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Ego Whip

  • casting time 1 Action
  • range 30 Feet

  • components V
  • duration Concentration, up to 1 Minute

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

4th Level Enchantment

Id Insinuation

  • casting time 1 action
  • range 60 feet

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

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can. then make another Wisdom saving throw. On a success, the spell ends on the target.

1st Level Enchantment

Intellect fortress

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

You create a faintly shimmering barrier of protective psychic power around you. For the duration, you have advantage on all saving throws.
When another creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll the save. They must use the new roll.

Mental Barrier

  • casting time 1 Reaction
  • range Self

  • components V
  • duration 1 round

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

2nd Level Abjuration

Mind Sliver

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Enchantment Cantrip

Mind Thrust

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 round

You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a
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successful save, the target takes half as much damage, and this spell doesn’t limit its action options.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

2nd-level enchantment

Psionic Blast

  • casting time 1 Action
  • range Self (30 foot cone)

  • components V
  • duration Instantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

3rd-level evocation

Psychic Crush

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 minute

You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned.
The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.

6th-level enchantment

Mass Heal

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

9th level Evocation

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