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CONJURE MINOR VOIDBORN (2)

  • casting time 1 minute
  • range 90 feet

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

Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won't fight if they fear it would mean their own death. The creatures can't be dismissed by you, but they disappear 1 hour after being summoned.
At Higher Levels. When you cast this spell using a 7th- or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.

5th-level void magic

CONJURE MINOR VOIDBORN (1)

  • casting time 1 minute
  • range 90 feet

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


You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options for what appears:
One creature of challenge rating 2 or lower.
Two creatures of challenge rating 1 or lower.
Four creatures of challenge rating 1/2 or lower
Eight creatures of challenge rating 1/4 or lower.
Summoned creatures disappear when they drop to 0 hit points or when the spell ends.
The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group, they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures' turn, you can use your reaction to verbally command them. They obey your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creatures don't disappear...

5th-level void magic

CRUSHING CURSE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You speak a word of void speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success. A creature deafened in this way can still hear void speech.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Void magic cantrip

DESTRUCTIVE RESONANCE

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

  • components V, S
  • duration Instantaneous

You shout a scathing string of void speech that assaults the minds of any creatures who hear it. Each creature in a 15-foot cone who can hear you takes 4d6 psychic damage, or half damage with a successful Wisdom saving throw. Creatures damaged by this spell can't take reactions until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

2nd-level void magic

GLIMPSE OF THE VOID

  • casting time 1 action
  • range 120 feet

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

a scrap of parchment with void glyph scrawlings

Muttering void speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature's movement, which is erratic.

8th-level void magic

LIFE DRAIN

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

With a snarled word of void speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you rolled. A creature can only be targeted once for the life gain.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.

6th-level void magic

LIVING SHADOWS

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 minute

You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.
A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

5th-level void magic

MADDENING WHISPERS

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

You whisper a string of void speech toward a target that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0 and it can’t benefit from increases to its speed. To maintain the effect, you must use your action on subsequent turns to continue whispering, otherwise, the spell ends. The spell also ends if the target takes damage.

2nd-level void magic

NETHER WEAPON

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

ink, chalk, or some other writing medium

You whisper in void speech and touch a weapon. Until the spell ends, the weapon turns pitch black, becomes magical if it wasn't before, and it does 2d6 necrotic damage in addition to its normal damage on a successful hit. A creature that takes necrotic damage from the enchanted weapon can't regain hit points until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

4th-level void magic

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PROTECTION FROM THE VOID

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

a small bar of silver worth 15 sp, which the spell consumes

Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage, and has advantage on saving throws against void spells.

1st-level void magic

VOID RIFT

  • casting time 1 action
  • range 300 feet

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

a black opal carved with a void glyph worth 500 gp

You speak a hideous string of void speech that leaves your mouth bloodied, causing a rift into absolute nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the void tries to draw everything into itself. All creatures that start their turns within 40 feet of the sphere or that enter that area for the first time on their turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. Creatures that start their turn in contact with the rift or that come into contact with it for the first time on their turn take 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and take damage the same way as creatures would. While concentrating on the spell, you take 2d6 necrotic damage at the end of your turn.

9th-level void magic

VOID STRIKE

  • casting time 1 action
  • range 90 feet

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

With a short phrase of void speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a ranged spell attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 4d6 necrotic damage and is frightened of you until the start of your next turn.
At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

3rd-level void magic

WORD OF MISFORTUNE

  • casting time 1 action
  • range 60 feet

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

You hiss a word of void speech. Choose one creature you can see within range. The next time the creature makes a saving throw during the spell's duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.

Void magic cantrip

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