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Raulothim's Psychic Lance

  • casting time 1 Action
  • range 120 ft.

  • components V
  • duration Instantaneous

(N/A) You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

SORCERER Enchantment

Winter's Bite

  • casting time 1 action
  • range 30 ft.

  • components V, S
  • duration Instantaneous

(N/A) You gesture in front of you and a line of sharp icicles jut out of the ground in a 30-foot long, 5-foot wide line, piercing all creatures within reach. The area is considered difficult terrain.

Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 cold and 2d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length increases by 10 feet for each level above third.

Evocation

Exploding Corpse

  • casting time 1 action
  • range 60 ft.

  • components V, S
  • duration Instantaneous

(N/A) You reanimate the body of a recently dead humanoid creature that you can see within range, it immediately begins to swell with unstable necrotic energy. The corpse can only use its action to dash. Roll initiative for the corpse, which has its own turn.

When you summon it you can issue a verbal command to it (requiring no action by you), telling it where to go on its next turn. If you issue no command, it doesn't move. Once it is within 10 feet of the nearest enemy the corpse leaps towards them and explodes. Every creature within 10 feet must make a Wisdom saving throw. On a failed filed they take 3d6 necrotic damage and are frightened until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d6 for each spell slot above 3rd.

SORCERER Necromancy

Counterspell

  • casting time 1 Reaction
  • range 60 ft.

  • components S
  • duration Instantaneous

(N/A) You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

(which you take when you see a creature within 60 feet of you casting a spell)

SORCERER Abjuration

Dragon's Breath

  • casting time 1 Bonus Action
  • range Touch (15 ft. cone)

  • components V, S, M
  • duration 1 Minute

a hot pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Transmutation

Scorching Ray

  • casting time 1 Action
  • range 120 ft

  • components V, S.
  • duration Instantaneous

(N/A) You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

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

SORCERER Instantaneous

Magic Missile

  • casting time 1 Action
  • range 120 ft

  • components V, S.
  • duration Instantaneous

(N/A) You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

SORCERER Evocation

Shocking Grasp

  • casting time 1 Action
  • range Touch

  • components V, S.
  • duration Instantaneous

(N/A) Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

SORCERER Evocation

Ray of Frost

  • casting time 1 Action
  • range 60 ft.

  • components V, S.
  • duration Instantaneous

(N/A) A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

SORCERER Evocation

4 4
3 3
3 3
3 3
2 2
2 2
1 1
0 0
0 0

Prestidigitation

  • casting time 1 Action
  • range 10 ft

  • components V, S
  • duration 1 Hour

(N/A) This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

SORCERER Transmutation

Chill Touch

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration 1 Round

(N/A) You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

SORCERER Necromancy

Light

  • casting time 1 Action
  • range Touch

  • components V, M
  • duration 1 Hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

SORCERER Evocation

Spectral Spike

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration Instantaneous

(N/A) You send a spike of phantasmal energy hurtling towards one creature within range.
The target must make a Dexterity saving throw. On a failed save, it takes 2d6
psychic damage. The target has disadvantage on the saving throw if they are within
5 feet of the caster.

Sorcerer Evocation

0 0
0 0
0 0
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