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Detect Magic

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes (c)

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Warmage 1st level Divination

Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Warmage Conjuration cantrip

Lightning Surge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

two bits of copper wire

You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you
must succeed on a Dexterity saving throw or take 1d6 lightning damage.

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

Warmage Evocation cantrip

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Warmage Evocation cantrip

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.

Warmage Evocation cantrip

Force Buckler

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 1 round

a specially-prepared gauntlet worth at least 5 gp

You summon a translucent, yet visible, field of force which springs forth from the prepared gauntlet. Until the beginning of your next turn, this shield grants you a +2 bonus to your Armor Class, as if you were wielding a shield. This spell ends early if you're
hit by an attack.

Warmage Abjuration cantrip

Cryptogram

  • casting time 1 action
  • range Unlimited

  • components V, S, M
  • duration Instantaneous

a small written message

You send a small scroll with a short message to a creature of your choice. The recipient must be a creature known to you and also be on the same plane of existence as you. This scroll will hover in front of the recipient, drop into their pocket, or appear sitting on something nearby. The scroll’s message can be up to 8 characters long (spaces count as characters). You can send only one scroll to a single target each day.

Warmage Conjuration cantrip

Finger Guns

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 minute

You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a ranged spell attack against one creature you can see within 60 feet, dealing 1d8 force damage on a hit. Your finger gun does not require ammunition, but is considered to be a firearm for spells and effects which influence firearms.

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

Warmage Evocation cantrip

Sonic Pulse

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 thunder damage and is deafened until the start of your next turn.If the spell’s target is within 10 feet of you, this spell’s damage becomes d10s, instead of d8s.

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

Warmage Evocation cantrip

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