Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Heat of the Sun

  • casting timePassive
  • rangeSelf (20-foot radius)

  • componentsPassive
  • durationPassive

Your body radiates heat like the sand of a scorching desert. Each person within radius, whether friend or foe, takes 1 fire damage at the start of their turn. This damage increases to 3 under the red sun.

Tyrus Reich Power

Control Flames

  • casting time1 action
  • range60 feet

  • componentsN/A
  • duration1 hour

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
• You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Tyrus Reich Power

Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsN/A
  • durationConcentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Tyrus Reich Power

Firebolt

  • casting time1 action
  • range120 feet

  • componentsN/A
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Tyrus Reich Power

Produce Flame

  • casting time1 action
  • rangeSe

  • componentsf
  • durationN/A

10 minutes

Tyrus Reich Power

Faerie Fire

  • casting time1 action
  • range60 feet

  • components1 Stamina
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Tyrus Reich Power

Hellish Rebuke

  • casting time1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • range60 feet

  • components1 Stamina
  • durationInstantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: For every extra point of stamina you pour into this spell, the damage increases by 1d10.

Tyrus Reich Power

Aganazzar's Scorcher

  • casting time1 action
  • range30 feet

  • components2 Stamina
  • durationInstantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: For every point of stamina expended above 2, you deal an additional 1d8 damage.

Tyrus Reich Power

Continual Flame

  • casting time1 action
  • rangeTouch

  • components2 Stamina
  • durationUntil Dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Using this spell again causes the previous flame to die out.

Tyrus Reich Power

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Flaming Sphere

  • casting time1 action
  • range60 feet

  • components2 Stamina
  • durationConcentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you expended additional stamina above 2, you deal an additional 1d6 damage per stamina point.

Tyrus Reich Power

Heat Metal

  • casting time1 action
  • range60 feet

  • components2 Stamina
  • durationConcentration, up to 1 mintue

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: For every stamina point expended above 2, you deal an additional 1d8 damage.

Tyrus Reich Power

Pyrotechnics

  • casting time1 action
  • range60 feet

  • components2 Stamina
  • durationInstantaneous

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
• Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
• Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Tyrus Reich Power

Scorching Ray

  • casting time1 action
  • range120 feet

  • components2 Stamina
  • durationInstantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: Every stamina point expended above 2 creates an additional ray.

Tyrus Reich Power

Fireball

  • casting time1 action
  • range150 feet

  • components3 Stamina
  • durationInstantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: For every stamina point expended above 3 points, it increases the damage by 1d6.

Tyrus Reich Power

Flame Arrows

  • casting time1 action
  • rangeTouch

  • components3 Stamina
  • durationConcentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you expended stamina points above 3, you can use 2 more pieces of ammunition per stamina point.

Tyrus Reich Power

Firefly

  • casting time1 action
  • rangeSelf

  • components3 Stamina
  • durationConcentration, up to 10 minutes

Fiery wings sprout from your back. You gain a flying speed of 60 feet. When you take off from the ground, everyone within a 5-foot raidus takes 1d6 fire damage.

Tyrus Reich Power

Fire Shield

  • casting time1 action
  • rangeSelf

  • components4 Stamina
  • duration10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Tyrus Reich Power

Wall of Fire

  • casting time1 action
  • range120 feet

  • components4 Stamina
  • durationConcentration, up to 1 mintue

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: Every stamina point expended above 4 increases the damage by 1d8.

Tyrus Reich Power

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Cremated Souls

  • casting time1 action
  • rangeSelf (30-foot radius)

  • components5 Stamina
  • durationConcentration, up to 1 minute

From the ground rises 2d4 charred zombies. These have the same stats as zombies, but have immunity to fire damage.

Tyrus Reich Power

One of Fire

  • casting time1 action
  • rangeSelf

  • components5 Stamina
  • duration1 minute

The Fire Elemental combines with Tyrus to form the Primal Fire. This form grants Tyrus immunitiy to being paralyzed, petrified, poisoned, or prone. It also grants him immunity to fire and poison damage. This form makes Tyrus shine bright light in a 20-foot radius, and dim light and additional 20-feet. All attacks from Tyrus are magical. However, Tyrus now takes 1d8 cold damage every time he moves 5 feet or is hit by a water attack. This also counts for ice attacks that stay on Tyrus' body and melt.

Tyrus Reich Power

Red Sun

  • casting time1 action
  • rangeSelf

  • components10 Stamina
  • duration1 minute

The sky darkens and it seems as if the sun itself is getting larger. The sky turns blood red as the red sun is summoned. This sun inspires fire to become stronger and brighter than ever before. All creatures immune to fire become resistant. All creatures resistant to fire take normal damage. All creatures that take normal damage from fire become vulnerable. All vulnerable creatures now take 4 times as much damage from fire attacks. This attack can only be used during the day time and while outside.

Tyrus Reich Power

0 0
0 0
0 0