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2, south

  • casting time 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move 4 Suffer disadvantage on the first attack it makes before the start of your next turn'
  • range

Other 3, east

each creature within a 10-foot radius sphere cen tered on that point must make a Dexterity saving throw. An af fected creature takes 2d6 radiant damage on a failed save, or half as much on a successful one. The area of effect spreads around corners and through translucent materials, such as glass or water.'

Other

on a failed save, they are restrained for that turn. Creatures so affected may find that greenish discoloration or patches of dry, bark-like skin may persist for some time, or even become permanent.'

Other

note the target makes a single save, regardless of the number of Flowjectiles that strike them at one time. (Torbernite) • Fire Flowjectiles: Burning orbs of brimstone trailing fire and smoke behind them that do 1d4+1 fire damage per Flowjectile. At the GMs discretion, the target, their clothing, etc. could also be set on fire with appropriate conse quences. (Garnet) • Ice Flowjectiles: Small bolts of shimmering ice that trail blue mist behind them that do 1d4+1 cold damage per Flowjectile. (Lapis Lazuli) • Radiant Flowjectiles: Extremely bright darts of light that are very effective against undead and some planar beings (neutral and evil aligned), doing 1d4+1 radiant damage per Flowjectile. (Sunstone) • Gooey Flowjectiles: Small, hot blobs of acidic goo trailing acrid, greenish steam behind them that do 1d4 force dam age per Flowjectile. In addition, the target must make a Dexterity saving throw, taking an additional 1d4 acid damage per Flowjectile on a failed save

  • casting time note the tar get makes a single save, regardless of the number of Flow jectiles that strike them at one time. These Flowjectiles have no effect on constructs or undead creatures. If you target a plant creature or a magical plant, the Constitution save is made with disadvantage, and the Flowjectiles deal maximum damage. If you target a normal plant, such as a tree or bush, it makes no save and simply withers and dies immediately. (Onyx) Note: When you first learn the Zythic Flowjectiles spell, you know a number of Flowjectile types equal to your level. If you do not know all of the Flowjectile types, you learn an additional type each time you gain a level. All of the Zythic Flowjectiles must be of the same type for each casting of the spell. An additional 5 Golds of gemstone dust per spell slot level is required. '
  • range

Other note the target makes a single save, regardless of the number of Flowjectiles that strike them at one time. (Peridot) • Necrotic Flowjectiles: Small, dripping, skull-shaped orbs that trail greenish-gray fog behind them and do 1d4 force damage per Flowjectile. In addition, the target must make a Constitution saving throw, taking an additional 1d4 necrotic damage per Flowjectile on a failed save

Cantrip,Pantsing,Transmutation,1 action,60 ft,'V, S','Instantaneous',' With a flourished gesture, you point at a clothed creature you see within range. The creature must succeed on a Charisma saving throw or have its clothes loosen and shift distractingly, causing it to suffer one of the following effects determined by a d4 roll: d4 Effect 1 Fall Prone 2 Have its speed reduced by half until the start of your next turn 3 Move five feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north Cantrip,Pantsing,Transmutation,1 action,60 ft,'V, S','Instantaneous',' With a flourished gesture, you point at a clothed creature you see within range. The creature must succeed on a Charisma saving throw or have its clothes loosen and shift distractingly, causing it to suffer one of the following effects determined by a d4 roll: d4 Effect 1 Fall Prone 2 Have its speed reduced by half until the start of your next turn 3 Move five feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north
1st,Radiant Flames,Evocation,1 action,10 ft radius sphere, 60 ft,'V, S','Instantaneous',' A tiny speck of radiant light streaks out from your hand before expanding into a blazing sphere. You choose a point within range 1st,Radiant Flames,Evocation,1 action,10 ft radius sphere, 60 ft,'V, S','Instantaneous',' A tiny speck of radiant light streaks out from your hand before expanding into a blazing sphere. You choose a point within range
1st,Skin Of Green,Transmutation,1 action,Touch,'V, S, M (a fresh green leaf)','8 hours',' You touch a willing creature whose skin and hair become infused with plant matter, turning them variegated shades of green. This coloration grants advantage to Dexterity (Stealth) checks in areas with green vegetation, and eliminates the need for food for 24 hours. A creature that is also under the effects of a Barkskin spell must make a DC 10 Wisdom saving throw at the start of each of their turns 1st,Skin Of Green,Transmutation,1 action,Touch,'V, S, M (a fresh green leaf)','8 hours',' You touch a willing creature whose skin and hair become infused with plant matter, turning them variegated shades of green. This coloration grants advantage to Dexterity (Stealth) checks in areas with green vegetation, and eliminates the need for food for 24 hours. A creature that is also under the effects of a Barkskin spell must make a DC 10 Wisdom saving throw at the start of each of their turns
1st,Zythic Flowjectiles,Evocation,1 action,120 ft,'V, S, M (gemstone dust worth at least 10 Golds, see description)','Instantaneous','In the casting, you create three Flowjectiles of a single type, and each Flowjectile hits a target of your choice. All Flowjectiles strike simultaneously and can be directed at a single target or split between various targets in range. The Zythic Flowjectiles varying forms do differing types of damage depending on the type conjured. You choose the type of Flowjectile you wish to use at the time you cast the spell. There are currently seven discovered types of Flowjectiles though others are postulated: • Force Flowjectiles: Shining, silvery orbs with trailing silver-blue tails that do 1d4+1 force damage per Flowjectile. (Moissanite) • Poison Flowjectiles: Small, yellow-green shards with trail ing yellow tails that do 1d4 force damage per Flowjectile. In addition, the target must make a Constitution saving throw, taking an additional 1d4 poison damage per Flowjectile on a failed save 1st,Zythic Flowjectiles,Evocation,1 action,120 ft,'V, S, M (gemstone dust worth at least 10 Golds, see description)','Instantaneous','In the casting, you create three Flowjectiles of a single type, and each Flowjectile hits a target of your choice. All Flowjectiles strike simultaneously and can be directed at a single target or split between various targets in range. The Zythic Flowjectiles varying forms do differing types of damage depending on the type conjured. You choose the type of Flowjectile you wish to use at the time you cast the spell. There are currently seven discovered types of Flowjectiles though others are postulated: • Force Flowjectiles: Shining, silvery orbs with trailing silver-blue tails that do 1d4+1 force damage per Flowjectile. (Moissanite) • Poison Flowjectiles: Small, yellow-green shards with trail ing yellow tails that do 1d4 force damage per Flowjectile. In addition, the target must make a Constitution saving throw, taking an additional 1d4 poison damage per Flowjectile on a failed save