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S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;PHB

Paladin M;Concentration

S;Concentration

  • casting time you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit
  • range the target takes 4d6 lightning damage.
    Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the damage for each of its effects increases by 1d6 for each slot level above 4th.;XGE
  • duration

Paladin up to 1 minute;A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends

S

  • casting time up to 1 hour;(a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell
  • range choose Beholderkin

  • components Slaad
  • duration or Star Spawn. The creature resembles an aberration of that kind

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Paladin M;Concentration

S

  • casting time up to 1 hour;(an ornate stone and metal lockbox worth at least 400 gp)You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell
  • range choose a material: Clay

  • components Metal
  • duration or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Paladin M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning one demon from the chaos of the Abyss. You choose the demon's type

  • components which must be one of challenge rating 5 or lower
  • duration such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range

and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon

Earth M;Concentration

S

  • casting time and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save
  • range a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save

  • components a creature takes half the initial damage and no damage at the end of its next turn.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the initial damage increases by 2d4 for each slot level above 4th.;XGE

Earth M;Instantaneous;(a drop of giant slug bile)You point at a location within range

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

Earth M;Concentration

S

  • casting time up to 1 minute;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save
  • range a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

Earth M;Concentration

4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Storm Sphere;4th level Evocation;1 action;150 feet;V 4;Storm Sphere;4th level Evocation;1 action;150 feet;V
4;Summon Aberration;4th-level conjuration;1 action;90 feet;V 4;Summon Aberration;4th-level conjuration;1 action;90 feet;V
4;Summon Construct;4th-level conjuration;1 action;90 feet;V 4;Summon Construct;4th-level conjuration;1 action;90 feet;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V 4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V
4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V 4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Watery Sphere;4th level Conjuration;1 action;90 feet;V 4;Watery Sphere;4th level Conjuration;1 action;90 feet;V

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

Earth M;Concentration

4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V