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Comet Shards

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a delerium chip worth 10 gp, which the
spell consumes

When you cast this spell, you gain one level of contamination.

You shatter the delerium fragment in your hand into three glowing comet-like motes of magical force which you hurl at your foes. Each comet hits a creature of your choice that you can see within range. A comet deals 2d4 + your spellcasting ability
modifier force damage to its target and pushes it 10 feet away from you. The comets all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more comet for each slot level above 1st.

Arcane Contaminated Evocation

Delerium Orb

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain one level of contamination.

You draw chaotic magical power from the delerium fragment held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score, it takes 6d6 damage of the chosen type on a failed saving throw, or half as much on a successful one.
At Higher Levels.

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

Arcane Contaminated Evocation

Aqua Jet

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

You propel yourself forward with a powerful jet of water, moving up to 30 feet in a straight line without provoking opportunity attacks. When you finish this movement, you can make one melee attack against one creature using a weapon you are holding or an unarmed strike. On a hit, the target suffers the attack's normal effects, and the target takes an extra 1d10 damage of the weapon's damage type. The target must also make a Strength saving throw, falling prone on a failure. For this turn, your magic grants you resistance to falling damage, and falling doesn’t knock you prone upon landing. When you finish the movement and attack cause by this spell, you fall if you are still aloft, unless you have means of stopping the fall.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance you travel increases by 10 feet and the force damage increases by 1d10 for each level above 1st.

Arcane Evocation

Dancing Wave

  • casting time 1 action
  • range 30 feet

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

You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5 foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.

For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature’s space during your turn, they must make a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. A creature automatically fails this saving throw if they are prone.

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.

Arcane Conjuration

Become Water

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 Round

You are resistant to acid, bludgeoning, piercing, and slashing damage from nonmagical attacks.
● You are immune to being grappled, restrained or prone.
● You can move through the space of other creatures and ignore difficult terrain, the first time you move through a Large or smaller creature on a turn, it must succeed a Dexterity saving throw or fall prone.
● You can move through a space as narrow as 1 inch wide without squeezing.
● If you take cold damage, you partially freeze, your speed is reduced by 10 feet until the end of your next turn.

Arcane 2nd-Level Tranmutation

Become Fire

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 Round

You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:
● You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
● You are immune to being grappled, restrained or prone.
● You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
● You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature on a turn, it takes 1d6 fire damage.
● You can move through a space as narrow as 1 inch wide without squeezing.
● For every 5 feet you move in water, or for every gallon of water splashed on you, you take 1 cold damage.

Arcane 2nd-Level Tranmutation

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