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Augury

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration Instantaneous

specially marked sticks, bones, or similar tokens worth at least 25 gp

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a speciic course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the irst that you get a random reading. The DM makes this roll in secret.

Wizard 2nd-level divination (ritual)

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Cleric, 2nd level Illusion

Mind Sliver

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6) , and 17th level (4d6).

Wizard (Optional) Enchantment cantrip

Knock

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

Choose an object that you can see within range. The object can be a door,a box,a chest,a set of manacles,a padlock,or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked,unstuck,or unbarred. If the object has multiple locks,only one of them is unlocked.

If you choose a target that is held shut with arcane lock,that spell is suppressed for 10 minutes,during which time the target can be opened and shut normally.

When you cast the spell,a loud knock,audible from as far away as 300 feet,emanates from the target object.

Wizard 2nd Level Transmutation

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