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Minor Illusion

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of leece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be a voice, a lion's roar, drumbeats, or any other sound. This continues throughout the duration, or you can make discrete sounds at diferent times before the spell ends. If you create an image of an object - footprints, a symbol, or a small chest - it must be no larger than a 5-foot cube. The image cant create sound, light, smell, or any other sensory efect. Physical interaction with the image reveals it to be an illusion because things can pass through it. If a creature uses its action to examine the illusion, it determines it is fake with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to it.

Wizard Illusion cantrip

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briely surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Wizard 2nd-level conjuration

Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

, which you take when you are hit by an attack or targeted by the spell 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

Wizard 1st-level abjuration

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

a pinch of ine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8. the total is how many hit points of creatures this spell can afect. Creatures within 20 feet of a point you choose within range are afected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature afected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be afected. Undead and creatures immune to being charmed arent afected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Wizard 1st-level enchantment

Wither and Bloom

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a withered vine twisted into a loop

You invoke death and life on a 10 ft.-radius sphere centered on a point within range. Each creature of your choice within must make a CON saving throw, taking 2d6 necrotic damage on a fail, or half a success. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Wizard 2nd-level necromancy

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Wizard 1st-level conjuration

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • 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 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 magical items, or carry more than 10 pounds.

Wizard Conjuration cantrip

Message

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • duration1 round

a short piece of copper wire

You point your finger towards 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 if you 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

Shield

  • casting time1 reaction
  • range Self

  • components V, S
  • duration 1 round

, which you take when you are hit by an attack or targeted by the spell 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 the Magic Missile spell.

Wizard 1st-level abjuration

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Toll the Dead

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point at one creature you can see within range, 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, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Wizard Necromancy cantrip

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 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, you can target one additional creature for each slot level above 2nd.

Wizard 2nd-level Illusion

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