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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 30 feet. 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.

Illumination 4th level Necromancy

Call Shadow Mastiff

  • casting time 1 action
  • range 60 feet

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

a dog's tooth

You conjure a shadow mastiff (see Tome of Beasts) from the Shadow Realm. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. The mastiff is friendly to you and your companions. Roll initiative for the mastiff, it acts on its own turn. It obeys simple, verbal commands from you (giving a command takes no action on your part), within its ability to act. The mastiff disappears when it drops to 0 hit points or when the spell ends.

Shadow 3rd level Conjuration

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 at the start of the target’s turn, 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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.

Illumination 3rd level Divination

NEGATIVE IMAGE

  • casting time 1 action
  • range 120 feet

  • components V,S,M
  • duration Instantaneous

a piece of reflective obsidian

You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. If the save succeeds, the spell has no effect.

Shadow 2nd level Conjuration

Guiding Star (Ritual)

  • casting time 10 minues
  • 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.

Illumination 1st level Divination

Silhouette

  • casting time 1 sction
  • 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 types—a rabbit, a dwarf— but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.

Illumination Illusion cantrip

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