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Magnify Gravity

  • casting time 1 action
  • range 60 ft

  • components V,S
  • duration 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

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.

Wizard Transmutation (Dunamancy)

Theft of Vitae

  • casting time 1 reaction
  • range self

  • components V, S
  • duration Instantaneous

As part of casting this spell, you must expend two hit
dice or the spell automatically fails. If you do, roll the hit dice and the creature takes necrotic damage equal to the result, then you gain a number of temporary hit points equal to the triggering damage plus this necrotic damage you dealt, to a maximum of 25.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the maximum number of temporary hit points you can gain from casting it increases by 10 for each slot level above 2nd.

Wizard Transmutation (Sangromancy)

Sanguine Shield

  • casting time 1 action
  • range self

  • components V, S
  • duration Concentration, 1 minute

As part of casting this spell, you must expend two hit
dice or the spell automatically fails. You draw lifeforce from those injured around you to create a swirling shield of blood. You gain 5 temporary hit points for each creature within a 30 feet radius that is below its hit point maximum (including you) to a maximum of 15.
While you have these hit points, you are considered to be behind half cover for any ranged attack made against you. When this spell ends, all remaining temporary hit points provided by it are lost.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the maximum number of temporary hit points you can gain from casting it increases by 5 for each two slot levels above 2nd.

Wizard Abjuration (Sangromancy)

Crimson Lash

  • casting time 1 bonus action
  • range self

  • components S
  • duration 10 minutes

As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand.
This magic weapon lasts until the spell ends. It counts as a simple weapon with which you are proficient, and it has the light, finesse, and reach properties. You can choose to add your spellcasting modifier, instead of your Strength or Dexterity modifier, to attack and damage rolls with this weapon. Its damage die is equivalent to the hit die expended casting this spell, and the damage dealt is necrotic. Each time a creature takes damage from this magic weapon, its maximum hit points are reduced by an amount equal to the damage it took.
At Higher Levels. When you cast this spell using a
spell slot of 3rd or 4th level, when you take the Attack action, you can make two weapon attacks, provided both are with this magic weapon. When you use a spell slot of 5th level or higher, when you take the Attack action you make three weapon attacks, provided all are with this magic weapon.

Wizard Conjuration (Sangromancy)

Creeping Touch

  • casting time 1 action
  • range self

  • components V,S
  • duration Concentration, 10 minutes

You detach your hand at the wrist, transforming it
into a spider. While the spider is within 100 feet
of you, you can communicate with it telepathically.
Additionally, as an action, you can see through its
eyes and hear what it hears until the start of your next
turn. During this time, you are deaf and blind with
regard to your own senses.
If the spider is killed or prevented from returning to
you, your hand is restored, but you take 1d6 points of
psychic damage. If you command the spider to return, it
crawls back to your wrist, and the spell ends.

Wizard Transmutation

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