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Breath of Belladonna

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsS, M
  • durationInstantaneous

three belladonna berries worth 1 gp, which the spell consumes

You consume the belladonna berries used as a material component, taking 1d10 poison damage, and breathe out a poisonous cloud. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d10 poison damage and is poisoned until the start of your next turn. On a success, the creature takes half as much damage and isn’t poisoned. A creature that doesn’t need to breathe automatically succeeds on its saving throw.
At Higher Levels. If you use a spell slot of 3rd level or higher to cast this spell, the damage you deal increases by 1d10 for each slot level above 2nd. The damage you take doesn’t increase.

Wizard (WBN) 2nd level Necromancy

Spellwarping Curse

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 minute

You place a curse on a creature you can see within range. The target must succeed on a Wisdom saving throw or becomes cursed for the duration of the spell. While cursed in this way, the creature takes 1d8 + its spellcasting ability modifier (minimum of 1) psychic damage each time it casts a spell that deals damage or forces a creature to make a saving throw. Remove curse spells that the target casts on itself can’t remove this curse.
While you have this spell prepared or choose it as one of your spells known, you become aware of any creature that is observing you from afar with magic, such as a clairvoyance, dream, or scrying spell. While a creature is observing you in this way, you can cast this spell on that creature as if you could see it and it were in range. If you cast this spell on a creature that can’t cast at least one spell, the spell fails, and you are aware of why it failed.
If the target of this spell has ever targeted you with a harmful spell against your will, they have disadvantage on the saving throw and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it.

Wizard (WBN) 4th level Abjuration

Animate Hut [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 8 hours

leg and foot bones from one creature

When you cast this spell, you touch one building of up to 30 feet long by 30 feet wide and up to two stories tall. Ten-foot-long legs resembling the creature whose bones you used as a material component (or chicken legs, if you cast this spell without components) sprout under the building, and the building gains a walking speed of 40 feet. The building can stand up or sit down as an action, and it must sit down to lower its doorways to ground level.
For the duration of the spell, the building becomes a Construct that follows your verbal commands and acts immediately after your turn in initiative. The building can stomp its legs, making a melee weapon attack using your spell attack bonus, on a hit it deals 3d10 bludgeoning damage. The building has AC 15, 100 hit points, and immunity to poison and psychic damage. It uses your saving throw bonuses. If the building is reduced to 0 hit points, the spell ends and it settles to the ground.

Wizard (WBN) 5th Level Transmutation

Animate Hut [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 8 hours

leg and foot bones from one creature

When you cast the spell, any unwilling creatures in the building that aren’t incapacitated can make a Charisma saving throw, if any of them succeed, the spell fails and has no effect.
At Higher Levels. If you use a spell slot of 8th level or higher to cast this spell, you can give the building wings in addition to legs, and it gains a flying speed equal to its walking speed.

Wizard (WBN) 5th Level Transmutation

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