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Steal Immortality (2/2)

  • casting time 1 reaction
  • range 300 feet

  • components V, S, M
  • duration Instantaneous

humanoid skull encrusted with gems worth at least 1000 gp, which is consumed

--Celestial. You have resistance to radiant and necrotic damage and gain a fly speed of 60 feet.
--Elemental. You have resistance to acid, cold, fire, lightning, and thunder damage.
--Fey. You can use a bonus action on each of your turns to turn invisible until the start of your next turn or teleport up to 60 feet in any direction.
--Fiend. You have resistance to cold and fire damage and gain a fly speed of 60 feet.
--Undead. You are immune to necrotic damage and being charmed or frightened.

Your creature type is retained until you cast the spell again, immediately ending its effects, or you take damage that reduces you to 0 hp, wherein your creature type returns to normal and your hp to the number noted as your mortal hit points.

Warlock (GH:PG) 9th lvl Transmutation

Steal Immortality (1/2)

  • casting time 1 reaction
  • range 300 feet

  • components V, S, M
  • duration Instantaneous

humanoid skull encrusted with gems worth at least 1000 gp, which is consumed

As part of casting this spell, you must expend nine hit dice or the spell automatically fails. If you do, roll the expended hit dice and note the total as your mortal hit points, then the creature who triggered this spell by being reduced to 0 hp immediately dies. If it would normally return to its native plane at 0 hp, it is destroyed instead. Change your creature type to that of the dead creature.

Whilst changed, you are immune to poison and disease, no longer need to eat, drink, or breathe, resistant to nonmagical damage, and gain a benefit dependent on your new creature type:

Warlock (GH:PG) 9th lvl Transmutation

Undead Enthrallment (3/3)

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

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.

Warlock (GH) 8th lvl Necromancy

Blackflame

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You choose a flame that you can see within range and that fits within a 5-foot cube. The flame momentarily changes color into a deep black, and then lashes out at surrounding creatures. Each creature within a 5-foot radius extending from the flame must make a Dexterity saving throw. A creature takes 1d6 necrotic damage and 2d6 fire damage on a failed save, or half as much damage on a successful one.

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

Warlock (DAPC) 1st level Transmutation

Umbral Assault

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 necrotic damage for every creature within 5 feet of it of size Small or larger, up to a maximum of 24d6 on a failed save, or half damage on a successful one.

Warlock (DAPC) 7th lvl Transmutation

Banshee's Wail

  • casting time 1 action
  • range Self (20ft radius)

  • components V, S, M
  • duration Instantaneous

a strand of banshee hair

You release a mournful wail that pierces into the mind of those that hear it. Each creature within 20 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 psychic damage, falls unconscious, and is deafened for 1 minute. On a success, it takes half as much damage and suffers no other effect. An unconscious creature wakes up after 1 hour, if it takes any damage, or if another creature uses its action to shake them awake. A deafened creature automatically succeeds on the save.

Warlock (DAPC) 6th lvl Necromancy

Shadow Stride

  • casting time 1 bonus action
  • range Self

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

You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.

You can use this teleportation ability twice per round for the duration.

Warlock (DAPC) 5th lvl Conjuration

Dismantle

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration Instantaneous

a miniature hammer

This spell breaks or tears a nonmagical object worth up to 10gp. The break or tear can be up to 1 foot in any dimension.

Make a melee spell attack roll to cast this spell on a construct. On a hit, this spell deals 2d6 force damage. This spell's damage increased by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Warlock (TCEE) Transmutation Cantrip

Umbraturgy

  • casting time 1 action
  • range 15 feet

  • components V, S
  • duration Up to 1 hour

You compel shadows to create one of the following effects at a point you can see within range:

--The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 hour.
--You cause shadows to conceal up to 2 creatures within a 15- foot radius area of dim light or darkness, allowing them to Hide as a bonus action on their next turn if they remain in the area.
--The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Warlock (DAPC) Transmutation Cantrip

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Reaper's Scythe

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Con, up to 1 min

a piece of a scythe blade

You create a scythe out of necrotic energy in your free hands. The scythe is a large weapon, requires both hands to wield, and lasts for the duration. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action.

You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 2d4 necrotic damage, and you gain temporary hit points equal to half the damage dealt.

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

Warlock (DAPC) 1st level Necromancy

Aura of Shade

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

a deep black stone

You create a 15-foot radius sphere of shadow magic centered on a point within range. The area appears to be wreathed in swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature that ends their turn within the area becomes invisible. This invisibility ends for a creature if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are.

Warlock (DAPC) 2nd level Illusion

Clinging Shadows

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Con, up to 1 min

bat fur

You choose an area of dim light or darkness that you can see within range and that fits within a 20-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Until the spell ends, you can use an action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 15 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the area and becomes restrained.

If the area becomes bathed in bright light, the spell has no effect until the bright light fades.

Warlock (DAPC) 2nd level Transmutation

Dome of Night

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Con, up to 1 min

owl feathers

You create a 15-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light can't illuminate it. The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Warlock (DAPC) 2nd lvl Transmutation

Hand of the Grave (1/2)

  • casting time 10 minutes
  • range 10 feet

  • components V, S, M
  • duration 24 hours

hand of a humanoid

When you cast this spell, you bury a humanoid hand into a patch of loose earth at least 5 feet in diameter to conceal it. The area is nearly undisturbed and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The hand animates when a medium or smaller creature walks over the area of earth. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the spell could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the spell, such as those who say a certain password.

Warlock (DAPC) 2nd lvl Necromancy

Hand of the Grave (2/2)

  • casting time 10 minutes
  • range 10 feet

  • components V, S, M
  • duration 24 hours

hand of a humanoid

When the hand animates, it attempts to grab whatever creature triggered it. That creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained as the hand grasps it with an inhumanly strong grip. The creature can use an action on its turn to make a Strength check against your spell save DC, freeing itself on a success. Once the hand has animated for 1 minute, the spell ends, and the hand returns to normal. If the creature dies while restrained, the hand pulls it underground, burying it.

Warlock (DAPC) 2nd lvl Necromancy

Beacon of False Life

  • casting time 1 action
  • range Self (30ft radius)

  • components V, S, M
  • duration Con, up to 1 min

alcohol or distilled spirits

Necromantic energy emanates from you in a 30-foot radius area. Until the spell ends, the area moves with you, centered on you. While within the area, you and every creature that you have under your control (such as through an animate dead spell) gains 2d4 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area.

Warlock (DAPC) 3rd lvl Necromancy

Wall of Bones

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Con, up to 1 min

finger bones from a dozen distinct hands

You create a wall of grasping skeletal arms. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 30 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. A creature that is within 5 feet of the wall when the wall is created, or that ends its turn within 5 feet of the wall, must succeed on a Strength saving throw or else take 2d4 slashing damage and be restrained by the grasping arms. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success, or takin 2d4 slashing damage on a failed save. Each 5-foot-square section has AC 5, 15 hit points, and vulnerability to bludgeoning damage. Reducing a section to 0 hit points destroys that section of the wall and frees a creature restrained by it.

Warlock (TCEE) 3rd lvl Necromancy

Dueling Shadows

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Choose two creatures within range that are within 5 feet of each other. Each target must make a Dexterity saving throw or take 1d4 necrotic damage as their shadows lash out at each other. If one of the creatures moves before the start of your next turn, both targets must repeat the saving throw as the shadows lash out again, dealing another 1d4 necrotic damage.

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

Warlock (DAPC) Transmutation Cantrip

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Calling Card

  • casting time 1 action
  • range Touch

  • components S, M
  • duration Until Dispelled

a stamp carved like the mark left by your calling card

You touch a corpse and mark it with a magical mark.

You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make it an invisible mark. Creatures who specifically examine a corpse for a calling card automatically detect one, whether visible or invisible.

Warlock (GH:PG) Illusion Cantrip

Creeping Touch

  • casting time 1 action
  • range Self

  • components V, S
  • duration Con, up to 10 min

You detach your hand at the wrist, transforming it into a spider. While the spider is within 100 feet of you, you can communicate with it telepathically.

Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

If the spider is killed or prevented from returning to you, your hand is restored, but you take 1d6 points of psychic damage. If you command the spider to return, it crawls back to your wrist, and the spell ends.

Warlock (GH:PG) 1st lvl Transmutation

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.

Warlock (GH) 2nd lvl Evocation

Fiend Flesh

  • casting time 1 action
  • range Touch

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

a handful of sulfur

You touch a willing creature. Until the spell ends, the target's skin has a red, scaly appearance, and the target has resistance to cold, fire, and lightning damage. For the duration, they also gain immunity to poison damage.

Warlock (GH:PG) 2nd lvl Transmutation

Life Tether

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Con, up to 1 min

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.

Warlock (GH) 2nd lvl Necromancy

Conjure Plants (1/2)

  • casting time 1 action
  • range 60 feet

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

the leaf of an Elder Tree or a piece of crystal sap for each creature summoned

You channel the powers of the Primordials to animate a number of plants within range. These plants must be in an open and unoccupied space. If no space is available, then the GM may choose to have plants rapidly grow as a result of the spell. In this case the GM also chooses how many plants grow. Choose one of the following options for what appears:

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.

--One plant of challenge rating 2 or lower
--Two plants of challenge rating 1 or lower
--Four plants of challenge rating 1/2 or lower
--Eight plants of challenge rating 1/4 or lower

Warlock (GH) 3rd lvl Conjuration

Conjure Plants (2/2)

  • casting time 1 action
  • range 60 feet

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

Each plant is considered an elemental in addition to its other types, and it becomes a normal plant again when it drops to 0 hit points or when the spell ends. The animated creatures are friendly to you and your companions. Roll initiative for the animated creatures as a group, which has its own turns. The creatures obey any verbal commands that you issue to them (no action required by you).

If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the animating options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Warlock (GH) 3rd lvl Conjuration

Flash Fever

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Con, up to 1 min

flint and steel

A living creature you choose within range breaks out into a cold sweat and must make a Constitution saving throw. On a failure, the cold sweat breaks into fever as the creature's skin becomes flushed and hot to the touch, and the creature takes 1d6 fire damage at the start of its next turn. On a success, the spell immediately ends. While the spell persists, you can use a reaction at the start of an affected creature's turn to force the creature to take fire damage again, increasing by 1d6 each time. The creature can use its action to attempt to cool itself, allowing it to attempt the Constitution saving throw again. On a success, the creature's fever breaks and the spell ends.

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

Warlock (GH:PG) 3rd lvl Necromancy

Mirror Spell (1/2)

  • casting time Reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

(taken when you see a creature cast a spell) 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:

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.

Warlock (GH) 3rd lvl Abjuration

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Mirror Spell (2/2)

  • casting time Reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

(taken when you see a creature cast a spell) --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.

Warlock (GH) 3rd lvl Abjuration

Serpent Tongue

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 min

You transform your tongue into a poisonous serpent for the duration. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 piercing damage and must succeed on a Constitution saving throw or become poisoned. A poisoned creature can repeat this saving throw at the end of each turn, ending the condition on a success.

As a bonus action on your turn, you can repeat the attack against a creature within 5 feet of you.

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

Warlock (GH:PG) 3rd lvl Transmutation

Suffocate

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Con, up to 1 min

a leather glove

You create a pair of grasping hands made from invisible forces. Make a spell attack against one creature that you can see within range. On a hit, the creature is restrained as the hands crush their throat or bodily equivalent.

If the creature requires air to breathe, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes unconscious, and it can't regain hit points until it can breathe again.

A conscious creature restrained by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the spell ends on the target.

Warlock (GH:PG) 3rd lvl Conjuration

Circle of Scarlet

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

piece of parchment with a circle drawn in blood

As part of casting this spell, you must expend four hit dice or the spell automatically fails. If you do, choose a point on the ground within range and roll the expended hit dice. A crimson pillar erupts from the ground in a 15-foot radius and 100-foot high cylinder centered on the point you chose. Each creature within the cylinder must make a Constitution saving throw. On a success, the creature takes necrotic damage equal to the total of the expended hit dice. On a failure, the creature takes necrotic damage equal to the total of the expended hit dice and must expend and roll four hit dice of its own, taking additional necrotic damage equal to the result.

For each creature who fails the saving throw against this spell, you gain 5 temporary hit points

Warlock (GH:PG) 4th lvl Evocation (Sang)

Consume Mind

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

1 oz fresh or magically preserved portion of another creature's brain

You consume the brain of another creature's corpse, gaining its memories and knowledge. The corpse must have a brain and can't be undead. The spell fails if the corpse has been dead (and not preserved) for more than three days.

Until the spell ends, you can attempt to recall any important fact known to the creature—family history, recent events, building layouts, passwords, details of the creature's death, and similar information. To recall a piece of information, you must make an ability check using your spellcasting modifier. The DC is equal to the corpse's Intelligence score.

Once the caster rolls to determine whether they recall a fact, they cannot attempt to recall it again.

Warlock (GH:PG) 4th lvl Necromancy

Incite Riot

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Con, up to 1 min

a red handkerchief

When you cast this spell, you wave the red handkerchief used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends or until you or your allies do anything harmful to it. While charmed in this way, it must use its turn to make unarmed strikes against the nearest creature (other than you) or use its turn moving to the nearest target.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Warlock (GH:PG) 5th lvl Enchantment

Little Death (1/2)

  • casting time 1 action
  • range Self

  • components S, M
  • duration Con, up to 8 hours

an item of personal sentiment worth least 1sp

When you cast this spell, you drop to 0 hit points and die. At the start of your next turn, you become a ghost occupying the same space as your corpse. You use the ghost's game statistics, retaining your alignment and personality.

While you are a ghost, you can only use abilities detailed in the ghost's game statistics. In addition, you add your proficiency bonus to your attack rolls and the DC of saving throws your ghost abilities force others to make.

Warlock (GH:PG) 5th lvl Necromancy

Little Death (2/2)

  • casting time 1 action
  • range Self

  • components S, M
  • duration Con, up to 8 hours

an item of personal sentiment worth least 1sp

Your DM secretly rolls 1d8 at the time of casting. After a number of hours have passed equal to the result, the spell ends. The spell ends early if you are reduced to 0 hit points as a ghost or you use an action to do so. If the material component used to cast this spell remains on your corpse, you return to life with current hit points equal to half your maximum hit points. If the material component used to cast this spell is no longer on your corpse, you must make death saving throws as normal.

If your body is destroyed or damaged beyond the capacity to survive while you are under the effects of this spell, its duration becomes indefinite and you remain a ghost until you are reduced to 0 hit points, destroyed by any other effect, or your body is targeted by an effect that returns the living to the dead such as raise dead or resurrection.

Warlock (GH:PG) 5th lvl Necromancy

Undead Enthrallment (2/3)

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

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 is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it.

Warlock (GH) 8th lvl Necromancy

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Undead Enthrallment (1/3)

  • 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).

Warlock (GH) 8th lvl Necromancy

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