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Awesome weapon show

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

You extend your hand and point at a target with your finger. Your magic modifies the image of the target. It sometimes shine, the edge of its weapons blur and seem to move faster and in puzzling directions, like in a sword dance and make its enemies wonder it will strike. The target gains advantage on its next attack roll before the end of its next turn.
The spell's number of attack rolls that have advantage increases when you reach 5th level (2 rolls), 11th (3 rolls) and 17th (4 rolls).

Wizard(Custom) Illusion cantrip

Gimble's awesome mocking dance

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

You start a provocative and insulting dance, with exaggerated moves at a target within 60 feet that can see you.It must succeed an INT saving throw or have disadvantage on its next attack roll it makes before the end of its next turn.
The spell's number of attack rolls that have disadvantage increases when you reach 5th level (2 rolls), 11th (3 rolls) and 17th (4 rolls).

Wizard(Custom) Illusion cantrip

Fantastic cute trick

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Until the spell ends, any creature targeting the caster must first make an INT saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell does not protect from area of effects. If the warded creature makes an attack or casts a spell that targets a creature, the spell ends.

Wizard(Custom) 1st level Illusion

Chromatic rebuke

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point your finger, and a ray of color shoots from it to the creature that damaged you. The creature must make an INT saving throw. On failure, it suffers 1d4 damage and a condition until the end of your next turn. The color of the ray is decided randomly according to the following table and decides the damage type and the effect: 1 Purple (Psychic, Restrained), 2 White (Cold, Slowed), 3 Red (Fire, Frightened), 4 Blue (Lightening, Blind) 5 Yellow (Thunderm Deaf) 6 Green (Bludgeoning, Prone).
When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d4 for each level above the 1st.

Wizard(Custom) 1st level Illusion

Elmyra's awesome invocation

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small figurine

Choose a humanoid you can see within range. The target must succeed an INT saving throw or be paralyzed by an illusion of a cartoonish creature that squeezes it tightly. At the end of each of its turn, the target can make another saving throw. On a success, the spell ends on the target.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Wizard(Custom) 2nd level Illusion

Fumble's party starting ball of exploding light

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a small crystal ball or Faberge egg, worth at least 50 gp

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms into a blinding explosion of lights. Each creature in a 20-foot radius sphere centered on that point must make a DEX saving throw. A target take 8d4 psychic damage and is blind until the end of its next turn. On a successful save, the target is not blind and takes half damage.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 by each spell slot above 3rd.

Wizard(Custom) 3rd level Illusion

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