Level from: to








custom background URL

Change class color:
Back to default color


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

Tendrils of Night [1/2]

  • casting time Action
  • range 150ft.

  • components V,S,M
  • duration C, up to 1 minute

500 GP black pearl

You create a portal to an eldritch realm inside a 10ft. circle on the ground centered on a point you can see. Creatures standing on the portal when it opens can make a dexterity saving throw to jump to the nearest safe space and avoid being drawn into the portal. Immediately after the portal appears four 30ft. long tentacles emerge. When you cast this spell and at the start of each of your turns each tendril attempts to grapple one creature. You select the targets and make a melee spell attack against each creature. If it hits the creature is grappled and is dragged 10ft. towards the portal. Instead of attacking, if the tentacle has a creature grappled it instead simply drags the creature an additional 10ft. Creatures may escaped with a successful escape attempt versus your spell save DC. If a creature is drawn into the portal they must succeed on a Constitution saving throw or take 4d6 necrotic damage and have its HP maximum reduced by an equivalent amount. If a creature's HP maximum is reduced to 0 by this spell it rises as a

9th-Level Conjuration

Tendrils of Night [2/2]

  • casting time Action
  • range 150ft.

  • components V,S,M
  • duration C, up to 1 minute

500 GP black pearl

zombie which is permanently under your control when the spell ends. As an action the creature may attempt a strength check versus your spell save DC, if it succeeds it appears in the nearest unoccupied space to the portal,. When the spell ends, creatures pulled inside reappear in the portal's space.

9th-Level Conjuration

Lockdown [1/2]

  • casting time 10 Minutes
  • range Touch

  • components V,S,M
  • duration 24 Hours

1ft. cube of solid lead

You touch a cube of lead imbuing it with a vast amount of magic perfectly geared to cancelling other magics, when cast or after spending a minute touching the cube you may activate or deactivate its effects which are detailed below. This spell effects a 1,000ft. cube centered on a 1ft. cube of lead. If you cast this spell on the same cube of lead for a year and a day this effect becomes permanent.

- You may allow or prevent any school of magic selectively
- You may select which levels of spells are able to be cast (i.e. only allowing spells below or above a certain level)
- You may prevent all teleportation into, out of or both
- You may prevent specifically planar travel, including to the ethereal plane
- You may cause all magic items to to become inert
- you may cancel any magical effects currently affecting any creature, object, structure or area within
- Creatures outside cannot determine the location of this area with any magic and may not percieve inside with any magic.

If at any point the

9th-Level Abjuration

Lockdown [2/2]

  • casting time 10 Minutes
  • range Touch

  • components V,S,M
  • duration 24 Hours

1ft. cube of solid lead

cube is moved its effects are all cancelled and this spell immediately ends. If this effect has become permanent, it is not ended, but is instead surpressed for 1 hour.

9th-Level Abjuration

Vibe Check

  • casting time Reaction
  • range 90ft.

  • components V,S
  • duration Instantaneous

(None) When a creature you can see succeeds on any d20 roll regardless of type, you alter this result to be a failure. (Works for Attack rolls, ability checks, both normal and opposed and saving throws). Additionally if a creature recharges an ability via a roll, this spell may cause that roll to fail. This spell has no effect on epic creatures unless cast with an epic spell slot.

9th-Level Enchantment

Arcane Censure

  • casting time Action
  • range 60ft.

  • components V,S,M
  • duration C, up to 10 minutes

1,000 GP Diamond

You point at a creature and disrupt its connection to the weave. For the duration of this spell the target cannot cast spells, utilize innate spellcasting or use magical abilities. As an action the target may attempt an ability check with its spellcasting ability against you spell save DC. A successful saving throw ends the Arcane Censure's effects.

9th-Level Abjuration

Annihilate Soul

  • casting time Action
  • range 30ft.

  • components V,S,M
  • duration Instantaneous

1,000 GP glass figurine

You unleash magic that rips the soul from a living creature you can see. The target takes 8d6 + 50 necrotic damage, or half damage if it makes a successful Constitution saving throw.

If a creature is reduced to 0 hit points, it dies and its soul shatters into 2d6 spirit shards that take up residence in random life forms in a 10 mile radius. The spirit shards prefer intelligent creatures over unintelligent ones. Infected creatures are unaware of the shards presence, but may begin to have strange dreams and display odd habits relevant to the shards former life. These creatures also gain proficiency in one random skill the creature possessed, or expertise if they were already proficient. The creature whose soul was shattered cannot be resurrected unless all shards are brought together with all other objects required for the ressurection.

9th-Level Necromancy

Umbral Storm

  • casting time Action
  • range 120ft.

  • components V,S
  • duration C, up to 1 minute

(None) You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20ft. radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion, a successful constitution saving throw halves the damage and prevents the exhaustion.

You can use a bonus action on your turn to move the area of the storm 30ft. in any direction.

9th-Level Necromancy

Circle of Devastation

  • casting time Action
  • range 1 Mile

  • components V,S,M
  • duration C, up to 1 minute

A metal ring

You create a 10ft. tall, 20ft. radius cylinder of destructive energy around a point you can see within range. The area is difficult terrain. When you cast this spell and as a free action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Each creature or object that is inside the cylinder when it's created or ends its turn there takes 6d6 damage of the chosen type, or half the damage with a successful Constitution saving throw. A creature or object dropped to 0 hit points by the spell is reduced to fine ash. And walls of force and similar constructs within the area of this spell are dissolved immediately. The cylinder's radius expands by 20ft. at the start of each of your turns after the spell is cast. Any creatures or objects enveloped by the enlarged area suffer the effects immediately.

9th-Level Evocation

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

Pyroclasm

  • casting time Action
  • range 500ft.

  • components V,S,M
  • duration C, up to 1 minute

A shard of obsidian

You point to an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5ft. in diameter and 40ft. high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much on a successful dexterity saving throw. The geyser also forms a pool of lava at its base. Initially the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool's radius increases by 5ft. A creature in the pool, but not in the geyser takes 5d8 fire damage at the start of your turn. When a creature leaves the pool, its speed is reduced by half and it has disadvantage on dexterity saving throws until an action is used to break the hardened stone away. If you maintain concentration for the full minute, the lava geyser and pool harden into nonmagical stone and creatures within become restrained until the stone is broken.

9th-Level Evocation

Blade of Disaster

  • casting time Bonus Action
  • range 60ft.

  • components V,S
  • duration C, up to 1 Minute

(None) You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a Wall of Force.

9th-Level Conjuration

0 0
0 0