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Grim Hollow Spells

Etharis host a menagerie of magical creatures and spellcasters. Ranging from terrifying liches to ancient Primordials, many of these fearsome entities wield immense arcane powers. Below is a collection of new spells available to players and my NPCs.

Spell Lists

The following spell lists show which spells can be cast by characters of each class. A spell's school is noted in parentheses. If a spell can be cast as a ritual, the ritual tag also appears in parentheses. Spells that also have the Sangromancy school are marked with an Asterix.

Bard Spells
Cantrips (0 Level) Illusory Instrument (illusion), Calling Card (illusion)   1st Level Assisted Aim (enchantment), Creeping Touch (transmutation), Ghost Light (evocation), Intaglio (transmutation, ritual), Neutralise Aura (abjuration)   2nd Level Fiend Flesh (transmutation)   3rd Level Sanguine Poppet (transmutation)*, Suffocate (conjuration)   5th Level Incite Riot (enchantment)   6th Level Crown of Radiance (evocation)   8th Level Wall of Gloom (conjuration)
 

Cleric Spells
Cantrips (0 Level) Holy Word (evocation)   1st Level Assisted Aim (enchantment), Ghost Light (evocation), Intaglio (transmutation, ritual), Neutralise Aura (abjuration)   2nd Level Bloodletter (necromancy), Fiend Flesh (transmutation), Life Tether (necromancy), Wrack (necromancy)   4th Level Consume Mind   5th Level Greater Animate Dead (necromancy), Spirit Swarm (necromancy)   6th Level Crown of Radiance (evocation)   8th Level Flense (necromancy), Red Rain (conjuration)*, Undead Enthrallment (necromancy)   9th Level Phoenix Flames (evocation)
 

Druid Spells
Cantrip (0 Level) Hunter Sense (illusion)   1st Level Assisted Aim (enchantment), Blood Rush (transmutation)*, Consumption (evocation)   2nd Level Sense Lifeblood (divination)*, Theft of Vitae (transmutation)*   3rd Level Blood Bond (enchantment)*, Conjure Plants (conjuration), Flash Fever (necromancy), Reanimate (necromancy)*   4th Level Ride the Lightning (conjuration)   5th Level Investiture of Venom (transmutation)   6th Level Crown of Radiance (evocation), Earth Worm (transmutation)   7th Level Arboreal Curse (transmutation)   9th Level Phoenix Flames (evocation)
 

Paladin Spells
1st Level Assisted Aim (enchantment), Intaglio (transmutation, ritual), Neutralise Aura (abjuration)   2nd Level Bloodletter (necromancy), Wilting Smite* (transmutation)   4th Level Supernal Smite (evocation)
 

Ranger Spells
Cantrip (0 Level) Calling Card (illusion), Hunter Sense (divination)   1st Level Assisted Aim (enchantment), Blood Rush (transmutation)*   2nd Level Bloodletter (necromancy), Sense Lifeblood (divination)*   3rd Level Conjure Plants (conjuration)   5th Level Investiture of Venom (transmutation)
 

Sorcerer Spells
Cantrip (0 Level) Calling Card (illusion)   1st Level Consumption (evocation)*, Creeping Touch (transmutation), Ghost Light (evocation)   2nd Level Fiend Flesh (transmutation), Life Tether (necromancy), Sanguine Shield (abjuration)*, Theft of Vitae (transmutation)*   3rd Level Mirror Spell (abjuration), Suffocate (conjuration) 4th Level Circle of Scarlet (evocation)*, Ride the Lightning (conjuration)   5th Level Incite Riot (enchantment), Mortality (transmutation)*   6th Level Heartseeker (evocation)*   9th Level Phoenix Flames (evocation)
 

Warlock Spells
Cantrips (0 Level) Calling Card (illusion), Illusory Instrument (illusion)   1st Level Creeping Touch (transmutation), Crimson Lash (conjuration)*   2nd Level Fiend Flesh (transmutation), Life Tether (necromancy)   3rd Level Conjure Plants (conjuration), Flash Fever (necromancy), Mirror Spell (abjuration), Sanguine Poppet (transmutation)*, Serpent Tongue (transmutation), Suffocate (conjuration)   4th Level Circle of Scarlet (evocation)*, Consume Mind (necromancy), Dark Sacrament (evocation)*   5th Level Incite Riot (enchantment), Little Death (necromancy)   8th Level Creeping Death (necromancy)*, Red Rain (conjuration)*, Undead Enthrallment (necromancy)   9th Level Steal Immortality (transmutation)*
 

Wizard Spells
Cantrip (0 Level) Calling Card (illusion)   1st Level Consumption (evocation)*, Creeping touch (transmutation), Crimson Lash (conjuration)*, Ghost Light (evocation)   2nd Level Fiend Flesh (transmutation), Sanguine Shield (abjuration)*, Theft of Vitae (transmutation)*   3rd Level Serpent Tongue (transmutation), Suffocate (conjuration)   4th Level Consume Mind (necromancy), Dark Sacrament (evocation)* Ride the Lightning (conjuration)   5th Level Incite Riot (enchantment), Spirit Swarm (necromancy)   6th Level Earth Worm (transmutation), Heartseeker (evocation)*   8th Level Creeping Death (necromancy)*, Flense (necromancy), Wall of Gloom (conjuration)

Spell Descriptions

Arboreal Curse
7th-level transmutation   Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a cup of sap)
Duration: Until dispelled  

You attempt to turn one creature that you can see within range into wood. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected.   A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.   If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with remove curse, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.

  Assisted Aim
1st-level enchantment   Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute  

You invigorate up to three creatures within range with improved accuracy. Each targeted creature gains +1 to hit for all ranged weapon attacks they make. Additionally, targeted creatures may double the normal and long range of weapons they are wielding.   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.

  Blood Bond
3rd-level enchantment (sangromancy)   Casting Time: 1 action
Range: Touch
Components: V, S, M (a rag soaked in your own blood)
Duration: 1 hour  

As part of casting this spell, you must expend three hit dice or the spell automatically fails. If you do, roll the expended hit dice, and the creature gains an equal number of temporary hit points.   For the duration of the spell, you know the direction and distance to the creature at all times, you and the creature can speak to one another telepathically (provided the creature has an intelligence score of 3 or higher), and you can target the creature with spells you cast that have a range of Self or Touch. These benefits are suppressed while you and the creature are not on the same plane.   At any point a creature affected by this spell can choose to end the spell early. If it does, the creature loses all remaining temporary hit points granted by this spell and takes necrotic damage equal to the temporary hit points lost.   At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, its duration is 8 hours. When you cast this spell using a spell slot of 7th or 8th level, its duration is 24 hours. When you cast this spell using a spell slot of 9th level, its duration is 7 days.

  Bloodletter
2nd-level necromancy   Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute  

You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound that takes 2d6 necrotic damage at the beginning of its turn for the remainder of the spell’s duration. A creature can only have one festering wound at a time. Receiving at least 1 point of magical healing closes a festering wound, ending the recurring damage.   At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, you can increase the damage dealt by a festering wound by 1d6 for each slot level above 2nd.

  Blood Rush
1st-level transmutation (sangromancy)   Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Instantaneous  

As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, roll the hit die and regain a number of hit points equal to the result + your spellcasting ability modifier.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend and roll an additional hit die for each slot level above 1st.

  Calling Card
Illusion cantrip   Casting Time: 1 action
Range: Touch
Components: S, M (a stamp carved like the mark left by your calling card)
Duration: Until dispelled   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.
  Circle of Scarlet
4th-level evocation (sangromancy)   Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of parchment with a circle drawn in humanoid blood)
Duration: Instantaneous   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 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.
  Conjure Plants
3rd-level conjuration   Casting Time: 1 action
Range: 60 feet
Components: V, S, M (the leaf of an Elder Tree or a piece of crystallised sap for each creature summoned)
Duration: Concentration, up to 1 hour   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 this spell. In this case the GM also chooses how many plants grow. Choose one of the following options for what appears:
  • 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
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 creature’s 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.
  Consume Mind
4th-level necromancy   Casting Time: 1 action
Range: Self
Components: V, S, M (a 1-ounce fresh or magically preserved portion of another creature's brain)
Duration: 1 hour   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.
  Consumption
1st-level evocation (sangromancy)   Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a malnourished leech)
Duration: Concentration, up to 1 minute  

As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, choose a creature within range and roll the hit die. The creature loses a number of hit points equal to the result. For the duration of the spell, the creature must make a Constitution saving throw at the end of each of its turns. On a failure, roll the hit die expended to cast this spell again, and the creature loses hit points equal to the result. On a success, this effect ends for the creature.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose an additional target for the spell for each slot level above 1st.

  Creeping Death
8th-level necromancy (sangromancy)   Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute  

As part of casting this spell, you must expend eight hit dice or the spell automatically fails. When you do, roll the eight hit dice expended to cast this spell and total them to determine the creature’s creeping death threshold. While the spell remains active, if the creature’s current hit points ever equal or are less than the creeping death threshold, the creature immediately dies.   As a bonus action on each of your turns while this spell is active, you can force the target to make a Constitution saving throw. On a failure, roll 2d6 and add the result to the creature’s creeping death threshold. On a success, add half the result instead. If the creature succeeds on three saving throws, which do not have to be consecutive, this spell ends early.

  Creeping Touch
1st-level transmutation   Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes  

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.

  Crimson Lash
1st-level conjuration (sangromancy)   Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 10 minutes   As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand.   This magic weapon lasts until the spell ends. It counts as a simple weapon with which you are proficient, and it has the light, finesse, and reach properties. You can choose to add your spellcasting modifier, instead of your Strength or Dexterity modifier, to attack and damage rolls with this weapon. Its damage die is equivalent to the hit die expended casting this spell, and the damage dealt is necrotic. Each time a creature takes damage from this magic weapon, its maximum hit points are reduced by an amount equal to the damage it took.   At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, when you take the Attack action, you can make two weapon attacks, provided both are with this magic weapon. When you use a spell slot of 5th level or higher, when you take the Attack action you make three weapon attacks, provided all are with this magic weapon.
  Crown of Radiance
6th-level evocation   Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes   A flaming crown of holy light adorns your head until the spell ends. Any fiend, fey, or undead that moves within 20 feet of you or begins their turn within 20 feet of you takes 2d8 radiant damage. The crown of radiance sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
  Dark Sacrament
4th-level evocation (sangromancy)   Casting Time: 1 action
Range: Self
Components: V, S, M (a dagger encrusted in jewels worth at least 100gp)
Duration: Instantaneous   As part of casting this spell you must expend four hit dice or the spell automatically fails. If you do, make a melee spell attack against a creature within 5 feet using the material component of this spell. On a hit, roll the hit dice expended casting this spell plus an additional 4d8 and deal necrotic damage equal to the result. If this damage causes the creature to be reduced to 0 hit points, it immediately dies and you gain one of the following dark blessings of your choice. Unassailable. You have advantage on all saving throws. Unbreakable. Your size increases by one category (from Medium to Large for example), you gain a number of temporary hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns, and your weapon attacks deal an additional 1d4 damage. Unerring. Your proficiency bonus increases by 2.   Your dark blessing ends after 10 minutes or when you are reduced to 0 hit points, whichever happens first. When you take radiant damage while you have a dark blessing, you take an additional 1d4 damage.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the melee spell attack damage increases by 1d8 for each slot level above 4th.
  Earth Worm
6th-level transmutation   Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute   You transform the earth into a wormlike maw at an unoccupied point on the ground within range. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the worm. On a hit, the target takes piercing damage equal to 3d8 + your spellcasting ability modifier. If the target is a Large or smaller creature, it must succeed on a Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 6d6 bludgeoning damage at the start of each of your turns.   Each round on its turn, a creature trapped within the worm can use an action to attempt to repeat the Dexterity saving throw to escape. A creature that succeeds this saving throw is regurgitated and falls prone in a space within 10 feet of the worm.   As a bonus action on your turn, you can move the worm up to 20 feet and repeat the attack against a creature within 5 feet of it.
  Fiend Flesh
2nd-level transmutation   Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of sulfur)
Duration: Concentration, up to 1 hour   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.
  Flash Fever
3rd-level necromancy   Casting Time: 1 action
Range: 60 feet
Components: V, S, M (flint and steel)
Duration: Concentration, up to 1 minute   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.
  Flense
8th-level necromancy   Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a scalpel)
Duration: Concentration up to 1 minute   You target a creature you can see within range, using necromantic force to slice the skin from its body. Make a ranged spell attack against that creature. The target must succeed on a Constitution saving throw, taking 8d6 necrotic damage on a failure or half as much damage on a success. On each of your turns for the duration, you can use your action to force the same target to make another Constitution saving throw and repeat the damage. The spell also ends if the target is ever outside the spell’s range, if the target is reduced to 0 hp, or if it has total cover from you.
  Ghost Light
1st-level evocation   Casting Time: 1 action
Range: Touch
Components: V, S, M (a clear marble)
Duration: 1 hour   You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds bright silvery light in a 20-foot radius and dim light for an additional 20 feet. This light is only visible to the creatures you specified during the initial casting of the spell; all other creatures perceive the area affected by the ghost lantern as they regularly would.
  Greater Animate Dead
5th-level necromancy   Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, a pinch of bone dust, and a black onyx stone worth at least 75gp for each level of CR you animate).
Duration: Instantaneous   This spell may only be cast at night. Choose a corpse, or a number of corpses, within range that are equivalent to the size of creatures you are animating (the GM will determine how many corpses are required). You can animate a number of large or smaller undead creatures equalling a total challenge rating of 2 or lower.   On each of your turns you can use a bonus action to mentally command any creature you made with this spell if the creature is within 120 feet of you. (If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which time it stops obeying any command you’ve given it.   To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather than animating a new one.   At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or reassert control of an additional CR worth of undead creatures created with this spell. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over an additional two CR worth of undead creatures created with this spell. Additional creatures must be animated with sufficient corpses or bones.
  Heartseeker
6th-level evocation (sangromancy)   Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a ruby worth at least 100gp)
Duration: Concentration, up to 1 minute   As part of casting this spell you must expend six hit dice or the spell automatically fails. When you do, blood flows from your body then crystallizes into a barbed arrow, which launches at a creature of your choice within range. Make a ranged spell attack against the chosen creature. On a hit, roll the hit dice expended to cast this spell, and the creature takes piercing damage equal to the result.   Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it vulnerable to further attacks. At the start of the creature’s next turn, it must make a Constitution saving throw. On a failure, attacks against the creature score critical hits on a 19 or 20 on the attack roll.   At the start of each of the creature’s turns after that, it must repeat the Constitution saving throw or the critical hit range on attacks against the creature increases by 1 again. If the creature succeeds on three of these saving throws (these successes do not need to be consecutive) this spell ends. The increased critical hit range ends when the spell does.
  Holy Word
Evocation cantrip   Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous   You mutter a word of the divine under your breath, being careful not to speak it any louder, for such celestial power is not for the tainted and unworthy. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. If you hit an undead, fiend, or fey, then its speed is reduced by 10 feet and it cannot take reactions until the end of its next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).
  Hunter Sense
Divination cantrip   Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute   You touch one willing creature. While this spell is active, the target’s senses are heightened. If the target rolls a 9 or below on the die when making a Wisdom (Perception) check, they instead act as if they rolled a 10.
  Illusory Instrument
Illusion cantrip   Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes   You create an illusionary copy of a mundane musical instrument. The copy of the instrument takes on the shape of your fondest memory of the instrument, such as the first flute you owned, or the half harp gifted to you by a loved one. This illusion moves as its physical counterpart would, but it is weightless and is tangible only to the caster of the spell. This instrument may be used as a spellcasting focus. This illusionary instrument dissipates if the spellcaster moves 10 feet away from it or chooses to end the spell. As a bonus action, you can command your instrument to create one of the following effects:
  • Mimic basic sounds heard on a daily basis, such as a bird chirping, footsteps, or a slamming door.
  • Automatically play a basic beat at the tempo of your choice.
  • Record anything played on it, and play it back on a loop.
  • Record and playback any noise it could pick up within 15 feet, such as conversation, a royal decree, or a snoring party member who swears that they don't.
  Incite Riot
5th-level enchantment   Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a red handkerchief)
Duration: Concentration, up to 1 minute   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.
  Intaglio
1st-level transmutation (ritual)   Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a quill or a vial of ink)
Duration: Concentration, up to 1 hour   You transform a piece of parchment into a duplicate of a text or symbol. While concentrating on this spell, you can use an action to trace your hand over any non-magical text or imagery on a surface within range. You imprint the text or imagery onto parchment you provide, choosing how to resize or crop it. This spell copies a single page with each action, and cannot copy sections larger than 9X12 inches at a time. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.
  Investiture of Venom
5th-level transmutation   Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes   Until the spell ends, your veins bulge and become visibly green beneath your skin, your eyes weep constantly with liquid poison, and you gain the following benefits:
  • You are immune to poison damage and the poisoned condition.
  • When you choose a creature you can see within 30 feet, you know if it has poison resistance or immunity, as well as if it is immune to the poisoned condition.
  • You can use a bonus action on your turn and choose a creature within 30 feet. That creature must make a Constitution saving throw. On a failure, the creature loses any resistance or immunity it has to poison damage or the poisoned condition until the end of your next turn.
  • You can use your action to launch a geyser of toxins in a line 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Constitution saving throw or take 4d6 poison damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is also poisoned until the end of your next turn.
  Life Tether
2nd-level necromancy   Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute   The target must make a Wisdom saving throw. On a failure, a sickly green ethereal tether forms between you and your target. Whenever you take damage, each tethered target takes half that amount as necrotic damage. Damage dealt this way is distributed after any damage resistances or immunities are applied. If a target with a tether drops to 0 Hit Points, they are no longer affected by the tether. As a bonus action you can move the tether from one fallen foe to another target. The new target must succeed on a Wisdom saving throw or also be subject to the effects of this spell. A target may only have one tether attached to them from any instance of this spell at a given time.   At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the number of tethers created is increased by one for every two slots levels above the 2nd.
  Little Death
5th-level necromancy   Casting Time: 1 action
Range: Self
Components: S, M (an item of personal sentimental value worth at least 1 sp)
Duration: Up to 8 hours   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.   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.
  Magic Mirror
5th-level abjuration   Casting Time: 1 action
Range: Self
Components: V, S, M (a polished silver marble)
Duration: Instantaneous   A momentary bubble of iridescent energy shimmers in the air between you and the caster of the triggering spell. The spell is redirected to a creature of your choice that you can see within 60 feet. If the spell is 5th level or lower, you are no longer a target of the spell and the chosen creature is instead. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell.
  Mirror Spell
3rd-level abjuration   Casting Time: Reaction (which you take when you see a creature within 60 feet of you casting a spell)
Range: 60 feet
Components: V, S
Duration: Instantaneous   You attempt to copy and cast a spell that you can see being cast. If the targeted spell is 2nd level or lower, then the spell is automatically copied. Copying a spell of 3rd level or higher requires a successful ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the spell is copied, and you cast that spell at the lowest it can be cast. You can only copy spells of a lesser or equal level to the spell used to cast Mirror Spell. You can choose new targets for the copied spell. The following rules apply:
  • You cannot copy your own spell.
  • You can only copy spells cast by creatures.
  • For all intents and purposes, you are the original caster of the mirrored spell, and your spellcaster ability modifier is used if required. The same is true for saving throw DCs and attack modifiers.
At Higher Levels. You can cast this spell using a spell slot of 4th level or higher. If you do, you can copy a spell of equal or lower level.
  Mortality
5th-level transmutation (sangromancy)   Casting Time: 1 action
Range: 120 feet
Components: V, S, M (the skull of a humanoid encrusted in gems worth at least 200gp)
Duration: Concentration, up to 1 minute   As part of casting this spell you must expend five hit dice or the spell automatically fails. When you do, choose an aberration, celestial, elemental, fey, or fiend within range and condemn it to a taste of mortality. The creature must succeed on a Charisma saving throw or have its current and maximum hit points reduced. Roll the hit dice expended to cast this spell to determine the amount the creature’s current and maximum hit points are reduced by.   Additionally, for the duration of the spell, a creature that fails the saving throw loses all damage immunities and resistances, its creature type changes to humanoid, and takes an additional 1d4 necrotic damage each time it takes damage.   If a creature affected by this spell is reduced to 0 hit points, these changes become permanent and the creature dies. This final effect of the spell can only be reversed if the creature is restored to life and targeted by a remove curse spell or similar magic.
  Neutralise Aura
1st-level abjuration   Casting Time: 1 minute
Range: Touch
Components: V, S, M (a sprig of sage)
Duration: Concentration, up to 1 hour   You touch a willing creature and neutralize their aura. Until the spell ends, the target cannot be magically perceived by fey, fiends, celestials, or undead. If the affected creature makes an attack, casts a spell, deals damage, takes damage, or steps within 5 feet of one of the named creatures, 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.
  Phoenix Flames
9th-level evocation   Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous   You immolate yourself, consuming your body in a searing cloud of holy flames. All creatures within 20 feet of you must make a Constitution saving throw or take 30d6 radiant damage and gain one level of exhaustion. On a successful save, a creature takes half damage and is not exhausted. If a target is killed by this damage, its body is incinerated.   After 10 minutes, you rise from the ashes where you originally cast the spell. You are returned fully to life as if you were affected by a true resurrection spell.
  Reanimate
3rd-level evocation (sangromancy)   Casting Time: 1 action
Range: Touch
Components: V, S, M (a melange of wilted daises and other herbal powders worth at least 300gp, which the spell consumes)
Duration: Instantaneous   As part of casting this spell you must expend three hit dice or the spell automatically fails. If you do, you can touch a creature who has died within the last 10 minutes and return it to life with 1 hit point. In addition, roll the hit dice you expended casting this spell, and the creature gains temporary hit points equal to the result.   At the start of each of the target creature’s turns, it loses 1 temporary hit point granted by this spell. While the creature has any temporary hit points granted by this spell it moves with unnatural vigor, gaining a +2 bonus to all ability checks, attack rolls, and saving throws. Once it loses all remaining temporary hit points granted by this spell, the creature gains a level of exhaustion.   This spell can’t return to life a creature who has died of old age, nor can it restore missing body parts.
  Red Rain
8th-level conjuration (sangromancy)   Casting Time: 10 minutes
Range: Self
Components: V, S, M (a sponge soaked in blood)
Duration: Concentration, up to 8 hours   As part of casting this spell you must expend eight hit dice or the spell automatically fails. If you do, over the course of the next 1d6 x 5 minutes the sky darkens and thick droplets of blood begin to rain down everywhere within 5 miles of you.   Creatures within 5 miles of you gain a level of exhaustion every 10 minutes they are directly exposed to the red rain. Each time a creature gains a level of exhaustion from this effect, it takes 2d10 necrotic damage and has its maximum hit points reduced by an equivalent amount until it is no longer exhausted. While a creature has any levels of exhaustion caused by this spell, it automatically fails all saving throws against being poisoned or diseased.   Beasts and plant creatures within the area of effect of this spell must succeed on a Wisdom saving throw or be frightened until they have spent 1 minute or longer outside the area of effect of this spell. Mundane plants within the area of effect of this spell wither and die after being exposed to the red rain for at least 10 minutes.   For each hour you maintain concentration on this spell, roll one of the hit dice expended in the casting of this spell then total the results at the conclusion of the spell. The total equals the number of days before beasts will willingly return to, and plants can begin to regrow in, the area that was affected by this spell.
  Ride the Lightning
4th-level conjuration   Casting Time: 1 action
Range: Self
Components: V, S, M (a length of copper wire)
Duration: Instantaneous   You transform yourself into a bolt of lightning and teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the line created between your starting point and final destination takes 4d6 lightning damage.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. In addition, you can teleport yourself an additional 10 feet further for each slot level above 4th.
  Sanguine Poppet
3rd-level transmutation (sangromancy)   Casting Time: 1 minute
Range: Touch
Components: V, S, M (an object shaped like a creature worth 1cp or more)
Duration: Concentration, up to 1 hour   As part of casting this spell, you must expend three hit dice or the spell automatically fails. When you do, you smear the material component used to cast this spell with your blood. The object shudders and becomes a sanguine poppet under your control.   Your sanguine poppet has an AC equal to 10 + your proficiency bonus + your spellcasting ability modifier and 30 hp. If your sanguine poppet is ever reduced to 0 hp or more than a mile away, the spell ends immediately. As a bonus action on your turn, your sanguine poppet can walk or climb up to 30 feet, and you can see and hear through them until the start of your next turn.   As an action, you can cause the poppet to self-destruct in an explosion of blood, ending this spell. Roll the hit dice expended casting this spell, and each creature within 30 feet of the poppet must succeed on a Constitution saving throw or take necrotic damage equal to the result. Creatures who succeed on the saving throw take half as much damage.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can expend an additional hit die for each spell slot level above 3rd. Additionally, the duration of this spell increases by one hour for each spell slot level above 3rd.
  Sanguine Shield
2nd-level abjuration (sangromancy)   Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute   As part of casting this spell, you must expend two hit dice or the spell automatically fails. You draw lifeforce from those injured around you to create a swirling shield of blood. You gain 5 temporary hit points for each creature within a 30 feet radius that is below its hit point maximum (including you) to a maximum of 15. While you have these hit points, you are considered to be behind half cover for any ranged attack made against you. When this spell ends, all remaining temporary hit points provided by it are lost.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum number of temporary hit points you can gain from casting it increases by 5 for each two slot levels above 2nd.
  Sense Lifeblood
2nd-level divination (sangromancy)   Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute   As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, you can sense the lifeblood flowing within creatures you can see. For the duration of the spell, you can sense whether and how two or more creatures you can see are related biologically. In addition, you know whether the creature’s current hit points are equal to or below half their maximum hit points and, when you deal damage to such a creature, you roll two additional dice to deal bonus damage. The dice rolled to determine this bonus damage are the same as the two you expended to cast this spell.   At Higher Levels. When you cast this spell with a 4th or 5th level spell slot, you can maintain concentration on this spell for up to 1 hour. When you cast this spell with a 6th level or higher spell slot, you can maintain concentration on this spell for up to 8 hours.
  Serpent Tongue
3rd-level transmutation   Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute   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.
  Spirit Swarm
5th-level necromancy   Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute   You invite spirits to take their revenge upon a target. A creature that you can see within range must make a Charisma saving throw. A creature with a Charisma score of 2 or lower can’t be affected by this spell. A target takes 8d8 psychic damage on a failed save and is frightened of you until the spell ends. On a successful save, a target takes half damage and is not frightened.
  Steal Immortality
9th-level transmutation (sangromancy)   Casting Time: 1 reaction, which you take when a celestial, elemental, fey, fiend or undead within range that you can see is reduced to 0 hit points
Range: 300 feet
Components: V, S, M (the skull of a humanoid encrusted in gems worth at least 1,000gp, which the spell consumes)
Duration: Instantaneous   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: 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.
  Suffocate
3rd-level conjuration   Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a leather glove)
Duration: Concentration, up to 1 minute   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.
  Supernal Smite
4th-level evocation   Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute   The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon shatters the ambient magic surrounding the creature, and the attack deals an extra 4d6 force damage. If the creature is concentrating on a spell, that concentration is broken.   In addition, 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 spells’ level. On a successful check, the spell ends.
  Theft of Vitae
2nd-level transmutation (sangromancy)   Casting Time: 1 reaction, which you take when a creature you can see within 30 feet takes damage
Range: Self
Components: V, S
Duration: Instantaneous   As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, roll the hit dice and the creature takes necrotic damage equal to the result, then you gain a number of temporary hit points equal to the triggering damage plus this necrotic damage you dealt, to a maximum of 25.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of temporary hit points you can gain from casting it increases by 10 for each slot level above 2nd.
  Undead Enthrallment
8th-level necromancy   Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (a clay pot filled with brackish water, another clay pot filled with grave dirt, and a black onyx stone worth at least 500gp for each corpse)
Duration: Instantaneous   This spell can only be cast at night. Choose a corpse, or a number or corpses, within range that are equivalent to the size of the creature you are animating (the GM will determine how many corpses are required). Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. You may choose for the target to become an undead creature of CR 3 or lower (the GM has the creature’s game statistics).   On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you. (If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.   To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather than animating a new one. Any creature you have maintained with this spell for 30 days remains permanently under your control. You may only control a maximum of four creatures with this spell.
  Wall of Gloom
8th-level conjuration   Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a vial of tears)
Duration: 10 minutes   You create a wall of swirling grey energy, formed of the psychic pain of forlorn loss. The wall appears within range on a solid surface and lasts for the duration. You choose to make them all up to 60 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.   The wall radiates dim light out to a range of 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature moves to within 20 feet of it or starts its turn there, the creature must succeed on a Charisma saving throw or become incapacitated for one round as they are overcome with a flood of negative feelings.   A creature can move through the wall, though the attempt is emotionally draining. The first time a creature enters the wall on a turn or ends its turn there, the creature must make a Charisma saving throw, taking one level of exhaustion on a failed save.
  Wilting Smite
2nd-level transmutation (sangromancy)   Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute   As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, the next time you hit a creature with a melee weapon attack during this spell’s duration, blood flows over your weapon then desiccates into black spores falling onto the attack’s target, and the attack deals an extra necrotic damage to the target. Roll the hit dice expended to cast this spell, and the total equals the amount of this extra necrotic damage. Additionally, the creature loses all damage resistances it has until the start of your next turn.
  Wrack
2nd-level necromancy   Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a frayed piece of cord)
Duration: Concentration, up to 1 minute   Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be afflicted with excruciating muscle spasms for the duration. A creature affected in this way has its speed halved and rolls attacks with disadvantage. 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.

Comments

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Apr 17, 2024 18:06

Many of these need to be gone through to make them consistent. For example, Magic Mirror specifies a casting time of one action, but references a triggering spell, which makes me think it's supposed to be a reaction, in the vein of Counterspell or Silvery Barbs. Another example is Flense, which requires both the caster to make a spell attack and the target to make a saving throw, when it really should be one or the other.