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Contagion

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • duration,7 days

Your touch inflicts disease. Make a melee spell attack against a creature. On a hit, it's poisoned & must make a Con save at the end of each of its turns. If it succeeds x3, it's no longer poisoned & the spell ends. If it fails x3, it's no longer poisoned, but is affected by 1 of the diseases below (u choose) for the spell's duration. Any effects that remove/ameliorate diseases apply.
Blinding Sickness. Pain grips its mind & its eyes turn milky. Disadvantage on Wis checks & saves and is blinded.
Filth Fever. A raging fever. Disadvantage on Str checks & saves, and attack rolls that use Str.
Flesh Rot. Its flesh decays. Disadvantage on Cha checks and vulnerability to all damage.
Mindfire. Its mind becomes feverish. Disadvantage on Int checks & saves, and behaves as if under the effects of the confusion spell during combat.
Seizure. It's overcome with shaking. Disadvantage on Dex checks & saves, and attack rolls that use Dex.
Slimy Doom. Bleeds uncontrollably. Disadvantage on Con checks & saves. Whenever it takes damage, it's stunned until the end of its next turn.

Snake ring, 2nd level Necromancy

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV,S, M
  • durationInstantaneous

You imbue You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

- One effect that charmed or petrified the target

- One curse, including the target's attunement to a cursed magic item

- Any reduction to one of the target's ability scores

- One effect reducing the target's hit point maximum

Snake ring, 5th level Abjuration

Dominate Person

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration, 1 minute

,A humanoid you can see within range must succeed a Wis save or be charmed by you for the duration. If you or creatures friendly to you are fighting it, it has advantage on the save.
While the target's charmed, you have a telepathic link as long as you're on the same plane of existence. You can use this link to issue commands to the creature while you're conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, e.g. Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wis save against the spell. If it succeeds, the spell ends.

STRING, 5th level Enchantment

Telekinesis

  • casting time1 action
  • range60 ft

  • componentsV,S
  • durationConcentration, up to 10 minutes

When you cast the spell, and as your action each round for the duration, you can exert your will on one creature/object that you can see within range. You can affect the same target round after round, or choose a new one any time. If you switch targets, the prior one's no longer affected.
Creature (Huge or smaller). Make an Int check contested by the creature's Str check. If you win, you move the creature up to 30 ft in any direction, including upward. Until the end of your next turn, the creature is restrained. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your grip on the creature by repeating the contest.
Object (up to 1000 lb). If the object isn't being worn/carried, you automatically move it up to 30 ft in any direction. If the object's worn/carried by a creature, you must make an Int check contested by that creature's Str check. If you win, you pull the object away from that creature and can move it up to 30 ft in any direction. You can exert fine control on objects with your telekinetic grip, e.g. manipulating a simple tool, opening a door, retrieving an item from an open container, or pouring a vial.

STRING, 5th level Transmutation

Animate Dead

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

You imbue pile of bones or a corpse of a Medium/Small humanoid with a foul mimicry of life, raising it as an undead creature (skeleton/zombie, respectively. GM has its stats).
On each of your turns, you can use a BA to mentally command any creature you made this way if it's within 60 ft of you (if you control multiple creatures, you can command any/all of them at once, issuing the same command to each one). You decide what action it'll take and where it'll move during its next turn, or you can issue a general command, e.g. to guard something/somewhere. If you issue no commands, it only defends itself against hostile creatures. Once given an order, it continues to follow it until its task is complete.
It's under your control for 24 hrs, then stops obeying any command you've given it. To maintain control for another 24 hrs, you must cast this spell on it again before the current 24 hrs end. This reasserts your control over up to 4 creatures you've animated with this spell, rather than animating a new one.

Spell scroll x1 3rd level Necromancy

Pipes of Haunting

  • casting time1 action
  • range30 ft

  • componentsnone
  • duration,1 ,minute

These pipes have 3 charges. You can play them (1 action) and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 ft that hears must succeed on a DC 15 Wis save or be Frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed the save. A creature that fails the save can repeat it at the end of each of its turns. If it succeeds, it ends the effect on itself & is immune to the pipes for 24 hrs. The pipes regain 1d3 expended charges daily at dawn.

Infusion Infusion

Radiant Weapon

  • casting timeBA, Reaction or mod
  • rangeSelf

  • componentsSimple or martial weapon
  • duration,4 ,charges

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Requires attunement.

Infusion Infusion

Enhanced Arcane Focus

  • casting timemod to attacks
  • rangeSelf

  • componentsAn arcane focus
  • duration,NA

,While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Requires attunement.

Infusion Infusion

Clockwork Amulet

  • casting timemod to attacks
  • rangeSelf

  • componentsThe copper amulet
  • duration,NA

,Replicate magic item
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Infusion Infusion

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