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Greater Invisibility

  • casting time 1 action
  • range Touch

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

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Necromancer 4th level Illusion

Greater Invisibility

  • casting time 1 action
  • range Touch

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

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Necromancer 4th level Illusion

Grasp of the Grave

  • casting time 1 action
  • range 120 feet

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

a shrunken hand

Spectral skeletal arms emerge from the ground in a 20-foot-radius circle, centred 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 (VSS) 4th level Necromancy

Grasp of the Grave

  • casting time 1 action
  • range 120 feet

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

a shrunken hand

Spectral skeletal arms emerge from the ground in a 20-foot-radius circle, centred 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 (VSS) 4th level Necromancy

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