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S

  • casting time which the spell consumes)You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area
  • range portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals

  • components such as gate or plane shift
  • duration fail if used to enter or leave the area. The cube is stationary.
    At Higher levels. When you cast this spell using a spell slot of 6th level or higher

the spell lasts until dispelled.;Wizard (SatO)

Wizard M;24 hours;(a broken portal key

S

  • casting time taking 2d6 necrotic damage on a failed save
  • range or half as much damage on a successful one. Nonmagical vegetation in that area withers.
    In addition

  • components one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
    At Higher levels. When you cast this spell using a spell slot of 3rd level or higher
  • duration the damage increases by 1d6 for each slot above the 2nd

and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.;Wizard (SCC)

Wizard M;Instantaneous;(a withered vine twisted into a loop)You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw

S;Instantaneous;You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail)

  • casting time the range of the spell increases by 30 feet for each slot level above 2nd.;Wizard (SCC)
  • range

Wizard or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher levels. When you cast this spell using a spell slot of 3rd level or higher

an ability check

  • casting time ability check
  • range or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.;Wizard (SCC)

Wizard or a saving throw

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll

up to 1 minute;You magically empower your movement with dance-like steps

  • casting time and it doesn't count as difficult terrain. If you end your turn in another creature's space
  • range you are shunted to the last unoccupied space you occupied

  • components and you take 1d8 force damage.;Wizard (SCC)
  • duration

Wizard giving yourself the following benefits for the duration.
• Your walking speed increases by 10 feet.
• You don't provoke opportunity attacks.
• You can move through the space of another creature

S

  • casting time you have proficiency in the chosen skill. The spell ends early if you cast it again.;Wizard (SCC)
  • range

Wizard M;1 hour;(a book worth at least 25 gp)You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration

S;Instantaneous;Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw

  • casting time or half as much damage on a successful one.
    The cold freezes nonmagical liquids in the area that aren't being worn or carried.
    At Higher levels. When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st.;Wizard (IDRotF)

Wizard taking 2d8 cold damage on a failed save

S

  • casting time both of which the spell consumes
  • range and an intricate crystal rod worth at least 1

  • components500 gp that is not consumed)While casting the spell
  • duration you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting

you tap the doll with a crystal rod

Wizard M;Instantaneous;(a vial of quicksilver worth 500 gp and a life-sized human doll

S;1 minute;You create two small stars that orbit you. They twinkle pleasantly

  • casting time on your turn
  • range you may use your action to cause a star to streak towards an enemy

  • components expending it as it explodes in a blinding flash. Make a ranged spell attack against an enemy within 120 feet
  • duration dealing 4d8 points of radiant damage on a hit. The target must then make a Constitution saving throw or be blinded until the start of your next turn.
    The spell ends when either its duration expires

you fall unconscious

Wizard shedding dim light in a 10-foot radius centered on you. The stars protect you. If a creature within 5 feet of you hits you with a melee attack they must make a Wisdom saving throw or take 1d8 points of radiant damage for each star orbiting you.
Once per round

0;Gate Seal;4th level Abjuration;1 action;60 feet;V 0;Gate Seal;4th level Abjuration;1 action;60 feet;V
1;Wither and Bloom;2nd level Necromancy;1 action;60 feet;V 1;Wither and Bloom;2nd level Necromancy;1 action;60 feet;V
2;Vortex Warp;2nd level Conjuration;1 action;90 feet;V 2;Vortex Warp;2nd level Conjuration;1 action;90 feet;V
3;Silvery Barbs;1st level Enchantment;1 reaction*;60 feet;V;Instantaneous;*which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll 3;Silvery Barbs;1st level Enchantment;1 reaction*;60 feet;V;Instantaneous;*which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll
4;Kinetic Jaunt;2nd level Transmutation;1 bonus action;Self;S;Concentration 4;Kinetic Jaunt;2nd level Transmutation;1 bonus action;Self;S;Concentration
5;Borrowed Knowledge;2nd level Divination;1 action;Self;V 5;Borrowed Knowledge;2nd level Divination;1 action;Self;V
6;Frost Fingers;1st level Evocation;1 action;Self (15-foot cone);V 6;Frost Fingers;1st level Evocation;1 action;Self (15-foot cone);V
7;Create Magan;7th level Transmutation;1 hour;Touch;V 7;Create Magan;7th level Transmutation;1 hour;Touch;V
8;Stellar Bodies;4th level Enchantment;1 action;Special;V 8;Stellar Bodies;4th level Enchantment;1 action;Special;V

S

  • casting time made of magical force
  • range interposes itself between you and an attacker. Until your next turn

  • components when you are hit by a melee attack
  • duration the barrier reduces the damage you are dealt by 2d4

and deals the same amount of piercing damage to the attacker. The shield is ineffective against ranged attackers

Wizard M;1 round;(a small quill)*which you take when you are targeted by an attack

An ethereal barrier of spikes

9;Spiny Shield;1st level Abjuration;1 reaction*;Self;V 9;Spiny Shield;1st level Abjuration;1 reaction*;Self;V