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Wall of Time

  • casting time 1 Action
  • range 120 ft

  • components V, S, M (an hourglass)
  • duration Concentration, up to 1 Minute

You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or cylindrical wall up to 20 ft high, 1 foot thick, and 20 feet in diameter. Non-magical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made disadvantage. A creature that intentionally enters or passes through a wall is affected as if it had just failed its initial saving throw against the slow spell.

Wizard Abjuration

Time Step

  • casting time 1 Action
  • range Self

  • components V
  • duration Instantaneous

You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can't be affected by anything that happens during the time you're missing, and you aren't aware of anything that happens during that time.

Wizard Conjuration

Time Vortex [1/2]

  • casting time 1 Action
  • range 90 ft

  • components V, S
  • duration Concentration, Up to 1 Minute

This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a successful save, it becomes immune to this casting of the spell.
An affected creature can’t take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn.
1-2 The creature is affected as if by a slow spell until the start of its next turn.
3-5 The creature is stunned until the start of its next turn.
6-8 The creature’s current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative.
9-10 The creature’s speed is halved (round up to the nearest 5-foot increment) until the start of its next turn. You can move the temporal vortex 10 feet each round as a bonus action. An

Wizard Evocation

Time Vortex [2/2]

  • casting time 1 Action
  • range 90 ft

  • components V, S
  • duration Concentration, Up to 1 Minute

affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Wizard Evocation

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