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provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame

  • casting time or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature
  • range an inanimate object

  • components or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times
  • duration you can have up to three non-instantaneous effects created by it active at a time

and you can dismiss such an effect as an action.;Sorcerer

Sorcerer change its color

S

  • casting time up to 1 minute;You create up to four torch-sized lights within range
  • range making them appear as torches

  • components lanterns
  • duration 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

Sorcerer M;Concentration

S;Instantaneous;A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time three beams at 11th level
  • range and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. ;Warlock

Sorcerer the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level

S;Instantaneous;You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.;Sorcerer

Sorcerer such as causing leaves to rustle

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. ;Warlock

Sorcerer 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

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

11th level (3d6)

Sorcerer and 17th level (4d6).;Sorcerer

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

Sorcerer harmless sensory effect

up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.;Warlock

Sorcerer provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Dancing Lights;Evocation cantrip;1 action;120 feet;V 0;Dancing Lights;Evocation cantrip;1 action;120 feet;V
0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V 0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V
0;Gust;Transmutation cantrip;1 action;30 feet;V 0;Gust;Transmutation cantrip;1 action;30 feet;V
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;Instantaneous;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.This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6) 0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;Instantaneous;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.This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct

S;Instantaneous;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit

  • casting time and it can't take reactions until the start of its next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Warlock
  • duration

Sorcerer the target takes 1d8 lightning damage

S;Instantaneous;You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.;Warlock

Sorcerer

up to 1 round;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

  • casting time provided that this spell hasn't ended.;Warlock
  • range

Sorcerer you gain advantage on your first attack roll against the target

S

  • casting time up to 1 minute;(a drop of blood)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends
  • range the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;Cleric (*)(Grave)
  • duration

Sorcerer M;Concentration

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st.; Sorcerer (Alhuin)

Sorcerer it takes 3d6 psychic damage and must immediately use its reaction

S

  • casting time up to 1 hour; (the petrified eye of a newt) You place a curse on a creature that you can see within range. Until the spell ends
  • range you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also

  • components choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
    If the target drops to 0 hit points before this spell ends
  • duration you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher

Sorcerer M; Concentration

S; Instantaneous; Make a melee spell attack against a creature you can reach. On a hit

  • casting time the damage increases by 1d10 for each slot level above 1st.; Warlock
  • range

Sorcerer the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

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.; Sorcerer

Sorcerer you have a +5 bonus to AC

S;1 round; You create a dome of power in a 30-foot radius around you

Sorcerer which remains in place until the beginning of your next turn. All allies within the area may add 1d6 to any saving throw they make against spells and other magical effects. ;Sorcerer

0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V
0;Spare the Dying;Necromancy cantrip;1 action;Touch;V 0;Spare the Dying;Necromancy cantrip;1 action;Touch;V
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V
1; Dissonant Whispers; 1st level Enchantment; 1 action; 60 feet; V; Instantaneous; You whisper a discordant melody that only one creature of your choice within range can hear 1; Dissonant Whispers; 1st level Enchantment; 1 action; 60 feet; V; Instantaneous; You whisper a discordant melody that only one creature of your choice within range can hear
1; Hex; 1st level Enchantment; 1 bonus action; 90 feet; V 1; Hex; 1st level Enchantment; 1 bonus action; 90 feet; V
1; Inflict Wounds; 1st level Necromancy; 1 action; Touch; V 1; Inflict Wounds; 1st level Necromancy; 1 action; Touch; V
1; Shield; 1st level Abjuration; 1 reaction; Self; V 1; Shield; 1st level Abjuration; 1 reaction; Self; V
2;Arncraban's Arcane Barrier;2nd level Abjuration; 1 reaction; Self (30 ft.);V 2;Arncraban's Arcane Barrier;2nd level Abjuration; 1 reaction; Self (30 ft.);V

S; Concentration

  • casting time choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

Sorcerer up to 1 minute; You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S

  • casting time up to 1 minute; (a copper piece) For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

Sorcerer M; Concentration

S

  • casting time up to 1 minute; (a copper piece) make an Intelligence check contested by your Intelligence check if it succeeds
  • range the spell ends.
    Questions verbally directed at the target creature naturally shape the course of its thoughts

  • components so this spell is particularly effective as part of an interrogation.
    You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration
  • duration you can search for thoughts within 30 feet of you. The spell can penetrate barriers

but 2 feet of rock

2 inches of any metal other than lead 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. ;Warlock

2 inches of any metal other than lead M;Concentration

S; 1 minute; Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

2 inches of any metal other than lead the duplicates move with you and mimic your actions

you teleport up to 30 feet to an unoccupied space that you can see.;Warlock

2 inches of any metal other than lead

S

  • casting time up to 1 minute; (a bit of fleece) You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M; Concentration

S

  • casting time up to 1 minute; (a bit of fleece) survives the fall
  • range it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed

  • components it slipped
  • duration or a strong wind might have knocked it off.
    An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly

a phantasm created to appear as fire

a pool of acid M; Concentration

S; Instantaneous; You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd.; Sorcerer
  • range

a pool of acid the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

2; Calm Emotions; 2nd level Enchantment; 1 action; 60 feet; V 2; Calm Emotions; 2nd level Enchantment; 1 action; 60 feet; V
2; DETECT THOUGHTS [1/2]; 2nd level Divination; 1 action; Self; V 2; DETECT THOUGHTS [1/2]; 2nd level Divination; 1 action; Self; V
2; DETECT THOUGHTS [2/2]; 2nd level Divination; 1 action; Self; V 2; DETECT THOUGHTS [2/2]; 2nd level Divination; 1 action; Self; V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2; Mirror Image; 2nd level Illusion; 1 action; Self; V 2; Mirror Image; 2nd level Illusion; 1 action; Self; V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2; PHANTASMAL FORCE [1/2]; 2nd level Illusion; 1 action; 60 feet; V 2; PHANTASMAL FORCE [1/2]; 2nd level Illusion; 1 action; 60 feet; V
2; PHANTASMAL FORCE [2/2]; 2nd level Illusion; 1 action; 60 feet; V 2; PHANTASMAL FORCE [2/2]; 2nd level Illusion; 1 action; 60 feet; V
2; Scorching Ray; 2nd level Evocation; 1 action; 120 feet; V 2; Scorching Ray; 2nd level Evocation; 1 action; 120 feet; V

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

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Item /10 1d8+2@LR

1 inch of common metal M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

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.;Item /10 1d8+2@LR

1 inch of common metal you have a +5 bonus to AC

S; 1 minute; Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

1 inch of common metal the duplicates move with you and mimic your actions

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. ;Ritual

1 inch of common metal 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 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 incense
  • range and herbs that must be consumed by fire in a brass brazier) are deaf and blind with regard to your own senses.
    As an action

  • components you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively
  • duration you can dismiss it forever. As an action while it is temporarily dismissed

you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar

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

S

  • casting time horizontal plane of force
  • range 3 feet in diameter and 1 inch thick

  • components that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration
  • duration and can hold up to 500 pounds. If more weight is placed on it

the spell ends

frog (toad) M;1 hour;(a drop of mercury)This spell creates a circular

1;Detect Magic;1st level Divination;1 action;Self;V 1;Detect Magic;1st level Divination;1 action;Self;V
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1; Shield; 1st level Abjuration; 1 reaction; Self; V 1; Shield; 1st level Abjuration; 1 reaction; Self; V
2; Mirror Image; 2nd level Illusion; 1 action; Self; V 2; Mirror Image; 2nd level Illusion; 1 action; Self; V
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1; FIND FAMILIAR (RITUAL) [1/2]; 1st level Conjuration; 1 hour; 10 feet; V 1; FIND FAMILIAR (RITUAL) [1/2]; 1st level Conjuration; 1 hour; 10 feet; V
1; FIND FAMILIAR (RITUAL) [2/2]; 1st level Conjuration; 1 hour; 10 feet; V 1; FIND FAMILIAR (RITUAL) [2/2]; 1st level Conjuration; 1 hour; 10 feet; V
1;Tenser's Floating Disk (ritual);1st level Conjuration;1 action;30 feet;V 1;Tenser's Floating Disk (ritual);1st level Conjuration;1 action;30 feet;V