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Sapping Sting

  • casting time 1 action
  • range 30ft

  • components V,S
  • duration Instantaneous

You sap the vitality of one creature you can see in range.,The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4),and 17th level (4d4). ,,

Wizard Necromancy cantrip

Faerie Fire

  • casting time 1 action
  • range 60ft

  • components V
  • duration,Concentration, up to 1 minute

,Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Wizard 1st-level evocation

Gift of Alacrity

  • casting time 1 minute
  • range Touch

  • components V,S
  • duration 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.,

Wizard 1st-level divination (chronurgy)

Fortune's Favor

  • casting time 1 minute
  • range 60ft

  • components V,S,M
  • duration 1 hour

,You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled., If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. 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 2nd-level divination (chronurgy)

Immovable Object

  • casting time 1 action
  • range Touch

  • components V,S,M
  • duration 1 hour

,You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. ,If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. ,At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.,

Wizard 2nd-level transmutation (graviturgy)

Gravity Sinkhole

  • casting time 1 action
  • range 120ft

  • components V,S,M
  • duration Instantaneous

,A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). ,On a successful save, the creature takes half as much damage and isn't pulled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.,,

Wizard 4th-level evocation (graviturgy)

Temporal Shunt

  • casting time 1 reaction
  • range 120ft

  • components V,S
  • duration 1 round

,You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. ,The target doesn't remember you casting the spell or being affected by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.,,

Wizard 5th-level transmutation (chronurgy)

Tether Essence

  • casting time 1 action
  • range 60ft

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

,Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. ,When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.,,

Wizard 7th-level necromancy (chronurgy)

Dark Star

  • casting time 1 action
  • range 150ft

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

,When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.,For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.,Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.,

Wizard 8th-level evocation (graviturgy)

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Reality Break [1/2]

  • casting time 1 action
  • range 60ft

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

,You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns

Wizard 8th-level conjuration (chronurgy)

Reality Break [2/2]

  • casting time 1 action
  • range 60ft

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

,Vision of the Far Realm (1-3): The target takes 6d12 psychic damage, and it is stunned until the end of the turn.,Rending Rift (3-5): The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful save. ,Wormhole (6-8): The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.,Chill of the Dark Void (9-10): The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Wizard 8th-level conjuration (chronurgy)

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