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Corrupt Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

You conjure a flickering, malevolent flame in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame emits a sickly, spectral glow, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Evil Cekkea Conjuration cantrip

Gust

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:
• You unleash a blast of dark, chilling wind at a creature within range. One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a foul blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Evil Cekkea Transmutation cantrip

Infestation of Despair

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

10 insect corpses, slain by moonlight

You cause a cloud of spectral vermin to appear and swarm around a creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 necrotic damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north

2, south Conjuration cantrip

Affliction Whisper

  • casting time1 bonus
  • range60 feet

  • componentsV
  • durationInstantaneous

You whisper a vile incantation laced with dark energies, targeting a creature of your choice within range that you can see. The target hears your words as a haunting, chilling voice that fills them with dread and decay.
The target regains hit points equal to 2d4 + your spellcasting ability modifier (minimum of 1 hit point). However, this healing is twisted and malevolent, causing the target to feel an unsettling chill and the touch of impending doom. As a result, attacks against the target gain +1 to attack rolls until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Evil Cekkea 1st level Evocation

Animal Manipulation

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

You attempt to beguile a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Evil Cekkea 1st level Enchantment

Corrupt Beast Pact

  • casting time1 action
  • rangeSelf

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

a bit of fur wrapped in a cloth

You establish a sinister link with one beast you touch that is friendly to you or charmed by you, through a dark ritual. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Evil Cekkea 1st level Divination

Corrupt Elements

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

Your dark incantation twists the very essence of the damaging force against your enemies. You harness the incoming destructive magic, corrupting it to serve your nefarious purposes. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Evil Cekkea 1st level Abjuration

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Evil Cekkea 1st level Transmutation

Dark Insight (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You gain the ability to see the lingering traces of dark magic and malevolent energies around you. 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Evil Cekkea 1st level Divination

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Dark Leap

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You touch a creature, imbuing them with unnatural agility and a sinister surge of energy. The creature's jump distance is tripled until the spell ends.

Evil Cekkea 1st level Transmutation

Darkberry

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a sprig of a tree burnt by unholy flames

You imbue a handful of ordinary berries with foul necromantic energy, transforming them into Darkberries. You touch up to ten berries, and each berry provides sustenance tainted with dark magic.
For the duration, a creature can use its action to eat one Darkberry. Eating a Darkberry restores 1 hit point and inflicts a creeping sense of dread upon the consumer.
The Darkberries lose their potency if they have not been consumed within 24 hours of the casting of this spell, becoming inedible and crumbling to dust.

Evil Cekkea 1st level Transmutation

Earth Rupture

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You cause the ground within a 10-foot radius centered on yourself to tremble and rupture with dark energy. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 necrotic damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. Additionally, any plants in the area wither and die instantly as the dark energy seeps into the soil. Each 5-foot-diameter portion of this terrain requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Evil Cekkea 1st level Evocation

Enthrall Person

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You weave a sinister enchantment, captivating the mind of a humanoid that you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it.
While charmed in this way, the target idolizes and trusts you, regarding you as a captivating and authoritative figure. The charmed target will listen intently to your words and may even reveal secrets or perform small favors to please you, so long as they don't pose a direct threat to the target's well-being. When the spell ends, the creature knows it was charmed by you.
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.

Evil Cekkea 1st level Enchantment

Fragment of Ash

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationInstantaneous

a pinch of ashes of a loved one

You create a fragment of ash and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 necrotic damage as the shadowy energies seep into their body, sapping their vitality.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st.

Evil Cekkea 1st level Conjuration

Grasping Shadows

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You summon tendrils of dark, necrotic energy that writhe and reach out from the ground at a point you can see within range. The area becomes filled with grasping shadows, which spread out in a 20-foot square centered on that point. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.

Evil Cekkea 1st level Conjuration

Malevolent Snare [1/2]

  • casting time1 minute
  • rangeSelf

  • componentsS, M
  • duration8 hours

25 feet of brambly vines, which the spell consumes

You create a malevolent magical trap that appears as a sinister, shadowy tendril camouflaged within natural surroundings. Choose a point on the ground that you can see within range. The area within a 5-foot radius of this point becomes the trigger area for the snare.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
When a Small, Medium or Large creature other than you comes within 5 feet of the trigger area or disturbs the area in any way, the malevolent snare activates. The triggering creature must make a Dexterity saving throw. On a failed save, the creature is ensnared by shadowy tendrils that emerge from the ground. The creature is restrained until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC.

Evil Cekkea 1st level Abjuration

Malevolent Snare [2/2]

  • casting time1 minute
  • rangeSelf

  • componentsS, M
  • duration8 hours

25 feet of brambly vines, which the spell consumes

On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

Evil Cekkea 1st level Abjuration

Miasmic Sensing (Ritual)

  • casting time1 action
  • rangeSelf

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

a moldy yew leaf

You extend your senses to detect the presence of decay and corruption around you. For the duration, you can sense the presence and location of poisons, poisonous creatures, diseases and other sources of decay within 30 feet of you. This sense does not specifically identify the type of poison or disease, but you can feel their malevolent aura and general location.
In addition, while concentrating on this spell, you can cause one detected poison or disease within range to intensify and spread. Choose one creature within range that is affected by the detected poison or disease. That creature must make a Constitution saving throw. On a failed save, the poison or disease imposes additional effects as determined by the DM, making the ailment more virulent and dangerous.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Evil Cekkea 1st level Divination

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Nightstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of grave dirt

You touch a willing creature, granting them the ability to move swiftly and silently like the night itself. 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.

Evil Cekkea 1st level Transmutation

Roar of Ruin

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

As you chant the incantation, a surge of dark energy engulfs you, crackling with sinister power. With a sweeping gesture, you unleash a deafening blast of sound that rips through the air like a banshee's wail, tearing apart everything in its path. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 necrotic damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
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.

Evil Cekkea 1st level Evocation

Rotting Purge (Ritual)

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
The food and drink affected by the Rotting Purge take on a subtle, but unmistakable, aura of decay. While technically safe to consume, the items exude a faint odor of rot and taste slightly off, leaving a lingering impression of corruption that sows doubt and revulsion in those who partake.

Evil Cekkea 1st level Transmutation

Shadow Veil

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You conjure a writhing mass of dark, swirling shadows at a point you can see within range. The shadows spread out in a 20-foot radius, creating a zone of deep darkness and malevolent energy. The area is heavily obscured, plunging it into supernatural darkness. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Evil Cekkea 1st level Conjuration

Umbral Mark

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

You unleash a wave of malevolent shadows that outline your foes in eerie darkness. Each object in a 20-foot cube within range is outlined in dim, flickering shadows. Any creature in the area when the spell is cast is also outlined if it fails a Dexterity saving throw.
For the duration, any attack roll against the affected creatures has advantage if the attacker can see it, and the affected creatures cannot benefit from being invisible.
Additionally, the affected creatures shed dim light in a 10-foot radius, which makes them easier targets for other creatures. The light emitted is a sinister, shadowy glow that hints at their corrupted nature. The affected creatures cannot benefit from being invisible.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cube's size increases by 10 feet for each slot level above 1st.

Evil Cekkea 1st level Evocation

Whispers of the Wild (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

When casting this spell, the air becomes heavy with the ominous presence of lurking beasts. The caster's eyes gleam with an unsettling glow, reflecting the primal instincts of the creatures they wish to converse with.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Evil Cekkea 1st level Divination

Blighting Tempest

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

You summon a chilling storm (20 miles per hour) of foul winds that swirl around you in a 10-foot radius, shrouding the area in darkness and decay. The winds howl with eerie whispers and carry a stench of decay and dread. The tempest moves with you, remaining centered on you. Plants and foliage within the area wither and die, becoming twisted and blackened.
The tempest has the following effects:
• All sound within the area is warped and distorted, creating an unsettling cacophony of ghostly whispers. This deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Evil Cekkea 2nd level Evocation

Corrupt Metal

  • casting time1 action
  • range60 feet

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

a piece of rust and a purple flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to emit a dark, necrotic heat, causing excruciating pain to any creature touching or wearing it. Any creature in physical contact with the object takes 2d8 necrotic damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Evil Cekkea 2nd level Transmutation

Corrupt Vitality [1/2]

  • casting time1 action
  • rangeTouch

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

rotten meat from a slain innocent beast

You touch a creature and bestow a dark enhancement upon it, granting it one of the following effects, the target gains that effect until the spell ends.
While under the effect of this spell, the target's eyes briefly glimmer with an eerie, unnatural light. Additionally, the target's skin takes on a slightly paler, more sickly hue, as if touched by death.
Vampiric Endurance.The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Shadowed Might.The target has advantage on Strength checks, and his or her carrying capacity doubles.
Twisted Agility.The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Enthralling Aura.The target has advantage on Charisma checks.
Cursed Insight.The target has advantage on Intelligence checks.
Darkened knowledge.The target has advantage on Wisdom checks.
At Higher Levels: When you cast this

Evil Cekkea 2nd level Tranmutation

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Corrupt Vitality [2/2]

  • casting time1 action
  • rangeTouch

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

rotten meat from a slain innocent beast

spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Evil Cekkea 2nd level Tranmutation

Cursed Everglow

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationUntil disspelled

Cursed ruby dust worth 50 gp, which the spell consumes

You touch an object, causing it to emit a sinister, flickering light with the brightness of a torch. This light is eerie and unsettling, casting strange shadows that seem to writhe and elongate. It creates no heat and doesn't use oxygen. The light can be covered or hidden but not smothered or quenched.

Evil Cekkea 2nd level Evocation

Cursed Messenger (Ritual) [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

You send forth a shadowy messenger to deliver your sinister missive. Choose the (partial) remains of a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. The creature animates temporarily under your command.
You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the messenger collapses into a lifeless heap. The same happens

Evil Cekkea 2nd level Enchantment

Cursed Messenger (Ritual) [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

after the message is delivered successfully.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Evil Cekkea 2nd level Enchantment

Cursed Thorns

  • casting time1 action
  • range150 feet

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

seven sharp thorns or seven small twigs, each sharpened to a point

You cause an area to become thick with cursed, necrotic-infused thorns and bone shards. The ground in a 20-foot radius centered on a point within range twists and erupts with jagged, necrotic growth. The area becomes difficult terrain for the duration. When a creature moves into or within the area, dark energy saps its life force, resulting in it taking 2d4 necrotic damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Evil Cekkea 2nd level Transmutation

Dark Communion (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 hour

You touch a willing beast, forging a sinister psychic link fueled by your own life forces. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings. Your own body looks increasingly sickly and decayed while the spell is active. Your body slowly turns back to normal after the spell has ended.

Evil Cekkea 2nd level Divination

Dreadful Dimensions [1/2]

  • casting time1 action
  • range30 feet

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

a pinch of powdered rust

You cause a creature or object within range to warp and distort with malevolent energy, leading to a reduction or increase in size 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.
Sinister Enlargement: The target's body swells with dark power, growing in size and strength. 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

Evil Cekkea 2nd level Transmutation

Dreadful Dimensions [2/2]

  • casting time1 action
  • range30 feet

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

a pinch of powdered rust

also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d6 extra necrotic damage. The movement speed of the target is halved.
Distorted Reduction.: The target shrinks and contorts, becoming unnaturally diminutive. The 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).

Evil Cekkea 2nd level Transmutation

Embrace of Venom

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

Through touch, you teach a creature the embrace of venom. If it is poisoned, the effects of the poison are neutralized. If the creature is not of evil alignment, the inexperience with evil leads to the embrace feeling like their blood is burning in their veins. If more than one poison afflicts the target, you neutralize one 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.

Evil Cekkea 2nd level Abjuration

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Gale of Torment

  • casting time1 action
  • rangeSelf (60-foot line)

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

a windbramble seed

You summon a malevolent wind that lashes out in a 60-foot line that is 10 feet wide. It blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 1d100{50 percent} chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Evil Cekkea 2nd level Evocation

Malevolent 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. When the affliction is removed, all joy the target felt disappears. For the next hour after casting, the creature feels nothing but dread and a looming emptiness, gaining it a subtle, eerie aura that unsettles those around it.

Evil Cekkea 2nd level Abjuration

Netherbind

  • casting time1 action
  • range300 feet

  • componentsV
  • durationConcentration, up to 1 minute

You create a binding tether of dark energy that seeks out a creature you can see within range. The target must succeed on a Strength saving throw or become ensnared by shadowy tendrils, grounding it to the nearest surface within 20 feet of it. If the target fails the Strength saving throw, its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Evil Cekkea 2nd level Transmutation

Ominous Premonition (Ritual) [1/2]

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

A heirloom of someone who died under mysterious circumstance, worth at least 25 gp

By casting this spell, you receive an unsettling glimpse into the future that is cloaked in dark omens and malevolent portents. During the casting, you focus on a specific course of action that you plan to take within the next 30 minutes. The spell then conveys to you a haunting sense of the potential outcome of your chosen action, distilled into one of the following categories (chosen by the DM):
• Ominous Success: The action you are contemplating is likely to succeed, but at a cost or consequence that may bring harm, misfortune, or malevolent repercussions.
• Dreadful Failure: The action you are contemplating is likely to end in failure or disaster, leading to dire consequences or inviting dark forces to intervene against you.
• Uncertain Prophecy: The outcome of the contemplated action is clouded in ambiguity, suggesting neither clear success nor failure but hinting at hidden dangers or sinister forces at play.
Ominous Success: The action you are contemplating is likely to succeed, but at a cost or

Evil Cekkea 2nd level Divination

Ominous Premonition (Ritual) [2/2]

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

A heirloom of someone who died under mysterious circumstance, worth at least 25 gp

consequence that may bring harm, misfortune, or malevolent repercussions.
Dreadful Failure: The action you are contemplating is likely to end in failure or disaster, leading to dire consequences or inviting dark forces to intervene against you.
Uncertain Prophecy: The outcome of the contemplated action is clouded in ambiguity, suggesting neither clear success nor failure but hinting at hidden dangers or sinister forces at play.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 1d100{25 percent} chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Evil Cekkea 2nd level Divination

Pocket of Darkness

  • casting time1 action
  • range60 feet

  • componentsS
  • duration24 hours

You create a dark, murky bubble of necrotic energy around the head of a willing creature you can see within range. The target gains the ability to exist without air that lasts until the spell ends.
The bubble drains the vitality of any living creature nearby, leaving them with a feeling of a cold void, as if they will never be alive again.
If the creature has more than one head, the bubble appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Evil Cekkea 2nd level Conjuration

Sinister Veil

  • casting time1 action
  • rangeSelf

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

ashes from a burned leaf of mistletoe and a sprig of spruce

You shroud yourself and any creatures of your choice within 30 feet of you in an aura of unsettling shadows and whispers, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage, but does begin to experience paranoid thoughts or feelings of dread, slowly instilling a sense of fear and unease. Additionally, any attempt to use abilities that detect alignment or purity of spirit within the affected creatures will yield false or corrupted readings, making the casters appear more malevolent or corrupted than they truly are.

Evil Cekkea 2nd level Abjuration

Skywrite (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Evil Cekkea 2nd level Transmutation

Soul Tracker (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a small part of a long-used torture device

You attune your senses to the anguish and suffering of sentient beings around you, using their pain as a beacon to guide your search.
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.

Evil Cekkea 2nd level Divination

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Soul Wraith

  • casting time1 action
  • range60 feet

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

a pinch of grave dirt

You create a swirling vortex of necrotic energy in a 5-foot-radius, 10-foot-tall cylinder centered on a point within range. The soul wraith lasts for the duration or until you lose concentration.
Any creature that ends its turn within 5 feet of the soul wraith must make a Strength saving throw. On a failed save, the creature takes 1d8 necrotic damage and is pushed 10 feet away from the soul wraith. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the soul wraith up to 30 feet in any direction. If the soul wraith moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Evil Cekkea 2nd level Conjuration

Summon Necrotic Beast

  • casting time1 action
  • range90 feet

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

a feather, tuft of fur, and a bone fragment from an undead creature inside a gilded acorn worth at least 200 gp

You call forth the essence of a necrotic beast to serve you. It manifests in an unoccupied space that you can see within range. This undead form uses the Bestial Spirit stat block, but deals necrotic damage . When you cast the spell, choose an environment: Air, Land, or Water. The necrotic essence vaguely resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

Evil Cekkea 2nd level Conjuration

Tenebrous Tracer

  • casting time1 action
  • rangeSelf

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

a forked gnarly twig

You attune your senses to the shadows that veil hidden objects, allowing you to track a specific item steeped in darkness. By focusing your malevolent will, you can discern the direction to the object of your description that lies within 1,000 feet of you. The caster experiences a faint but unsettling pull in the direction of the object. If the object is in motion, you know the direction of its movement.
For the duration of the spell and for 1 hour after its conclusion, the caster's eyes turn jet black, marking them as someone involved in dark magic or under the influence of evil forces.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Evil Cekkea 2nd level Divination

Twisted Sight

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration8 hours

either a pinch of dust from a haunted house or an onyx

You touch a willing creature and bestow upon it the ability to see through darkness with sinister clarity. For the duration, the target gains darkvision with a range of 60 feet.
While under the effect of this spell, the target's perception of the world becomes warped and malevolent. In dim light or darkness, the target sees shadowy illusions that whisper sinister secrets and visions of impending doom.

Evil Cekkea 2nd level Transmutation

Umbral Convergence [1/2]

  • casting time1 action
  • range120 feet

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

several wilted seeds of any abyssal plant and a piece of onyx

You beckon forth the shadows of the netherworld, weaving them into a sinister column that descends like a blackened claw from the sky. Choose a point within range where the Umbral Convergence manifests. From that point, a haunting 5-foot-radius, 40-foot-high cylinder of dim, eerie light envelops the area, casting a ghastly glow.
Any creature that enters the Umbral Convergence for the first time or starts its turn there, must confront the suffocating darkness. It must make a Constitution saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one as the shadows claw at its life force.
Furthermore, creatures within the cylinder that possess the ability to change their shape find themselves doubly cursed. Not only do they make their saving throws with disadvantage, but they are also forcibly reverted to their true form as they endure the necrotic damage. They unable to alter their guise until they escape the Umbral Convergence's grasp.
On each subsequent turn, you can wield your

Evil Cekkea 2nd level Evocation

Umbral Convergence [2/2]

  • casting time1 action
  • range120 feet

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

several wilted seeds of any abyssal plant and a piece of onyx

control over the shadows, using an action to relocate the Umbral Convergence up to 60 feet in any direction, inflicting dread and despair upon all it touches.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Evil Cekkea 2nd level Evocation

Undying Grasp

  • casting time1 action
  • range60 feet

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

a small, straight piece of freshly rusted iron

You attempt to corrupt and restrain the essence of a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. While the target is paralyzed by this spell, dark shadows coil around its form, leeching vitality and corrupting its spirit. 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 one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Evil Cekkea 2nd level Enchantment

Unholy Spirit

  • casting time1 bonus
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth a corrupted spirit to a point you choose within range. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit manifests as a spectral, shadowy entity that haunts the area.
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 2d6 hit points to that creature (no action required). As payment, the haunting sprit siphons the vitality of the creature, meaning attacks against the creature gain +1 to attack rolls until the end of its next turn.
The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Evil Cekkea 2nd level Conjuration

Unveil Traps

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You sense the sinister presence of any trap within range that is within line of sight. The presence is felt through the fear and trepidation of those who may fall victim to these traps.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Evil Cekkea 2nd level Divination

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Vile Blade

  • casting time1 bonus
  • rangeSelf

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

leaf of abyssal fireleaf

You evoke a blade of dark fire in your hand. The blade resembles a serrated, blackened scimitar wreathed in flickering, malevolent flames, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the vile blade. On a hit, the target takes 3d6 necrotic damage.
The vile blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Evil Cekkea 2nd level Evocation

Witherskin

  • casting time1 action
  • rangeSelf

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

a handful of withered oak bark

You touch a willing creature, infusing their skin with a dark and twisted magic that transforms it into a gnarled, bark-like armor. Until the spell ends, the target's skin becomes tough and jagged, resembling the bark of a sinister, cursed tree, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Evil Cekkea 2nd level Transmutation

Command the Withering [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration10 minutes

You imbue plants within 30 feet of you with a malevolent energy resulting in limited sentience and animation, giving them the ability to communicate with you and follow your simple commands, at the cost of them turning into withered husks. You can question plants about events in the spell's area within the past day, animating their memories with a dark energy. The plants might be able to provide information about creatures that have passed, their approximate number, their sizes, and the directions they were traveling. You can also gain information about weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but

Evil Cekkea 3rd level Transmutation

Command the Withering [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration10 minutes

you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.

Evil Cekkea 3rd level Transmutation

Conjure Demons

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You summon demons that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

• One demon of challenge rating 2 or lower
• Two demons of challenge rating 1 or lower
• Four demons of challenge rating 1/2 or lower
• Eight demons of challenge rating 1/4 or lower
Each demon disappears when it drops to 0 hit points or when the spell ends.
The summoned demons are friendly to you and your companions. Roll initiative for the summoned demons as a group, which has its own turns. They 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 DM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more demons 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.

Evil Cekkea 3rd level Conjuration

Curse of Energetic Protection

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a willing creature, allowing a part of your corrupted spirit to temporarily latch onto the target. For the duration, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder, at the cost of becoming more alike the caster. This effect disappears after the spell ends.

Evil Cekkea 3rd level Abjuration

Cursed Water Walk (Ritual) [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

You call upon dark powers to grant up to ten willing creatures you can see within range the ability to walk on water, with a sinister caveat. For the duration, the affected creatures can 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).
However, the malevolent nature of the spell brings about a curse. While under the effect of this spell, the creatures are linked to your will. You can, as a bonus action on your turn, choose one of the affected creatures to be cursed:
• The cursed creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is immobilized, sinking into the liquid at a rate of 10 feet per round for the duration of the curse or until you use your bonus action to end the curse on that creature.
• While cursed, the creature also suffers disadvantage on all Dexterity checks and saving throws.
The cursed creature must make a

Evil Cekkea 3rd level Transmutation

Cursed Water Walk (Ritual) [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

Wisdom saving throw against your spell save DC. On a failed save, the creature is immobilized, sinking into the liquid at a rate of 10 feet per round for the duration of the curse or until you use your bonus action to end the curse on that creature.
While cursed, the creature also suffers disadvantage on all Dexterity checks and saving throws.

The immobilization and necrotic damage effects can be ended early if the cursed creature succeeds on a Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer cursed but remains under the water-walking effect of the spell.

If you 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.

Evil Cekkea 3rd level Transmutation

Darkstone Veil (Ritual) [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. Minor corruption seeps into the surrounding area, infesting the stone and its vicinity with a sinister aura, which creatures don't link to you being inside of the stone.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you

Evil Cekkea 3rd level Transmutation

2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Darkstone Veil (Ritual) [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration8 hours

fall prone in an unoccupied space closest to where you first entered.

Evil Cekkea 3rd level Transmutation

Drown (Ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed or piece of straw

You invoke the dark powers of the deep, imbuing your target with a cursed affinity for water. Choose up to ten willing creatures that you can see within range. Until the spell ends, they gain the ability to breathe underwater until the spell ends. However, this spell brings with it the risk of being cursed to no longer be able to breathe like they normally would. Whether the target is inflicted with this curse, is decided by the DM.
Creatures inflicted with the curse can no longer breathe air and must immerse themselves in water to survive. A creature affected by this spell that is out of water can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds), after which time it begins to suffocate.
A remove curse spell cast on a creature ends this effect.

Evil Cekkea 3rd level Tranmutation

Feign Death (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends. While under the effect of this spell, the target exudes an aura of dread in a 10-foot radius, causing creatures to feel unease and discomfort.
After the spell ends, the target suffers from a lingering sense of dread and despair, as if they had truly experienced death. They have disadvantage on saving throws against fear effects for 1d4 hours.

Evil Cekkea 3rd level Necromancy

Malediction of Nullification

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

The caster unleashes a dark surge of energy, targeting a specific magical effect, object, or creature within range. As the shadows envelop the target, there's a palpable sense of dread as the magic is stripped away, leaving it vulnerable and powerless.
Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Evil Cekkea 3rd level Abjuration

Necrotic Arrows

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the ammunition bursts with necrotic energy. The attack deals an extra 1d6 necrotic damage to the target. The necrotic energy spreads through the target's body, causing searing pain and decaying their flesh.
The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Evil Cekkea 3rd level Transmutation

Necrotic Eruption

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of obsidian

You cause a mass of necrotic energy to erupt from a point on the ground you can see within range. Each creature in a 20-foot cube centered on that point must make a Dexterity saving throw. A creature takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes filled with sickly, necrotic energy, turning it into difficult terrain until cleared. Clearing the area of this necrotic energy requires 1 minute per 5-foot square.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Evil Cekkea 3rd level Tranmutation

Necrotic Surge

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water

You conjure a surge of necrotic energy that crashes down in a location you specify within range. The surge forms a wave of black, writhing energy that is up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
The wave then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Evil Cekkea 3rd level Conjuration

Shroud of the Grave [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a strand of wet hair

You call upon the chilling embrace of death to envelop the area around a spectral fragment of you. A wave of necrotic energy radiates out from the spectre in a 15-foot-radius, 10-foot-tall cylinder, extinguishing life and vitality as it flows. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 necrotic damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
The wave causes the ground in the area to become slick with a necrotic residue. Until the end of your next turn, the area is difficult terrain for creatures other than you. Any creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or fall prone.
Additionally, any plants in the area that aren�t creatures wither and die instantly.
If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and

Evil Cekkea 3rd level Conjuration

Shroud of the Grave [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a strand of wet hair

teleport to an unoccupied space that you can see within the spell's area.

Evil Cekkea 3rd level Conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Sleet Storm

  • casting time1 action
  • range150 feet

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

a pinch of dust and a few drops of water

You create a swirling storm of dark, icy shards infused with necrotic energy in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Evil Cekkea 3rd level Conjuration

Soulstorm

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You summon dark, swirling clouds above you, crackling with necrotic energy, in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of dark energy flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Evil Cekkea 3rd level Conjuration

Umbral Sunburst

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

You cast a sinister radiance that scorches and blinds. A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. Those caught within the spell's radius feel an oppressive weight upon their shoulders, as if the very atmosphere conspires against them.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light, but does not hide the feeling of oppressive weight.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Evil Cekkea 3rd level Evocation

Wall of Shadows

  • casting time1 action
  • range60 feet

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

a drop of water

You conjure a wall of swirling, inky darkness on the ground at a point you can see within range. The wall can be up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and poison and radiant damage are haalved if their effect passes through the wall to reach its target.

Evil Cekkea 3rd level Evocation

Wall of Souls

  • casting time1 action
  • range120 feet

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

a tiny fan and a feather of exotic origin

You create a wall of ghostly apparitions that rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. The wall appears in any shape you desire, so long as it forms a continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
The wall blocks line of sight and stops incorporeal movement, but creatures with a physical form can pass through it. Any creature passing through the wall takes 1d8 necrotic damage.
Additionally, any nonmagical projectiles that pass through the wall are deflected or destroyed. Loose, lightweight materials brought into contact with the wall are consumed by the ghostly spirits and disintegrate.

Evil Cekkea 3rd level Evocation

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