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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.;Wizard

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

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

Wizard M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

11th level (3d6)

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

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;Instantaneous;Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw

  • casting time or half as much damage on a successful one.
    The cold freezes nonmagical liquids in the area that aren't being worn or carried.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st.;Wizard (RotF)

frog (toad) taking 2d8 cold damage on a failed save

S

  • casting time each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. ;Wizard
  • range

frog (toad) M;1 minute;(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

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

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Mind Sliver;Enchantment 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.
At Higher Levels. This spells damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment 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.
At Higher Levels. This spells damage increases by 1d6 when you reach certain levels: 5th level (2d6)
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;Frost Fingers;1st level Conjuration;1 action;Self (15-feet cone);V 1;Frost Fingers;1st level Conjuration;1 action;Self (15-feet cone);V
1;Grease;1st level Conjuration;1 action;60 feet;V 1;Grease;1st level Conjuration;1 action;60 feet;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V

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.;Wizard

frog (toad) you have a +5 bonus to AC

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

1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V