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Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

You hurl a bubble of acid. Choose one creature within range,or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6),11th level (3d6) and 17th level (4d6).

Wizard Conjuration cantrip

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV,S
  • duration1 round

You create a ghostly,skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit,the target takes 1d8 necrotic damage,and it can't regain hit points until the start of your next turn. Until then,the hand clings to the target.
If you hit an undead target,it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).

Wizard, Necromancy cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

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

You create up to four torch-sized lights within range,making them appear as torches,lanterns,or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose,each light sheds dim light in a 10-foot radius.
As a bonus action on your turn,you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell,and a light winks out if it exceeds the spell's range.

Wizard Evocation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationInstantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12),11th level (3d12),and 17 level (4d12).

Wizard Conjuration cantrip

Color Spray

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV,S,M
  • duration1 round

a pinch of powder or sand that is colored red,yellow,and blue

A dazzling array of flashing,colored light springs from your hand. Roll 6d10,the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points,each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d10 for each slot level above 1st.

Wizard, 1st level Illusion

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners,and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
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 Armor

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor,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 1st level Abjuration

Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

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,the spell creates one more dart for each slot above 1st.

Wizard, 1st level Evocation

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV,S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save,a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save,the creature takes half as much damage and isn't pushed.
In addition,unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect,and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.

Wizard 1st level Evocation

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