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Disarm

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a bit of foam or butter

You disarm an enemy creature of a weapon or other object it's holding. Choose a weapon or other object in range that weighs up to 15 pounds and is being held by a creature. The creature holding the object must make a Strength saving throw. On a failed save, the object flies out of its grasp towards you. If it is small enough for you to hold in one hand and you have at least one hand free, you can catch it, otherwise, it lands at your feet. The creature has advantage on this save if it is holding the object in both hands.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd. The objects must be within 30 feet of each other when you target them.

Dandwiki 2nd-level transmutation

Flood Flush

  • casting time 1 action
  • range Self (15 feet)

  • components V, S
  • duration Instantaneous

You flood the ground with a powerful stream of water. All creatures within 15 feet from you must make a Strength saving throw. On a failed save, they take 3d6 bludgeoning damage and are pushed 15 feet away from you. On a success, they only take half the damage rolled and aren't pushed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Turn The Tides 2nd-level evocation

Geyser [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 minute

(a bit of foam or butter) On a 5-foot-square of land you can see within range, you create a cylinder of water 5 feet wide and up to 20 feet tall. This pillar persists for the duration or until you cast the spell again. The water is created at the pillar's bottom, rushes upward vertically like an inverted waterfall, and disappears at the top of the pillar. The top of the pillar is consistently flat, and the upwardly rising water enables it to be treated as solid ground by most creatures. Any Medium or smaller creature inside this pillar of water, or enters it at any point, is instantly soaked and harmlessly carried to the top of the pillar. Such a creature can move off the pillar's top, but is subject to the perils of falling as it would be with walking off any sheer cliff.

Dandwiki 2nd-level Evocation

Geyser [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 minute

(a bit of foam or butter) Your DM may determine that this spell affects a dense creature (like animated armor) as though it was Large, or lightweight Large creatures (like an air elemental) as though it was Medium.

Any ranged weapon attack that enters the pillar's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the pillar to reach its target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the pillar's width increases to 10 feet. You can also increase the height by 10 feet per spell level above 2nd.

Dandwiki 2nd-level Evocation

Waterball

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You shoot a small ball of water against a creature within range. Make a ranged spell attack against the creature.

On a hit, they take 1d10 bludgeoning damage. A burning object hit by this spell is extinguished. After the spell hits or misses, the water evaporates.

At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Turn The Tides Evocation Cantrip

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