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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

    The hand can't attack
  • duration activate magic items

or carry more than 10 pounds.;Conjuration

Wizard 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 30 feet 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

11th level (3d6)

Wizard and 17th level (4d6).;Enchantment

S;Up 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

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

Wizard harmless sensory effect

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 necrotic damage.

    The spell's damage increases by one die when you reach 5th level (2d8 or 2d12)
  • range 11th level (3d8 or 3d12)

  • components and 17th level (4d8 or 4d12).;Necromancy
  • duration

Wizard and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points

lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

  • casting time the target takes an extra 1d6 damage of the triggering type
  • range and the spell ends.

    At Higher Levels.
    When you cast this spell using a spell slot of 2nd level or higher

  • components the extra damage increases by 1d6 for each slot level above 1st.;Abjuration
  • duration

Wizard the first time you hit with a melee attack on your next turn

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.;Abjuration (Ritual)

Wizard M (a tiny bell and a piece of fine silver wire);8 hours;You set an alarm against unwanted intrusion. Choose a door

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn't decode secret messages in a text or a glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language.;Divination (Ritual)

Wizard M (a pinch of soot and salt);1 hour;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.

    The spell can penetrate most barriers

but it is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

M (a small feather or a piece of down);1 minute;Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Transmutation
  • range

1 inch of common metal it takes no falling damage and can land on its feet

0;Mage Hand;Cantrip;1 Action;30 feet;V 0;Mage Hand;Cantrip;1 Action;30 feet;V
0;Mind Sliver;Cantrip;1 Action;60 feet;V;1 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.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Cantrip;1 Action;60 feet;V;1 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.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Prestidigitation;Cantrip;1 Action;10 feet;V 0;Prestidigitation;Cantrip;1 Action;10 feet;V
0;Toll the Dead;Cantrip;1 Action;60 feet;V 0;Toll the Dead;Cantrip;1 Action;60 feet;V
1;Absorb Elements;1st Level;Reaction;Self;S;1 round;The spell captures some of the incoming energy 1;Absorb Elements;1st Level;Reaction;Self;S;1 round;The spell captures some of the incoming energy
1;Alarm;1st Level;1 Min.;30 feet;V 1;Alarm;1st Level;1 Min.;30 feet;V
1;Comprehend Languages;1st Level;Action;Self;V 1;Comprehend Languages;1st Level;Action;Self;V
1;Detect Magic;1st Level;Action;Self;V 1;Detect Magic;1st Level;Action;Self;V
1;Feather Fall;1st Level;Reaction;60 feet;V 1;Feather Fall;1st Level;Reaction;60 feet;V

S

  • casting time incense
  • range and herbs that must be consumed by fire in a brass brazier);Instantaneous;You gain the service of a familiar

  • components a spirit that takes an animal form you choose: bat
  • duration cat

crab

frog (toad) M (10 gp worth of charcoal

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.

If you instead touch a creature throughout the casting

you learn what spells M (a pearl worth at least 100 gp and an owl feather);Instantaneous;You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

S

  • casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.;Abjuration
  • range

you learn what spells M (a piece of cured leather);8 hours;You touch a willing creature who isn't wearing armor

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Abjuration

you learn what spells you have a +5 bonus to AC

ability check

you learn what spells or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.;Enchantment

S

  • casting time up to 1 minute;For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.

    You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

you learn what spells M (a copper piece);Concentration

S

  • casting time up to 1 minute;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
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.

    If the target is a creature
  • duration 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 eight. This growth increases its size by one category-from Medium to Large

you learn what spells M (a pinch of powdered iron);Concentration

S

  • casting time which the spell consumes);Until dispelled;You implant a message within an object in range
  • range a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message

  • components which must be 25 words or less
  • duration though it can be delivered over as long as 10 minutes. Finally

determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs

you learn what spells M (a small bit of honeycomb and jade dust worth at least 10 gp

you teleport up to 30 feet to an unoccupied space that you can see.;Conjuration

you learn what spells

1;Find Familiar;1st Level;1 Hr.;10 feet;V 1;Find Familiar;1st Level;1 Hr.;10 feet;V
1;Identify;1st Level;1 Min.;Touch;V 1;Identify;1st Level;1 Min.;Touch;V
1;Mage Armor;1st Level;Action;Touch;V 1;Mage Armor;1st Level;Action;Touch;V
1;Shield;1st Level;Reaction;Self;V 1;Shield;1st Level;Reaction;Self;V
1;Silvery Barbs;1st Level;Reaction;60 feet;V;Instantaneous;You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll
1;Silvery Barbs;1st Level;Reaction;60 feet;V;Instantaneous;You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll
2;Detect Thoughts;2nd Level;Action;Self;V 2;Detect Thoughts;2nd Level;Action;Self;V
2;Enlarge/Reduce;2nd Level;Action;30 feet;V 2;Enlarge/Reduce;2nd Level;Action;30 feet;V
2;Magic Mouth;2nd Level;1 Min.;30 feet;V 2;Magic Mouth;2nd Level;1 Min.;30 feet;V
2;Misty Step;2nd Level;Bonus;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd Level;Bonus;Self;V;Instantaneous;Briefly surrounded by silvery mist

S

  • casting time up to 1 minute;You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

    The phantasm includes sound

temperature

and other stimuli M (a bit of fleece);Concentration

S;Instantaneous;You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail)

  • casting time the range of the spell increases by 30 feet for each slot level above 2nd.;Conjuration
  • range

and other stimuli or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher

its spell fails and has no effect. If it is casting a spell of 4th level or higher

  • casting time 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
  • range the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.;Abjuration

and other stimuli make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

S

  • casting time or half as much damage on a successful one.

    The fire spreads around corners. It ignites 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 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd.;Evocation

and other stimuli M (a tiny ball of bat guano and sulfur);Instantaneous;A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

M (a glowing stick of incense or a crystal vial filled with phosphorescent material);Concentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range 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.;Illusion

and other stimuli up to 1 minute;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

2;Phantasmal Force;2nd Level;Action;60 feet;V 2;Phantasmal Force;2nd Level;Action;60 feet;V
2;Vortex Warp;2nd Level;Action;90 feet;V 2;Vortex Warp;2nd Level;Action;90 feet;V
3;Counterspell;3rd Level;Reaction;60 feet;S;Instantaneous;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 3;Counterspell;3rd Level;Reaction;60 feet;S;Instantaneous;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
3;Fireball;3rd Level;Action;150 feet;V 3;Fireball;3rd Level;Action;150 feet;V
3;Hypnotic Pattern;3rd Level;Action;120 feet;S 3;Hypnotic Pattern;3rd Level;Action;120 feet;S