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Comet Shards

  • casting time1 action
  • range120 feet

  • components, S, M (a delerium chip worth ro gp, which the spell consumes)
  • durationInstantaneous

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. 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.

Wizard contaminated evocation

Corrupted Cure

  • casting time1 bonus action
  • range90 feet

  • components, M (a delerium chip worth ro gp)
  • durationInstantaneous

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 8d6 + 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 4d6 if the target chooses to gain a Contamination Level.

Wizard

Controlled Mutation

  • casting time1 action
  • range30 feet

  • components, S, M (a delerium chip worth roogp)
  • durationConcentration, up to 1 hour

When you cast this spell, you gain 1 Contamination Level. You weave contaminated energy to temporarily imbue a creature within range with a beneficial mutation. Choose one of the following effects

Wizard contaminated transmutation

Vanish to the Space Between Worlds

  • casting time1 reaction, which you take when you take damage
  • rangeself

  • componentsS, M (a delerium chip worth to gp)
  • duration1 round

When you cast this spell, you gain 1 Contamination Level. When you cast this spell, 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 cant 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 arent there cant perceive you or interact with you, unless they have the ability to do so.

Wizard contaminated abjuration

Weave the Elder Sign

  • casting time1 action
  • range120 feet

  • componentsS, M (a delerium chip worth 1ogp, which the spell consumes)
  • durationConcentration, up to t minute

When you cast this spell, you gain 1 Contamination Level. You weave an impossible sign from an inscrutable reality in the air inside a 30-foot cube within range. It appears for only a moment before vanishing. Each creature in the area who sees the sign must make an Intelligence saving throw. On a failed saving throw, the creature becomes blinded and stunned for the spells duration. On a successful saving throw, a creature is blinded until the end of your next turn. The spell ends for a stunned creature if it takes any damage, or if someone else uses an action to shake the creature out of its stupor. When the spell ends for a stunned creature, it takes 3d6 psychic damage.

Wizard contaminated illusion

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