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ENLARGE/REDUCE (2/2)

  • casting time
  • range

  • components
  • duration


If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.

Until the spell ends, the target also has ADV on STR Checks and STR Saves. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to 1/8th of normal. This reduction decreases its size by 1 category.

Until the spell ends, the target also has DISADV on STR Checks and STR Saves. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

ENLARGE/REDUCE (1/2)

  • casting time 1 Action
  • range 30 ft.

  • components V, S, M
  • duration Up to 1 Minute, *Concentration

A pinch of powdered iron


You cause a creature or an object you can see within range to grow larger or smaller for the duration.

Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a CON Save. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by 8. This growth increases its size by 1 category.

PHB 2nd Level Transmutation

ENLARGE/REDUCE (2/2)

  • casting time
  • range

  • components
  • duration


Until the spell ends, the target also has ADV on STR Checks and STR Saves. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to 1/8th of normal. This reduction decreases its size by 1 category.

Until the spell ends, the target also has DISADV on STR Checks and STR Saves. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

VAMPIRIC TOUCH

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Up to 1 Minute, *Concentration


The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.

Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain HP = to half the amount of necrotic damage dealt.

Until the spell ends, you can make the attack again on each of your turns as an Action.


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

PHB 3rd Level Necromancy

DARKVISION

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 Hours

Either a pinch of dried carrot or an agate


You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has Darkvision out to a range of 60 ft.

PHB 2nd Level Transmutation

FALSE LIFE

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 1 Hour

A small amount of alcohol or distilled spirits


Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 TEMP HP for the duration.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional TEMP HP for each slot level above 1st.

PHB 1st Level Necromancy

GREASE

  • casting time 1 Action
  • range 60 ft. (10 ft. Square)

  • components V, S, M
  • duration 1 Minute

A bit of pork rind or butter


Slick grease covers the ground in a 10 ft. square centered on a point within range and turns it into Difficult Terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a DEX Save or fall Prone.

A creature that enters the area or ends its turn there must also succeed on a DEX Save or fall Prone.

PHB 1st Level Conjuration

THUNDERWAVE

  • casting time 1 Action
  • range Self (15 ft. Cube)

  • components V, S
  • duration Instantaneous


A wave of thunderous force sweeps out from you.

Each creature in a 15 ft. cube originating from you must make a CON Save. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 ft. away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 ft. away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 ft.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

PHB 1st Level Evocation

TENSER'S FLOATING DISK (2/2)

  • casting time
  • range

  • components
  • duration


It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 ft. or more. For example, the disk can't move across a 10 ft. deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 ft. from the disk (typically because it can't move around an obstacle to follow you), the spell ends.


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TENSER'S FLOATING DISK (1/2)

  • casting time 1 Action (*Ritual)
  • range 30 ft.

  • components V, S, M
  • duration 1 Hour

A drop of mercury


This spell creates a circular, horizontal plane of force, 3 ft. in diameter and 1 in. thick, that floats 3 ft. above the ground in an unoccupied space of your choice that you can see within range.

The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 ft. of it. If you move more than 20 ft. away from it, the disk follows you so that it remains within 20 ft. of you.

PHB 1st Level Conjuration

BURNING HANDS

  • casting time 1 Action
  • range Self (15 ft. 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 ft. cone must make a DEX Save. 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.

PHB 1st Level Evocation

RAY OF FROST

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration Instantaneous


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 ft. 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).

PHB Evocation Cantrip

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