Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Dissonant Whispers

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Bard 1st level Enchantment

Jim's Glowing Coin

  • casting time1 action
  • range60 feet

  • componentsS,M
  • duration1 minute

a coin, 2 gold coins, which is consumed as tax for using the spell

When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Wizard 2nd level Enchantment

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration, up to 1 hour

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying orr holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

Sorcerer, Warlock, Wizard 3rd level Transmutation

Charm Monster

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Bard, Druid, Sorcerer, Warlock, Wizard 4th level Enchantment

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Bard, Cleric, Druid, Paladin, Wizard 5th level Enchantment

Summon Dragon Spirit

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration, up to 1 hour

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This incorporeal form uses the Ghost Dragon Spirit stat block. The creature resembles a dragon form made of green and white smoke covering faint iron scales. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Druid, Sorcerer, Wizard 5th level Conjuration

1 1
2 2
3 3
4 4
5 5
5 5