or small humanoid corpse or pile of bones and burn the incense. The undead becomes a skeleton that can obey any order you give it, understand any languages you know, and act of its own will, but cannot attack. You can communicate with it telepathically within 150 meters. You can also see through its eyes, with darkvision, as if it was a familiar. The skeleton comes equipped with anything the corpse had before being raised, and can equip any items or outfits you give it.
Additionally, the skeleton has the capability of discarding its body to become a floating skull. The floating skull has a flight speed of 50, and 1hp. When the servant becomes a floating skull, it leaves the rest of its body and any gear behind, wherever it was. It can reconnect with any skeleton of the same size afterward, including its own, to return to its original skeleton form.
At Higher Levels: When you cast this spell using a spell slot of 8th level, you can create an unlimited amount


of servants but each

Wizard (AHB) 1st level Necromancy

Post-Mortem Servitude (Ritual) [2/2]

  • casting time 10 minutes
  • range Touch

  • components V, S, M
  • duration Instantaneous

incense worth at least 10 sp, which the spell consumes, and one medium or small humanoid pile of bones

additional servant will require a gem worth at least 50 gp which the spell consumes. Each pile of bones must be within 30 feet of you when you cast this spell

Wizard (AHB) 1st level Necromancy

Sculpt Corpse (Ritual)

  • casting time 1 minute
  • range Touch

  • components V,S
  • duration Instantaneous

You alter the appearance of a corpse in one of several ways:
• Edit Appearance - You mold the appearance of the corpse to look like another creature, you may only copy specific faces if you have a solid understanding of their appearance.
• Doctor Evidence - You doctor the evidence leading toward this creature's death.
• Clean Corpse - You make the corpse presentable.
• Remove Flesh - You turn the corpse into a skeleton.
• Add Flesh - You turn a skeleton into a full corpse.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional corpse for each slot level above 1st. When you use a spell slot of 3rd level or higher, you can target one undead for each slot level above 3rd. The undead must be within 10 feet of you when you cast this spell.

Wizard (AHB) 1st level Necromancy

Dazing Blast

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A wave of forceful energy leaves your palms and travels towards your target. Make a spell attack against a creature. If you hit the target, they take 2d6 force damage and must succeed at a Constitution saving throw or become dazed until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot above 2nd.

Wizard (GH) 2nd level Evocation

Life Tether

  • casting time 1 action
  • range 120 feet

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

The target must make a Wisdom saving throw. On a failure, a sickly green ethereal tether forms between you and your target. Whenever you take damage, each tethered target takes half that amount as necrotic damage. Damage dealt this way is distributed after any damage resistances or immunities are applied. If a target with a tether drops to 0 Hit Points, they are no longer affected by the tether. As a bonus action, you can move the tether from one fallen foe to another target. The new target must succeed on a Wisdom saving throw or also be subject to the effects of this spell. A target may only have one tether attached to them from any instance of this spell at a given time.
At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the number of tethers created is increased by one for every two slot levels above the 2nd.

Wizard (GH) 2nd level Necromancy

Mirror Spell

  • casting time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • range 60 feet

  • components V, S
  • duration Instantaneous

You attempt to copy and cast a spell that you can see being cast. If the targeted spell is 2nd level or lower, then the spell is automatically copied. Copying a spell of 3rd level or higher requires a successful ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the spell is copied, and you cast that spell at the lowest level it can be cast. You can only copy spells of a lesser or equal level to the spell slot used to cast Mirror Spell. You can choose new targets for the copied spell. The following rules apply:
• You cannot copy your own spell.
• You can only copy spells cast by creatures.
• For all intents and purposes, you are the original caster of the mirrored spell, and your spellcaster ability modifier is used if required. The same is true for saving throw DCs and attack modifiers.
At Higher levels: You can cast this spell using a spell slot of 4th level or higher. If you do, you can copy a spell of equal or lower level.

Wizard (GH) 3rd level abjuration

Enlighten Undead (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

An amethyst worth at least 100 gp, which the spell consumes, and the soul of a sentient huminoid, which the spell conumes

You touch an undead.It regains any features, abilities, feats, traits, and proficiencies it had in life. It regains its Wisdom and Charisma if they were not already higher in life. Its Intelligence score increases by 1d8 + your spellcasting ability modifier or it regains the intellegence score it had in life whichever is higher.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 one of your choice. You can allow it to regain its memories, personality, and soul or give it a personality of your choice. It becomes sentient.

Wizard (GH) 5th level Necromancy

Wizard (AHB)

Wizard (GH)

1 1
1 1
1 1
1 1
2 2
2 2
3 3
5 5

If the target undead is under your control, it willingly does what you say, even though it has free will.

If the target undead is under your control, it willingly does what you say, even though it has free will.

Greater Animate Dead [1/2]

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

a drop of blood, a piece of flesh, a pinch of bone dust, and a black onyx stone worth a least 75gp for each level of CR you animate

This spell may only be cast at night. Choose a corpse, or a number of corpses, within range that are equivalent the size of the creatures you are animating (the GM will determine how many corpses are required). You can animate a number of large or smaller undead creatures equalling a total challenge rating 2 or lower.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 120 feet of you. (If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature 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 creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which time it stops obeying any command

Wizard (GH) 5th level Necromancy

Greater Animate Dead [2/2]

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

a drop of blood, a piece of flesh, a pinch of bone dust, and a black onyx stone worth a least 75gp for each level of CR you animate

you've given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather than animating a new one. Additionally, casting this spell in this manner does not require spell components with a GP cost.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or reassert control of an additional CR worth of undead creatures created with this spell. When you cast this spell using a 9th level spell slot, you can animate or reassert control over an additional two CR worth of undead creatures created with this spell. Additional creatures must be animated with sufficient corpses or bones.

Wizard (GH) 5th level Necromancy

Greater Gentle Repose (Ritual) [1/2]

  • casting time 1 action
  • range Touch

  • components When you cast this spell using a, V, S, M
  • duration 30 days

a handful of salt, a piece of flesh, which the spell consumes, and a piece of ice, which the spell consumes

You touch a corpse, other remains, or an undead creature. For the duration, the target is protected from decay. As well, it reverses decay, returning the remains or undead to what it looked like in life, even healing any missing limbs and injuries and ending all condition, including Exhaustion levels, curses, poisons, and diseases. If cast on an Undead creature, it looks like it did in life, though people can make an Investigation check against your Spell save DC to notice things, such as shallow breathing, a limp, strange behavior, pale skin, etc. Though it's unlikely anyone would think their Undead, they would more likely assume the Undead creature is simply unhealthy or strange. After the duration the remains or Undead creature rapidly decays to the point it was before this spell. The spell also effectively extends the time limit on raising remains, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
At Higher Levels: When you cast this spell using a 6th-level

Wizard (AHB) 5th level Necromancy

Greater Gentle Repose (Ritual) [2/2]

  • casting time 1 action
  • range Touch

  • components When you cast this spell using a, V, S, M
  • duration 30 days

a handful of salt, a piece of flesh, which the spell consumes, and a piece of ice, which the spell consumes

spell slot, you can choose two targets and the duration is 60 days.When you cast this spell using a 7th-level spell slot, you can choose three targets and the duration is 90 days. When you cast this spell using a 8th-level spell slot you can choose four targets and the duration is 1 year. When you cast this spell using a 9th-level spell slot you can choose five targets and the duration is eternal, it last forever.

Wizard (AHB) 5th level Necromancy

Undead Enthrallment [1/2]

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

a clay pot filled with brackish water, another clay pot filled with grave dirt, and a black onyx stone worth at least 500 gp for each corpse

This spell can only be cast at night. Choose a corpse, or a number or corpses, within range that are equivalent to the size of the creature you are animating (the GM will determine how many corpses are required). Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. You may choose for the target to become an undead creature of CR 3 or lower (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you. (If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature 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 creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task

Wizard (GH) 8th level Necromancy

Undead Enthrallment [2/2]

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

a clay pot filled with brackish water, another clay pot filled with grave dirt, and a black onyx stone worth at least 500 gp for each corpse

is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather than animating a new one. Any creature you have maintained with this spell for 30 days remains permanently under your control. You may only control a maximum of four creatures with this spell.

Wizard (GH) 8th level Necromancy

5 5
5 5
5 5
5 5
8 8
8 8