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Disarm

  • casting time 1 reaction
  • range 30 feet

  • components V, S,
  • duration Instataneous

A weapon or item that is carried or held by a creature escapes it's grasp, flies in a random direction and lands 25 ft. away from the creature.

Wizard 1th-level evocation

Duhlark's Animerge

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Permanent

An empty cocoon

A highly specialized form of polymorph, this spell allows the caster to fuse two animals or beasts together into one unique, amalgamated form, allowing a number of traits from each creature to remain dominant in its new singular form. Both creatures must make a Constitution saving throw, beginning to transmute on a failed save. Then they must make a second Constitution saving throw with a DC 15, in order to survive the shock of transmutation or die on a failed save. If either creature succeeds on the first saving throw or fails the second one, the spell does not work. With a successful DC 28 Arcana check, the caster can choose which traits are passed on the hybrid. A Wizard of the School of Transmutation can make the Arcana Check with advantage.

Wizard 6th-level transmutation

Jellefy

  • casting time1 action
  • range120 feet

  • components V, S, M
  • duration Permanent

Jelly

You transform a willing creature you see, along with everything it's wearing and carrying, into a jelly form of itself. If the creature is unwilling then it must succeed on a Constitution saving throw or transform. The creature is considered ooze. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a crawling speed of 5 feet and is considered prone. The target can enter and occupy the space of another creature. The target has vulnerability to slashing, piercing and cold damage. The target can pass through small holes, narrow openings, and even mere cracks. While in the jelly form, the target can't manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Wizard 3th-level transmutation

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