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Protection from Evil and Good

  • casting time 1 action
  • range Touch

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

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Necromancer 1st level Abjuration

Might of the Abyss

  • casting time 1 action
  • range 15 feet

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

a small, black strip of ribbon

You channel stygian power from an extra-planar source, enhancing three creatures other than yourself within range. Whenever a target makes a weapon attack, it adds 1d4 damage to their damage roll. If a target moves more than 15 feet away from you, it loses the effect until it is within range again.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet, and you can target one additional creature for each slot level above 1st.

Necromancer (VSS) 1st level Evocation

Memorize (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a page of written text and a length of silver string worth 10 gp, tied in a knot, which the spell consumes

While casting this spell, your eyes pass over the words on a page, which are committed to your memory. For the next year, you exactly remember the details of all information on this page. After that time, you have advantage on all Intelligence checks you make to recall this information.

Necromancer (VSS) 1st level Enchantment

Mage Armour

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armour, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armour or if you dismiss the spell as an action.

Necromancer 1st level Abjuration

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