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Quickened Mind Crystal

  • casting timeRare
  • range

  • components
  • duration

,These gemstones contain a crystallized bit of spellcasting magic. Different types ofmind crystalsexist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you cant use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Quickened (Rare). You change the spells casting time to 1 bonus action for this casting.

Other Wonderus Item

Careful Mind Crystal

  • casting timeUncommon
  • range

  • components
  • duration

,These gemstones contain a crystallized bit of spellcasting magic. Different types ofmind crystalsexist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you cant use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Careful (Uncommon). Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.

Other Wonderus Item

Subtle Mind Crystal

  • casting timeCommon
  • range

  • components
  • duration

,These gemstones contain a crystallized bit of spellcasting magic. Different types ofmind crystalsexist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you cant use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Subtle (Common). You cast the spell without any somatic or verbal components for this casting.

Other Wonderus Item

Empowered Mind Crystal

  • casting timeUncommon
  • range

  • components
  • duration

,These gemstones contain a crystallized bit of spellcasting magic. Different types ofmind crystalsexist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you cant use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Empowered (Uncommon). When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.

Other Wonderus Item

Distant Mind Crystal

  • casting timeUncommon
  • range

  • components
  • duration

,These gemstones contain a crystallized bit of spellcasting magic. Different types ofmind crystalsexist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you cant use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Distant (Uncommon). If the spell has a range of 5 feet or more and doesnt have a range of self, the spells range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.

Other Wonderus Item

Extended Mind Crystal

  • casting timeUncommon
  • range

  • components
  • duration

,These gemstones contain a crystallized bit of spellcasting magic. Different types ofmind crystalsexist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you cant use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Extended (Uncommon). If the spell has a duration of 1 minute or longer, double the spells duration, to a maximum duration of 24 hours.

Other Wonderus Item

Extended Mind Crystal

  • casting timeUncommon
  • range

  • components
  • duration

,These gemstones contain a crystallized bit of spellcasting magic. Different types ofmind crystalsexist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you cant use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Extended (Uncommon). If the spell has a duration of 1 minute or longer, double the spells duration, to a maximum duration of 24 hours.

Other Wonderus Item

Quickened Mind Crystal

  • casting timeRare
  • range

  • components
  • duration

,These gemstones contain a crystallized bit of spellcasting magic. Different types ofmind crystalsexist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you cant use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Quickened (Rare). You change the spells casting time to 1 bonus action for this casting.

Other Wonderus Item

Cape of Enlargement

  • casting timeVery Rare
  • rangeRequires Attunement

  • components
  • duration

,The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:



Your size increases by one categoryfrom Medium to Large, for example. If there isnt enough room for your size to increase by one category, you instead become the maximum possible size in the space available.

You have advantage on Strength checks and Strength saving throws.

When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attacks damage.



These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.

Other Wonderus Item

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Amulet of Proof against Detection and Location

  • casting timeUncommon
  • rangeRequires Attunement

  • components
  • duration

,While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Other Wonderus Item

Flayer Slayer

  • casting timeRare
  • rangeRequires Attunement

  • components
  • duration

,Carvings of decapitated mind flayers adorn this greataxes metal blade. You gain a +1 bonus to attack and damage rolls made with this greataxe.



An Aberration hit with this greataxe takes an extra 1d12 slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling.

Other Wonderus Item

Potion of Supreme Healing

  • casting timeVery Rare
  • range

  • components
  • duration

,You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Other Potion

Periapt of Health

  • casting timeUncommon
  • range

  • components
  • duration

,You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

Other Wonderus Item

Lantern of Revealing

  • casting timeUncommon
  • range

  • components
  • duration

,While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Other Wonderus Item

Keoghtom's Ointment

  • casting timeUncommon
  • range

  • components
  • duration

,As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Other Wonderus Item

Keoghtom's Ointment

  • casting timeUncommon
  • range

  • components
  • duration

,As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Other Wonderus Item

Keoghtom's Ointment

  • casting timeUncommon
  • range

  • components
  • duration

,As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Other Wonderus Item

Keoghtom's Ointment

  • casting timeUncommon
  • range

  • components
  • duration

,As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Other Wonderus Item

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Bead of Force

  • casting timeRare
  • range

  • components
  • duration

,You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.



An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Other Wonderus Item

Bead of Force

  • casting timeRare
  • range

  • components
  • duration

,You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.



An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Other Wonderus Item

Bead of Force

  • casting timeRare
  • range

  • components
  • duration

,You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.



An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Other Wonderus Item

Bead of Force

  • casting timeRare
  • range

  • components
  • duration

,You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.



An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Other Wonderus Item

Bead of Force

  • casting timeRare
  • range

  • components
  • duration

,You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.



An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Other Wonderus Item

Bead of Force

  • casting timeRare
  • range

  • components
  • duration

,You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.



An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Other Wonderus Item

Bead of Force

  • casting timeRare
  • range

  • components
  • duration

,You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.



An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Other Wonderus Item

Bead of Force

  • casting timeRare
  • range

  • components
  • duration

,You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.



An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Other Wonderus Item

Mudslick [1/2]

  • casting timeVery Rare
  • range

  • components
  • duration

,You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is petrification in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud. Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that arent being worn or carried take this damage and are pushed automatically. Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into

Other Wonderus Item

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Mudslick [2/2]

  • casting timeVery Rare
  • range

  • components
  • duration

two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

Other Wonderus Item

Mindguard Crown

  • casting timeVery Rare
  • rangeRequires Attunement

  • components
  • duration

,While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Other Wonderus Item

Potion of Growth

  • casting timeUncommon
  • range

  • components
  • duration

,When you drink this potion, you gain the enlarge effect of theenlarge/reducespell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Other Potion

Potion of Poison

  • casting timeUncommon
  • range

  • components
  • duration

,This concoction looks, smells, and tastes like apotion of healingor other beneficial potion. However, it is actually poison masked by illusion magic. Anidentifyspell reveals its true nature.



If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Other Potion

Spell Scroll of Tounges

  • casting timeLevel 3
  • range

  • components
  • duration

,A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your classs spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spells normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your classs spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spells level. On a failed check, the spell disappears from the scroll with no other effect.

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Other Scroll

Spell Scroll of Comprehend Languages

  • casting timeLevel 1
  • range

  • components
  • duration

,A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your classs spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spells normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your classs spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spells level. On a failed check, the spell disappears from the scroll with no other effect.

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Other Scroll

Spell Scroll of Comprehend Languages

  • casting timeLevel 1
  • range

  • components
  • duration

,A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your classs spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spells normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your classs spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spells level. On a failed check, the spell disappears from the scroll with no other effect.

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Other Scroll

Spell Scroll of Cone of Cold

  • casting timeLevel 5
  • range

  • components
  • duration

,A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your classs spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spells normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your classs spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spells level. On a failed check, the spell disappears from the scroll with no other effect.

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Other Scroll

Spell Scroll of Freedom of Movement [1/2]

  • casting timeLevel 4
  • range

  • components
  • duration

,A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your classs spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spells normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your classs spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spells level. On a failed check, the spell disappears from the scroll with no other effect.

You touch a willing creature. For the duration, the targets movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the targets speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the

Other Scroll

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Spell Scroll of Freedom of Movement [2/2]

  • casting timeLevel 4
  • range

  • components
  • duration

targets movement or attacks.

Other Scroll

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