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Fortune's Favour

  • casting time 1 minute
  • range 60ft

  • components V, S, M
  • duration 1 hour

A white pearl worth at least 100gp, which the spell consumes

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard Dunamancy

Wrist Pocket

  • casting time 1 action (R)
  • range Self

  • components S
  • duration 8 hours

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. At the end of the duration you may expend another spell slot to extend the spell duration for another 8 hours.

Wizard Dunamancy

Magnify Gravity

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

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.


Wizard Dunamancy

Warp Sight

  • casting time 1 action
  • range Self

  • components S
  • duration 1 minute

This spell bends light directly to your eyes. This spell can be used to look around corners, check small places for items, and to watch someone behind an obstruction. It can only bend light by 180 degrees total (i.e. bending around two 90 degree turns).

Wizard Transmutation

Distant Sheild

  • casting time 1 Reaction
  • range 30 feet

  • components V, S
  • duration Instantaneous

You point at an ally under attack, instantly conjuring an invisible barrier of magical force to protect them. Until the start of their next turn, the target has a +3 bonus to AC, including against the triggering attack, and they take no damage from magic missile.

I may be hiding behind you, but that doesn't mean you're in this alone!

Wizard Abjuration

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