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Light / Licht

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss / ein Glühwürmchen oder phosphoreszierendes Moos

You touch one object that is no larger than 10 feet / 3m in any dimension. Until the spell ends, the object sheds bright light in a 20-foot / 6m radius and dim light for an additional 20 feet / 6m. 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 cantrip

Mage Hand / Magierhand

  • casting time1 action
  • range60 feet / 18m

  • componentsNone
  • duration1 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 60 feet / 18m 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 60 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds / 5 kg. You can make it invisible on command.

Sorcerer (Telekinesis) Conjuration cantrip

Mending / Reparieren

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones / zwei Magnetsteine

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Sorcerer Transmutation cantrip

Mind Sliver / Gedankensplitter

  • casting time1 action
  • range60 feet / 18m

  • componentsV
  • duration1 round

You drive a disorienting spike of psychic energy into 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.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorcerer (Psionic) Enchantment cantrip

Prestidigitation / Zaubertrick

  • casting time1 action
  • range10 feet / 3m

  • componentsV, S
  • durationUp to 1 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.

Sorcerer Transmutation cantrip

Ray of Frost / Froststrahl

  • casting time1 action
  • range60 feet / 18m

  • componentsV, S
  • durationInstantaneous

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 / 3m 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 cantrip

Chaos Bolt / Chaosblitz

  • casting time1 action
  • range120 feet / 36m

  • componentsV, S
  • durationInstantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet / 9m of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Sorcerer (XGE) 1st level Evocation

Dissonant Whispers / Dissonantes Flüstern

  • casting time1 action
  • range60 feet / 18m

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only 1 creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

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.

Sorcerer (Psionic) 1st level Enchantment

Mage Armor / Magierrüstung

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a piece of cured leather / ein Stück gegerbtes Leder

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Sorcerer 1st level Abjuration

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Shield / Schild

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Sorcerer 1st level Abjuration

Tasha's Hideous Laughter / Tashas fürchterliches Gelächter

  • casting time1 action
  • range30 feet / 9m

  • componentsV, S, M
  • durationConcentration, up to 1 minute

tiny tarts and a feather that is waved in the air / kleine Törtchen und eine Feder, die in der Luft gewedelt wird

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.
A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw.
The target has advantage on the saving throw if it’s triggered by damage.
On a success, the spell ends.

Sorcerer (Psionic) 1st level Enchantment

Detect Thoughts / Gedanken entdecken

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a copper piece / ein Kupferstück

For the duration, you can read the thoughts of creatures within 30 feet / 9m. When you cast the spell and as an action each turn, you can focus on one creature you can see. If it has an Intelligence of 3 or lower or doesn’t speak a language, it is unaffected. You learn the creature’s surface thoughts, what is most on its mind.
As an action, you can switch targets or probe deeper into the same mind. The target must make a Wisdom saving throw. On a failure, you learn its reasoning, emotions, and a major concern. On a success, the spell ends. The target knows you are probing. It can end the spell with a contested Intelligence check on its turn.
Verbal questions shape the creature’s thoughts, useful in interrogation. You can also detect thinking creatures within 30 feet / 9m. Barriers block this if thicker than 2 ft / 66cm of rock, 2 in / 5cm of metal (except lead), or a thin sheet of lead.
Once detected, you can read its thoughts for the duration, as long as it remains in range.

Sorcerer (Psionic) 2nd level Divination

Hold Person / Person festhalten

  • casting time1 action
  • range60 feet / 18m

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, straight piece of iron / ein kleines, gerades Stück Eisen

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet / 9m of each other when you target them.

Sorcerer 2nd level Enchantment

Suggestion / Suggestion

  • casting time1 action
  • range30 feet / 9m

  • componentsV, M
  • durationConcentration, up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil / eine Schlangenzunge und entweder ein Stück Wabenhonig oder ein Tropfen süßes Öl

You magically suggest a reasonable course of action (1–2 sentences) to a creature you can see within range that can hear and understand you. Creatures immune to being charmed are unaffected. The suggestion must sound reasonable

Sorcerer 2nd level Enchantment

Tasha's Mind Whip / Tashas Gedankenpeitsche

  • casting time1 action
  • range90 feet / 27m

  • componentsV
  • duration1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action

Sorcerer 2nd-level enchantment

Clairvoyance / Hellsehen [1/2]

  • casting time10 minutes
  • range1 mile / 1,6km

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying / ein Fokus im Wert von mindestens 100 GM: ein juwelenbesetztes Horn für Gehör oder ein Glasauge für Hellsicht

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before / ein Ort, den du schon einmal besucht oder gesehen hast) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight)

Sorcerer (Psionic) 3rd level Divination

Clairvoyance / Hellsehen [2/2]

  • casting time10 minutes
  • range1 mile / 1,6km

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying / ein Fokus im Wert von mindestens 100 GM: ein juwelenbesetztes Horn für Gehör oder ein Glasauge für Hellsicht

sees a luminous, intangible orb about the size of your fist.
A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Sorcerer (Psionic) 3rd level Divination

Counterspell / Gegenzauber

  • casting time1 reaction
  • range60 feet / 18m

  • componentsS
  • durationInstantaneous

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.

Sorcerer 3rd level Abjuration

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Hypnotic Pattern / Hypnotisches Muster

  • casting time1 action
  • range120 feet / 36m

  • componentsS, M
  • durationConcentration, up to 1 minute

a glowing stick of incense or a crystal vial filled with phosphorescent material / ein glimmender Weihrauchstab oder eine Kristallphiole mit phosphoreszierendem Material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Sorcerer 3rd level Illusion

Sending / Senden

  • casting time1 action
  • rangeUnlimited

  • componentsV, S, M
  • duration1 round

a short piece of fine copper wire / ein kurzes Stück feiner Kupferdraht

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Sorcerer (Psionic) 3rd level Evocation

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