TEXT: LPJ9276
  Feats & spells oF 
  obsidian apocalypse
  
  NEW FEATS
  A Piece of HeAven
  Reaching deep into himself, you are able to—in some small 
  way, for some short time—redress the balance between 
  good and evil, dark and light.
  Prerequisites: Exalted, Wisdom 12 or greater
   •  Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20.
   •  By sacrificing one hundred pieces of silver (or the 
  equivalent amount thereof) You cleanse a small (no 
  larger than a 10-foot cube) pool of water of necromantic 
  or evil taint—at least until the creeping influence of 
  Abaddon pollutes it once again. Plants may sprout here 
  for a season, the water might be cool and refreshing 
  for a time, but inevitably the taint engulfing the whole 
  world will return. The silver absorbs the corruption, 
  crumbling into stinking black dust.
  AnimAtion by toucH
  You can animate corpses into skeletons or zombies 
  merely by touching them—such is the power you hold in 
  manipulating negative energy.
  As an action, you touch a pile of bones or a corpse of a 
  Medium or Small humanoid, animating the remains into a 
  skeleton (bones) or a zombie (corpse). Each turn as a bonus 
  action, you can mentally command the undead so long as 
  it remains with 60 feet of you, with the same parameters 
  as the animate dead spell. You can animate and control a 
  number of such undead up to your proficiency bonus at 
  one time. An undead creature animated this way collapses 
  after you complete a long rest, but you can reanimate the 
  remains if you choose.
  ArcAne rAge
  You can channel magical energy to extend your rage.
  Prerequisites: Ability to cast at least one spell, Rage class 
  feature
  You can channel spell energy to extend the duration and 
  potency of your rage. At the beginning of a rage, you can 
  sacrifice one of your spell slots for the day to extend your 
  rage beyond 1 minute by a number of rounds equal to the 
  level of the sacrificed slot. In addition, you gain a bonus 
  to rage damage equal to the level of the spell slot you 
  sacrificed.
  Argent SPell
  The pure essence of silver laces your spells, making them 
  more harmful to lycanthropes.
  Prerequisite: Ability to cast at least one spellIncrease your 
  Intelligence or Charisma score by 1, to a maximum of 20.
   •  Any spell you cast that inflicts bludgeoning, piercing, 
  or slashing damage against a creature with damage 
  resistance or immunity to non-silvered weapons (such 
  as a werewolf) does additional damage equal to your 
  proficiency bonus. In addition, the target creature’s hit 
  point maximum is reduced by 1 point per level of the 
  spell used to inflict this damage.
  Casting a spell as an argent spell requires an additional 
  material component (a piece of silver worth at least 1 
  sp, such as a silver coin) in addition to its usual material 
  component (if any).
  An argent magic weapon spell allows the weapon to be 
  treated as silver for the purposes of overcoming damage 
  immunity or resistance.
  Note: Silver damage is not a new type of damage and does 
  not allow a spell to bypass normal protections against the 
  unmodified version. Creatures are not more vulnerable 
  to argent spells than to normal ones unless they have 
  resistance or immunity to damage caused by non-silvered 
  weapons
  Augment undeAd
  The undead you animate are more powerful.
  Prerequisite: Ability to cast at least one spell
   •  Increase your Intelligence score by 1, to a maximum of 
  20.
   •  Each undead creature you create using animate dead, 
  create undead, or similar spells gains additional hit points 
  equal your proficiency bonus, as well as advantage on 
  Wisdom saving throws against turn undead attempts.
  bAne of evil
  You are the ultimate bane of all evil, capable of inflicting 
  catastrophic damage in a single blow.
  Prerequisite: Divine Smite class feature
  When you use divine smite, the target creature must make 
  a Wisdom saving throw against your spell save DC or 
  become stunned for 1 round and frightened for a number 
  of rounds equal to your Charisma modifier (minimum of 1 
  round).
  bAne of lAw & cHAoS
  As crossbreeds, despite their neutrality, the genesai 
  embody the axis of good and evil and are antithetical to 
  creatures that exist on the axis of law and chaos, tearing 
  them apart at a spiritual level.
  Prerequisites: Genesai
   •  Increase your Charisma or Wisdom score by 1, to a 
  maximum of 20.
   •  You gain advantage on weapon attacks against celestials 
  and fiends.
  ObSidiAN ApOcAlypSE 
  pAgE 2
  
  bAt wingS
  A pair of neatly folded bat wings sprout from your back. 
  You can extend these wings, allowing you to fly for brief 
  periods of time.
  Prerequisite: Infernal
  You gain a flight speed of 30 feet. Your wings are weak and 
  not fully formed but allow you to fly for a number of rounds 
  equal to your Constitution modifier plus your proficiency 
  bonus.
  bleSSed toucH
  Your touch instills the target with a jolt of holy power.
  Prerequisite: Lay on Hands class feature
  As a bonus action, you can expend 5 hit points from your 
  lay on hands pool of healing, granting a good-aligned 
  character or creature you touch advantage on attack rolls 
  and saving throws against fear effects for a number of 
  rounds equal to your proficiency bonus. You may not use 
  this ability on yourself.
  bone Armor
  When near the inanimate dead, your negative energy tears 
  the bones from the ground and from within corpses to 
  cover you in a horrific suit of armor.
  When you are within 30 feet of a set of bones or a corpse, as 
  an action you can clad yourself in a suit of armor fashioned 
  of bone. This grisly armor gives you a base AC of 15 + your 
  Dexterity modifier for a number of minutes equal to your 
  proficiency bonus. While wearing this armor, you suffer 
  disadvantage on Dexterity (Stealth) checks. You may use 
  this ability once between long rests.
  cAnnibAliSm
  You gain strength after eating the heart of a defeated 
  enemy.
  Prerequisite: Lykian
   •  Increase your Constitution score by 1, to a maximum of 
  20.
   •  Once between long rests, you can eat the heart of an 
  animal, beast, humanoid, monstrosity, or giant that 
  you helped defeat. Eating the heart requires 1 minute 
  of tearing it free, chewing, and swallowing, after which 
  you heal 1d8 damage + 1 point for each Hit Die of the 
  defeated creature, to a maximum bonus equal to your 
  character level.
  You can select this feat multiple times to gain additional 
  uses between long rests.
  cASting out tHe uncleAn
  You have learned to use your divine power to cast out 
  demons and devils.
  Prerequisite: Channel Divinity class feature
  You can expend a use of your channel divinity to turn 
  celestials and fiends as if they were undead. When you 
  reach 8th level, if a celestial or fiend fails its saving throw 
  against your Turn Undead class feature, you can destroy 
  them if their CR is 1 or lower. This CR limit increases to 2 at 
  11th level, 3 at 14th level, and 4 at 17th level.
  cHAllenge life
  Your mastery of negative energy lets you challenge the soul 
  of a living creature with just your touch. Weaker creatures 
  will drop before you, their souls fleeing in terror until you 
  have left the area.
  As an action, you can make a melee spell attack against 
  a living creature. If you succeed, the target must make 
  a Wisdom saving throw with a DC equal to 8 + your 
  proficiency bonus + your Charisma modifier or have its soul 
  flee its body for a brief time. If the creature fails this save, it 
  becomes stunned. It can attempt a new saving throw at the 
  end of each of its turns, with success ending the effect. A 
  creature that succeeds in its saving throw is immune to this 
  effect for the next 24 hours.
  This power recharges following a short rest.
  cleAnSing flAmeS
  Your divine power wreathes your weapon in holy fire.
  Prerequisite: Channel Divinity class feature
   •  Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20.
   •  By expending a use of channel divinity, your weapon 
  becomes wreathed in magical flames. On a hit, your 
  weapon causes additional fire damage equal to your 
  proficiency bonus. These flames remain for a number 
  of rounds equal to your Charisma modifier (minimum 1 
  round).
  conSecrAte SPell
  You can infuse your spells with a holy power, making them 
  more difficult for evil creatures to resist.
  Prerequisite: Ability to cast at least one spell
   •  Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
   •  You consecrate a spell by casting it at one spell slot level 
  higher than required. You gain no other benefits for 
  using this higher-level spell slot. Celestials, fiends, and 
  undead suffer disadvantage on saving throws against a 
  consecrated spell.
  conSecrAted SPell focuS
  You have developed a technique to focus your spells to 
  bring down evil.
  Prerequisite: Ability to cast at least one spell
   •  Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
  pAgE 3 
  RAcES OF AbAddON
  
   •  You gain advantage on any ranged spell attack roll you 
  make against a celestial, fiendish, or undead creature.
  conSume mind
  Grabbing an opponent’s head between your hands, you 
  steal some of their mental abilities and transfer them to you 
  for a limited time.
  As an attack action, you place your hand on opponent 
  with a successful melee attack. The target creature must 
  roll a Wisdom saving throw with a DC equal to 8 + your 
  proficiency bonus + your Intelligence modifier. If the 
  creature fails its save, it suffers disadvantage on Intelligence 
  and Wisdom ability checks. In addition, you gain advantage 
  on Intelligence and Wisdom ability checks. The creature 
  can attempt another saving throw at the end of each of its 
  turns, with a success ending this effect both on itself and 
  on you. This power recharges after a long rest.
  conSume SPell
  You counter a spell and absorb the energy unleashed to 
  power another spell.
  Prerequisite: Ability to cast counterspell
   •  Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
   • The range of your counterspell increases to 120 feet.
   •  When you cast counterspell, you absorb some of the 
  canceled energy from your opponent’s spell, which you 
  in turn can use to power a spell you cast. You gain a 
  bonus spell slot equal to one level lower than the spell 
  you countered. For example, if you counter a 2nd level 
  spell, you gain a bonus 1st-level spell slot. This bonus 
  spell slot dissipates after you complete a short rest. You 
  gain no bonus spell slot for countering a 1st-level spell.
  deAtH toucH
  Calling upon the negative energy present around you, your 
  merest touch drains the life from a creature. Flesh shrivels 
  and rots as you rob your victim of the very essence of their 
  life.
  Prerequisites: Ability to cast at least one spell
  When you cast a spell with a range of touch and 
  successfully hit a living target, you can attempt to slay the 
  creature outright. In addition to the spell’s normal effect, 
  roll 1d6 for each level you have. If the total rolled exceeds 
  the target creature’s current hit points, they die. If, however, 
  the total equals or is less than the creature’s current hit 
  points, the death touch has no effect.
  decAy
  You can channel negative energy through your body and 
  blast opponents with it, rapidly aging them and forcing 
  their bodies to suffer the effects of decay normally reserved 
  for bodies long dead.
  Prerequisite: Ability to cast at least one spell
  As an action, you infuse a target you can see within 30 feet 
  with a burst of necrotic energy. The target must make a 
  Constitution saving throw against your spell save DC. If the 
  creature fails this saving throw, it begins to decompose, 
  filling the air with putrefaction. The creature becomes 
  poisoned, suffers 3d6 of necrotic damage, and suffers 
  disadvantage on all Charisma ability checks. In addition, all 
  healing the creature receives is halved as long as it remains 
  affected by this power. The creature can repeat the saving 
  throw at the end of each of its turns, with a success ending 
  all effects. You can use this power once between long rests.
  divine tougHneSS
  Your body is hardened by your faith.
  Prerequisites: Channel Divinity class feature
   •  Your hit point maximum increases by an amount equal 
  to twice your level when you gain this feat. Whenever 
  you gain a level thereafter, your hit point maximum 
  increases by 1 additional hit point.
   •  You gain advantage on any Constitution saving throw 
  against necrotic damage.
  divine wrAtH
  You experience powerful anger, rage, and regret over the 
  state of Abaddon, sending you into a righteous fury that 
  few creatures can withstand.
  Prerequisites: Exalted
  As a bonus action, you draw upon your anger and sorrow to 
  give yourself advantage on attack rolls against fiends and 
  undead. In addition, you gain temporary hit points equal 
  to double your proficiency bonus. You can maintain this 
  power for up to 1 minute, and it recharges following a long 
  rest.
  drAin life energy
  You can drain the life from a living creature to heal your 
  wounds.
  As an action, you can attempt to drain life energy from 
  a living target you can see within 10 feet. The creature 
  must make a Constitution saving throw equal to 8 + your 
  proficiency bonus + your Constitution ability modifier. If 
  the creature fails this save, it suffers 1d6 + your proficiency 
  bonus in necrotic damage. If you are wounded, you heal 
  this number of hit points, up to your hit point maximum. 
  Any hit points gained over your maximum are gained as 
  temporary hit points, which fade after your next short rest. 
  You can use this power once after completing a long rest.
  emPowered deAtH
  Your death spells are more powerful than those cast by 
  most other spellcasters.
  Prerequisite: Ability to cast at least one spell
  You can empower a spell that inflicts necrotic damage by 
  casting it with a spell slot one level higher than it requires. 
  ObSidiAN ApOcAlypSE 
  pAgE 4
  
  One of the targets of your spell that you can see suffers 
  disadvantage on its saving throw to resist the spell’s effects.
  eruPt
  As a desperate measure, you can concentrate your form 
  within your host, causing it to burst asunder in a toxic 
  explosion.
  Prerequisites: Khymer
  As a last-ditch measure, as an action you can detonate your 
  host body, rupturing it and scattering your remains—and 
  those of your host—over a wide area. Any creature within 
  15 feet of you must make a Dexterity saving throw or suffer 
  4d4 acid damage immediately and 2d4 acid damage at the 
  end of its next turn. You suffer 1d8 damage and must wait 
  that number of rounds to reform your liquid body, during 
  which time you are incapacitated.
  evil SenSe
  You can sense the nearby presence of evil creatures.
  You can sense the existence of celestial, fiendish, and 
  undead creatures within 30 feet. You know the type of 
  creature, but not their identity, direction, or distance.
  fAde out
  You are able to fade from existence momentarily, rendering 
  you immune to harm.
  Prerequisites: Genesai, Wisdom 15 or greater
  As a reaction, you vanish from existence. At the end of your 
  next turn, you reappear at any spot you can see within 
  30 feet. While vanished, you do not exist and cannot be 
  harmed or affected in any way. Using this power uses one 
  summons of your shattersoul blade.
  former SlAve
  You once wore the chains and collar of the undead lords 
  and toiled in gangs to raise their cities and tend to their 
  needs. You have broken free and will never again be a slave.
  Prerequisite: Osirian
   •  You gain proficiency in your choice of Athletics or 
  Acrobatics.
   •  You gain advantage on saving throws to avoid or escape 
  from being restrained.
   •  You gain advantage on Strength (Athletics) or Dexterity 
  (Acrobatics) checks to escape from a grapple. In 
  addition, you can attempt to break a grapple as a bonus 
  action, rather than an action.
  free oSiriAn
  You grew up in one of the few proud and free Osirian 
  settlements, living as close to a normal osirian life as is 
  possible in Abaddon, changed as it is.
  Prerequisite: Osirian
   •  You gain proficiency in one type of artisan’s tools of your 
  choice.
   •  You gain advantage in checks made with your chosen 
  artisan’s tools.
   • You can learn one language of your choice.
  gHoSt-blooded
  Your mother or father was possessed at the time of your 
  conception. This auspicious birth bestows a measure of the 
  ghost’s power on you.
  Prerequisite: Harrowed
  As an action, you become incorporeal for a number of 
  rounds equal to your proficiency bonus. While incorporeal, 
  you can move through other creatures and objects as 
  if they were difficult terrain. You suffer 5 (1d10) force 
  damage if you end your turn inside an object or creature. 
  In addition, while incorporeal you gain resistance to 
  bludgeoning, piercing, and slashing damage from 
  nonmagical weapons. This power recharges after a long 
  rest.
  greAter divine Smite
  Your divine smite class feature becomes more potent.
  Prerequisite: Divine Smite class feature
  The damage inflicted by your divine smite class feature 
  increases by a number of points equal to your proficiency 
  bonus.
  greAter turn undeAd
  You gain greater power to turn the undead.
  Prerequisite: Channel Divinity class feature
  Undead suffer disadvantage on Wisdom saving throws to 
  resist being turned by your channel divinity class feature.
  greAter tAttooS
  The markings impressed into your skin are much more 
  complex, detailed, and all-encompassing than usual, 
  increasing their capacity to store and channel negative 
  energy.
  Prerequisites: Osirian, extensive tattoo work that requires 
  one day and costs 1,000 gp
  The range of your necromantic hellfire trait increases 
  to 30 feet. You gain advantage to hit targets with your 
  necromantic hellfire and the damage done increases to 
  1d8.
  Holy AurA of tHe rigHteouS
  You channel your divine energy to create a powerful aura 
  that blinds evil enemies.
  Prerequisite: Channel Divinity class feature
  By expending one use of your channel divinity class feature, 
  you envelop yourself in radiant light for a number of rounds 
  pAgE 5 
  RAcES OF AbAddON
  
  equal to your proficiency bonus. While this effect is active, 
  all fiendish and undead creatures within 30 feet must make 
  a Dexterity save against your spell save DC or be blinded. 
  A blinded creature can attempt another save at the end of 
  each of its turns, with these effects ending on a success. 
  Once a creature succeeds at this saving throw, it remains 
  immune to this power for 24 hours.
  Holy/unHoly flAmeS
  You call upon the power of your deity, igniting your 
  weapon in a nimbus of divine flames.
  Prerequisite: Channel Divinity class feature
  By expending one use of your channel divinity class feature, 
  you wreathe a weapon you wield in flames. If you serve a 
  good deity, this adds 2d6 radiant damage to its weapon 
  damage on a successful hit. If you worship an evil deity, 
  the flames inflicts 2d6 bonus necrotic damage instead. 
  The weapon remains wreathed in flames for a number 
  of rounds equal to your Wisdom modifier (minimum of 1 
  round).
  HoSt’S form
  You can suppress your ability to reform the flesh of your 
  host, thus allowing you to retain its appearance instead of 
  your own.
  Prerequisites: Khymer, Wisdom of 13 or greater
  When you take over a new host body, you can retain its 
  physical appearance, but not its capabilities or statistics, 
  essentially gaining a near-perfect disguise.
  ignite
  You can wreathe your body in hellish black flames, 
  protecting you from enemies while searing their flesh.
  Prerequisites: Infernal, Constitution of 13 or greater
  You can burst into flame for a number of rounds equal to 
  your proficiency bonus + your Constitution modifier. While 
  these flames cause no harm to your armor, weapons, or 
  equipment, any creature striking you with a melee weapon 
  attack takes 1d4 points of fire damage. Any creature 
  attempting to grapple you or that you grapple takes 4d4 
  points of fire damage. This power recharges following a 
  long rest.
  imProved divine SenSe
  Your ability to sense evil is greater than before.
  Prerequisites: Divine Sense class feature, Wisdom 13 or 
  greater
  Your inherent sense of evil increases in range to 90 feet, and 
  you can use this class feature as a bonus action. You regain 
  all uses of your divine sense class feature after a short rest.
  lAce SPell: bAne
  You increase the damage done by one of your spells against 
  a certain type of creature. Some people claim to hear an 
  intense cackling sound when a bane-laced spell strikes its 
  intended target.
  Prerequisites: Ability to cast at least one spell, Intelligence 
  13 or greater
  When you take this feat, choose a single-target spell you 
  know and a type of creature from the list below. When the 
  chosen spell inflicts damage on a creature of the type you 
  selected, you inflict an additional 1d6 of damage, even if 
  the creature succeeds at any saving throw against the spell. 
  Once you choose the spell and the creature type for this 
  feat, you cannot change it.
  Choose one of the following creature types:
   • Aberration
   • Beast
   • Celestial
   • Construct
   • Dragon
   • Elemental
   • Fey
   • Fiend
   • Giant
   • Monstrosity
   • Plant
   • Undead
  You can only lace a spell with a single effect at a time. You 
  may choose this feat multiple times, selecting a different 
  creature type each time.
  lAce SPell: elementAl energieS
  You lace one of your spells with elemental energy, 
  increasing its damage.
  Prerequisites: Ability to cast at least one spell, Intelligence 
  13 or greater
  When you take this feat, choose a single-target spell 
  and one of the following damage types: acid, cold, fire, 
  lightning, or thunder. When the chosen spell strikes a 
  target, it deals an additional 1d6 damage of the selected 
  damage type, even if the creature succeeds at a saving 
  throw against the spell. Once you choose the spell and the 
  damage type for this feat, you cannot change it.
  You can only lace a spell with a single effect at a time. You 
  may take this feat multiple times, choosing a different 
  damage type each time.
  lAce SPell: Holy/unHoly
  Lacing your spells with energy makes them more effective 
  against either celestial or fiendish creatures.
  Prerequisites: Ability to cast at least one spell, Wisdom 13 
  or greater
  You give extra power to a spell cast against either an 
  evil or a good opponent. When taking this feat, select a 
  single-target spell and whether you wish to make it holy or 
  unholy.
  ObSidiAN ApOcAlypSE 
  pAgE 6
  
   •  Holy. Fiendish creatures suffer an additional 2d6 of 
  damage, whether they succeed at any saving throw for 
  the spell or not.
   •  Unholy. Celestial creatures suffer an additional 2d6 of 
  damage, whether they succeed at any saving throw for 
  the spell or not.
  You can only lace a spell with a single effect at a time.
  licH-mAde
  While the foul experiments of a lich brought you to life, you 
  count the magic of necromancy as your true father.
  Prerequisite: Harrowed
  As an inherently magical creature, your unarmed strikes 
  are considered magical for the purposes of overcoming 
  resistance or immunity to nonmagical weapons.
  liquid SurvivAl
  Through force of will and manipulation of their personal 
  substance, you are able to last longer without a host body.
  Prerequisites: Khymer, Constitution 13 or greater
   •  Increase your Constitution score by 1, to a maximum of 
  20.
   •  The time you can survive without a body is measured in 
  minutes instead of rounds. You can live indefinitely in a 
  sealed container, such as an amphora or barrel, until a 
  new host body is made available to you.
  loPing Stride
  You can run at speed for hours on end without tiring.
  Prerequisites: Lykian, Constitution 13 or greater
  When traveling overland, you can enter a trance-like 
  running state used most frequently by outriders to their 
  nomadic convoys. Your pace is considered fast (400 feet per 
  minute, 4 miles per hour, 30 miles per day) across simple 
  terrain. If you choose instead to move at normal overland 
  pace (300 feet per minute, 3 miles per hour, 24 miles per 
  day), you can do so and still use stealth.
  necromAntic mAStery
  Your necromantic powers are more powerful than those of 
  most other spellcasters.
  Prerequisite: Ability to cast at least one spell
  Necromantic spells you cast are treated as if your caster 
  level is one higher.
  negAtive energy blASt
  You can fire blasts of negative energy from your 
  outstretched hands.
  Prerequisite: Ability to cast at least one spell
  You have the ability to fire a blast of negative energy as 
  a ranged attack. On a successful hit, the attack deals 1d4 
  damage plus your spellcasting ability modifier of necrotic 
  damage.
  negAtive energy drAin
  With a touch, you can siphon off negative energy from the 
  undead, drawing it into your marks to charge your body.
  Prerequisite: Osirian
  As a melee attack, you can attempt to drain energy from 
  an undead creature. The target must make a Constitution 
  saving throw against a DC equal to 8 + your proficiency 
  bonus + your Constitution modifier. On a failed save, the 
  undead loses 5 hit points and its hit point maximum is 
  reduced by an equal amount. In addition, you heal 5 points 
  of damage, up to your hit point maximum.
  PreHenSile tAil
  You sprout a long tail dexterous enough to be used as an 
  extra arm.
  Prerequisites: Infernal, Dexterity 13 or greater
  Your tail is strong and limber enough to act as an additional 
  off-hand, allowing for an extra attack with a light weapon 
  as a bonus action. If the weapon has the thrown property, 
  you can make a ranged attack with your bonus action. You 
  don’t add your ability modifier to the damage of this bonus 
  attack, unless the modifier is negative. The tail is dexterous 
  enough to open and close doors but cannot perform 
  delicate operations such as picking locks or loading 
  crossbows.
  rePlicAte tHe divine
  The accomplished necromancer has such potent control 
  over negative energies that he may replicate many of the 
  powers that worshippers of death call upon from their 
  deities. Through the careful manipulation of negative 
  energy, you can cast spells normally reserved for clerics of 
  the death domain.
  Prerequisite: Ability to cast at least one spell
  When taking this feat, choose one spell from the death 
  domain of a level you can cast and add it to your list of 
  spells known. When you prepare the chosen spell, it does 
  not count against your limit of prepared spells for the day.
  This feat may be taken more than once to choose another 
  spell from the death domain. You must be of sufficient level 
  to cast the chosen spell.
  reSiSt PoSSeSSion
  Your spirit is strongly bound to your physical form.
  Prerequisite: Wisdom or Charisma of 13 or greater
   •  Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20.
   •  You gain advantage to any saving throw to resist 
  possession of your physical form by a spirit, the magic 
  jar spell, or through similar means. If you fail this saving 
  pAgE 7 
  RAcES OF AbAddON
  
  throw, you can make an additional saving throw at the 
  end of your turn each round until you break free from 
  the possession.
  SAcred Armor
  You are able to sheath yourself in a radiant suit of holy 
  armor for a short period of time.
  Prerequisite: Channel Divinity class feature
   • Increase your Wisdom score by 1, to a maximum of 20.
   •  Once per day as a reaction you can expend one use of 
  your channel divinity class feature to armor yourself in a 
  translucent suit of radiant plate armor. With this armor 
  active, bludgeoning, piercing, and slashing damage 
  that you take from nonmagical weapons is reduced by 
  2. The armor lasts a number of rounds equal to your 
  proficiency bonus.
  Note: Evil characters may select a similar feat (Profane 
  Armor) that has the same effect but is unholy in nature.
  ScAb Armor
  Your thick blood can be forced through your host’s skin, 
  encrusting its flesh and covering it in tough, leathery scabs.
  Prerequisites: Khymer, Constitution 13 or greater
  As a reaction, you can lower your hit point maximum by 
  10 points to increase your armor class by an amount equal 
  to your Constitution modifier. If you lower your maximum 
  hit points by 15, you also reduce bludgeoning, piercing, 
  and slashing damage you take from nonmagical weapons 
  by 1 point. These benefits can work while wearing armor. 
  As long as you retain these scabs, you cannot heal the 
  hit points you sacrificed. The benefits of this feat last for 
  24 hours, after which the scabs flake off. You can use this 
  ability once between long rests.
  SHAtterSoul SAbre
  Through practice and force of will, you can concentrate 
  your soul into a more powerful sword with which to strike 
  down your enemies.
  Prerequisites: Genesai, Wisdom 13 or greater
   •  Your shattersoul blade’s damage die increases to 1d8. 
  When used against celestial or fiendish creatures, the 
  damage increases to 2d6.
   •  You can now summon your blade for twice its normal 
  duration.
  Soul Strike
  You focus your soul, manifesting a psychic blade you can 
  hurl against an enemy.
  Prerequisites: Genesai, Wisdom 13 or greater
  By expending one use of your shattersoul blade, you can 
  launch it as a ranged weapon attack against an enemy to 
  a range of 20 feet. If the attack hits, you do 2d6 plus your 
  proficiency bonus of lightning damage. Against celestial or 
  fiendish creatures, the shattersoul blade does 2d8 points 
  plus double your proficiency bonus of lightning damage.
  SPirit diSSertAtion
  Though you run the risk of gaining a reputation for 
  conversing with spirits of those long since dead, you can 
  now gain ages-old wisdom from people and creatures that 
  have passed from this world and journeyed into the next.
  ObSidiAN ApOcAlypSE 
  pAgE 8
  
   •  Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20.
   •  You can cast speak with dead once following a long rest.
  SuPPreSS tHe divine
  At times, it becomes wise to hide one’s divine origins from 
  the view of others; you, like many exalted, have learned the 
  trick of doing so.
  Prerequisites: Exalted, Wisdom 13 or greater
  You can suppress your divine nature, pushing it deep within 
  yourself. Upon doing so, you appear to be a normal human, 
  even to spells such as detect evil and good. You cannot use 
  your soulsword or divine powers while suppressing your 
  divine spark.
  toucHed by tHe deAd
  You have been touched by death and are both cursed and 
  blessed by a near-death experience.
   •  Increase your Constitution score by 1, to a maximum of 
  20.
   •  You are shrouded in the smell of death. You suffer 
  disadvantage on Intimidation, Performance, and 
  Persuasion checks. You are, however, able to blend in 
  among the undead; mindless undead creatures see 
  you as one of their own and will not interfere with you 
  unless you attack them. You are considered undead for 
  purposes of spells such as detect evil and good or the 
  paladin’s Divine Sense class feature.
  toxic SPrAy
  With a gurgling roar, you spew forth a stream of your toxic 
  essence at an enemy.
  Prerequisites: Khymer, Strength or Dexterity 13 or greater
  You can hock a stream of your own bodily fluid at a target 
  within 15 feet. Doing so causes you 1d4 hit points of 
  damage. This attack is a poison attack treated if your target 
  had swallowed your blood, as per the toxic blood racial 
  trait.
  unScry
  You can shield yourself from magical scrying, often 
  deflecting it to another source.
  Prerequisites: Ability to cast at least one spell, Wisdom 13 
  or greater
   •  Increase your Intelligence score by 1, to a maximum of 
  20.
   •  You gain advantage on any saving throw to resist a 
  scrying attempt, such as by means of the scrying spell. To 
  determine the saving throw modifier. In addition, should 
  your saving throw against a scry attempt succeed by 5 
  or more, the person attempting to scry you receives false 
  information. Only the most powerful magic (such as a 
  wish spell) can pierce the veil of unscry.
  vAmPire blooded
  You are a descendant of a vampire’s bloodline, granting you 
  a greater measure of compared to most of your kind.
  Prerequisites: Harrowed
  You have small, pointed fangs. When you have successfully 
  grappled a living creature, you can feed upon them as a 
  bonus action. Your vampiric bite drains 5 hit points from 
  the target and heals you for an equal amount, up to your 
  hit point maximum. Any excess hit points you drain are 
  treated as temporary hit points. You can repeat this drain as 
  a bonus action each round you maintain the grapple.
  vAult dweller
  You were raised in a vault, one of the survival shelters 
  constructed by the osirians and buried beneath the earth. 
  In the dank darkness beneath Abaddon’s surface, you have 
  learned to endure great hardships and to find your way 
  around the deep, dark places within the rock.
  Prerequisites: Osirian
   •  You gain proficiency in Constitution saving throws.
   •  You gain advantage on Survival and Perception skill 
  checks made underground.
  wicked tongue
  The tongue of the infernal is forked or barbed, literally as 
  well as metaphorically.
  Prerequisites: Infernal, Charisma 13 or greater
  You gain advantage on two of the following skill checks: 
  Deception, Intimidation, Performance, or Persuasion. You 
  may select this feat multiple times, choosing two different 
  skills each time.
  wigHt-blooded
  You are the descendent of a wight’s bloodline, granting you 
  a measure of power.
  Prerequisite: Harrowed
  You make an unarmed melee attack. If you hit, the target 
  must make a Constitution saving throw against a DC 
  equal to 8 + your proficiency bonus + your Constitution. 
  If the creature fails, its hit point maximum is reduced by a 
  number of points equal to your proficiency bonus.
  winged Soul
  A pair of faint wings made from nothing but light erupts 
  from your back, beating and lifting you into the air.
  Prerequisite: Exalted
  By expending one use of your soulsword summoning racial 
  trait, you can sprout wings from your back, allowing you to 
  fly at a speed of 30 ft. You cannot summon your soulsword 
  at the same time while flying. The wings last for up to one 
  minute per character level.
  pAgE 9 
  RAcES OF AbAddON
  
  ZebAdiAH ’S blood
  You are part of Zebadiah’s direct lineage. Thus, you have 
  more potent angelic blood flowing through your veins.
  Prerequisites: Exalted
  You can use your divine power and soulsword racial traits 
  an extra time per day each. In addition, your blood acts like 
  holy water against the undead. To create a vial of holy water 
  costs you 5 hit points. This blood must be used to create 
  holy water within 24 hours or it congeals and becomes 
  useless.
  Zombie born
  You are the result of a punishment meted out upon a 
  resistant community by their undead lord, visiting the 
  horrors of undead flesh upon the people to beat the 
  defiance out of them.
  Prerequisites: Harrowed
  As one of the zombie-born you stand among the lowest 
  caste of harrowed that exists; your kind are always 
  commoners. You gain resistance to slashing damage from 
  nonmagical weapons.
  NEW SpEllS
  bARd SpEllS
  0 lEvEl
  Dark Bauble
  Twinge
  1
  ST lEvEl
  Anticipated Attack
  Raqel’s Secret Desires
  2
  Nd lEvEl
  Detect Curse
  Diabolic Cry
  3
  Rd lEvEl
  Detect Dreams
  6
  Th lEvEl
  Feign Death, Mass
  clERic SpEllS
  0 lEvEl
  Dark Bauble
  1
  ST lEvEl
  Animate Dead, Minor
  Anticipated Attack
  Bone Weapon
  Burning Brand
  Corpse Flesh
  Curse of Warts
  Decompose Corpse
  Deepen Wounds
  Explosion of Gore
  Gather Corpses
  Harper’s Anticoagulant
  Numb Pain
  2
  Nd lEvEl
  Decompose Corpse, Greater
  Detect Curse
  Detect Shapechangers
  Diabolic Cry
  Examine Coffin
  Mark of Air
  Mark of Earth
  Mark of Fire
  Mark of Frost
  Mark of Water
  Violent Retching
  3Rd lEvEl
  Fuse Skeletal Remains
  Seek the Soulless
  4
  Th lEvEl
  Feed Darkling
  Lust for Undeath
  Mark of Air, Greater
  Mark of Earth, Greater
  Mark of Fire, Greater
  Mark of Frost, Greater
  Mark of Water, Greater
  Teleport Coordinates Transfer
  5Th lEvEl
  Force Corporeality
  6
  Th lEvEl
  Blazing Light
  Coma
  Crucify Foe
  Devein
  Feign Death, Mass
  Harnagad’s Undead Crew
  Lifeleech
  7Th lEvEl
  Virulence
  8
  Th lEvEl
  Corpse Storm
  Mark of Death
  Necromancer’s Touch
  9Th lEvEl
  Judgment of Akosh
  ObSidiAN ApOcAlypSE 
  pAgE 10
  
  Tendrils of Eternal Night
  dRuid SpEllS
  0 lEvEl
  Web Splat
  1
  ST lEvEl
  Blast of Cold
  Decompose Corpse
  Deepen Wounds
  Mask Scent
  2
  Nd lEvEl
  Decompose Corpse, Greater
  Ice Bolt
  Mark of Air
  Mark of Earth
  Mark of Fire
  Mark of Frost
  Mark of Water
  Violent Retching
  4Th lEvEl
  Mark of Air, Greater
  Mark of Earth, Greater
  Mark of Fire, Greater
  Mark of Frost, Greater
  Mark of Water, Greater
  5Th lEvEl
  Molten Blast
  6
  Th lEvEl
  Healing Interdiction
  Exhalation of Spores
  7Th lEvEl
  Virulence
  pAlAdiN SpEllS
  1
  ST lEvEl
  Burning Brand
  Numb Pain
  RANgER SpEllS
  2Nd lEvEl
  Detect Shapechangers
  Mark of Air
  Mark of Earth
  Mark of Fire
  Mark of Frost
  Mark of Water
  4Th lEvEl
  Mark of Air, Greater
  Mark of Earth, Greater
  Mark of Fire, Greater
  Mark of Frost, Greater
  Mark of Water, Greater
  SORcERER SpEllS
  1
  ST lEvEl
  Blast of Cold
  Bone Weapon
  Burning Brand
  Curse of Warts
  Deepen Wounds
  Explosion of Gore
  Harper’s Anticoagulant
  Identify Diviner
  Mask Scent
  Numb Pain
  Raqel’s Secret Desires
  Vile Stench
  Web Strand
  2
  Nd lEvEl
  Arcane Healing
  Blood Whip
  Detect Curse
  Detect Shapechangers
  Diabolic Cry
  Energy Lash
  Ice Bolt
  Mark of Air
  Mark of Earth
  Mark of Fire
  Mark of Frost
  Mark of Water
  Netherblade
  Pierce
  Shrapnel Globe
  Violent Retching
  3
  Rd lEvEl
  Detect Dreams
  Induce Vulnerability
  Ratenef’s Vampiric Weapon
  Seek the Soulless
  4
  Th lEvEl
  Chains of Vengeance
  Coldscream
  Feed Darkling
  Flaming Corrosion
  Mark of Air, Greater
  Mark of Earth, Greater
  Mark of Fire, Greater
  Mark of Frost, Greater
  pAgE 11 
  RAcES OF AbAddON
  
  Mark of Water, Greater
  Persistent Missiles
  Soul Burst
  Teleport Coordinates Transfer
  Teleport Tracer
  5
  Th lEvEl
  Cross of Lightning
  Elemental Shroud
  Molten Blast
  Overcome Force
  Teleport Block
  Teleport Redirect
  6
  Th lEvEl
  Blazing Light
  Blood Tentacles
  Bones of Adamantine
  Coma
  Crucify Foe
  Exhalation of Spores
  Feign Death, Mass
  Flesh to Ice
  Harnagad’s Undead Crew
  Healing Interdiction
  Ice to Flesh
  Lifeleech
  Wall of Spiders
  7Th lEvEl
  Electrical Deluge
  Eyeburst
  Tlu Mganga’s Night Bolt
  Virulence
  8Th lEvEl
  Chains of Antimagic
  Disintegration Field
  Mark of Death
  9th Level
  Duplicate
  Judgment of Akosh
  Tendrils of Eternal Night
  WARlOck SpEllS
  0 lEvEl
  Dark Bauble
  Twinge
  Web Splat
  1
  ST lEvEl
  Bone Weapon
  Cadaverous Form
  Corpse Flesh
  Curse of Warts
  Decompose Corpse
  Deepen Wounds
  Explosion of Gore
  Vile Stench
  Web Strand
  2
  Nd lEvEl
  Arcane Healing
  Decompose Corpse, Greater
  Detect Curse
  Diabolic Cry
  Ice Bolt
  Netherblade
  Violent Retching
  3
  Rd lEvEl
  Detect Dreams
  Induce Vulnerability
  Ratenef’s Vampiric Weapon
  4
  Th lEvEl
  Bone Burst
  Chains of Vengeance
  Coldscream
  Feed Darkling
  Soul Burst
  Teleport Coordinates Transfer
  5Th lEvEl
  Spine Tendril
  Teleport Block
  6
  Th lEvEl
  Blood Tentacles
  Coma
  Devein
  Feign Death, Mass
  Flesh to Ice
  Harnagad’s Undead Crew
  Healing Interdiction
  Ice to Flesh
  Lifeleech
  Wall of Spiders
  7Th lEvEl
  Tlu Mganga’s Night Bolt
  Virulence
  8
  Th lEvEl
  Chains of Antimagic
  Corpse Storm
  Mark of Death
  Necromancer’s Touch
  9Th lEvEl
  Judgment of Akosh
  Obliterate Life
  Tendrils of Eternal Night
  ObSidiAN ApOcAlypSE 
  pAgE 12
  
  WizARd SpEllS
  0 lEvEl
  Black Rainbow
  Dark Bauble
  Twinge
  Web Splat
  1
  ST lEvEl
  Animate Dead, Minor
  Anticipated Attack
  Blast of Cold
  Bone Weapon
  Burning Brand
  Cadaverous Form
  Corpse Flesh
  Curse of Warts
  Decompose Corpse
  Deepen Wounds
  Explosion of Gore
  Gather Corpses
  Harper’s Anticoagulant
  Identify Diviner
  Mask Scent
  Numb Pain
  Raqel’s Secret Desires
  Vile Stench
  Web Strand
  2
  Nd lEvEl
  Arcane Healing
  Blood Whip
  Decompose Corpse, Greater
  Detect Curse
  Detect Shapechangers
  Diabolic Cry
  Energy Lash
  Examine Coffin
  Ice Bolt
  Mark of Air
  Mark of Earth
  Mark of Fire
  Mark of Frost
  Mark of Water
  Netherblade
  Pierce
  Shrapnel Globe
  Violent Retching
  3
  Rd lEvEl
  Detect Dreams
  Fuse Skeletal Remains
  Induce Vulnerability
  Ratenef’s Vampiric Weapon
  Seek the Soulless
  4
  Th lEvEl
  Bone Burst
  Bone Crafter
  Chains of Vengeance
  Coldscream
  Feed Darkling
  Flaming Corrosion
  Lust for Undeath
  Mark of Air, Greater
  Mark of Earth, Greater
  Mark of Fire, Greater
  Mark of Frost, Greater
  Mark of Water, Greater
  Persistent Missiles
  Soul Burst
  Teleport Coordinates Transfer
  Teleport Tracer
  5
  Th lEvEl
  Cross of Lightning
  Elemental Shroud
  Molten Blast
  Overcome Force
  Spine Tendril
  Teleport Block
  Teleport Redirect
  6
  Th lEvEl
  Blazing Light
  Blood Tentacles
  Bones of Adamantine
  Coma
  Crucify Foe
  Devein
  Exhalation of Spores
  Feign Death, Mass
  Flesh to Ice
  Harnagad’s Undead Crew
  Healing Interdiction
  Ice to Flesh
  Lifeleech
  Wall of Spiders
  7
  Th lEvEl
  Electrical Deluge
  Eyeburst
  Tlu Mganga’s Night Bolt
  Virulence
  8Th lEvEl
  Chains of Antimagic
  Corpse Storm
  Disintegration Field
  Mark of Death
  Necromancer’s Touch
  9Th lEvEl
  Duplicate
  Judgment of Akosh
  Obliterate Life
  pAgE 13 
  RAcES OF AbAddON
  
  Tendrils of Eternal Night
  SpEll dEScRipTiONS
  AnimAte deAd, minor
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an onyx gem worth at least 1 gp)
  Duration: 24 hours
  You touch the corpse of a Tiny animal corpse and animate 
  it as a skeleton (if only bones remain) or a zombie (from a 
  whole corpse).
  AnimAted AnimAl
  Tiny undead, lawful evil
  Armor Class 10
  Hit Points 3 (1d4+1)
  Speed 20 feet
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  4 (-3) 11 (+0) 12 (+1) 6 (-2) 
  8 (-1) 
  5 (-3)
  Damage Vulnerabilities Bludgeoning
  Damage Immunities Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Challenge —
  ACTIONS
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 1 slashing damage.
  AnticiPAted AttAck
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 minute
  You peer a moment into the future, far enough to be 
  warned of an impending attack. The first against you suffers 
  disadvantage, after which the spell ends.
  ArcAne HeAling
  2nd-level necromancy
  Casting Time: 1 minute
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  After you cast this spell, as an action you expend a spell slot 
  to heal a creature you touch. For every 2 levels of the spell 
  slot you sacrifice, you heal the target creature for 1d8+2 
  points of damage. For example, expending a 6th level slot 
  allows you to heal a creature for 3d8+6 points.
  blAck rAinbow
  Transmutation cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You grant a creature with darkvision the ability to see and 
  discern colors as if they were in normal light.
  blASt of cold
  1st-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You hurl a blue-white bolt of screaming cold energy from 
  your fingertip to strike a creature you can see within 30 
  feet. Make a ranged spell attack against the target. On a hit, 
  it suffers 3d8 cold damage and gains a level of exhaustion.
  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.
  blAZing ligHt
  6th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You focus divine power, projecting a beam of brilliant light 
  from your open palm, out to a distance of 150 feet. If you 
  succeed with a ranged spell attack, the target creature 
  takes 10d8 radiant damage. An undead creature takes 
  10d10 radiant damage, whereas a construct or an object 
  takes 10d6 radiant damage.
  At Higher Levels. When you cast this spell using a slot of 
  7th level or higher, the damage increases by one die for 
  each slot level above 6th.
  blood tentAcleS
  6th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (dirt from grave of a strangling victim)
  Duration: Concentration, up to 1 minute
  This spell draws the blood from corpses and dying creatures 
  in a 20-foot-radius sphere within range, killing those still 
  alive to form horrid tentacles of clotted, black blood. A 
  dying creature must make a Constitution saving throw to 
  avoid this spell’s effects. You create one tentacle per level, 
  up to one tentacle per corpse or victim in the area of effect.
  Each tentacle has AC 13 with hit points equal to your level 
  and a Strength of 19. Each round you concentrate on this 
  spell, each tentacle can attack a target of your choice 
  adjacent to its corpse using your spell attack modifier. On 
  a hit, a tentacle inflicts 1d8 points of bludgeoning damage 
  and grapples the target (escape DC of 14). A creature 
  grappled by a blood tentacle becomes blinded after 
  the first round and remains so until it escapes from the 
  ObSidiAN ApOcAlypSE 
  pAgE 14
  
  grapple. Once a creature escapes the grapple, that tentacle 
  dissipates.
  blood wHiP
  2nd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  This spell, a favorite among arcane casters with a knack for 
  using blood magic, converts a wounded creature’s blood 
  into a weapon that will continue to harm it. The target 
  must be a living creature that has taken hit point damage 
  (not including temporary hit points) during the current 
  encounter. If these conditions are met, the creature must 
  make a Constitution saving throw or else the spell draws 
  some of their blood, causing 1d6 bludgeoning damage. The 
  blood hardens into a whip-like weapon.
  Starting on your next turn after you cast this spell, each 
  round as a bonus action you can have this whip attack 
  the creature, using your spell attack modifier. A successful 
  hit does 1d6 bludgeoning damage plus your proficiency 
  bonus. The creature can attempt a new saving throw at 
  the end of each of its turns, with success ending the spell’s 
  effect on it.
  The blood whip remains with the target even if they move. 
  It cannot make opportunity attacks. If the target creature 
  receives any magical healing, this spell ends immediately.
  bone burSt
  4th-level necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Instantaneous
  You cause the bones of affected creatures to grow and 
  warp in unnatural—and painful—ways. Each creature you 
  can see within 20 feet of a point you choose must make a 
  Constitution saving throw. A target takes 6d6 of piercing 
  damage on a failed save, or half as much damage on a 
  successful one. In addition, any creature that fails its saving 
  throw has its speed halved and suffers disadvantage on 
  Dexterity and Charisma ability checks.
  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.
  bone crAfter
  4th-level necromancy (ritual)
  Casting Time: Special
  Range: 30 feet
  Components: V, S, M (bones)
  Duration: Instantaneous
  This spell converts up to 10 cubic feet of bones per level 
  into a product of crafted bone, such as a wall, furniture, 
  or a door. The object created can be any physical object 
  you imagine. This spell has no effect on creatures or 
  magic items. The durability and quality of the crafted item 
  depends on the bones used: fresh bones create strong, 
  sturdy items, while old, brittle bones produce shoddy, 
  fragile objects.
  Crafting an item from this spell requires 1 full round per 10 
  cubic feet of bone to be transformed. If used in conjunction 
  with animate dead, you can create truly bizarre items, 
  such as a chair that walks, or a moving wall of bones. 
  Animated bone constructs have a speed of 20 feet and 
  pAgE 15 
  RAcES OF AbAddON
  
  cannot attack or cause damage. As with transforming 
  inanimate bones, you can create virtually anything within 
  the casting limitations. The GM has final say as to the types 
  of combinations and special effects allowed.
  bone weAPon
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (bone to be affected by spell)
  Duration: Concentration, up to 1 minute
  This spell transforms a bone into a weapon for the duration 
  of the spell, after which it crumbles into powder. The 
  bone from a Medium-sized creature functions as a club, 
  while a bone from a Large-sized creature functions as a 
  greatclub. Other weapon types are possible if the bone to 
  be transformed is first shaped with bone crafter. Regardless 
  of its type, the bone becomes a magic weapon with a 
  +1 bonus to attack rolls and +2 to damage rolls. You are 
  considered proficient with the weapon for the duration 
  of the spell; however, giving the bone weapon to another 
  character does not transfer this temporary proficiency.
  boneS of AdAmAntine
  6th-level transmutation (ritual)
  Casting Time: 1 round
  Range: 120 feet
  Components: V, S, M (300 gp of adamantine per skeleton)
  Duration: Permanent
  You turn the bones of one or more skeletons in range to 
  adamantine. You can affect two Medium-sized skeletons or 
  one Large-sized skeleton for each of your levels, increasing 
  their base AC to 13 and granting them resistance to 
  bludgeoning, piercing, and slashing damage from nonmagical 
  weapons. When casting this spell on objects created through 
  bone crafter, consider each 10-ft. cube of material as the 
  equivalent of eight skeletons.
  burning brAnd
  1st-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, M (torch)
  Duration: Concentration, up to 10 minutes
  You cause a torch to ignite in a burst of divine fire. You or 
  another creature can wield this torch as a melee weapon 
  that inflicts 2d6 points of fire damage, or 3d6 of fire damage 
  against fiendish and undead creatures. Because the flames 
  are powered by divine magic, they ignore damage resistance 
  or immunity a creature has to fire. You can hurl the torch as 
  a range weapon attack to a range of 20 feet, ending the spell 
  after the attack is resolved.
  cAdAverouS form
  1st-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour
  This spell causes your skin to wither and turn to the sickly 
  gray of a long-dead corpse. You appear in all ways as a 
  zombie of your own size and species. The thick leathery skin 
  produced by this spell provides you with a +2 bonus to your 
  AC. You also gain advantage on any Charisma (Deception) 
  checks made to look like a zombie.
  cHAinS of AntimAgic
  8th-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (link of iron chain)
  Duration: Concentration, up to 2 hours
  You conjure a set of magical iron chains that wrap around a 
  target in range that you can see. The target creature must 
  make a Dexterity saving throw or else become restrained 
  by the chains. In addition, the chains affect the creature as 
  if it were within an antimagic field, suppressing any active 
  spells or magical effects on the creature, as well as any magic 
  items it carries. The restrained creature cannot cast spells or 
  activate magic items.
  cHAinS of vengeAnce
  4th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Chains of fire wrap around the target. The target must make 
  a Dexterity saving throw. If the creature fails, it becomes 
  restrained and takes 4d6 fire damage. At the start of each 
  of its turns the creature remains bound by the chains, it 
  takes 4d6 fire damage. The creature can spend an action to 
  attempt escape by making its choice of a Strength (Athletics) 
  or Dexterity (Acrobatics) check against your spell save DC +5. 
  Another creature can use its action to attempt to free the 
  target, but in doing so suffers 4d6 fire damage.
  coldScreAm
  4th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You emit a chilling, ear-shattering shriek. Each creature in 
  a 30-foot cone must make a Constitution saving throw. A 
  creature takes 3d8 cold damage and 3d8 thunder damage 
  on a failed save, or half as much damage on a successful 
  one.
  A nonmagical object that isn’t being worn or carried also 
  takes the thunder damage if it’s in the spell’s area of effect.
  ObSidiAN ApOcAlypSE 
  pAgE 16
  
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, both the cold and the thunder 
  damage increase by 1d8 for each slot level above 4th.
  comA
  6th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (mixture of ground spices)
  Duration: Concentration, up to 1 hour
  You put a living creature you can see within range into a 
  coma. The creature must make a Wisdom saving throw or 
  fall prone, unconscious. Non-magical attempts to wake the 
  creature automatically fail. A freedom of movement spell 
  immediately awakens the target.
  corPSe fleSH
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  When you touch a living creature, its flesh begins to wither 
  and decay. The creature must make a Constitution saving 
  throw or take 2d8 necrotic damage. Until this spell ends, 
  you can use a bonus action on each of your subsequent 
  turns to cause this damage again. A creature affected by 
  this spell resembles a zombie or similar undead and gains 
  advantage on Charisma (Deception) checks made to pass as 
  undead. Once the spell ends, the target’s skin reverts to live 
  flesh, but ugly scars remain until after it completes a long 
  rest.
  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.
  corPSe Storm
  8th-level necromancy
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (severed head of a good cleric, ritually 
  prepared at a cost of 2,000 gp)
  Duration: Concentration, up to 1 minute
  You bombard an area with a black, negative energy cyclone 
  filled with corpse parts—heads, severed limbs, and torsos. 
  The whirlwind fills a 20-foot-radius, 40-foot-high cylinder 
  centered on a point in range that you can see.
  A creature must make a Dexterity saving throw the first 
  time on a turn it enters the cyclone or that the cyclone 
  enters its space, including when the cyclone first appears. A 
  creature takes 12d6 bludgeoning damage on a failed save, 
  or half as much damage on a successful one. Additionally, 
  a creature in the affected area must make a Wisdom saving 
  throw or become frightened for as long as the spell persists.
  When the spell expires, the corpse parts fall to the ground. 
  The entire affected area is then treated as difficult terrain 
  until the remnants are cleared.
  croSS of ligHtning
  5th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (fur and a glass cross)
  Duration: Instantaneous
  You launch four strokes of lightning, each 100 feet long by 
  5 feet wide. One bolt travels in the direction you choose, 
  two bolts travel away from you at opposite 90-degree 
  angles from the first bolt, while the last bolt travels in the 
  opposite direction from the first, forming a cross with your 
  space at the center. Each creature caught in line with a bolt 
  must make a Dexterity saving throw. A creature takes 8d6 
  lightning damage on a failed save, or half as much damage 
  on a successful one. The lightning ignites flammable 
  objects in the area that aren’t being carried or worn.
  At Higher Levels. When you cast this spell using a spell slot 
  of 6th level or higher, the damage increases by 1d6 for each 
  slot level above 5th.
  crucify foe
  6th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  A mass of grasping skeletal arms erupts from the earth 
  beneath a creature you can see within range. The arms 
  attempt to grapple the target, using your spell attack 
  modifier with advantage. If the attack succeeds, the 
  creature is grappled, after which the arms hoist the target 
  ten feet into the air, gripping it as the skeletal monstrosity 
  takes the shape of a crucifix.
  At the start of each of its turns, the grappled creature takes 
  2d8 necrotic damage and its hit point maximum is reduced 
  by an equal amount. The creature can attempt to escape 
  the grapple with a DC equal to your spell save DC. If the 
  creature escapes, it drops 10 feet to the ground and lands 
  prone.
  At Higher Levels. When you cast this spell using a spell slot 
  of 7th level or higher, you can affect three additional targets 
  for each slot level above 6th. No two targets can be more 
  than 30 feet apart.
  curSe of wArtS
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (piece of dead skin)
  Duration: Permanent
  pAgE 17 
  RAcES OF AbAddON
  
  A nimbus of sickly gray energy forms around your hand to 
  curse a creature you try to touch. Make a melee spell attack 
  against the target. On a hit, the creature sprouts warts 
  from head to toe. The warts cause no physical harm and 
  can be removed by means of a remove curse or any magic 
  that cures disease. Failing that, the warts can be surgically 
  removed with a successful Wisdom (Medicine) check, or 
  alchemically with an herbalism kit tool check against a DC 
  equal to your spell save DC. A creature covered in warts 
  suffers disadvantage on Charisma (Persuasion) checks.
  dArk bAuble
  Evocation cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 10 minutes
  This spell causes a small, handheld object to throw deep 
  shadows in a 20-foot radius, decreasing the light level by 
  one step from bright light to dim light, or from dim light 
  to darkness. The effect is stationary but can be cast on a 
  movable object. This spell counters the effects of the light 
  cantrip such that the two spells cancel each other.
  If you target an object held or worn by a hostile creature, 
  that creature must succeed on a Dexterity saving throw to 
  avoid the spell.
  decomPoSe corPSe
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (pinch of dried fungus)
  Duration: Instantaneous
  You rapidly decompose the flesh from a single corpse of 
  size Huge or smaller, leaving behind a clean skeleton. If 
  you cast this spell as an attack against a corporeal undead 
  creature such as a zombie or ghoul, it takes 3d4 acid 
  damage.
  decomPoSe corPSe, greAter
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (pinch of dried fungus)
  Duration: Instantaneous
  You rapidly decompose a single corpse of Huge or smaller 
  size, turning it into fine, powdery dust. The corpse can 
  no longer be magically animated or otherwise become 
  undead, nor will raise dead have any effect. A non-animated 
  corpse gets no saving throw. The spell has no effect on 
  living matter.
  If this spell is cast as a melee spell attack against a 
  corporeal undead creature such as a skeleton or zombie, 
  the creature takes 7d4 acid damage. If the spell inflicts 
  sufficient damage to reduce the undead to 0 hit points, it is 
  destroyed, turned into powder.
  At Higher Levels. When you cast this spell using a spell slot 
  of 3rd level or higher, the damage to an undead creature 
  increases by 2d4 for each slot level above 2nd.
  deePen woundS
  1st-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (blood-soaked bandage)
  Duration: Concentration, up to 1 minute
  ObSidiAN ApOcAlypSE 
  pAgE 18
  
  You unleash a wave of negative energy against a target you 
  can see within range that weakens it. This energy does not 
  damage the target, but instead makes it more susceptible 
  to damage. The target must make a Constitution saving 
  throw. If it fails, it suffers 2 additional points of damage 
  from each weapon attack that hits it while this spell remains 
  in effect.
  detect curSe
  2nd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  This spell reveals to you whether a creature, object, or area 
  is afflicted by a curse in a 30-foot sphere centered on you. 
  You can determine the exact nature of the curse, such as 
  its effects and its duration, with a successful Intelligence 
  (Arcana) check against a DC equal to the spell save DC 
  of the curse’s original caster, or DC 20 if the caster level if 
  unknown. 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.
  detect dreAmS
  3rd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 8 hours
  This spell grants you the ability to see the dreams of 
  sleeping creatures within 30 feet of you. It can also reveal 
  the presence of creatures with the ability to intrude upon 
  dreams, such as a night hag, certain types of devils, or a 
  spellcaster using the dream spell. The amount of information 
  this spell reveals depends on how long you study a particular 
  area or subject:
   •  1st round: Presence or absence of dreams. Dreams are 
  present in sleeping mortal creatures with an Intelligence 
  of 2 or greater. You also detect the presence of dream 
  creatures in the area, but not their number or type.
   •  2nd round: Number of dreaming beings and the 
  emotional intensity of their dreams (e.g., good dreams 
  or nightmares). You also discern the number and relative 
  power of dream creatures in the area.
   •  3rd round: By focusing on a single target, you can see its 
  dreams as they unfold. You can also determine the exact 
  types of all dream creatures in the area of effect.
   •  1 minute or longer: For each full minute you focus on a 
  dreamer, you can make a DC 15 Intelligence (Arcana) 
  check to determine one of the following: a) one great 
  desire of the individual; b) one significant event in past 
  month of the individual’s life (e.g., two days ago the 
  subject killed three orcs); or c) one significant life event 
  of the individual (e.g., the subject’s mother died when he 
  was six).
  detect SHAPecHAngerS
  2nd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (silver coin)
  Duration: Concentration, up to 10 minutes
  You sense the presence of creatures with the shapechanger 
  special ability, such as a werewolf, regardless of their 
  current forms. This spell also detects other creatures in the 
  area of effect that are currently using transmutation spells 
  or other abilities to assume forms other than their natural 
  ones, such as the alter self spell.
  If a creature is outside the caster’s line of sight but within 
  the spell’s area, then the spell reveals its direction but not 
  its exact distance.
  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.
  devein
  6th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Calling upon the powers of unlife, you extract the veins 
  from a living creature you can see within range—literally 
  pulling the veins out through its skin to land at your feet 
  while the victim dies in slow, unspeakable agony. The 
  creature must make a Constitution saving throw, taking 
  10d8 necrotic damage on a failed save, or half as much 
  damage on a successful one. If the creature failed its saving 
  throw, at the start of each of its turns it suffers 4d8 necrotic 
  damage. The creature can attempt a new saving throw at 
  the end of each of its turns, with success ending the spell.
  diAbolic cry
  2nd-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  An infernal, terrifying scream emanates from a point you 
  can see in range. Creatures within a 20-foot-radius sphere 
  of this point must make a Constitution saving throw or 
  take 4d8 thunder damage and be frightened. A successful 
  saving throw halves the damage and negates the being 
  frightened.
  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.
  diSintegrAtion field
  8th-level transmutation
  Casting Time: 1 action
  pAgE 19 
  RAcES OF AbAddON
  
  Range: 150 feet
  Components: V, S, M (lodestone, pinch of dust)
  Duration: Concentration, up to 1 minute
  A faint, shimmering green field of destructive energy 
  appears at a point you choose within range. The field fills 
  two 10-foot cubes from that point for the spell’s duration. 
  When a creature enters the field’s area for the first time 
  on a turn or starts its turn there, the creature must make a 
  Dexterity saving throw. On a failed save, the creature takes 
  12d6 force damage. On a successful save, the creature takes 
  half as much damage. If this damage reduces the target to 
  0 hit points, it is disintegrated. A disintegrated creature and 
  everything it is wearing or carrying, except magic items, are 
  reduced to piles of fine dust.
  This spell automatically disintegrates a Large or smaller 
  nonmagical object or a creation of magical force. If the 
  target is a Huge or larger object or creation of force, 
  this spell disintegrates however much of it lies within 
  the disintegration field’s area of effect. A magic item is 
  unaffected by this spell. Even an object passing quickly 
  through the field, such as a fired arrow, becomes subject to 
  the field’s effects.
  At Higher Level. When you cast this spell using a 9th level 
  slot, the damage increases to 14d6 force damage and the 
  area of effect increases to three 10-foot cubes.
  duPlicAte
  9th-level conjuration
  Casting Time: 1 round
  Range: Self
  Components: V, S, M (two perfectly matched 2,000 gp 
  diamonds)
  Duration: Concentration, up to 1 minute
  You create a temporary duplicate of yourself and your 
  nonmagical gear. Your duplicate takes on every aspect 
  of your being, including your race, class, and level. This 
  duplicate is not a clone; you control the duplicate as surely 
  as you control yourself, for you and it are a single person: 
  one mind with two bodies. You and your duplicate do not 
  have to stay together and can do anything within your 
  normal capabilities independently.
  The duplicate is an exact replica of you at the moment you 
  cast this spell, including your current hit point total and 
  any conditions you suffer. Your duplicate is not, however, 
  affected by any ongoing spell effects, whether beneficial or 
  harmful.
  Spells cast by your duplicate use your spell slots and must 
  be drawn from your spells known and spells prepared, 
  if appropriate. If your duplicate uses a class feature (e.g., 
  Channel Divinity) or racial trait (such as a dragonborn’s 
  breath weapon racial trait) with a limited number of uses, 
  those uses count against how many times the feature or 
  trait can be used between long or short rests.
  If the duplicate dies, the spell ends. If you die, the duplicate 
  becomes a permanent version of you; its gear becomes 
  “real” while your gear disappears.
  You cannot have more than one duplicate at a time. A 
  duplicate cannot have a duplicate of its own.
  There are stories and legends that tell about how a 
  duplicate created by an evil spellcaster might, when faced 
  with their imminent oblivion, choose to kill their original so 
  that they may take the original’s place.
  electricAl deluge
  7th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (lodestone and square plate of iron)
  Duration: Instantaneous
  Lightning arcs from you in all directions to a distance of 
  60 feet. Each creature within 60 feet of you must make a 
  Dexterity saving throw or take 10d8 lightning damage on a 
  failed save, or half as much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell slot 
  of 8th level or higher, the damage increases by 1d8 for each 
  slot level above 7th.
  elementAl SHroud
  5th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Permanent
  You cover undead creatures that you have animated with 
  a shroud of energy. You can affect a number of undead 
  creatures equal to your proficiency bonus. This energy can 
  be of one of the following types: acid, cold, lightning, fire, or 
  thunder. Acid shrouds drip with dark, bubbling effluvium; 
  cold shrouds are icy blue and glistening; lightning shrouds 
  crackle with electricity; fire shrouds appear to be molten 
  and burning; and thunder shrouds appear as distortions in 
  the air accompanied by a shrill shriek.
  Undead affected by this spell gain advantage on saving 
  throws to resist being turned by the Channel Divinity 
  class feature. They also gain a +2 bonus to AC and inflict 
  an additional 1d6 damage on melee attacks that hit, with 
  the damage type based on the shroud chosen. An undead 
  creature may have only one elemental shroud cast upon it at 
  a time.
  energy lASH
  2nd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (strip of leather)
  Duration: Concentration, up to 1 minute
  You create a whip made of shimmering force that extends 
  from the palm of your hand. You can use your action to 
  ObSidiAN ApOcAlypSE 
  pAgE 20
  
  make a melee spell attack with the whip against targets 
  within 15 feet of you. On a hit, the target takes 3d6 force 
  damage. If the target is a Medium-sized creature or smaller, 
  it must also make a Strength saving throw against your 
  spell save DC or be knocked prone.
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage increases by 1d6 for 
  every two slot levels above 2nd.
  exAmine coffin
  2nd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (small glass lens)
  Duration: Concentration, up to 1 minute
  This spell allows you to see the contents of any sealed burial 
  receptacle you touch. The spell also magically illuminates 
  the coffin’s interior (as per the light cantrip), although it 
  does not enable you to view inside a casket protected by 
  magical means, lead sheeting, or a false bottom. Upon 
  touching the coffin as an action, you receive a cursory view 
  of the coffin’s interior that does not reveal hidden objects or 
  precise details—only the general and obvious contents. If 
  you spend a full round examining the coffin, you can make 
  a Perception check to locate any objects not in plain view 
  or gather additional details, but not objects concealed by 
  an appropriate barrier, as described before. The caster may 
  touch and examine multiple coffins until the spell expires.
  exHAlAtion of SPoreS
  6th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (flesh from a plague victim)
  Duration: Concentration, up to 1 minute
  You exhale a cone-shaped cloud of deadly spores. Each 
  creature in a 30-foot cone must make a Constitution saving 
  throw. A creature that fails its save becomes poisoned and 
  gains one level of exhaustion as the spores germinate and 
  spread through their brain and nervous system. At the 
  start of each turn, an affected creature must make another 
  Constitution saving throw. If the creature fails, it gains an 
  additional level of exhaustion, with the effect ending on a 
  successful save or when the spell expires.
  exPloSion of gore
  1st-level necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Instantaneous
  You cause one or more Small or Medium corpses in range 
  that you can see to explode in a shower of gore and bone 
  shards. You can affect a number of corpses equal to your 
  proficiency bonus, but no two corpses can be more than 
  30 feet apart. Each exploding corpse causes 2d8 piercing 
  damage to every creature adjacent to its space. In addition, 
  an affected creature must make a Dexterity saving throw or 
  become blinded. A blinded creature can spend an action to 
  wipe the gore from its face and clear its vision. For purposes 
  of this spell, undead creatures do not count as corpses.
  eyeburSt
  7th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  A spark of blazing energy detonates in the face of a 
  creature you can see within range. This detonation sears 
  and boils the viscous fluid in its eyes, possibly causing 
  rupture. Make a ranged spell attack against a target you 
  can see within range. The target must make a Constitution 
  saving throw. It takes 8d8 force damage and becomes 
  blinded on a failed save, or half as much damage and no 
  blindness on a successful one. On a failed save, the target 
  creature’s eyes burst from their socks. Eyes destroyed in this 
  fashion can be restored through magical means such as 
  heal, regenerate or wish.
  At Higher Levels. When you cast this spell using a spell 
  slot of 8th level or higher, the damage increases by 1d8 for 
  every slot level above 7th.
  feed dArkling
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Special
  You drain the life force from a target and feed the stolen 
  energy to a creature you summon (e.g., such as with conjure 
  fey or summon greater demon). Make a melee spell attack 
  against a target you can see within range. The target takes 
  4d6 necrotic damage. As a bonus action, you can then 
  grant half this amount as temporary hit points to a creature 
  you have summoned. The summoned creature must be 
  within sight to gain these temporary hit points.
  If you have not summoned any creatures, the next creature 
  you summon automatically gains these temporary hit 
  points when it appears. Temporary hit points dissipate after 
  1 hour, whether you have granted them to a summoned 
  creature or not.
  feign deAtH, mASS
  6th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (pinch of graveyard dirt)
  Duration: 1 Hour
  Willing creatures you can see within range enter a 
  cataleptic state indistinguishable from death. Each affected 
  creature appears dead to all means of inspection, including 
  pAgE 21 
  RAcES OF AbAddON
  
  spells and magic items used to determine the target’s 
  status. An affected creature is blinded and incapacitated, 
  with a speed of 0. You can affect any number of creatures 
  within range, but no two creatures can be more than 30 
  feet apart.
  flAming corroSion
  4th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You blast a cone of burning acid from your hand. Each 
  creature in a 45-foot cone must make a Dexterity saving 
  throw. A creature takes 2d8 fire damage and 4d6 acid 
  damage on a failed save, or half as much damage on 
  a successful one. In addition, choose one target to be 
  completely doused in the dangerous gout of fiery acid; 
  that creature must make its Dexterity saving throw with 
  disadvantage. If it fails, it suffers maximum damage.
  At Higher Levels. When you cast this spell using a spell slot 
  of 6th level or higher, the damage increases by one die for 
  both damage types for every two slot levels above 4th.
  fleSH to ice
  6th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (small prism)
  Duration: Concentration, up to 1 minute
  You turn one creature that you can see within range into a 
  statue of ice. If the target creature’s body is made of flesh, 
  it must make a Constitution saving throw. On a failed save, 
  it is restrained as its flesh begins to freeze. 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 three saves, it turns to ice and 
  becomes petrified. The successes and failures need not be 
  consecutive.
  If the creature is broken, melted, or damaged while 
  petrified, it suffers from similar deformities if it reverts to its 
  original state.
  If you maintain your concentration on this spell for the 
  entire possible duration, the creature is permanently turned 
  to ice until the effect is removed.
  force corPoreAlity
  5th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  A bolt of green light shoots from your fingertips, turning 
  solid one incorporeal creature within 30 feet of you. The 
  target creature becomes corporeal and unable to assume 
  its incorporeal form for the duration of the spell. The 
  creature can move and attack, but loses all benefits and 
  effects associated with its incorporeal movement. Once 
  the duration expires, the target automatically assumes 
  incorporeal form again.
  fuSe SkeletAl remAinS
  3rd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Hundreds of bones rise from the soil to surround a willing 
  creature in range you can see. These bones pierce the 
  subject’s body and fuse to its skeleton or exoskeleton, 
  encasing them in a shell of skeletal fragments. The 
  creature’s size doubles in all dimensions, and its weight 
  is multiplied by four. This growth increases its size by one 
  category—from Medium to Large, for example. Until the 
  spell ends, the target has advantage on Constitution checks 
  and Constitution saving throws gains immunity to poison 
  damage and the poisoned condition. Finally, the creature’s 
  AC can’t be less than 16, regardless of what kind of armor it 
  is wearing.
  While affected by this spell, the creature suffers 
  disadvantage on Dexterity checks and saving throws. Once 
  the spell ends, the bones fall away and the subject gains a 
  level of exhaustion.
  gAtHer corPSeS
  1st-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  This spell calls out to the dead, causing one corpse per 
  level within range to levitate on a cloud of negative energy. 
  These corpses move directly toward you at a speed of 5 
  feet per round, each one dropping into a space adjacent to 
  when it arrives. If you move, any corpses still levitating will 
  follow you. Once the spell ends, all levitating corpses drop 
  to the ground and remain there, still dead.
  HArnAgAd’S undeAd crew
  6th-level necromancy (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (remains of a drowned sailor)
  Duration: Concentration, up to 24 hours
  This spell summons a crew of undead servitors to sail or 
  row a ship for you. These undead automatically know how 
  to crew the ship for as long as you maintain concentration. 
  If you lose concentration, the undead crew collapses into 
  ObSidiAN ApOcAlypSE 
  pAgE 22
  
  dust.  You can create up to five undead crewmembers 
  per level. These crewmembers are treated as humanoid 
  skeletons. While these crewmembers will not fight, they can 
  operate ballistae or catapults; they are proficient with any 
  siege weaponry on board the ship.
  HArPer’S AnticoAgulAnt
  1st-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (leech)
  Duration: Concentration, up to 1 minute
  You target a creature you can see within range, making 
  it susceptible to bleeding. The creature must succeed at 
  a Constitution saving throw or else it suffers 1d4 necrotic 
  damage any round it suffers weapon damage while under 
  this spell’s effects. The creature can attempt another 
  Constitution saving throw at the end of each of its turns 
  with success ending this spell. Alternatively, the creature 
  can spend an action to make a DC 12 Wisdom (Medicine) 
  check, ending the spell on a success.
  HeAling interdiction
  6th-level necromancy
  Casting Time: 1 full round
  Range: 30 feet
  Components: V, S, M (flesh from an intelligent humanoid)
  Duration: 24 hours
  You curse a living creature you can see within range, 
  preventing it from healing by any means. The creature must 
  make a Wisdom saving throw. If the target fails, it cannot 
  recover lost hit points for as long as it remains affected 
  by this curse. This curse prevents magical healing, natural 
  healing, and even regeneration from restoring lost hit 
  points. This curse can be lifted with a remove curse or a wish 
  spell.
  ice bolt
  2nd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You launch a bolt of razor-sharp ice at a target you can see 
  within range. If you hit with a ranged spell attack, the bolt 
  inflicts 3d6 piercing damage and 2d6 cold damage.
  At Higher Levels. When you cast this spell using a spell slot 
  of 4th level or higher, the piercing damage and the cold 
  damage each increase by 1d6 for each two slot levels above 
  2nd.
  ice to fleSH
  6th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You revert a creature turned to ice back to its normal state, 
  restoring both life and gear. Any creature that has been 
  changed to ice, regardless of size, may be restored.
  identify diviner
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour
  With this spell active, any time you become aware of being 
  the focus of scrying magic, such as when you succeed on a 
  saving throw against the scrying spell, you learn the identity 
  of the person doing the scrying and the means by which 
  they are scrying (e.g., spell, crystal ball, etc.). Normal proof 
  against divination magic, such as nondetection, protects 
  the diviner’s identity from this spell.
  induce vulnerAbility
  3rd-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (piece of leather exposed to a 
  particular energy type)
  Duration: Concentration, up to 1 minute
  A creature you can see within range must make a 
  Constitution saving throw or become vulnerable to one 
  of the following damage types: acid, cold, fire, lightning, 
  or thunder. If an affected creature has resistance to the 
  chosen energy type, they instead lose that resistance for the 
  duration of this spell. This spell has no effect on a creature’s 
  damage immunities.
  At Higher Levels. When you cast this spell using a 4th-level 
  or higher slot, you can affect one additional creature for 
  each slot level above 3rd.
  Judgment of AkoSH
  9th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You inflict excruciating waves of pain on a number of 
  creatures you can see within range, up to your proficiency 
  bonus. Each creature in that area must make a Wisdom 
  saving throw. Constructs and undead aren’t affected. An 
  affected creature suffers disadvantage on attack rolls 
  and ability checks. In addition, a target afflicted with this 
  spell must succeed on a concentration check with the DC 
  equal to your spell save DC in order to cast or to maintain 
  concentration on a spell. A remove curse spell ends this 
  effect on a creature.
  lifeleecH
  6th-level necromancy
  Casting Time: 10 minutes
  Range: Touch
  pAgE 23 
  RAcES OF AbAddON
  
  Components: V, S
  Duration: Instantaneous
  You sacrifice a creature and feast on its life force to gain a 
  limited form of immortality. You must first sacrifice a living 
  sentient creature of the same type as you. The creature 
  must be helpless—bound, if nothing else—while you cast 
  the spell. At the culmination of the casting, you strike down 
  upon the victim. If the victim dies from your attack, you 
  draw out its life force and transfer the energy by touching 
  a willing recipient. The subject becomes immune to all 
  aging effects for a number of months equal to the sacrificed 
  creature’s CR. A creature slain by this spell can only be 
  restored to life by a successful resurrection or wish spell. If 
  you fail to kill your sacrificial victim with your attack, this 
  spell automatically fails.
  luSt for undeAtH
  4th-level necromancy
  Casting Time: 1 round
  Range: Self
  Components: V, S
  Duration: Permanent
  You unleash a wave of negative energy that bolsters 
  undead. Your spell affects three corporeal undead within a 
  20-foot-radius sphere of you. These undead gain advantage 
  on saving throws against radiant damage. In addition, they 
  gain advantage on Wisdom saving throws to resist turning 
  attempts.
  At Higher Levels. When you cast this spell using a slot of 
  5th level or higher, you can affect one additional corporeal 
  undead for each spell slot level above 4th.
  mArk of Air
  2nd-level evocation
  Casting Time: 1 round
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You imprint a white, swirled marking on the face, hand, or 
  other prominent feature on the willing creature touched. 
  The marked creature gains advantage on Dexterity ability 
  checks and a +2 bonus to AC. In addition, as a reaction the 
  affected creature can conjure a shield of swirling air that 
  imposes disadvantage on weapon attacks made against 
  them until the start of their next turn, after which the spell 
  ends.
  mArk of Air, greAter
  In addition to the benefits gained by the mark of air spell, 
  the recipient of this mark gains a fly speed of 40 feet. Also, 
  as a bonus action, the affected creature can invoke a wall of 
  churning air that functions like wind wall. The wall remains 
  for up to 10 minutes or until dispelled, after which this spell 
  ends.
  mArk of deAtH
  8th-level evocation
  Casting Time: 1 round
  Range: Touch
  Components: V, S
  Duration: 8 hours
  You imprint a black, skull-shaped brand on the face, hand, 
  or other prominent feature of a willing creature you touch. 
  The creature becomes immune to death spells and effects, 
  including circle of death and finger of death and the death 
  gaze of the bodak, for example. The creature also gains 
  the benefits of the death ward spell as long as the mark 
  remains.
  Finally, the recipient creature can launch a pale ashen ray of 
  energy as a ranged attack with a range of 30 feet. If the ray 
  strikes the target, the creature must make a Constitution 
  saving throw. If it fails, it gains two levels of exhaustion and 
  its hit points maximum is reduced by a number of points 
  equal to your proficiency bonus. Using this ray of death 
  ability immediately ends the mark of death.
  The mark leaves behind a permanent, fine-lined scar on the 
  creature’s flesh.
  mArk of eArtH
  2nd-level evocation
  Casting Time: 1 round
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You etch an earth-colored, block-shaped mark on the face, 
  hand, or other prominent feature of a willing creature 
  you touch. The marked creature gains advantage on 
  Strength ability checks and it is treated as one size larger 
  for purposes of how much weight they can lift and carry. In 
  addition, as an action the marked creature can conjure and 
  hurl a large mass of rock as a ranged attack to a range of 
  up to 60 feet. The rock inflicts 6d6 bludgeoning damage on 
  a hit. Using the mass of rock power immediately ends this 
  spell.
  mArk of eArtH, greAter
  In addition to the benefits gained by the mark of earth spell, 
  the recipient of this mark gains resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical weapons. 
  In addition, as an action the bearer of the mark can spray 
  a hailstorm of earth and rock from an outstretched hand. 
  All creatures within a 30-foot cone must make a Dexterity 
  saving throw. A creature that fails this save takes 8d6 of 
  bludgeoning damage, with a creature that makes it save 
  taking half this damage. Unleashing this cone of earth 
  immediately ends this spell.
  mArk of fire
  2nd-level evocation
  Casting Time: 1 round
  Range: Touch
  Components: V, S
  Duration: 1 hour
  ObSidiAN ApOcAlypSE 
  pAgE 24
  
  You scorch a reddish, flame-shaped mark on the face, 
  hand, or other prominent feature of a willing creature you 
  touch. The marked creature gains advantage on Dexterity 
  ability checks and advantage on saving throws against fire 
  damage. In addition, the creature can shoot a ray of flame 
  from their palm as a ranged attack with a range of 60 feet. If 
  the attack hits, the target suffers 5d6 fire damage. Using the 
  ray of flame power immediately dismisses the mark of fire.
  mArk of fire, greAter
  In addition to the benefits gained by the mark of fire spell, 
  the recipient of this mark gains resistance to fire damage 
  and advantage on saving throws against spells that inflict 
  fire damage. Also, the marked creature can launch the 
  equivalent of a fireball as an action. The creature chooses 
  a point within 150 feet. Each creature in a 20-foot-radius 
  sphere centered on that point must make a Dexterity 
  saving throw. A creature in the area of effect takes 8d6 
  fire damage on a failed save, or half as much damage on a 
  successful one. Using the fireball power immediately ends 
  this spell.
  mArk of froSt
  2nd-level evocation
  Casting Time: 1 round
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You imprint a blue-white, frostbite mark on the face, hand, 
  or other prominent feature of a willing creature you touch. 
  The creature gains resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical weapons as a hard, 
  icy coating sheathes their skin. In addition, the marked 
  creature can conjure a spear of ice and hurl it as a ranged 
  attack against a target they can see within 60 feet. If the 
  spear hits, it inflicts 5d6 cold damage. Using the spear of ice 
  power immediately ends the spell.
  mArk of froSt, greAter
  In addition to the benefits gained by the mark of frost spell, 
  the recipient gains resistance to cold damage. In addition, 
  the affected creature can launch a burst of intense cold as 
  an action. The creature chooses a point within 150 feet. 
  Each creature in 20-foot-radius sphere centered on that 
  point must make a Dexterity saving throw. A creature in the 
  area of effect takes 8d6 cold damage on a failed save, or 
  half as much damage on a successful one. Using the burst 
  of cold power immediately ends this spell.
  mArk of wAter
  2nd-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You place a wavy blue mark on the face, hand, or other 
  prominent feature of a willing creature you touch. The 
  marked creature gains advantage on Constitution ability 
  checks, and their hit point maximum increases by a number 
  of points equal to your proficiency bonus. In addition, as an 
  action the affected creature can cast a geyser of water from 
  the palm of their hand as a ranged attack. The water gushes 
  forth to a range of 60 feet and inflicts 5d6 bludgeoning 
  damage if it hits. The target struck must also make a 
  Dexterity saving throw or be knocked prone. Using the 
  geyser of water power immediately ends the spell.
  pAgE 25 
  RAcES OF AbAddON
  
  mArk of wAter, greAter
  In addition to the benefits gained by the mark of water 
  spell, the recipient gains the ability to breathe water. 
  In addition, as a bonus action the marked creature can 
  teleport from one completely submerged location to 
  the surface of the water directly above that location. If 
  something solid blocks the water’s surface directly above, 
  the marked creature will be shunted in a random direction 
  to the nearest safe location above water. Using this 
  teleportation power immediately ends the spell.
  mASk Scent
  1st-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: V, S, (small red herring)
  Duration: 1 hour
  This spell conceals all odors emanating from a creature or 
  object. Creatures with the keen smell ability do not gain 
  advantage on Wisdom (Perception) checks that rely on 
  smell to detect the creature protected by this spell. While 
  this spell does not mask scents that the affected creature 
  previously left in its wake, it does prevent the creature from 
  leaving any new scents.
  molten blASt
  5th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You open a tiny gate to the Elemental Plane of Fire through 
  which blast jets of lava. Choose a point you can see within 
  range. Each creature in a 5-foot line within 60 feet of this 
  point must make a Dexterity saving throw. A creature takes 
  10d6 fire damage on a failed save, or half as much damage 
  on a successful one. In addition, a creature that fails its 
  saving throw becomes covered in a thin layer of hardened 
  lava, suffering disadvantage on Dexterity ability checks 
  and saving throws. Removing the rocky residue requires an 
  action.
  necromAncer’S toucH
  8th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (severed hand of slain necromancer)
  Duration: Concentration, up to 10 minutes
  You bestow upon a willing creature you touch the ability to 
  cast animate dead as if you had cast the spell yourself using 
  an 7th-level slot. As long as you maintain concentration, 
  the recipient of this spell has control over any undead they 
  animate. If you cease concentration or the spell expires, 
  these undead revert to your control for the next 24 hours, 
  after which they count against the number of undead you 
  can control at a time.
  netHerblAde
  2nd-level necromancy
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You create a sword-like beam of negative energy in your 
  free hand. If you release the blade, it vanishes, but you 
  can summon it back to your hand as a bonus action. You 
  can use your action to make a melee spell attack with this 
  ObSidiAN ApOcAlypSE 
  pAgE 26
  
  blade. On a hit, you inflict 2d8 necrotic damage. If you strike 
  an undead creature with this blade, you instead heal it for 
  2d8 points.
  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.
  numb PAin
  1st-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 8 hours
  Your touch eases the pain and suffering of a willing 
  creature. If the target completes a short rest while affected 
  by this spell, it regains double hit points for any hit dice it 
  expends. In addition, a creature affected by this spell may 
  ignore up to two levels of exhaustion. Finally, the recipient 
  gains advantage on any saving throw to resist any magical 
  effect that inflicts exhaustion.
  obliterAte life
  9th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (blood from the target creature)
  Duration: Instantaneous
  You call upon ancient pacts and forgotten powers to 
  annihilate a creature you can see within range, causing 
  it to vanish from existence. The creature must make a 
  Constitution saving throw. If the creature fails, it and 
  everything on its person is utterly destroyed. Even if the 
  target succeeds at its save, it suffers 12d6 necrotic damage.
  Short of divine intervention, the target cannot be brought 
  back to life without both resurrection and wish.
  overcome force
  5th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Components V, S
  You protect a creature from force damage, such as that 
  done by the magic missile spell. The recipient gains 
  resistance to force damage, as well as advantage on saving 
  throws and ability checks to resist magical force attacks, 
  such as those caused by the arcane hand spell. The affected 
  creature can also attempt to walk through a force effect 
  such as that caused by a wall of force by making a successful 
  saving throw against the spellcaster’s spell save DC.
  PerSiStent miSSileS
  4th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (handful of marbles)
  Duration: Concentration, up to 1 minute
  You launch a glowing dart of magical force at up to five 
  creatures you can see within range. Make a ranged spell 
  attack against each target. A missile deals 1d6+2 force 
  damage to its target. After attacking, each dart returns and 
  orbits around you until your next turn. Each round as an 
  action, you can launch the missiles again at the same or 
  different targets within range.
  At Higher Levels. When you cast this spell using a spell slot 
  of 5th level or higher, the spell creates one more dart for 
  each slot level above 4th.
  Pierce
  2nd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You hurl a bolt of disruptive force energy at a target you 
  can see within range. If you hit with a ranged spell attack, 
  the bolt dispels one abjuration spell of 2nd level or lower, 
  such as mage armor or shield, protecting the target. In 
  addition, the next weapon attack made against that 
  creature before its next turn gains advantage and inflicts 
  extra die of weapon damage.
  rAqel’S Secret deSireS
  1st-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, M (page from personal journal)
  Duration: Concentration, up to 1 minute
  With a touch and a moment of concentration, you learn 
  a target creature’s subconscious desires and fears. The 
  creature must make a Charisma saving throw. If it fails this 
  save, you gain advantage on the next Charisma ability 
  check you make to influence the creature. The target 
  creature remains unaware that they were manipulated in 
  any fashion.
  rAtenef’S vAmPiric weAPon
  3rd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You imbue a weapon you touch with the ability to drain 
  life force and transfer it to the wielder. When an attack with 
  this blade hits, the wielder gains temporary hit points equal 
  to half the weapon damage dealt. Until this spell ends, the 
  wielder can make an attack again on each of their turns as 
  an action.
  Seek tHe SoulleSS
  3rd-level necromancy
  pAgE 27 
  RAcES OF AbAddON
  
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (feather dipped in lacquer)
  Duration: Instantaneous
  A burst of brilliant white magical energy shoots from your 
  hands. Each construct, elemental, fiendish, or undead 
  creature within this 45-foot cone must make a Constitution 
  saving throw. A creature takes 10d6 radiant energy on a 
  failed save, or half as much damage on a successful one. 
  Other types of creatures are unaffected by this spell.
  At Higher Levels. When you cast this spell using a spell slot 
  of 4th level or higher, the damage increases by 1d6 for each 
  slot level above 3rd.
  SHrAPnel globe
  2nd-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (metal slivers)
  Duration: Concentration, up to 1 minute
  You conjure a sphere of metallic shards into your hand. You 
  can throw the globe at a space you can see within 60 feet 
  as a ranged spell attack. Upon impact, the globe shatters, 
  hurling shrapnel in a 20-foot-radius sphere. Each creature 
  in the area of effect must make a Dexterity saving throw. 
  A target takes 3d6 piercing and 3d6 slashing damage on a 
  failed save, or half as much damage on a successful one.
  You can give the shrapnel globe to another creature to 
  throw; however, doing so requires an action in order 
  to attune the globe to the new possessor. Otherwise, it 
  detonates as if you threw it.
  At Higher Levels. When you cast this spell using a spell slot 
  of 4th level or higher, the damage increases by 1d6 piercing 
  and 1d6 slashing for each two slot levels above 2nd.
  Soul burSt
  4th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (feather)
  Duration: Instantaneous
  A bolt of magical energy shoots from your palm to a point 
  you choose within range, surrounding living creatures 
  in a nimbus of ashen gray. Each living creature in a 
  20-foot-radius sphere centered on that point must make a 
  Constitution saving throw. A creature takes 10d6 necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. Constructs, elementals, fiends, and undead 
  are immune to this spell. Inanimate objects are not affected 
  by the spell.
  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.
  SPine tendril
  5th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  This gruesome spell causes your spine to thrust up from 
  the base of your skull, becoming a prehensile weapon or 
  limb-like tendril in the process. Each round as a bonus 
  action, you can mentally command the tendril to attack a 
  target within 10 feet of your space. The tendril uses your 
  spell attack modifier to hit. If it hits, it does 1d10 plus your 
  proficiency bonus in bludgeoning damage and the target is 
  grappled. For purposes of escape attempts, your tendril has 
  a Strength (Athletics) bonus equal to 10 + your spellcasting 
  ability modifier + your proficiency bonus. Each round the 
  tendril maintains the grapple, you automatically inflict 1d10 
  + your proficiency bonus in bludgeoning damage.
  telePort block
  5th-level abjuration
  Casting Time: 1 round
  Range: 90 feet
  Components: V, S, M (10 gp of gold dust)
  Duration: Concentration, up to 8 hours
  You ward an area in range against teleportation magic. 
  Choose a point you can see within range. The spell wards a 
  40-foot cube centered on that point, preventing any form 
  of teleportation magic from working. No creature or item 
  can teleport into or out of the warded area.
  telePort coordinAteS trAnSfer
  4th-level divination
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You mentally share information about a location very 
  familiar to you with another creature you can see within 
  range. The information you convey is accurate and detailed 
  enough to allow the recipient to teleport to the area as 
  if they were personally very familiar with it. Alternatively, 
  if you cast this spell before casting teleport, you can treat 
  your familiarity with the target location as one step better 
  (e.g., viewed once to seen casually, or seen casually to very 
  familiar).
  telePort redirect
  5th-level conjuration (ritual)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 8 hours
  You ward an area such that any attempt to teleport into it 
  redirects the incoming creature to another locale of your 
  choice. Select a point within range you can see. A 30-foot-
  ObSidiAN ApOcAlypSE 
  pAgE 28
  
  radius sphere centered on that point is altered such that 
  any teleportation into that area is automatically redirected 
  to another area you select. The alternate location you 
  choose must be one with which you are very familiar, and it 
  must be on the same plane as the original locale.
  telePort trAcer
  5th-level divination
  Casting Time: 1 action
  Range: 120 feet
  Components: S
  Duration: Instantaneous
  You learn the destination of the most recent teleportation 
  spell (e.g., misty step, teleport, teleportation circle) cast or 
  used within the range of this spell. In addition, you become 
  very familiar with the target location for purposes of 
  teleporting to it.
  tendrilS of eternAl nigHt
  9th-level conjuration
  Casting Time: 1 round
  Range: 120 feet
  Components: V, S, M (black pearl worth at least 5,000 gp)
  Duration: Concentration, up to 1 minute
  You open a portal in the ground to the Negative Material 
  Plane. The portal forms at a point you can see within range, 
  creating a 10-foot-diameter hole. Each creature standing in 
  this area must make a Dexterity saving throw or fall into the 
  portal. Any creature entering the portal becomes paralyzed 
  and has their hit point maximum reduced by 10 at the start 
  of each of their turns. A creature in the portal can attempt a 
  Constitution saving throw at the end of each of their turns, 
  with success ending the paralysis.
  Once the portal opens, four shadowy tentacles wriggle out 
  from the hole. Each tentacle attacks an enemy creature of 
  your choice within 20 feet of the portal, using your spell 
  attack modifier. On a hit, the target is grappled (escape DC 
  equal to your spell save DC + 2). Until the grapple ends, 
  the target is restrained and has disadvantage on Strength 
  checks and Strength saving throws.
  The round after grappling a creature, as an action a tentacle 
  can reel in its victim, dragging the creature 10 feet closer to 
  the portal.
  Each tentacle can be attacked normally and damaged by 
  spells or weapons. A tentacle has AC 20 and hit points equal 
  to your level x 3 and uses your saving throw modifiers. If a 
  tentacle is destroyed, another tentacle rises from the portal 
  to replace it at the start of your next turn.
  The portal closes when the spell expires. Once the portal 
  closes, any creature trapped inside is considered slain (or 
  simply lost if immune to life drain) unless they can cast 
  plane shift or a similar planar travel spell. Otherwise, victims 
  can only be brought back by using wish or a similar spell.
  tlu mgAngA’S nigHt bolt
  7th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (sliver of obsidian, wrapped in black 
  satin)
  Duration: Instantaneous
  A blast of pure, starless night erupts from your hand in a 
  100-foot long by 5-foot wide line in a direction you choose. 
  Writhing and crackling like obsidian lightning, the darkness 
  slices through creatures caught in its path, ripping flesh 
  from bone and robbing them of their senses. Each creature 
  in the line must make a Dexterity saving throw. A creature 
  takes 10d6 necrotic damage on a failed save, or half as 
  much damage on a successful one.
  In addition, a creature caught in the path of the bolt must 
  make a Constitution saving throw. A creature that fails this 
  save becomes blinded and deafened. At the end of each of 
  its turns, the target can make another Constitution saving 
  throw. On a success, the spell ends on the target.
  This spell is most effective when cast at night or in 
  areas of heavy shadow, such as in a narrow alleyway, 
  twisting tunnels, or deep underground. When cast in 
  such circumstances, Tlu Mganga’s night bolt imposes 
  disadvantage on the Dexterity saving throw of a creature in 
  its path. Conversely, when you cast this spell in daylight or 
  areas well saturated with light, a creature in the bolt’s path 
  gains advantage on their Dexterity saving throw.
  At Higher Levels. When you cast this spell using a spell slot 
  of 8th level or higher, the damage increases by 1d6 for each 
  slot level above 7th.
  twinge
  Necromancy cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You point your finger at a living target of up to Large 
  size and afflict it with an unexpected jolt of pain. The 
  target must make a Constitution saving throw or it drops 
  everything held or wielded in its hands. A mount, such as 
  a horse, targeted by this spell may bolt or rear if it fails its 
  saving throw. Constructs, elementals, plants, and undead 
  are immune to this spell.
  vile StencH
  1st-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (piece of garbage)
  Duration: Concentration, up to 1 hour
  A creature you touch exudes the awful stink of the foulest 
  of sewers in the heat of summer. If you hit your target with 
  a spell attack, the target radiates its stench in a 10-foot-
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  RAcES OF AbAddON
  
  radius sphere. Any living creature that enters or starts its 
  turn within the area of effect must make a Constitution 
  saving throw. A creature that fails this save becomes 
  poisoned for as long as they remain within 10 feet of the 
  affected target, and for one additional round after leaving 
  the area of effect.
  violent retcHing
  2nd-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  The overwhelming need to retch overcomes a living 
  creature you can see within range. The target must make 
  a Constitution saving throw against poison. If it fails, it 
  becomes poisoned and takes 1d12 poison damage. An 
  affected creature can attempt a new saving throw at 
  the end of each of its turns, with a success ending this 
  spell. Creatures that do not eat or are immune to poison 
  automatically succeed on this saving throw.
  virulence
  7th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Until dispelled
  You infect a target you touch with the following diseases: 
  cackle fever, sewer plague, and sight rot (see the core rules 
  for information about these diseases). These diseases take 
  effect immediately, without an onset time or other delay. 
  The target creature must make a Constitution saving throw 
  against your spell save DC for each disease. If the creature 
  fails a save, it contracts that disease and suffers the effects 
  caused by that disease.
  Then, one day after becoming infected, the target can 
  spread the diseases it contracted to other living creatures. 
  Any living creature that comes within 20 feet of the target 
  must make a Constitution saving throw (using your spell 
  save DC) against each disease infecting the target. On 
  each failed save, the creature becomes infected with that 
  disease.
  Each respective disease, not the spell, applies its effects to 
  those failing their saves. For the target to rid itself of the 
  effects of this spell, each disease must be individually cured 
  by magical means, such as lesser restoration.
  WALL OF SPIDERS
  6th-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (spider egg sac)
  Duration: Concentration, up to 10 minutes
  A writhing mass of magical poisonous spiders appears 
  at a point you choose within range. These spiders 
  instantaneously coalesce into a solid wall. The wall appears 
  in any orientation you choose, as a horizontal or vertical 
  barrier or at an angle. Although it need not rest on a solid 
  surface, it must be anchored to a wall, floor, or ceiling at 
  each end. The wall can be formed into almost any shape. 
  You can form it into a hemispherical dome or a sphere with 
  a radius of up to 10 feet, or you can shape a flat surface 
  made up of ten 10-foot-by-10-foot panels, each five feet 
  thick. Each wall panel must be contiguous with another 
  panel. The wall can be up to five feet in thickness. If the 
  wall cuts through a creature’s space when it appears, the 
  creature is pushed to one side of the wall (your choice 
  which side). Each time a creature touches the wall, it must 
  make a Constitution saving throw. On a failed save, a 
  creature takes 5d6 poison damage, or half as much damage 
  on a successful save.
  A creature can attempt to force its way through the wall 
  as an action with a Strength (Athletics) check against 
  your spell save DC. A creature that attempts this suffers 
  disadvantage on its Constitution saving throw to resist the 
  poison damage. If the creature fails to push through the 
  wall, it becomes restrained in that space with the escape 
  DC equal to your spell save DC and must make a new 
  Constitution saving throw against poison each round it 
  remains stuck.
  The wall is an object that can be damaged and thus 
  breached. It has AC 13 and 20 hit points per 10-foot section. 
  Reducing a 10-foot section of wall to 0 hit points destroys 
  it and leaves behind a viscous puddle of sticky goo in the 
  space the wall occupied. The space the wall once occupied, 
  and those adjacent to it, are treated as difficult terrain until 
  the spell ends.
  A disintegrate spell destroys this wall instantly. Note, these 
  spiders are not natural or living creatures and cannot be 
  affected as such.
  At Higher Levels. When you cast this spell using a spell slot 
  of 7th level or higher, the damage the wall deals increases 
  by 2d6 for each slot level above 6th.
  web SPlAt
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 minute
  You create a strong blob of sticky webbing at a point you 
  can see within range. You can use this webbing to stick two 
  objects together, stick an object to the floor, or attempt to 
  stick a creature’s foot to the floor or its hand to an object. 
  You can also attempt to hinder a creature’s eyes with 
  webbing to temporarily obscure its vision. The creature 
  must make a Dexterity saving throw. If it fails, the creature’s 
  eyes are obscured, giving it disadvantage on Wisdom 
  (Perception) checks that rely on sight. The creature can 
  ObSidiAN ApOcAlypSE 
  pAgE 30
  
  remove the webbing as an action with a DC 10 Strength 
  check. If you web two objects together, they require a DC 
  10 Strength check to tear away as an action. The webbing 
  can support about 100 pounds. Fire destroys the web splat 
  after 1 round.
  web StrAnd
  1st-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You conjure a single rope-like strand of spiderweb to stick 
  at a point of your choice within range. The web adheres to 
  objects either on one or both ends you choose. This allows 
  you to anchor the strand to a solid surface, such as a wall or 
  ceiling, or between two surfaces. The web can function like 
  a rope with a grappling hook, or like a leash, for example. 
  You can adhere the web to a creature if you succeed at 
  a ranged spell attack. The web strand can support up to 
  200 pounds of weight. Pulling free from the adhesive end 
  of the strand requires a successful Strength check against 
  your spell save DC. Flames destroy a web strand after 1 
  round. A web strand is AC 11 and has a hit points equal 
  to your proficiency bonus with resistance to piercing and 
  bludgeoning damage from nonmagical weapons.
  pAgE 31 
  RAcES OF AbAddON
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/LPJ/LPJ9276 Feats and Spells of Obsidian Apocalypse.pdf