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Distort Value

  • casting time 1 Minute
  • range touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 footon a side, doubeling the the object's percieved value by adding illusory flourishes or polish to it, or reducing the percieved value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain the value with a successful Intelligence (Investigation) check against your spell save DC






At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st

Warlock 1st-level illusion

Distort Value

  • casting time 1 Minute
  • range touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 footon a side, doubeling the the object's percieved value by adding illusory flourishes or polish to it, or reducing the percieved value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain the value with a successful Intelligence (Investigation) check against your spell save DC






At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st

Wizard 1st-level illusion

Distort Value

  • casting time 1 Minute
  • range touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 footon a side, doubeling the the object's percieved value by adding illusory flourishes or polish to it, or reducing the percieved value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain the value with a successful Intelligence (Investigation) check against your spell save DC






At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st

Sorcerer 1st-level illusion

Distort Value

  • casting time 1 Minute
  • range touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 footon a side, doubeling the the object's percieved value by adding illusory flourishes or polish to it, or reducing the percieved value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain the value with a successful Intelligence (Investigation) check against your spell save DC






At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st

Bard 1st-level illusion

Motivational Speech

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 1 hour

You address a llies. staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.




At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Cleric 3rd-level enchantment

Motivational Speech

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 1 hour

You address a llies. staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.




At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Bard 3rd-level enchantment

Jim's Magic Missile

  • casting time 1 action
  • range 120 feet

  • components V, S, R (1GP)
  • duration instantaneous

Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic! You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit. a missile deals 2d4 force damage to its target. lf the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face. dealing I force damage per missile to you.



At Hiiher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp. for each slot level above I st.

Wizard 1st-level evocation

Jim's glowing Coin

  • casting time 1 action
  • range 60 feet

  • components S, M (a coin), R (2GP)
  • duration 1 minute

a coin

Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and iniciative rolls.

Wizard 2nd level enchantment

Incite Greed

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a gem worth at least 50 GP
  • duration concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Warlock 3rd-Level enchantment

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Incite Greed

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a gem worth at least 50 GP
  • duration concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Wizard 3rd-Level enchantment

Incite Greed

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a gem worth at least 50 GP
  • duration concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Sorcerer 3rd-Level enchantment

Incite Greed

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a gem worth at least 50 GP
  • duration concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Cleric 3rd-Level enchantment

Gift of Gab

  • casting time 1 Reaction, which you take when you speak to another creature
  • range self

  • components V, S, R (2GP)
  • duration instantaneous

Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened-by ensuring that no one knows it happened. When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those
creatures then remember that you actually said the
words you speak as the verbal component of the spell.

Wizard 2nd-level enchantment

Gift of Gab

  • casting time 1 Reaction, which you take when you speak to another creature
  • range self

  • components V, S, R (2GP)
  • duration instantaneous

Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened-by ensuring that no one knows it happened. When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those
creatures then remember that you actually said the
words you speak as the verbal component of the spell.

Bard 2nd-level enchantment

Fast Friends

  • casting time 1 acion
  • range 30 feet

  • components V
  • duration concentration, up to 1 hour

(1GP/Spell level) When you cast this spell,
choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to
the best of its ability. You can set the creature new tasks when a previous task is completed. or if you decide to end its current task. If the service or activity might cause harm to the creature. or if it conflicts with the creature's normal activities and desires. the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was
charmed by you.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher. you can target one additional creature for each slot level above 3rd

Bard 3rd level enchantment

Fast Friends

  • casting time 1 acion
  • range 30 feet

  • components V
  • duration concentration, up to 1 hour

(1GP/Spell level) When you cast this spell,
choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to
the best of its ability. You can set the creature new tasks when a previous task is completed. or if you decide to end its current task. If the service or activity might cause harm to the creature. or if it conflicts with the creature's normal activities and desires. the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was
charmed by you.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher. you can target one additional creature for each slot level above 3rd

Cleric 3rd level enchantment

Fast Friends

  • casting time 1 acion
  • range 30 feet

  • components V
  • duration concentration, up to 1 hour

(1GP/Spell level) When you cast this spell,
choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to
the best of its ability. You can set the creature new tasks when a previous task is completed. or if you decide to end its current task. If the service or activity might cause harm to the creature. or if it conflicts with the creature's normal activities and desires. the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was
charmed by you.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher. you can target one additional creature for each slot level above 3rd

Wizard 3rd level enchantment

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