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Charm Person

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 hour

You attempt to charm up to two humanoids you can see within range, which must be within 30 ft of each other. Each must make a Wisdom saving throw,and does so with advantage if you or your companions are fighting it. If it fails the saving throw,it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Abyssal 1st level Enchantment

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 hour

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.

Abyssal 1st level Illusion

Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options,the effects of which last for the duration of the spell. While the spell lasts,you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment,sprouting gills,and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like,including your height,weight,facial features,sound of your voice, hair length,coloration,and distinguishing characteristics,if any. You can make yourself appear as a member of another race,though none of your statistics change. You also don't appear as a creature of a different size than you,and your basic shape stays the same,if you're bipedal,you can't use this spell to become quadrupedal,for instance. At any time for the duration of the spell,you can use your action to change your appearance in this way again.

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Abyssal 2nd level Transmutation

Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 hour

Natural Weapons: You grow claws,fangs, spines,horns,or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning,piercing,or slashing damage,as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally,the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Abyssal 2nd level Transmutation

Ice Knife

  • casting time1 action
  • range60 feet

  • componentsS,M
  • durationInstantaneous

a drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 piercing damage. Hit or miss,the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 3d6 cold damage.

Abyssal (XGE) 1st level Conjuration

Levitate

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically,up to 20 feet,and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling),which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target,you can move up or down as part of your move. Otherwise,you can use your action to move the target,which must remain within the spell's range.
When the spell ends,the target floats gently to the ground if it is still aloft.

Abyssal 2nd level Transmutation

Shatter

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

a chip of mica

A sudden loud ringing noise,painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save,or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal,or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Abyssal 2nd level Evocation

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