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Detect Thoughts

  • casting time1 action
  • rangeSelf

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

a copper piece

While casting and as your action, you can target one creature that you can see within 30 feet of you with an Intelligence of 4 or higher who speaks one language, and learn its surface thoughts. As an action, you can shift to another creature or probe deeper, to let the target make a Wisdom saving throw. If it fails, you gain insight into its reasoning, its emotional state, and what looms large in its mind. If it succeeds, the spell ends. The target knows that you are probing, and unless you shift, the creature can use its action to make an Intelligence check contested by your Intelligence check to end the spell. When you cast the spell or as your action, you can search for thoughts within 30 feet. 2 feet of rock, 2 inches of metal, or any lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or who doesn't speak any language. Once you detect a creature, you can read its thoughts, even if you can't see it.

Wizard Divination 2

Invisibility

  • casting time1 action
  • rangeTouch

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

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

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.

Wizard Illusion 2

Phantasmal Force

  • casting time1 action
  • range60 feet

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

a bit of fleece

The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli.
The target can use its action to examine the phantasm with an Investigation check against your spell save DC to realize that the phantasm is an illusion, and end thespell.
The target rationalizes any illogical outcomes from interacting with the phantasm. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Wizard Illusion 2

Tasha's Mind Whip

  • casting time1 action
  • range90 feet

  • componentsV INT SAVE
  • duration1 round

The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action

Wizard Enchantment 2

Maximillian's Earthen Grasp

  • casting time1 action
  • range30 feet

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

a miniature hand sculpted from clay

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spells duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Wizard Transmutation 2

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