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S

  • range up to 10 minutes; (a pair of armbands) Two muscular arms consisting of brilliant arcane energy appear on a creature that you touch. These arms are fully functional and can be used to perform actions
  • s though the arms themselves don't grant the target additional actions.
    For the duration

  • ap the target has advantage on Strength (Athletics) checks made using the additional arms. Also
  • type if the arms are used to carry weapons

the target can use a bonus action to make an additional melee weapon attack using the arms.; Druid;

M; Concentration

S

  • range tears
  • s and other damage in an object you can see within range. As long as the damaged object is no larger than 10 feet in any dimension

  • ap you mend it
  • type leaving no trace of the former damage and restoring it to full working order. Note that this spell can't restore lost hit points to a damaged ship.
    This spell can repair a magic item or construct as long as the object's magic was present at the time it was broken. The spell does not

however

restore lost charges.; Druid; M; Instantaneous; (two lodestones) This spell repairs breaks

S

  • range breathable air centered on a point within range for the duration. The sphere can have any radius you choose to a maximum of 30 feet. If the point you choose is on an object you are holding or one that isn't being worn or carried
  • s the sphere is centered on the object and moves with it.
    Airborne substances can't enter the sphere

  • ap and any such substances already within the sphere's area are destroyed. If such a substance is created by a spell of a higher level than this one
  • type it is unaffected. The area’s temperature is comfortable

regardless of the outside environment.; Druid;

restore lost charges.; Druid; M; 1 hour; (a glass fish bowl worth 10 gp) You create a spherical area of clean

000 feet; V

  • range M; Concentration
  • s up to 1 minute; (a lump of rock) You create a cluster of asteroids that fills a 2

  • ap000-foot cube. Each ship and mega creature is slowed in this area
  • type every foot of movement in that space costs one extra foot.

    Additionally

any mega creature or ship inside the cluster that didn't take Evasive Maneuvers takes 2d8 mega bludgeoning damage at the beginning of its turn.

If an attack is made through the cluster

restore lost charges.; Druid; S

000 feet; V

  • range up to 1 hour; You create a 1
  • s000-foot radius sphere of gas and dust centered on a point within range. The area of the sphere is heavily obscured.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher

  • ap the radius of the cloud increases by 1
  • type000 feet for each slot level above 1st.; Druid;

restore lost charges.; Druid; S; Concentration

000 feet; V

  • range up to 1 minute; Choose a spaceship you can see within range. The target’s pilot must make a Dexterity saving throw. On a failed save
  • s the ship’s speed is halved for the duration. If there is a creature in the Pilot role that isn't incapacitated

  • ap it can attempt the saving throw again at the end of each of their turns
  • type ending the effect on a success.; Druid;

restore lost charges.; Druid; S; Concentration

S

  • range up to 1 minute; (a bit of frayed wire) This spell causes lights to flicker
  • s blasters to malfunction

  • ap and arcane terminals to crash. Choose a piece of magical technology within range. The device malfunctions in unpredictable ways
  • type such that it is unusable for the duration. ; Wizard;

restore lost charges.; Druid; M; Concentration

S

  • range up to 1 hour; (a polished mirror) This spell filters your presence from the minds of machines. Choose up to five willing creatures of your choice within range. These targets become silent and invisible to constructs. This spell ends for a target that attacks or casts a spell. Living constructs
  • s such as vect

  • ap that would see or hear you can make a Wisdom saving throw to resist the effect of this spell. ; Wizard;
  • type

restore lost charges.; Druid; M; Concentration

S; Instantaneous; You let out a burst of electricity

  • range or half as much on a successful save. Each piece of magical technology within range is also disabled until the end of your next turn.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
  • s the damage increases by 1d8 for each slot level above 1st. ; Wizard;

restore lost charges.; Druid; shocking those nearby and temporarily overloading devices. Each creature within 5 feet of you must make a Dexterity saving throw or take 3d8 lightning damage

3; Polybrachia; 3rd-level conjuration; 1 action; Touch; V 3; Polybrachia; 3rd-level conjuration; 1 action; Touch; V
3; Greater Mending; 3rd-level transmutation (ritual); 1 action; 120 feet; V 3; Greater Mending; 3rd-level transmutation (ritual); 1 action; 120 feet; V
2; Zone of Atmosphere; 2nd-level conjuration; 1 action; 60 feet; V 2; Zone of Atmosphere; 2nd-level conjuration; 1 action; 60 feet; V
2; Asteroid Cluster (mega); 2nd-level conjuration (mega); 1 action; 20 2; Asteroid Cluster (mega); 2nd-level conjuration (mega); 1 action; 20
1; Conjure Nebula (mega); 1st-level conjuration (mega); 1 action; 5 1; Conjure Nebula (mega); 1st-level conjuration (mega); 1 action; 5
1; Turbulence (mega); 1st-level envocation (mega); 1 action; 10 1; Turbulence (mega); 1st-level envocation (mega); 1 action; 10
1; Technical Difficulties; 1st-level transmutation; 1 bonus action; 60 feet; V 1; Technical Difficulties; 1st-level transmutation; 1 bonus action; 60 feet; V
2; Perception Hack; 2nd-level illusion; 1 action; 15 feet; V 2; Perception Hack; 2nd-level illusion; 1 action; 15 feet; V
2; Circuit Breaker; 2nd-level evocation; 1 reaction; Self (5-foot radius); V 2; Circuit Breaker; 2nd-level evocation; 1 reaction; Self (5-foot radius); V