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Murder Comet

  • casting time1 action
  • rangeSelf (60ft)

  • componentsS, M
  • durationInstantaneous

a sprinkle of pixie dust and a twisted noodle

You surround yourself with a large blue ball of stardust and ruthlessly dash at a ludicrous speed towards your target.
To cast the spell, you must be at least 10 feet above your target. You must be able to see your target and it cannot be directly underneath you either.
Roll a melee spell attack against the target. On a hit, you deal 4d8 force damage, reduce the creature’s speed to 0 (if it’s smaller than large) and make the creature unable to react until your next round.
Each creature in a circle with a radius of 10ft of the impact must make a constitution save or take 6d8 force damage. On a failure, they take half damage. The creature fails immediately if they were hit by the melee spell attack component of the spell.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage of the melee component increases by 1d8 for each slot level above 5th.

Monk, Sorcerer, Wizard 5th level Enchantment

Blood Crag [1/2]

  • casting time1 action
  • rangePoint you can see within 60ft

  • componentsS, M
  • duration1 minute

sharp flint

A small crack in the ground. The smell of sulfur starts to fill the vicinity of the crack paired with a sudden explosion of stone spikes and burning red blood.
All creatures within 15ft of a point within range must make a DEX save or take 3d10 piercing damage. On a success, they instead take half damage. You may reroll the results on the d10s a number of times equal to your intelligence.
You may also add up to twice your intelligence modifier to the damage dealt. This damage is not affected by the result of the save.
The spell leaves an area with a radius of 15ft filled with spikes a burning hot blood on the ground. This area disappears once the spell’s duration is over. Creatures who step into the area during their turn or start their turn in the area take an amount of damage equal to 2d4 plus the caster’s wisdom modifier.
Casting the spell again removes the area created by previous instances of the spell.
At Lower Levels: When you cast this spell using a spell slot of 2nd level or lower, the spell drains

Cleric, Druid, Warlock 3rd level Conjuration

Blood Crag [2/2]

  • casting time1 action
  • rangePoint you can see within 60ft

  • componentsS, M
  • duration1 minute

sharp flint

an extra 10 hit points for each slot level beneath 3rd. If the spell would reduce you to 0 hit points in this manner, it instead reduces you to 1 hit point, reduces your speed to 0 and the spell must be concentrated on.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of the spikes increases by 1d10 for each slot level above 3rd and the damage of the area filled with blood increases by 1d4 for each slot level above 3rd.

Cleric, Druid, Warlock 3rd level Conjuration

Red Sun [1/2]

  • casting time1 action
  • rangeCentered on You

  • componentsV, S, M
  • durationConcentation, 1 minute

a petrified hand wrapped in thorns holding an eye doused in blood

As you lift your focus in the air, a helix of red fire rises 20ft in the air and conjures a brilliant orb of deep red fire 40ft wide.
Casting the spell drains half your current health. This health cannot be recuperated within the next minute unless an 8th level restoration spell is cast or higher.
The spell also requires the caster to not have moved during their round. The caster cannot move while sustaining the spell.
Furthermore, the caster cannot willingly break their concentration themselves and cannot use the hand they’re using to hold the focus to cast the spell for anything else.
The Red Sun create a thunderous noise so loud it can be heard from 2000 ft away and renders any creature within the range of the spell deaf.
The Red Sun is a religious symbol know as The Star of the Guilty. It bathes everything within range in a deep red light. Creatures that have killed other creatures willingly, committed a crime or feel guilty are highlighted in red.
All creatures within a 20ft radius of where the spell is

Brd, Clr, Drd, Sor, War, Wiz 6th level Conjuration

Red Sun [2/2]

  • casting time1 action
  • rangeCentered on You

  • componentsV, S, M
  • durationConcentation, 1 minute

a petrified hand wrapped in thorns holding an eye doused in blood

being cast must succeed a charisma save or take 6d6 fire damage and will take an extra 2d6 fire damage from the aura every turn they spend inside it. On a success, they take half damage. If the creature is resistant to fire, but not to psychic, they still take full damage.
Every turn, you may use your action to target 2 creatures withing range, sending two large solar flares towards them. Make a ranged spell attack against the target. On a hit, deal 2d12 fire damage. If the creature is resistant to fire, but not to psychic, they still take full damage.

Brd, Clr, Drd, Sor, War, Wiz 6th level Conjuration

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