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Rage Hand

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You summon a magical fist 2 feet in diameter, made up of a shimmering translucent force field. The hand streaks towards a target that you can see within range, with the intention of punching the target.

Make a ranged spell attack. On hit, the fist strikes your target for 1d6 force damage.

This spell's damage increases by 1d6 at level 5 (2d6), level 11 (3d6), and level 17 (4d6).

Misspellcaster (DDSD) Conjuration cantrip

Cause Bear

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bear bone or tooth

You summon a black bear in an unoccupied space that you can see within range. The bear has the properties of a Black Bear, and disappears when its hit points are reduced to 0 or when the spell ends.

The bear is an ally to you and your companions. In combat, the bear shares your initiative count, but it takes its turn immediately after yours. It listens to your verbal command (no action required from you). If you do not issue a command, it takes the Dodge action and uses its movement to avoid danger.

Misspellcaster (DDSD) 1st level Conjuration

Cute Wounds (i)

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Choose a creature you can see within range. A bunch of adorable yet bloodthirsty rabbits appear around that target and attack the target. The target must make a Dexterity saving throw to avoid the rabbits.

On a failed saving throw, a creature takes slashing damage equal to 3d6 + your spellcasting modifier, or half as much on a succesful saving throw.
< br>Plants have disadvantage on this saving throw. Beasts and Humanoids that belong in whole or in part to the Thousand Enemies (such as avians, canines and felines) have advantage on this saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Misspellcaster (DDSD) 1st level Conjuration

Detect Evil and Gold (i)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you know if there is an aberration, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is gold within 30 feet of you.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Misspellcaster (DDSD) 1st level Divination

Hideous Daughter

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice within range sees a visage of the ghost of the Witch Queen's daughter, who died a gruesome death.

The target must make a Wisdom saving throw. On a failed saving throw, it takes 3d8 necrotic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. However, this flight response can trigger an opportunity attack.
On a successful saving throw, the creature takes half damage and is not compelled to move. Creatures under the influence of the heroism spell and creatures with an Intelligence score of 4 or lower automatically succeed the saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Misspellcaster (DDSD) 1st level Illusion

Healing Sword (i)

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 minute

You point at an enemy creature's (natural) weapon that you can see within range, and force that creature to make an Intelligence saving throw. On a failed saving throw, you enchant the designated weapon. The targeted creature is unaware of this enchantment.

The next time your target hits another creature with an attack with the enchanted weapon, that weapon deals as much healing as it would normally deal in damage. Disregards any resistance, immunity, or vulnerability of the target of that attack when calculating the amount of damage healed.

The spell then ends.

Misspellcaster (DDSD) 2nd level Transmutation

Horrid Writing

  • casting time1 action
  • range90 feet

  • componentsV, S
  • duration10 minutes

Choose a creature that you can see within range, that must make an Intelligence saving throw.

On a failed saving throw, you disrupt your target's language skills for the duration of the spell, with the following consequences:
• The creature makes spelling mistakes in every sentence
• Reading a scroll or a page from a book takes 10 minutes for the creature
• Every time the creature casts a spell, if possible, the spell is replaced by its counterpart from Dorian's Dyslexic Spells of Doom.

If a replaced spell requires materials as components, then the required materials of the original spell apply.

If a spell has no dyslexic counterpart, that spell fails. Any items or spell slots that would be consumed by the failed spell are lost.

Misspellcaster (DDSD) 2nd level Enchantment

Noonbeam (i)

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pumpkin seed and a sunflower seed

A golden beam of light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, bright light fills the cylinder. The beam does not emit dim light beyond this area.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in the burning light and scorching heat of the midday sun, and it must make a Constitution saving throw. It takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

A creatures with the Sunlight Sensitivity trait makes its saving throw with disadvantage.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Misspellcaster (DDSD) 2nd level Evocation

Fry

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a vial of amber and pulverized embercap, worth 25 gp

A white-hot bubbling ball of fat the size of a fist streaks from your outstretched palm to a point within range, where it explodes in a sphere of hot greasy splatters.

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 fire damage and 4d6 lightning damage on a failed saving throw, or half as much damage on a successful one.

Unpackaged raw food in the sphere's area is fried immediately.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d8 for each slot level above 3rd.

Misspellcaster (DDSD) 3rd level Evocation

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