The Core Spellbook of Nethraxis
Nethraxis’s final grimoire preserves a master’s divine-tinged magic and the perilous record of the moment he surrendered his soul to the Weave.
Spellbook · Wizard, master spellweaver · Level 20
The Core Spellbook of Nethraxis
Nethraxis’s final grimoire preserves a master’s divine-tinged magic and the perilous record of the moment he surrendered his soul to the Weave.

Ex librisNethraxisArcane spellweaving

At a glance
Level
20
Wizard, master spellweaver
Spells
10
1 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
At the table
A margin note
Plot hook
Spells
10 spells1st level
2- Make a ranged spell attack. On a hit, the target takes radiant damage, and the next attack roll against it before the end of your next turn has advantage.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S
- Save or attack
- Ranged spell attack
- Higher levels
- When cast using a spell slot of 2nd level or higher, the damage increases by for each slot level above 1st.
- Source
- Player’s Handbook
- Ward one creature against attacks. The ward ends if the creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature.
- Duration
- Up to 1 minute
- Target
- One creature
- Components
- V
- Save or attack
- A creature that targets the warded creature with an attack or harmful spell must make a Wisdom saving throw or choose a new target or lose the attack or spell.
- Higher levels
- When cast using a spell slot of 2nd level or higher, you can ward one additional creature for each slot level above 1st.
- Conditions
- Invisible
- Source
- Player’s Handbook
3rd level
1- Touch a creature that has died within the last minute and return it to life with 1 hit point. The spell cannot restore missing body parts.
- Duration
- Instantaneous
- Target
- One creature that died within the last minute
- Components
- V, S, M (a pearl worth at least 100 gp, consumed)
- Higher levels
- No additional effect when cast with a higher-level slot.
- Conditions
- Unconscious
- Source
- Player’s Handbook
5th level
2- Touch a creature and end one effect reducing its ability scores or hit point maximum, one effect imposing charm or petrification, one curse including attunement to a cursed item, or one level of exhaustion.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S, M (a diamond worth at least 500 gp, consumed)
- Higher levels
- No additional effect when cast with a higher-level slot.
- Source
- Player’s Handbook
- Imbue a weapon with holy power. Its attacks deal an extra radiant damage. As a bonus action, you can dismiss the spell to make the weapon emit a flash; creatures of your choice within 30 feet make a Constitution saving throw, taking radiant damage and becoming blinded on a failure, or half damage without blindness on a success.
- Duration
- Up to 1 minute
- Target
- One weapon you touch
- Components
- V, S, M (a small silver mirror)
- Higher levels
- When cast using a spell slot of 6th level or higher, the extra radiant damage increases by for every two slot levels above 5th.
- Conditions
- Invisible
- Source
- Xanathar’s Guide to Everything
7th level
2- Touch a dead creature that has been dead no longer than a century and restore it to life with all its hit points. The spell neutralizes poisons and cures nonmagical diseases, but does not restore missing body parts or remove magical diseases, curses, or similar effects.
- Duration
- Instantaneous
- Target
- One dead creature
- Components
- V, S, M (a diamond worth at least 1,000 gp, consumed)
- Higher levels
- No additional effect when cast with a higher-level slot.
- Source
- Player’s Handbook
- Speak a word of power against creatures of your choice that you can see within range. Each can suffer an effect determined by its current hit points, including deafness, blindness, stunning, or banishment; a creature with 20 hit points or fewer dies. The spell deals radiant damage to each affected creature and has no effect on celestials, elementals, fey, or fiends.
- Duration
- Instantaneous
- Target
- Creatures of your choice within 30 feet that you can see
- Components
- V, S, M (a small silver whistle)
- Save or attack
- No attack roll; creatures in range are affected according to their current hit points.
- Damage
- radiant
- Higher levels
- When cast using a spell slot of 8th level or higher, the hit point thresholds increase by 10 for each slot level above 7th.
- Conditions
- Blinded, Deafened
- Source
- Player’s Handbook
8th level
2- Chosen creatures within 30 feet shed dim light in a 5-foot radius, have advantage on all saving throws, and impose disadvantage on attack rolls against them. When a fiend or undead hits a protected creature with a melee attack, it must make a Constitution saving throw or be blinded until the spell ends.
- Duration
- Concentration, up to 1 minute
- Target
- Chosen creatures within 30 feet of you
- Components
- V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic)
- Higher levels
- No additional effect when cast with a higher-level slot.
- Source
- Player’s Handbook
- Chosen creatures within 30 feet shed dim light in a 5-foot radius, have advantage on all saving throws, and impose disadvantage on attack rolls against them. When a fiend or undead hits a protected creature with a melee attack, it must make a Constitution saving throw or be blinded until the spell ends.
- Duration
- Concentration, up to 1 minute
- Target
- Chosen creatures within 30 feet of you
- Components
- V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic)
- Higher levels
- No additional effect when cast with a higher-level slot.
- Conditions
- Blinded
- Source
- Player’s Handbook
9th level
1- Touch a creature dead no longer than 200 years, or one that died of old age, and restore it to life with all its hit points. It can recreate a body if the original no longer exists, cure nonmagical diseases and poisons, and end magical effects that would prevent returning it to life.
- Duration
- Instantaneous
- Target
- One dead creature
- Components
- V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, consumed)
- Higher levels
- No additional effect when cast with a higher-level slot.
- Conditions
- Blinded, Deafened, Paralyzed, Poisoned
- Source
- Player’s Handbook
In the margins
4 notes
DiaryElminster insists that mercy is a discipline. I have written this down so I may remember to test the claim.
WarningDo not mistake a prayer-shaped formula for a god’s permission. The distinction is fatal.
FormulaA ninth-level working is the mortal limit recorded here. The crystal leaves beyond it are conjecture, not instructions.
DiagramDiagram: a strand of the Weave passes through the caster, not around them. This is not a safety feature.
The book itself
The book was Nethraxis’s last work before he bound his soul directly to the Weave.
Its margins name Elminster, Vecna, Beccob, and Mordenkainen among the formidable mages he trained.
The final crystal-sealed pages hint at 10th- and 11th-level workings, but those are legendary, unfinished designs, not castable D&D 5E spells.
The caster
Arcane spellweavingNethraxis
Studies: Abjuration, restoration, and the divine patterns that bind living souls to the WeaveManner: Patient, grave, and warmly attentive to students, though he treats every spell as a promise with consequences.Focus: A slender electrum stylus that he uses to trace luminous formulae in the air; the lines fade into the Weave as he casts.Quirk: He pauses before answering difficult questions, as if listening for the Weave to finish speaking first.Wants: Though his body is gone, he seeks to understand whether a will woven into magic can still choose compassion over control.Nethraxis was an accomplished spellweaver who trained renowned mages, including Elminster, Vecna, Beccob, and Mordenkainen. This was his last spellbook before he tied his soul directly to the Weave of magic itself.
The book
A weighty codex bound in ivory-colored scales and veined with fine gold, its pages turning themselves toward whoever speaks Nethraxis’s name. A luminous thread runs through the spine like a captured strand of the Weave; the final leaves are sealed in crystal and bear diagrams of impossible, uncompleted magic.
Its wards · GM only
About the book
FormatIlluminated arcane codex
ThemeDivine
Written by aWizard, master spellweaver
Caster level20
SystemDungeons & Dragons 5th Edition
Plot hooks
1The crystal-sealed leaves have begun to glow, and a group of ambitious arcanists believes they contain a route to 10th-level magic. Their experiments are tearing holes in local spell effects.
2One of Nethraxis’s former pupils seeks the codex to restore a fragment of their master’s soul, while another wants to destroy it before that fragment can awaken.
3A divine presence recognizes the book’s wards as an unauthorized claim on the Weave and sends emissaries to retrieve it.
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