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Animate Shadow

  • casting time 1 Action
  • range 60ft

  • components V, S, M
  • duration 1 Minute

Piece of coal, or a Candle

You bring to life the shadow of a creature you can see within range.

The target must make a wisdom save against your spell save DC or their shadow animates into a malevolent attacker.

For the spells duration the shadow stays attached to the target, sharing it's space and constantly assailing the target, granting advantage on all attacks against it.

In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the targets turns.

At the end of each turn the target can attempt a wisdom save to dispel the shadow and end the effect.

Arcane 1st level Necromancy

Shadow Clone (1/2)

  • casting time 1 Action
  • range 30ft

  • components V, M
  • duration 1 Hour

Self drawn or from previously inflicted wound

(Blood of Caster ) As you mutter the verbal components of the spell, the blood on your hands sizzles away to smoke, which manifests into a copy of yourself created from smoke and shadow in an unoccupied space with 30 ft that you can see.

Upon creation, roll d4's equal to the level you cast the spell at for the clone's hitpoints. Any creature that has sight of the creation of the Shadow Clone automatically knows it is an illusion, and all other creatures that encounter it must make a perception check that beats your spellcasting DC to know it is an illusion.

Arcana spell 3rd level Illusion

Book of Shadows (2/2)

  • casting time 1 Hour
  • range Self

  • components V, S
  • duration Instantaneous

The book disappears if you cast this spell again
or die.

Cantrip Upgrade. When you reach 5th level as
a Warlock, this spell also enhances other
cantrips while the book is on your person, you
can add your Warlock spellcasting ability
modifier to the damage rolls of any cantrip you
cast that doesn’t already have that modifier
added to its damage roll.

Warlock/Bloodhunter Conjuration Cantrip

Book of Shadows (1/2)

  • casting time 1 Hour
  • range Self

  • components V, S
  • duration Instantaneous

Stitching together strands of shadow, you conjure forth a book in your hand. The book contains eldritch magic that only you can access, granting you the following benefits:

Cantrips and Rituals: When the book appears, choose two cantrips, and choose two 1st-level spells that have the Ritual tag. The spells can be from the Arcane, Divine, and Primal spell lists, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared.

Spellcasting Focus: You can use the book as a
Spellcasting Focus.

Warlock/Bloodhunter Conjuration Cantrip

Wizards Seal

  • casting time 1 Hour (Ritual)
  • range Touch

  • components V, S, M
  • duration Until Dispelled

ruby worth at least 100 gp, gold dust worth 150 gp, both which the spell consumes

Sealing Wax, Ring with the Wizard's Sigil) By means of this spell, a wizard enchants the sealing wax so when it is used - by anyone with the proper ring - to seal a document, package, or chest, only the wizard who cast the spell, or someone the wizard identified by name while enchanting the wax, can open the item. Forcing the seal on a document or package destroys the document or package. While affected by this spell, a chest or box is more difficult to break or force open, the DC to break it or pick any locks on it increases by 20.

This spell may be removed by casting Dispel Magic cast at level 4 or higher.

It's not obvious that the spell has been cast on an object. The only indication is a wax seal on the item, which is common. Detect Magic will reveal that there is a spell, but not which one. Identify will reveal that this spell has been cast on the object.

Arcane 4th level Abjuration

Close Wound

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and channel their inner life force to cause a surge of natural healing. If the target creature has at least 1 hit point, they can spend two of its Hit Dice, rolling the die and adding their Constitution modifier to the result. They regain hit points equal to the total.

The creature must also make a DC 12 Constitution saving throw, on a failed save they take one level of exhaustion.

A creature touched by this spell can spend one additional Hit Die when you reach 5th level (4), 11th level (6), and 17th level (8).

Divine, Primal Cantrip Evocation

Greater Mage Armor

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 Hours

a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 16 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Arcane 3rd level Abjuration

Black Nova

  • casting time 1 Action
  • range 500ft

  • components V, S
  • duration Instantaneous

A tiny mote of light as bright as a star is hurled to a spot you can see within range. All enemies within an 40ft radius sphere must make a dexterity saving throw. On a fail they take 20d6 fire damage, in a success they take half damage.

The explosion from the star forms a black hole and all enemies within range must then make a strength saving throw against spell DC.

On a failed save they take 20d6 bludgeoning damage and are dragged within 10 ft of the impact point and are prone. On a successful save they take half damage and are not dragged or prone.

Arcane 9th level Evocation

Snowball

  • casting time 1 Action
  • range 120ft

  • components V, S, M
  • duration Instantaneous

a drop of water

You rub your cupped palms together and form a ball of packed snow that fills the palm of one hand. Winding up, you hurl it to a point you choose within range and then it explodes in a shower of rime-frost, flash-freezing everything nearby. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 5d8 cold damage on a failed save, or half as much damage on a successful one.

The frost spreads around corners. Surfaces covered with this frost are slippery, turning the ground in this area of effect into difficult terrain until the end of your next turn.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Arcane, Primal 3rd level Evocation

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Absorb Spell

  • casting time 1 Reaction *
  • range Self

  • components V, S
  • duration 1 Round

A barrier of magical energy appears and protects you. The barrier absorbs 1d10 + your spellcasting ability modifier damage from the spell. If you reduce the spells damage to 0 with this, you gain advantage on the first spell attack you make next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the shield increases by 1d10 damage for each level above 2nd.






* - which you take when you are targeted by a damaging spell

Arcane 2nd level Abjuration

Water Whip

  • casting time 1 Action
  • range 30ft

  • components V, S
  • duration Instantaneous

You create a whip of water that shoves and pulls one creature you can see within range to unbalance it. The target must make a Dexterity saving throw. On a failed save, the target takes 4d10 bludgeoning damage and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, it takes half as much damage and you don’t pull it or knock it prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Arcana, Primal 3rd level Conjuration

Black Flame Armor

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 1 Minute

paste made from ground bones

After casting this spell, a shroud of dark flames wreathes your body. For the spell’s duration, any creature within 5 feet of you that touches or strikes you with an unarmed or melee weapon attack takes an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the amount of necrotic damage increases by 1d4 for each slot level above 1st.

Arcane spell 1st level Necromancy

Shadow Clone [1/2]

  • casting time 1 Action
  • range 30ft

  • components V, M
  • duration 1 Hour

Self drawn or from previously inflicted wound

(Blood of Caster ) As you mutter the verbal components of the spell, the blood on your hands sizzles away to smoke, which manifests into a copy of yourself created from smoke and shadow in an unoccupied space with 30 ft that you can see. Upon creation, roll d4's equal to the level you cast the spell at for the clone's hitpoints. Any creature that has sight of the creation of the Shadow Clone automatically knows it is an illusion, and all other creatures that encounter it must make a perception check that beats your spellcasting DC to know it is an illusion.

In combat, Shadow Clone has an armor class of 10 plus your spellcasting ability's modifier. The shadow clone's initiative in combat equals your initiative minus your initiative bonus. The Shadow Clone can be used to cast any spell the original caster has prepared, and shares the spell slots of the caster. Attacks against enemies that are aware it is an illusion deal half damage.

If the blood used to cast the spell is self drawn, reduce your current hitpoints by

Arcana spell 3rd level Illusion

Shadow Clone [2/2]

  • casting time 1 Action
  • range 30ft

  • components V, M
  • duration 1 Hour

Self drawn or from previously inflicted wound

1.

Arcana spell 3rd level Illusion

Distant Shield

  • casting time 1 Reaction
  • range 30ft

  • components V, S
  • duration Instantaneous

You point at an ally under attack, instantly conjuring an invisible barrier of magical force to protect them. Until the start of their next turn, the target has a +3 bonus to AC, including against the triggering attack, and they take no damage from magic missile.

I may be hiding behind you, but that doesn't mean you're in this alone!

* - which you take when an ally within 30 feet is hit by an attack or targeted by the magic missile spell.

Arcana spell 1st level Abjuration

Death Wish

  • casting time 1 Reaction
  • range 120ft

  • components V, M
  • duration Instantaneous

Your Dying Breath

Avenge me!

When you are reduced to 0 hit points, you can use your reaction to rally an ally in battle. A creature you can see within 120 feet gains temporary hit points equal to your maximum hit points. As your life force reinvigorates and is consumed by the spell. You are killed in the casting.






Arcane, Divine 5th Level Necromancy

Shadow Clone (2/2)

  • casting time 1 Action
  • range 30ft

  • components V, M
  • duration 1 Hour

Self drawn or from previously inflicted wound

In combat, Shadow Clone has an armor class of 10 plus your spellcasting ability's modifier. The shadow clone's initiative in combat equals your initiative minus your initiative bonus.

The Shadow Clone can be used to cast any spell the original caster has prepared, and shares the spell slots of the caster. Attacks against enemies that are aware it is an illusion deal half damage.

The Shadow Clone can make two melee attacks per turn with a shadow blade dealing 1d10 necrotic damage. Attack bonus equals your Proficiency bonus + your Spell Casting Ability Modifier

If the blood used to cast the spell is self drawn, reduce your current hit points by 1.

Arcana spell 3rd level Illusion

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