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Memory Extractor

  • casting time 10 minutes
  • range Touch

  • components S, M
  • duration Until used again

Memory Extractor

Putting the Memory Extractor to your head or the head of a target, you pull a memory, an idea, or a message from your or their mind and transform it into a tangible string of 1's and 0's, called a memory file, which persist within the Extractor until you use the Extractor again. The memory file appears on the side of the extractor on a little screen, which you can play as a little video.

Using a Memory Extractor on a Memory Extractor transfers the memory file.

Wizard Enchantment Cantrip

Taser Gun

  • casting time 1 action
  • range 30 feet

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

the kind that shoots out some probes and sticks into the target. It's wireless

(Taser Gun ) You shoot a creature within range with your taser gun, firing a small probe that sticks into them, forming a wireless connection to the gun, a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Wizard 1st level Evocation

Consciousness Disruptor

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

Consciousness Disruptor

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Wizard 1st level Enchantment

Alien Repellant

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

Activate your Alien Repellant on your government issued Safety Watch

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead. (AKA anything alien or weird)
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Wizard 1st level Abjuration

Find Familiar (ritual) [1/2]

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

$10 worth of obscure chemicals, injected into your assigned Familiar Spore Bag

You gain the service of a familiar, a small animal companion assigned to you by the government. Choose any tiny animal. It comes implanted with a Xeno-fungus to allow it to heal easily, and a Neuralink chip to allow you to communicate with it. The familiar has the statistics of the chosen form, though it is an alien instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears into spores, leaving behind no physical form. It regrows after you inject the Familiar Spore Bag with those chemicals, retaining all thoughts and memories it had prior to death.
While your familiar is within 100 feet of you, you can communicate with it remotely via Neuralink chips. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of

Wizard 1st level Conjuration

Find Familiar (ritual) [2/2]

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

$10 worth of obscure chemicals, injected into your assigned Familiar Spore Bag

any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into spores and returns to it's Spore Bag, where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reconstitute in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Wizard 1st level Conjuration

Holo-Disguise

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

Activate your Holo-Disguise badge

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Wizard 1st level Illusion

Taser

  • casting time 1 action
  • range Touch

  • components S, M
  • duration Instantaneous

Taser

You shock a person with a handheld taser. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation cantrip

Neuralizer

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration 1 round

Put on your sunglasses and use the Neuralizer

You activate the Neuralizer, causing a disorienting flash of energy to pierce into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard (TCE) Enchantment cantrip

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Magnetic Glove

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

You activate your magnetic glove and focus it's magnetic energy at a point you choose within range. The point lasts for the duration or until you dismiss it as an action. The point vanishes if it is ever more than 30 feet away from you or if you activate the glove again.
You can use your action to control the point. You can use the point to manipulate an object that contains metal, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the point up to 30 feet each time you use it.
The point can't attack, activate scientific equipment, or carry more than 10 pounds.

Wizard Conjuration cantrip

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