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BLACK HAND

  • casting time 1 action
  • range 30 feet

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

You gather the powers of darkness into your fist and fling paralyzing, dark flame at a target within range. With a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage, and you have advantage on attacks, ability checks, and saving throws made with Strength, Dexterity, and Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect with a success.

4th-level necromancy

BLACK WELL (2)

  • casting time 1 action
  • range 300 feet

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

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage done by the well increases by 1d8 and the well pulls creatures an additional 5 feet for each slot level above 6th.

6th-level necromancy

BLACK WELL (1)

  • casting time 1 action
  • range 300 feet

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

You summon a seething sphere of dark energy 5 feet in diameter. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned, a successful Constitution saving throw halves the damage and reduces the stun to incapacitation. A creature that starts its turn inside the well also makes a Constitution saving throw, the creature is stunned on a failure or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions that turn. Creatures take damage only upon entering the well, they take no additional damage for remaining in it, but if they leave the well and are pulled back in again, they take damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s upper-dimensional space at one time. When the well’s duration ends, all creatures inside it tumble out in a heap, landing prone.

6th-level necromancy

CLOAK OF SHADOW

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

You draw upon the endless night to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.

1st-level illusion

FLICKERING FATE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

The target of the spell can see the flickering shadows of fate a few seconds into the future. When the spell is cast, all other creatures within range make Wisdom saving throws. Those that fail must declare, in initiative order, what their next action will be. The subject of the spell declares his or her action last, after hearing what all other creatures will do. Creatures that declared an action must follow their declarations as closely as possible when their turn comes. For the duration of the spell, its recipient has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their action have disadvantage on attacks against the target.

4th-level divination

GUIDING STAR

  • casting time 1 minutes
  • range Self

  • components V, S
  • duration 8 hours

By observing the stars or the position of the sun, you are able to determine the cardinal directions, and the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain ahead.

The accuracy to the target is counted in miles. The named destination must be a place of common knowledge, or the caster needs to have a minimum knowledge of the destination, such as a name or appearances.

1st-level divination

ICY GRASP OF THE ETHER

  • casting time 1 action
  • range 120 feet

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

You summon the cold, inky darkness of Stygian space into being around a creature that you can see. The target takes 10d10 cold damage and is restrained, a successful Constitution saving throw halves the damage and prevents restraint.
A creature restrained this way gains one level of exhaustion at the start of its turn from frigid cold and lack of air. Creatures immune to cold and that do not breathe gain no exhaustion. A restrained creature repeats the saving throw at the end of its turn, breaking free from the darkness and ending the spell with a success.

7th-level evocation

ORB OF LIGHT

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

An orb of pure light the size of your hand shoots from your fingertips toward the target, which takes 3d8 radiant damage and is blinded for 1 round. A successful Dexterity saving throw halves the damage and prevents the blindness.

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

2nd-level evocation

SHADOW BITE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You create a momentary needle of cold, sharp pain in a target creature. The target must make a successful Constitution saving throw or take 1d6 necrotic damage and have its speed halved until the start of your next turn.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Illusion cantrip

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SHADOW BLINDNESS

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

You make a melee spell attack, if it hits, the target’s innate darkvision is negated for 1 minute. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses. When this spell ends, the creature’s natural darkvision returns.

Illusion cantrip

SHADOW HANDS

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

A freezing blast of shadow explodes out from you in a 15-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened for one round, a successful Wisdom saving throw halves the damage and negates the fright.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.

1st-level evocation

SHADOW TROVE

  • casting time 1 minute (ritual)
  • range 5 feet

  • components V, S, M
  • duration 1 hour

ink made from the blood of a raven

You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal peels off the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving mater through the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends, they spill on the ground harmlessly. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove, only you and those creatures can move objects through the portal.

At Higher Levels. when you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.

3rd-level transmutation

SHIELD OF STAR AND SHADOW

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 10 minutes

a star chart

You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against radiant and necrotic. You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.

3rd-level abjuration

SILHOUETTE

  • casting time 1 action
  • range Touch

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

You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet.
The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound, but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic type like a rabbit, a dwarf or other. But a number of them equal to your Intelligence modifier can be recognizable as specific individuals.

Illusion cantrip

SLITHER [1/2]

  • casting time 1 action
  • range touch

  • components V, M
  • duration Concentration, up to 10 minute

ashes from a wooden statue of you, made into ink and used to draw your portrait, worth 50 gp

You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to all damage except force, psychic, or radiant. You can dismiss this spell early by using an action to do so. If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space big enough to hold you within 10 feet. If the distance is greater than 10 feet, you take 1d6 extra force damage for every additional 10 feet traveled. If you are targeted by a daylight spell or similar, the slither spell ends early. While in the shadow form, you can’t attack, speak or cast spells.
At Higher Levels., you can

3rd-level transmutation

SLITHER [2/2]

  • casting time 1 action
  • range touch

  • components V, M
  • duration Concentration, up to 10 minute

ashes from a wooden statue of you, made into ink and used to draw your portrait, worth 50 gp

target an additional willing creature that you can touch for each slot level above 3rd.

3rd-level transmutation

STARBURST

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You cause a mote of starlight to appear at a point you can see within range. The mote explodes a moment later, doing 1d8 radiant damage to any creature in the mote’s 5-foot space. A successful Charisma saving throw negates the damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Evocation cantrip

STARFALL

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You cause bolts of shimmering starlight to fall from the heavens, striking up to four targets within 60 feet of you and in your line of sight. Each bolt strikes one creature, doing 6d6 radiant damage, knocking the target prone, and blinding it. A successful Dexterity saving reduces damage to half and prevents blindness and being knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 5th.

5th-level evocation

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STAR'S HEART [1/2]

  • casting time 1 action
  • range 50 feet

  • components V, S, M
  • duration 1 minute

an ioun stone

This spell increases gravity tenfold within a 50-foot radius of you. All creatures in the area other than you drop whatever they’re holding in their hands, fall prone, become incapacitated, and can’t move. If some solid object (such as the ground) is encountered when flying or levitating creatures fall, they take triple the normal falling damage (the maximum amount of damage is also increased to 60d6). Any creature besides you that enters or starts its turn in the area must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. Failure means the creature takes 8d6 bludgeoning damage, success means the creature takes 4d6 bludgeoning damage but it’s no longer incapacitated and it can move at half-speed for this turn. All ranged weapon attacks inside the area of effect have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles with mass, such as a

9th-level transmutation

STAR'S HEART [2/2]

  • casting time 1 action
  • range 50 feet

  • components V, S, M
  • duration 1 minute

an ioun stone

flaming sphere. Creatures under the influence of a freedom of movement spell or comparable magic have advantage on the Strength saving throws required by this spell, and their speed isn’t reduced once they recover from incapacitation.

9th-level transmutation

STARRY VISION

  • casting time 1 reaction
  • range 100 feet

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

a sprinkling of gold dust worth 400 gp

You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:
- You have advantage on attack rolls against the creature.
- For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature’s turn when it has completed its movement. This is deducted from your next turn’s movement.
- As a reaction, you can warn yourself and allies that can hear you of the target’s offensive intentions, any creature targeted by the target’s next attack gains a +2 bonus to AC or on its saving throw against that attack.

7th-level divination

COMPELLING FATE

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration 1 round

a sprinkling of silver dust worth 200 gp

You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:
- You have advantage on attack rolls against the creature.
- For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature’s turn when it has completed its movement. This is deducted from your next turn’s movement.
- As a reaction, you can warn yourself and allies that can hear you of the target’s offensive intentions, any creature targeted by the target’s next attack gains a +2 bonus to AC or on its saving throw against that attack.

3rd-level divination

LAST RAYS OF THE DYING SUN

  • casting time 1 action
  • range 40 feet

  • components V, S
  • duration Instantaneous

A burst of searing heat explodes from you, doing 6d6 fire damage to all enemies within 40 feet of you. Immediately afterward, a wave of frigid cold rolls across the same area, doing 6d6 cold damage to enemies. A successful Dexterity saving throw halves all the damage.

At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.

7th-level evocation

SUMMON STAR

  • casting time 1 action
  • range 90 feet

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

You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long, white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed by the star for the duration of the spell. A creature charmed by the star repeats the Wisdom saving throw at the end of its turn. If successful, that creature is no longer charmed and is immune to the charm effect from this star. The statistics of the star is equivalent to a deva. It understands and obeys verbal commands you give it and is friendly towards you and your allies. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.

9th-level conjuration

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