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Earth Ripple

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):
It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone.
It is impaled by a spike of earth, taking 4d8 piercing
damage.

Wizard 2nd-level transmutation

Star Dust

  • casting time 1 action
  • range Self (30 foot cone)

  • components V, S
  • duration Instantaneous

You evoke a burst of brilliant particles of force energy sweeping out in a 30-foot cone originating from you. Creatures in the cone take 3d4 force damage and the next attack roll made against them before the start of your next turn has advantage.

Wizard 2nd-level evocation

Electrify

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 round

You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes 1d12 lightning damage and must make a Constitution saving throw. On a fialed save, the target becomes shocked, stunning them until the start of their next turn.
The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.

Wizard 1st-level evocation

Wind Cutter

  • casting time 1 bonus action
  • range Self (30 feet)

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

A melee weapon worth at least 1 cp

You infuse the weapon used in the spell’s casting with tempestuous power. For the duration, when you make an attack during your turn with the weapon, the weapon used in the spell’s casting gains a reach of 30 feet, releasing slashes of razor sharp wind against foes beyond your normal reach, the weapon deals slashing damage when damaging targets beyond your normal reach.
Additionally, the damage you deal with the weapon increases by 1d4, and if there is another creature within 5 feet of the target, you apply the same attack roll to that second creature, dealing half as much damage as the weapon attack on a hit.

Wizard 2nd-level transmutation

Spider Bite

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You prick a target with a tiny magical fang of venom. Make a melee spell attack against a creature within reach. On a hit, the target takes 4d12 poison damage and must succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.
If you miss your melee attack roll, you can
concentrate (as if concentrating on a spell) to
maintain the attack for another attempt until the end
of your next turn (you may make subsequent attempts until you hit or lose concentration).

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Wizard 3rd-level transmutation

Meteor Jump

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Instantaneous

You drastically reduce your weight, tripling your jump distance and allowing you to immediately jump up to your maximum jumping distance without spending your movement. When you reach the height of your jump, your weight and density are rapidly increased, causing you to crash down with great force. You take no falling damage provided you fell less than 100 feet from where you started your movement, and all creatures within 10 feet of where you land must succeed a Strength saving throw, or take 2d10 damage and be knocked prone. On successful save, creatures take half as much damage and not knocked prone.

Wizard 3rd-level transmutation

Instant Bulwark

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

You cause a 15-foot-long, 10-foot-tall, several inch thick wall of earth to erupt on the ground, granting total cover and blocking any damage that originates from the far side of the wall until the wall breaks. This blocks ranged attacks, and areas of effect that have a point of origin on the far side of the wall (for example, the center point of a radius spell or the source of a cone or line).
All damage the wall blocks is applied to the wall, even if that damage normally only affects creatures, but it takes the blocked damage only once, even if blocking the same damage against multiple creatures. The wall has 4d10 + your spellcasting modifier hit points, and crumbles to dust when it is reduced to 0 hit points. Any damage remaining after the wall is destroyed is dealt as normal. If the wall is not destroyed, it crumbles at the start of your next turn.

When you cast this spell using a spell slot of 4th level or higher, the wall has 1d10 additional hit points and is 5 feet longer for each level above 3rd.

Wizard 3rd-level transmutation

Electrocute

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and is not stunned.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Wizard 3rd-level evocation

Blade Vortex

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 round

A spinning top

You fill the air in a 10-foot radius around you with spinning blades until the start of your next turn. A creature that enters the area of the spell for the first time (including when it cast) takes 4d4 slashing damage, and until the spell ends, you have half cover against all ranged attacks.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by
1d4 for each level above 3rd.

Wizard 3rd-level conjuration

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Water bullet

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d6 + your spellcasting modifier piercing damage.

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

Wizard Conjuration cantrip

Pseudopod slam

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

You conjure a pseudopod of acidic ooze that slams a creature or object within range. Make a melee spell attack. On a hit, the target takes 8d4 acid damage and is moved 5 feet in a direction of your choice.
At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Wizard 2nd-level transmutation

Vicious vapors

  • casting time 1 action
  • range Self (30 feet)

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

You conjure a swirling poisonous miasma around yourself. For the duration of the spell, you are lightly obscured. When you cast the spell, and as a bonus action on each subsequent turn, you can cause the vapors to surge out and swirl around up to three creatures of your choice within range. Each creature must make a Constitution saving throw. On a failed save, it takes 1d12 poison damage and becomes poisoned until the start of your next turn. On a successful save, it takes half as much poison damage and is not poisoned.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Wizard 2nd-level transmutation

Vacuum pull

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You cause a sudden savage burst of wind to howl toward you, attempting to pull a Huge or smaller creature within range that you can see toward you. The target must succeed a Strength saving throw or be yanked off their feet and flung toward you, landing within 5 feet of you and falling prone. Flying creatures make the Strength save with disadvantage.

When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 10 feet.

Wizard 2nd-level evocation

Crackle

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You create three arcs of lightning striking targets in range. You can direct them at one target or several. Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.

When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Wizard 2nd-level evocation

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