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DM’s Demise [1/3]

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 Round

a pinch of confettil

Are you tired of the DM undermining your enchantment and illusion spells? Well DM’s Demise is here to the rescue. This spell is designed to illustrate the DM undermining players and Meta Gaming. This spell is specifically intended to catch the DM Meta Gaming. This happens when the DM gets information that the NPC’s they are running shouldn’t have access to by nature of their roll as the DM, specifically the spells and spell effects the players are using. For this reason asking the DM for permission to take DM’s Demise undermines the spell's integrity and effectiveness. If the DM asks what spells you took or have prepared you should report this spell as Hypnotic Pattern and keep a physical print out of DM’s Demise for later reference and proof this was the actual spell learned or prepared.

When cast, this spell is almost indistinguishable from Hypnotic Pattern. A creature must use their reaction to make an Intelligence (Arcana) check equal to your spell save DC to recognize that it is not Hypnotic Pattern. If no

Wizard 3rd level Enchantment

DM’s Demise [2/3]

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 Round

a pinch of confettil

creature makes the Intelligence (Arcana) check when the spell is cast, state you are casting Hypnotic Pattern.
This spell creates a twisting pattern of colors in the minds of any creature who can see within a 30 ft Cube area. Each creature with sight in the area must succeed on a Wisdom Saving Throws or have the Charmed condition for the duration. While Charmed, the creature is Incapacitated and has a Speed of 0.

The spell ends for an affected creature if it takes any damage. If someone else attempts to try to shake an affected creature out of its stupor it must use an action to do so. If it attmpts this action without attempting an Intelligence (Arcana) check or the Intelligence (Arcana) check fails to exceed your spell save DC, both creatures are instantaneously Stunned for 1 minutes with no save. Someone who previously identified this spell correctly at the time of casting has advantage on the Intelligence (Arcana) check to shake creatures affected by this spell out of its stupor. Once Stunned, the effect can not be

Wizard 3rd level Enchantment

DM’s Demise [3/3]

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 Round

a pinch of confettil

dispelled or countered on that creature in any way even if this spell ends on other creatures.

You can use your action to extend the duration of this spell by 1 round. You can extend the duration of this spell in this way a number of times equal to your spell casting modifier. If you use your action to extend this spells duration

Wizard 3rd level Enchantment

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