Hemlock's Spellbook

by unbrokenwishbone

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Hemlock's SpellBook:

This book cant be damaged by fire or water and does not deteriate with age

I am watching you.

First level Spells:

Magic Missile

  • 1 evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A creature of your choice that you can see within range
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard
  • You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Protection From Evil And Good

  • 1 abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Target: One willing creature you touch
  • Components: V S M (Holy water or powdered silver and iron, which the spell consumes)
  • Duration: Up to 10 minutes
  • Classes: Cleric, Paladin, Warlock, Wizard
  • Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Second Level Spells:

Enthrall

  • 2 enchantment

  • Casting Time: 1 action

  • Range: 60 feet

  • Target: Creatures of your choice that you can see within range and that can hear you

  • Components: V S

  • Duration: 1 minute

  • You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Mirror Image

  • 2 illusion

  • Casting Time: 1 action

  • Range: Self

  • Target: Self

  • Components: V S

  • Duration: 1 minute

  • Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Raise Mount

  • 2nd-level necromancy
  • Casting time: 1 minutes
  • Range: 30 feet
  • Components: V, S, M (the corpse of a large creature or one large pile of bones, which the spell consumes.)
  • Duration: Instantaneous
  • The pile of bones or corpse is engulfed in black flames; the smoke forming the body of the risen mount. You decide the mount's appearance though regardless the mount retains a look of undeath indicating its undead nature. The risen mount is a Large creature that uses the statistics of the warhorse though it is an undead instead of a beast. Your mount responds to verbal commands and can understand any language that you speak. When your mount drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your mount at any time as an action, causing it to disappear in a plume of black smoke. In either case, casting this spell again heals your risen mount, restoring it to its hit point maximum.

Flaming Sphere:

  • second level conjuration
  • Casting time: 1 action
  • Range: 60 feet
  • Target: Unoccupied space of your choice within range
  • Components: V S M- (tallow, Brimstone, Dusting of powdered iron)
  • A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. *** At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Third level Spells:

Animate Dead:

  • 3rd level necromancy
  • Casting time: 1 minute
  • Range: 10 feet
  • Target: A pile of bones or a corpse of a medium/small humanoid in range
  • Components: V,S, M (Drop of blood, piece of flesh, pinch of bone dust)
  • Duration: Instantanious
  • This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (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 up to four creatures 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 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Bestow curse

3rd level necromancy

  • Casting time: 1 action
  • Range: Touch
  • Target: A creature
  • Components: V S
  • Duration Concentration, up to 1 minute
  • You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
  • At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.

Counterspell:

3rd level abjuration Casting time: 1 reaction, which you take when you see a creature within 60ft of you casting a spell Range: 60 feet Target: creature in the process of casting a spell Components: S You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

  • At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Unholy Weapon:

3rd level evocation

  • Casting time: 1 Bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration:1 minute
  • You create a floating, unholy weapon within range that lasts for the duration or until you cast this spell again. The weapon can take whatever form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes necrotic damage equal to 2d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

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

4th Level Spells:

Arcane Eye:

4th level divination

  • casting time: 1 action
  • Range: 30 feet
  • Target:a point within range
  • ComponentsL V S M (Bat fur)
  • Concentration: Up to one hour
  • You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Dimension Door:

  • 4h level conjuration
  • Casting time: 1 action
  • Range: 500 feet
  • Target: see text
  • Components: V (Sands of time: Required)
  • Duration: Instant
  1. Please note here- that Hemlock has found a way to use this spell, bypassing the normal restrictions of teleportation. To use this requires a drop of the sands of time
  • You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

5th level Spells:

Hold monster

  • 5th level
  • Casting time: 1 action
  • Range: 90ft
  • Components: V S M*
  • Duration: ritual, one minute
  • Wis Save

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. 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 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

    • (a small, straight piece of iron)

Raise Dead:

5th level necromancy

  • Casting time: 1 action
  • Range: Touch
  • Components: V. S. M- A diamond worth 50gp which the spell consumes
  • Duration: instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Ancient Spells (Note that these are in ancient Elvish and can only be read in that language)

There are some spells that from the days before hemlock was corrupted. They are alls written in an ancient Elvish script and might be some of the oldest Divination spells in the whole of the world. Here follows:

Safeguard

  • 2nd-level divination
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours
  • You gaze into the near future, seeking out specific points where you or your allies find yourselves in peril, mentally preparing yourselves for these moments.
  • When casting this spell, you can target up to 3 creatures of your choice within range. Each chosen creature then has advantage on the next saving throw it makes against a trap or natural hazard, and if it would normally take half damage on a successful save, it instead takes no damage, and only takes half damage on a failed save. A trap or hazard, for the purpose of this feature, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, including things such as pit fall traps, a glyph of warding spell, or a structural weakness in the floor or ceiling. Alternatively, if a creature is surprised while under the effects of this spell, it can choose to not be surprised instead. Once either of these effects trigger for a creature, the spell then ends on the affected creature.

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

Lura's Ancient song of the Ruins:

4th level divination spell:

  • Casting time: 1 minute
  • Range: 10 miles
  • Components: V S M (pinch of sand and drop of water)
  • Duration: Instantaneous
  • A slight rumble shakes the ground beneath your feet as in front of you a miniature map appears in a bare patch of dirt or stone. The map shows the locations of people and civilizations as they were over the last 5000 years, within the range of the spell. The heavier the traffic in a location, the more clearly it's features are displayed on the map. For example, a civilization which built a large city might show its main thoroughfares and major landmarks, while a small village will show only a small mark or symbol. Heavily traveled roads can appear as neat paths, while small footpaths show as thin lines or not at all. Casting this spell gives you a clear map of past civilizations, but where they differ strongly from modern ones the map may be misleading.

Lura was an ancient elvish bladesong wizard and craff’s former mentor. Her powers were stolen by Hemlock when she got too powerful, leaving a presence behind in the ruins.

Detect Planar Origin:

5th Level divination

  • Casting time- 1 action (ritual)
  • Range/Area- Self (30ft Sphere)
  • Components- V, S
  • Duration: 10 minutes (concentration)

For the duration, you sense the origin plane of any creatures and objects within 30 feet of you. You see a faint aura around every creature or object, with aura corresponding to different planes, including the material plane. If a creature or object spends more than a year on a new plane, its aura may change to match its new plane.

 

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