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Burning hands

  • casting time 1 action
  • range Self (15-foot cone)

  • components
  • duration

Early pyromancy, said to trace back to the first lesson of Quelana of Izalith mother of pyromancy.

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects 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, the damage increases by 1d6 for each slot level above 1st.

Pyromancy 1st level primal fire

Combustion

  • casting time 1 action
  • range 120 feet

  • components
  • duration Instantaneous

Elementary pyromancy. Create powerful flame in hand.
One of the most basic pyromancies. For this very reason, the flame thus created is fierce and with great potential.

Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.

At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Pyromancy Flame cantrip

Produce flame

  • casting time 1 action
  • range 120 feet

  • components
  • duration Instantaneous

Elementary pyromancy that is often the first learned. Create and hurl a small fireball.
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Pyromancy Flame cantrip

Resistance

  • casting time 1 action
  • range Touch

  • components
  • duration Concentration, up to 1 minute

Simple pyromancy that internalises the power of flame

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Pyromancy Living flame cantrip

Alluring flame

  • casting time 1 action
  • range 60 feet

  • components
  • duration 1 round

Create an alluring flame, harmless, safe and warm, at a point you choose within range
.
one creature within 30ft of the flame that can see the flame of your choice must make a wisdom saving throw. On a failed save the creature must spend its turn moving towards the flame and spend its action grasping for it .

the creature won't enter an area directly harmful to it, such as off a cliff getting as close as safe.

Pyromancy level 1 Living flame

Fireseed

  • casting time 1 bonus action
  • range 90 feet

  • components
  • duration Concentration, up to 1 hour

Plant a seed of growing fire in a creature that is nourished and burns when you attack.

Target a creature you can see within range Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Pyromancy 1st level Flame

Rebuke

  • casting time 1 reaction
  • range 60 feet

  • components
  • duration Instantaneous

reaction taken when you are damaged by a creature within 60 feet of you that you can see

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage 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 1d10 for each slot level above 1st.

Pyromancy 1st level Flame

smoke cloud

  • casting time 1 action
  • range 120 feet

  • components
  • duration Concentration, up to 1 hour

Simple and relatively harmless pyromancy, use smoke to obscure an area from sight, useful when practicing forbidden magic

You create a 20-foot-radius sphere of smoke cantered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

pyromancy 1st level Flame

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