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Dancing Lights

  • casting time 1 Action
  • range 120 Feet

  • components V S M
  • duration Concentration

up to a minute

Wizard Evocation Cantrip

Fire Bolt

  • casting time 1 Action, 120 Feet
  • range V S

  • components Instantaneous
  • duration 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).

Wizard Evocation Cantrip

Incendiary Strike

  • casting time 1 Action
  • range V S

  • components Instantaneous
  • duration Flame envelopes your strike, surging through you and into a target. Make a melee attack with a weapon or an unarmed strike against one creature within 5 feet of you. On a hit, the target suffers the attack’s normal effects, and takes an additional 1d6 fire damage. When you reach 5th level, the attack deals an extra 1d6 fire damage (2d6) to the target on a hit, and the reach of the attack increases by 5 feet (10 feet). The fire damage and range increase by 1d6 and 5 feet again at 11th level (3d6 and 15 feet) and 17th level (4d6 and 20 feet).

Wizard Evocation Cantrip

Light

  • casting time 1 Action
  • range V M

  • components 1 Hour
  • duration 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.

Wizard Evocation Cantrip

Minor Illusion

  • casting time 1 Action
  • range 30 Feet

  • components S M
  • duration 1 Minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Wizard Illusion Cantrip

Shocking Grasp

  • casting time 1 Action
  • range Touch

  • components V S
  • duration Instantaneous

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.

Wizard Evocation Cantrip

Spark

  • casting time 1 Action
  • range 60 Feet

  • components V S
  • duration Instantaneous

A spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn. The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.

Wizard Evocation Cantrip

Burning Hands

  • casting time 1 Action
  • range Self (15-Foot Cone)

  • components V S
  • duration Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 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.

Wizard 1st-Level Evocation

Color Spray

  • casting time 1 Action
  • range Self (15-Foot Cone)

  • components V S M
  • duration 1 Round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10

Wizard 1st-Level Illusion

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Faerie Fire

  • casting time 1 Action
  • range 60 Feet

  • components V Concentration
  • duration up to a minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Wizard 1st-Level Evocation

Flash

  • casting time 1 Reaction, which you take when a creature within 10 feet of you targets you with an attack
  • range 10 Feet

  • components S M
  • duration Instantaneous

You exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Wizard 1st-Level Evocation

Hellish Rebuke

  • casting time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • range 60 Feet

  • components V S
  • duration Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Wizard 1st-Level Evocation

Heroism

  • casting time 1 Action
  • range Touch

  • components V S
  • duration Concentraion

up to a minute

Wizard 1st-Level Enchantment

Inner Flame

  • casting time 1 Bonus Action
  • range Self

  • components Instantaneous
  • duration Your body becomes wreathed in flame. Creatures you are touching must succeed on a Constitution saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a success. A creature you are grappling, or are grappled by, automatically fails this saving throw. If you are grappled by a creature that fails this saving throw, the creature releases you and the grapple ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 foreach slot level above 1st.

Wizard 1st-Level Abjuration

Silent Image

  • casting time 1 Action
  • range 60 Feet

  • components V S M
  • duration Concentration

up to 10 minutes

Wizard 1st-Level Illusion

Calm Flames

  • casting time 1 Bonus Action
  • range 120 Feet (60-Foot Cube)

  • components V S
  • duration Concentration

up to a minute

Wizard 2nd-Level Transmutation

Continual Flame

  • casting time 1 Action
  • range V S M (Ruby dust worth 50 gp, which the spell consumes)

  • components Until dispelled
  • duration A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Wizard 2nd-Level Evocation

Enhance Ability

  • casting time 1 Action
  • range Touch

  • components V S M
  • duration Concentration

up to an hour

Wizard 2nd-Level Transmutation

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Flame Blade

  • casting time 1 Bonus Action
  • range Self

  • components V S M
  • duration Concentration

up to 10 minutes

Wizard 2nd-Level Evocation

Flaming Sphere

  • casting time 1 Action
  • range 60 Feet

  • components V S M
  • duration Concentration

up to a minute

Wizard 2nd-Level Evocation

Heat Metal

  • casting time 1 Action
  • range 60 Feet

  • components V S M
  • duration Concentration

up to a minute

Wizard 2nd-Level Transmutation

Invisibility

  • casting time 1 Action
  • range Touch

  • components V S M
  • duration Concentration

up to a minute

Wizard 2nd-Level Illusion

Redirect Lightning

  • casting time 1 reaction, which you take when you are targeted by a spell that deals lightning damage with an attack roll or in a line
  • range Self

  • components S
  • duration Instantaneous

You attempt to capture and redirect lightning. Make an Arcana check using your spellcasting ability, with a DC equal to half the lightning damage dealt. On a failure, you have resistance to lightning damage until the end of the turn. On a success, the spell’s area stops at you if it is a line, you have immunity to lightning damage until the end of the turn, and you can reflect the lightning back at the caster as though it originated from you, turning the caster into a target.

Wizard 2nd-Level Abjuration

Scorching Ray

  • casting time 1 Action
  • range V S

  • components Instantaneous
  • duration 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.

Wizard 2nd-Level Evocation

Wanyudo's Fury

  • casting time 1 Action
  • range Self

  • components S
  • duration Instantaneous

With a series of looping cartwheels and magic-enhanced flips, you move up to 30 feet in a straight line, your hands and feet spewing jets of flame. This movement does not provoke opportunity attacks. Each creature within 5 feet of you while you move must make a Dexterity saving throw, taking 4d6 fire damage on a failed saving throw or half as much damage on successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can move increases by 10 feet and the damage increases by 1d6 for each slot level above 2nd.

Wizard 2nd-Level Evocation

Prestidigitation

  • casting time 1 Action
  • range 10 Feet

  • components V S
  • duration Up to an hour

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.

Wizard Transmutation Cantrip

Cure Wounds

  • casting time 1 Action
  • range Touch

  • components V S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

Wizard 1st-Level Evocation

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