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HOLY GROUND

  • casting time 1 action
  • range Self

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

a vial of holy water that is consumed in the casting

() You invoke the divine powers to bless the ground within 60 feet of you. Creatures slain in the area of effect cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.

6th-level evocation

RAIN OF lightning BLADES

  • casting time 1 action
  • range 25 feet

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

shard of metal from a weapon

() You call down a rain of swords, spears, and axes, thrown to earth by the warriors of Zeus. The blades ill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other patern you wish so long as it forms one contiguous space at least 5 feet wide). The blades cause 6d8 lightning damage to creatures in the area at the moment the spell is cast, or half damage with a successful Dexterity saving throw. Intelligent undead injured by the blades are frightened for 1d4 rounds if they fail a Charisma saving throw.

Most of the blades break or are driven into the ground on impact, but enough survive that any type of piercing or slashing melee weapon can be picked up from the affected area and used normally. When the duration ends, all the weapons disappear amid roars of laughter.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, nonbroken blades can be picked up and used as magical +1 weapons until they disappear.

6th-level transmutation

VACUUM

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration Concentration, up to 1 hour

a sealed container

() You draw all the air out of a creature within range. The target must make a Constitution saving throw. On a failed save, it takes 8d6 bludgeoning damage and begins suffocating. On a successful one, it takes half as much damage and does not begin suffocating.

The target can repeat the saving throw at the end of each of its turns, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Cleric 6th-level conjuration. (ritual)

SPHERE OF ORDER

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S
  • duration 1 round

You surround yourself with the perfect order.
Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic damage. he damage is 8d8 for Chaotic aberrations, celestials, elementals, and iends. A successful Wisdom saving throw halves the damage, but Chaotic creatures (the only ones afected by the spell) make the saving throw with disadvantage.

Cleric 6th-level evocation

Orion desgrace

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S
  • duration Instantaneous

You hold your hands with fingers spread, drawing forth life force into your outstretched fingertips. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half of the total damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Cleric 6th-level necromancy

HEAVENLY CROWN

  • casting time 1 action
  • range Self (30-foot sphere)

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

A glowing golden crown appears on your head and sheds dim light in a 30-foot radius, invoking the majesty of the heavenly planes. When you cast the spell and as a bonus action on subsequent turns, you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.

Cleric 6th-level enchantment

Sacred vitality

  • casting time 1 action
  • range Touch

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

You touch one willing creature, infusing its soul with pool of restorative magics that are slowly released over time. Roll 10d8, which becomes the pool of hit points available to the target. As a reaction, the you can heal the target an amount of hit points equal to or less than those remaining in the in the pool.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of hit points increases by 2d8 for each slot level above 6th.

Cleric 6th-level abjuration

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