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Summon Draconic Spirit

  • casting time 1 action
  • range 60 feet

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

an art object from a dragon's hoard, worth at least 500 gp

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: Chromatic, Gem, or Metallic. The creature resembles a dragon of the chosen family, 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, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Sorcerer 5th level conjuration

Haywire [1/2]

  • casting time 1 action
  • range 90 feet

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

This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.

At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.

d6 Effect
1 The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4 The device does not function.
5 The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a

Sorcerer 3rd level enchantment

Haywire [2/2]

  • casting time 1 action
  • range 90 feet

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

failed save, or half as much damage on a successful one.
6 The device is usable as normal.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.

Sorcerer 3rd level enchantment

House of Cards

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 24 hours

a deck of cards

You touch the ground and conjure forth a defensive structure made of enormous playing cards. The structure rises with you at its center, harmlessly lifting you and any creatures in the area. The house of cards has a square base that is 30 feet on each side, and it has three floors with 10-foot-high ceilings. The second floor is 20 feet on each side, and the top floor is 10 feet on each side—both centered above the bottom floor. Ramps connect the interior of each floor, and empty doorframes connect the interior and exterior of each level. Creatures inside or on top of the structure have half cover.

Each card that comprises the house is 5 feet wide and 10 feet tall and is very fragile. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed, roll 1d6. If you roll a 5 or a 6, the house collapses, ending the spell.

The house and all its cards vanish when the spell ends.

Sorcerer 3rd level conjuration

Testicular Torsion

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

Through a telekinetic gesture,you twist the gonads of a creature within range into a painful knot. At the time of the casting of the spell as well as at the end of its every turn,the target must make a Constitution saving throw. Upon a failure,the target takes 1d6 bludgioning damage and 1d6 psychic damage,and has its speed halved for the duration. The effects of the spell has no effect on constructs,elementals,undead,or any creature which had its gonads surgically removed.
At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d6 for each type of damage for each slot level above.

Any Class,, 2nd level Transmutation