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Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V,S
  • duration 1 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 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,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 30 feet each time you use it.

The hand can't attack,activate magic items,or carry more than 10 pounds.

Wizard Conjuration cantrip

Message

  • casting time 1 action
  • range 120 feet

  • components V,S,M
  • duration 1 round

A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects ifyou are familiar with the target and know it is beyond the barrier. Magical silence,1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Wizard Transmutation cantrip

Ray of Frost

  • casting time 1 action
  • range 60 feet

  • 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 feet until the start of your next turn.

Wizard Evocation cantrip

Detect Magic

  • casting time 1 action
  • range Self

  • components V,S
  • duration Concentration,up to 10 minutes

For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.

The spell can penetrate most barriers,but it is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt

Wizard 1st level Divination (ritual)

Disguise Self

  • casting time 1 action
  • range Self

  • components V,S
  • duration 1 hour

You make yourself—including your clothing,armor,weapons,and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin,fat,or in between. You can't change your body type,so you must adopt a form that has the same basic arrangement of limbs. Otherwise,the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example,if you use this spell to add a hat to your outfit,objects pass through the hat,and anyone who touches it would feel nothing or would feel your head and hair. Ifyou use this spell to appear thinner than you are,the hand ofsomeone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised,a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Wizard 1st level Illusion

Identify

  • casting time 1 minute
  • range Touch

  • components V,S,M
  • duration Instantaneous

a pearl worth at least 100 gp and an owl feather

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,you learn its properties and how to use them,whether it requires attunement to use,and how many charges it has,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,if any,are currently affecting it.

Wizard 1st level Divination (ritual)

Magic Missile

  • casting time 1 action
  • range 120 feet

  • components V,S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals ld4 + 1 force damage to its target. The darts all strike simultaneously,and you can direct them to hit one creature or several.

Wizard 1st level Evocation

Magnify Gravity

  • casting time 1 action
  • range 60 feet

  • components V,S
  • duration 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save,a creature takes 2d8 force damage,and its speed is halved until the end of its next turn. On a successful save,a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn,any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

Wizard 1st level Transmutation

Shield

  • casting time 1 reaction,which you take when you are hit by an attack
  • range Self

  • components V,S
  • duration 1 round

An invisible barrier of magical force appears and protects you. Until the start ofyour next turn,you have a +5 bonus to AC.

Wizard 1st level Abjuration

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