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Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

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

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.

Your Knowledge of the Target is...    Save Modifier
Secondhand (heard of the target)              +5
Firsthand (met the target)                              +0
Extensive (know the target well)                 -5
                                                                                     

PHB (2024) 5th level Divination

Scrying [2/2] [1/2]

  • casting time10 minutes
  • rangeSelf

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

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

You Have the Target's...                              Save Modifier
Picture or other likeness                                      -2
Garment or other possession                            -4
Body part, lock of hair, or bit of nail              -10

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor

PHB (2024) 5th level Divination

Scrying [2/2] [2/2]

  • casting time10 minutes
  • rangeSelf

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

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

appears at that location and doesn't move.

PHB (2024) 5th level Divination

Reincarnate [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

rare oils worth 1,000+ GP, which the spell consumes

You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.

1d10   Species
  1       Aasimar
  2       Dragonborn
  3       Dwarf
  4       Elf
  5       Gnome
  6       Goliath
  7       Halfling
  8       Human
  9       Orc
 10       Tiefling

PHB (2024) 5th level Necromancy

Reincarnate [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

rare oils worth 1,000+ GP, which the spell consumes


The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.

PHB (2024) 5th level Necromancy

Augury

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.

Omen             For Results That Will Be...
Weal                         Good
Woe                          Bad
Weal and woe     Good and bad
Indifference         Neither good nor bad

The spell doesn't account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

PHB (2024) Divination

Confusion [1/2]

  • casting timeAction
  • range90 feet

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

three nut shells

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.

1d10   Behavior for the Turn
  1       The target doesn't take an action, and it
                uses all its movement to move. Roll 1d4
                for the direction: 1 (north), 2 (east),
                3 (south) or 4 (west).
2—6   The target doesn't move or take actions.

PHB (2024) Enchantment

Confusion [2/2]

  • casting timeAction
  • range90 feet

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

three nut shells

7—8   The target doesn't move, and it takes the
                Attack action to make one melee attack
                against a random creature within reach.
                If none are within reach, the target takes
                no action.
9—10 The target chooses its behavior.

At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4.

PHB (2024) Enchantment

Control Weather [1/3]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

PHB (2024) Transmutation

5 5
5 5
5 5
5 5
5 5
2 2
4 4
4 4
8 8

Control Weather [2/3]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense


Precipitation
Stage    Condition
  1       Clear
  2       Light Clouds
  3       Overcast or ground fog
  4       Rain, hail, or snow
  5       Torrential rain, driving hail, or blizzard

Temperature
Stage    Condition
  1       Heat wave
  2       Hot
  3       Warm
  4       Cool
  5       Cold
  6       Freezing

PHB (2024) Transmutation

Control Weather [3/3]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense


Wind
Stage    Condition
  1       Calm
  2       Moderate wind
  3       Strong wind
  4       Gale
  5       Storm

PHB (2024) Transmutation

Creation [1/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationSpecial

a paintbrush

You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.

PHB (2024) Illusion

Creation [2/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationSpecial

a paintbrush


Materials
Material                                    Duration
Vegetable matter                24 hours
Stone or crystal                    12 hours
Precious metals                    1 hour
Gems                                          10 minutes
Adamantine or mithral    1 minute

Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.

PHB (2024) Illusion

Divine Word

  • casting timeBonus Action
  • range30 feet

  • componentsV
  • durationInstantaneous

You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.

Divine Word Effects
Hit Points   Effect
    0—20        The target dies.
 21—30        The target has the Blinded, Deafened,
                          and Stunned conditions for 1 hour.
 31—40        The target has the Blinded and Deafened
                          conditions for 10 minutes.
 41—50        The target has the Deafened condition
                          for 1 minute.

PHB (2024) Evocation

Prismatic Spray [1/2]

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.

Prismatic Rays
1d8   Ray
  1       Red. Failed Save: 12d6 Fire damage.
            Successful Save: Half as much damage.
  2       Orange. Failed Save: 12d6 Acid damage.
            Successful Save: Half as much damage.
  3       Yellow. Failed Save: 12d6 Lightning damage.
            Successful Save: Half as much damage.
  4       Green. Failed Save: 12d6 Poison damage.
            Successful Save: Half as much damage.

PHB (2024) Evocation

Prismatic Spray [2/2]

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous


1d8   Ray
  5       Blue. Failed Save: 12d6 Cold damage.
            Successful Save: Half as much damage.
  6       Indigo. Failed Save: The target has the
            Restrained condition and makes a Constitution
            saving throw at the end of each of its turns. If it
            successfully saves three times, the condition
            ends. If it fails three times, it has the Petrified
            condition until it is freed by an effect like the
            Greater Restoration spell. The successes
            and failures needn't be consecutive, keep track
            of both until the target collects three of a kind.

PHB (2024) Evocation

Prismatic Spray [3/2]

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous


1d8   Ray
  7       Violet. Failed Save: The target has the Blinded
            condition and makes a Wisdom saving throw at
            the start of your next turn. On a Successful Save,
            the condition ends. On a Failed Save, the
            condition ends, and the creature teleports to
            another plane of existence (DM's choice).
  8       Special. The target is struck by two rays.
            Roll twice, rerolling any 8.
           
           
           
           
           
           
           

PHB (2024) Evocation

Prismatic Wall [1/3]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.
The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.

PHB (2024) Abjuration

8 8
8 8
5 5
5 5
7 7
7 7
7 7
7 7
9 9

Prismatic Wall [2/3]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.

Prismatic Layers
Order  Effects
    1         Red. Failed Save: 12d6 Fire damage.
                Successful Save: Half as much damage.
                Additional Effects: Nonmagical ranged
                attacks can't pass through this layer, which is
                destroyed if it takes at least 25 Cold damage.
                               

PHB (2024) Abjuration

Prismatic Wall [3/3]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Order  Effects
    2         Orange. Failed Save: 12d6 Acid damage.
                Successful Save: Half as much damage.
               Additional Effects: Magical ranged
               attacks can't pass through this layer, which
               is destroyed by a strong wind (such as the
               one created by Gust of Wind).
   3        Yellow. Failed Save: 12d6 Lightning
              damage. Successful Save: Half as much
              damage. Additional Effects: The
              layer is destroyed if it takes at least
              60 Force damage.

PHB (2024) Abjuration

Prismatic Wall [4/3]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Order  Effects
    4         Green. Failed Save: 12d6 Poison damage.
                Successful Save: Half as much damage.
                Additional Effects: A Passwall spell,
                or another spell of equal or greater level that
                can open a portal on a solid surface,
                destroys this layer.
    5         Blue. Failed Save: 12d6 Cold damage.
                Successful Save: Half as much damage.
                Additional Effects: The layer is destroyed
                if it takes at least 25 Fire damage.

PHB (2024) Abjuration

Prismatic Wall [5/3]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Order  Effects
    6         Indigo. Failed Save: The target has the
                Restrained condition and makes a
                Constitution saving throw at the end of
                each of its turns. If it successfully saves
                three times, the condition ends. If it fails
                three times, it has the Petrified condition
                until it is freed by an effect like the
                Greater Restoration spell. The successes
                and failures needn't be consecutive, keep
                track of both until the target collects three
                of a kind. Additional Effects: Spells can't

PHB (2024) Abjuration

Prismatic Wall [6/4]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Order  Effects
                be cast through this layer, which is destroyed
                by Bright Light shed by the Daylight spell.
    7         Violet. Failed Save: The target has the
                Blinded condition and makes a Wisdom
                saving throw at the start of your next
                turn. On a successful save, the condition
                ends. On a failed save, the condition
                ends, and the creature teleports to
                another plane of existence (DM's choice).
                Additional Effects: This layer is destroyed
                by Dispel Magic.

PHB (2024) Abjuration

9 9
9 9
9 9
9 9
9 9