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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 magical items

or carry more than 10 pounds. ;Wizard

Ranger 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

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

Ranger 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).;Wizard (XGE)
  • duration

Ranger 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 ld8 necrotic damage. If the target is missing any of its hit points

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. ;Wizard

Ranger M;8 hours;(a tiny bell and a piece of fine silver wire)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 spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of 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 glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Wizard

Ranger M;1 hour;(a pinch of soot and salt)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 is blocked by 1 foot of stone

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

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls 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.;Wizard
  • range

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

S

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

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

crab

frog (toad) M;Instantaneous;(10 gp worth of charcoal

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 it if the target dons armor or if you dismiss the spell as an action.;Wizard
  • range

frog (toad) M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V 0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V 1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V

S;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 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

frog (toad) the spell creates one more dart for each slot above 1st. ;Wizard

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

frog (toad) M;1 minute;(a pinch of find sand

S

  • casting time up to 1 minute;(a hot pepper)You touch one willing creature and imbue it with the power to spew magical energy from its mouth
  • range provided it has one. Choose acid

  • components cold
  • duration fire

lightning

or poison. Until the spell ends M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)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

  • components the target can make another Wisdom saving throw. On a success
  • duration 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 of each other when you target them. ;Wizard

or poison. Until the spell ends M;Concentration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Wizard

or poison. Until the spell ends M;Concentration

S

  • casting time up to 10 minutes;(either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)One creature or object of your choice that you can see within range rises vertically
  • range up to 20 feet

  • components and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
  • duration which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target

you can move up or down as part of your move. Otherwise

or poison. Until the spell ends M;Concentration

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • components wall
  • duration or ceiling

the conjured web collapses on itself

or poison. Until the spell ends M;Concentration

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

or poison. Until the spell ends M;Instantaneous;(specially marked sticks

1. krąg; 1 akcja dodatkowa; Na siebie; W; Koncentracja

  • casting time w trakcie trwania zaklęcia
  • range z twojego pocisku lub rzuconej broni wylatuje deszcz kolców. Atak ma swój normalny efekt

  • components a dodatkowo jego cel i wszystkie istoty w obrębie 1
  • duration5m od niego

muszą wykonać rzut obronny na Zręczność. W przypadku niepowodzenia

or poison. Until the spell ends do 1 minuty; Przy twoim następnym trafieniu bronią dystansową

1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V 2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Levitate;2nd level Transmutation;1 action;60 feet;V 2;Levitate;2nd level Transmutation;1 action;60 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
1;GRAD CIERNI; Przywoływanie 1;GRAD CIERNI; Przywoływanie

1. krąg; 1 akcja; Dotyk; W

  • casting time której dotykasz
  • range odzyskuje punkty wytrzymałości w liczbie równej 1k8 + twój modyfikator z cechy bazowej. Czar nie działa na nieumarłych i kostuchy.

    Na wyższych kręgach. Jeśli rzucasz ten czar

  • components
    wykorzystując komórkę co najmniej 2. kręgu
  • duration za każdy krąg powyżej 1. przywracasz dodatkowe 1k8 punktów wytrzymałości.;Łowca

or poison. Until the spell ends S; Natychmiastowy; Istota

1. krąg; 1 akcja dodatkowa; Na siebie; W; Koncentracja

  • casting time podczas działania czaru
  • range w miejscu uderzenia pojawia się kłębowisko ciernistych pnączy

  • components a przeciwnik musi wykonać rzut obronny na Siłę. Stworzenia Duże i większe
  • duration mają ułatwienie w tym rzucie. W przypadku niepowodzenia

cel zostaje unieruchomiony na czas działania czaru. Udany rzut obronny

or poison. Until the spell ends do 1 minuty; Gdy następnym razem trafisz przeciwnika w ataku bronią

1. krąg; 1 akcja dodatkowa; 27 metrów; W; Koncentracja

  • casting time którą widzisz w zasięgu czaru
  • range i magicznie oznaczyć ją jako swoją zdobycz. Podczas trwania czaru

  • components przy każdym trafieniu bronią
  • duration zadajesz jej dodatkowo 1k6 obrażeń


a ponadto masz ułatwienie w testach Mądrości (Percepcji) i Mądrości (Sztuka przetrwania)

or poison. Until the spell ends do 1 godziny; Wybierasz istotę

1;LECZENIE RAN; Wywoływanie 1;LECZENIE RAN; Wywoływanie
1;PĘTAJĄCE UDERZENIE; Przywoływanie 1;PĘTAJĄCE UDERZENIE; Przywoływanie
1;ZNAK ŁOWCY; Wieszczenie 1;ZNAK ŁOWCY; Wieszczenie