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Comet Shards

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a delirium chip worth 10gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

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.

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.

Apothecary, Sorcerer, Warlock, Wizard Contaminated Evocation

Corrupted Cure

  • casting time 1 Action
  • range Touch

  • components V, M
  • duration Instantaneous

a delirium chip worth 10gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

A creature of your choice that you can see within range regains hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell, the target can choose to gain a Contamination Level as well. If it does, it instead regains hit points equal to 6d6 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above first, or 3d6 if the target chooses to gain a Contamination Level.

Any Spellcaster Contaminated Abjuration

Controlled Mutation [1/3]

  • casting time 1 Action
  • range Touch

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

a delirium fragment worth 100gp

When you cast this spell, you gain 1 Contamination Level.

You weave contaminated energy to imbue a creature within range with a beneficial mutation. Choose one of the following effects, the target gains that effect until the spell ends.

Strength. The target has advantage on Strength ability checks and saving throws. The target can choose to gain a Contamination Level. If it does, its attacks that use Strength deal an additional 2d6 necrotic damage for the spell’s duration.

Constitution. The target has advantage on Constitution checks and saving throws. The target can choose to gain a Contamination Level. If it does, it gains resistance to bludgeoning, piercing, and slashing damage for the spell’s duration.

Dexterity. The target has advantage on Dexterity ability checks and saving throws. The target can choose to gain a Contamination Level. If it does, its

Any Spellcaster Contaminated Transmutation

Controlled Mutation [2/3]

  • casting time 1 Action
  • range Touch

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

a delirium fragment worth 100gp

attacks that use Dexterity score a critical hit on an 18–20 for the spell’s duration.

Intelligence. The target has advantage on Intelligence ability checks and saving throws The target can also choose to gain a Contamination Level. If it does, for the duration of this spell, while the target is concentrating on a spell it has cast, it’s concentration can’t be broken as a result of taking damage.

Wisdom. The target has advantage on Wisdom ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination Level. If it does, for the duration of this spell, it gains blindsight to 60 feet and can’t be surprised.

Charisma. The target has advantage on Charisma ability checks and saving throws. In addition, the target can choose to gain a Contamination Level. If it does, for the duration of this spell, when the target makes a Persuasion, Deception, or Intimidation check, it can treat a roll of 9 or lower as a 10.

At Higher Levels. When you cast this

Any Spellcaster Contaminated Transmutation

Controlled Mutation [3/3]

  • casting time 1 Action
  • range Touch

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

a delirium fragment worth 100gp

spell using a spell slot of 3rd level or higher, you can choose one additional effect for every two slot levels above 2nd.

Any Spellcaster Contaminated Transmutation

Vanish to the Space Between Worlds

  • casting time 1 Reaction, when you take damage
  • range Self

  • components S, M
  • duration Instantaneous

a delirium chip worth 10gp

When you cast this spell, you gain 1 Contamination Level.

You vanish from your current plane of existence and appear in the Space Between Worlds, avoiding the triggering damage. At the start of your next turn, you return to an unoccupied space of your choice within 30 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space, chosen at random if more than one space is equally near.

While within the Space Between Worlds, you can see and hear the plane you originated from, which is cast as a roiling blur, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures in the Space Between Worlds. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Any Spellcaster Contaminated Abjuration

Siphon Time [1/2]

  • casting time 1 Action
  • range 120 feet

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

a pocket watch, and a delirium fragment worth 100gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

You seize upon the flow of time around up to three creatures of your choice within range, drawing seconds from them to use them yourself. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target can’t take reactions. On its turn, it must choose to either move, take an action, or a bonus action: a target can do only one of the three.

A creature affected by this spell can spend its action to try to pull back the threads of time. If it does, it can make another Wisdom saving throw. On a successful save, the effect ends for it.

While at least one other creature is affected by this spell, you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Cast a Spell, Dash,

Any Spellcaster Contaminated Transmutation

Siphon Time [2/2]

  • casting time 1 Action
  • range 120 feet

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

a pocket watch, and a delirium fragment worth 100gp, which the spell consumes

Disengage, Hide, or Use an Object action. If you use this action to cast a spell, that spell must be a cantrip with a casting time of one action.

Any Spellcaster Contaminated Transmutation

Summon the Thing with the Writhing Tail

  • casting time 1 Action
  • range 90 feet

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

a delirium fragment worth 100gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

You call forth The Thing with the Writhing Tail. It manifests in an unoccupied space that you can see within range. This corporeal form uses the stat block below. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Any Spellcaster Contaminated Conjuration

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Contaminated Hands [1/3]

  • casting time 1 Action
  • range 120 feet

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

a delirium fragment worth 100gp, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.

You create two Large hands of shimmering, octarine force in an unoccupied space that you can see within range. The hands last for the spell’s duration. Both hands move at your command, mimicking the movements of your own hands.

Each hand is an object that has AC 20 and hit points equal to your hit point maximum. If one or both of the hands drop to 0 hit points, the spell ends. Each hand has a Strength of 26 (+8) and a Dexterity of 10 (+0) and occupies its space.

When you cast the spell, and as an action on your subsequent turns, you can move the hands up to 60 feet and then cause one of the following effects with each. Both hands can perform the same action, or different ones. The two hands must move to remain within 30 feet of each other.

Arcane Slam. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d12 necrotic damage. If you direct

Apothecary, Sorcerer, Warlock, Wizard Contaminated Evocation

Contaminated Hands [2/3]

  • casting time 1 Action
  • range 120 feet

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

a delirium fragment worth 100gp, which the spell consumes

both hands to attack the same target, they gain advantage on the attack roll.

Forceful Throw. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. If both hands are used against the same target, you can throw them ten times your spellcasting ability modifier, and gain advantage on the check against a Large or smaller target.

Eldritch Grip. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. If both the hands are used against the same target, they can grapple a creature

Apothecary, Sorcerer, Warlock, Wizard Contaminated Evocation

Contaminated Hands [3/3]

  • casting time 1 Action
  • range 120 feet

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

a delirium fragment worth 100gp, which the spell consumes

regardless of its size, and you have advantage on the grapple check against a Large or smaller target.

Contaminated Crush. You can have a hand crush a target it is grappling. When you do so, the target takes bludgeoning damage equal to 2d12 + your spellcasting ability modifier. In addition, the target must make a Constitution saving throw or gain 1 Contamination Level. If both the hands are grappling the same target, you can have them rip the grappled target limb from limb. They deal an extra 4d12 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the arcane slam and contaminated crush options increases by 2d12 and the damage from the eldritch grip increases by 2d6 for each slot level above 5th.

Apothecary, Sorcerer, Warlock, Wizard Contaminated Evocation

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