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Hold Person

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

Straight piece of iron.

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

You can target one additional Humanoid for each spell slot level above 2.

Wizard Level 2 Enchantment

Sleep

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

Pinch of sand or rose petals

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.

Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Wizard Level 1 Enchantment

Mind Sliver

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Wizard Enchantment Cantrip

Friends

  • casting time Action
  • range 10 feet

  • components S, M
  • duration Concentration, up to 1 minute

Some makeup.

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

Wizard Enchantment Cantrip

Identify

  • casting time 1 minute or Ritual
  • range Touch

  • components V, S, M
  • duration Instantaneous

Pearl worth 100+ GP.

You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Wizard Level 1 Divination

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