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Primal Infusion

  • casting time 1 action
  • range Self

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

a bit of furr from a carnivourus animal

You channel the fury of nature, drawing on its power.
Until the spell en, you gain the following benefits:

You gain 30 temporary hit points. If any of these remain after the spell ends they are lost.

You have advantage on attack roll when one of your allies is within 5 feet of the target and the ally isn't incapacitated

Your weapons attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.

You gain +2 AC

You have proficiency on Costitution saving throws

wizard trasmutation

Encode Thoughts

  • casting time 1 action
  • range Self

  • components S
  • duration 8 hours

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Wizard Enchantment

Geomantic Discernment

  • casting time 1 action
  • range Self (100-foot radius)

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

You gain the ability to sense valuable minerals in a 100-foot radius around you. A glowing aura that only you can see appears around any valuable metals, gems, ores, native elements, or other resources in that radius for the spell’s duration. You can see this aura through any amount of nonmagical material.

Wizard Divination

Memorize (ritual)

  • casting time 1 action
  • range Touch

  • components V,S,M
  • duration Instantaneous

While casting this spell, your eyes pass over the words on the page, which are committed to your memory. For the next year, you exactly remember the details of all information on this page. After that time, you have advantage on all Intelligence checks you make to recall this information.

Wizard Enchantment

Moment to Think

  • casting time 1 Bonus Action
  • range

  • components V
  • duration Instantaneous

When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something.

Furthermore, you can’t affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.

Wizard Transmutation

Dire Warning

  • casting time 1 action
  • range Self

  • components V,S
  • duration Instantaneous

You receive a message of up to 6 words from your future self, warning you of a critical threat or pointing you toward a fruitful avenue. At some point in the future, once you have learned why you sent the message, you must perform a 10-minute-long ritual to deliver the message back in time to your past self. Once you cast this spell, you can’t cast it again until you perform this ritual, or one week later if you don’t discover this information. If you cast this spell and receive no message, it indicates that you never complete the ritual in the future, possibly owing to your death or some other hindrance.

wizard Divination

Deep Focus (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration Special

You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can affect any spell you can cast that requires concentration and is up to one level higher than the spell slot you used to cast deep focus.

wizard evocation

Time Hop

  • casting time 1 bonus action
  • range Self

  • components V, S,M
  • duration Varies

You shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 rounds, or 3 rounds. You vanish, reappearing after the duration at the start of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time, you can’t take actions or reactions, time doesn’t pass for you, your spell effects are suspended, and you can’t be affected by attacks or effects
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose a duration of 1 minute. If you cast this spell using a spell slot of 5th level or higher, you can choose a duration of 1 hour.

Wizard Conjuration

Solitary Fireball

  • casting time 1 action
  • range 150 feet

  • components V, S,M
  • duration Instantaneous

a candle and a pinch of sulfur

A bright streak flashes from your pointing finger to a point you choose within range, where it blossoms with a low roar to engulf a single creature in searing flame. That creature takes 6d6 fire damage, or half damage with a successful Dexterity saving throw. Solitary fireball does not ignite other flammable objects.
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.

Wizard evocation

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0 0
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0 0
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3 3
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Deflection

  • casting time 1 reaction, which you take when you are hit by a melee attack
  • range Touch

  • components S
  • duration Istantaneous

You wave your hand toward an attacker, briefly placing a magical barrier between you. The damage you take from the triggering attack is reduced by 1d6, as you deflect some of it. If you reduce your damage to 0, you can turn the deflected damage back onto the attacker. Make a melee spell attack against the attacker. On a hit, the attacker takes force damage equal to the ammount of damage deflected.
The damage you can deflect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)

wizard Abjuration

Primal Infusion

  • casting time 1 action
  • range

  • components V,S,M
  • duration

Stoneskin

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 10 minutes

Blood of a Raging Barbarian

This spell uses the anger of a barbarian to give the user combat skills.
For the duration the user has resistence to one damage choosing from non-magical piercing, non-magical bludgening and non-magical slashing damage.
You can have active just one stoneskin spell active at a time. If you cast again while another stoneskin is active, the previous stoneskin ends.
At Higher levels.For every level over the third, you can add one resistence out of the three.
At the 6th level you have resistence to all piercing, bludgening and slashing damage

wizard Abjuration

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