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Capture Image

  • casting time1 action
  • rangeSelf

  • componentsS, M, (A piece of paper, an empty box with a lid and a small hole)
  • durationInstantaneous

When you cast this spell, place a piece of paper within the box used as a material component, and point the box with the hole facing what you wish to capture an image of. You must be holding the box to use this spell.
Casting this spell creates a still image on the paper of whatever the box was pointed at, from the perspective of the box. This image appears on the paper at the beginning of your next turn, and is accurate, detailed, and realistic, and last indefinitely.
Invisible creatures and those on the ethereal plane also appear in images created by this spell. Casting this spell does not allow you to see these creatures in any form other than the image the spell produces.

Red Conjuration cantrip

Fiery Eyes

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You eyes begin to glow with an unnatural fire. You can determine the color of the light, from a reddish glow to brilliant yellow. For the duration, your eyes project a 10-foot line of bright light clearly illuminating the area.
While the light shines, you can use your action to make a ranged spell attack against a creature or an object, increasing the light’s intensity to fiery levels. On a hit, the target takes 1d12 fire damage. A flammable object hit by your beam ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Red Evocation cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Red Evocation cantrip

Forget

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration8 hours

You temporarily suppress a memory, sealing it away from your mind. You can choose either one period of time, a single person, group, or activity, or any other singular thing, such as a plan or proficiency in a single skill. Any creature other than you attempting to access this memory via magic or other means must make a Wisdom saving throw. If they succeed, this spell ends.
When the spell ends, the memory returns and springs to your mind, fresh and vivid.

Red Enchantment cantrip

Touch Read

  • casting time1 action
  • rangeTouch

  • componentsV, M (A collapsible cane)
  • durationInstantaneous

This spell allows you to read writing you are touching. You can read one page of a book or one sheet or card with writing with one casting or else however much writing your hand can cover. The spell does not allow you to understand a language you normally would not be able to understand.

Red Divination cantrip

Burning Hands

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

  • componentsV, S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects 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, the damage increases by 1d6 for each slot level above 1st.

Red 1st-level evocation

Chaos Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. 1. Acid 2. Cold 3. Fire 4. Force 5. Lightning 6. Poison 7. Psychic 8. Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Red 1st-level evocation

Shield

  • casting time1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
  • rangeSelf

  • componentsV, S
  • duration1 round

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 magic missile.

Red 1st-level abjuration

Aganazzar's Scorcher

  • casting time1 action
  • range30 feet

  • componentsV, S, M (A red dragon's scale)
  • durationInstantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Red 2nd-level evocation

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Fire Wings

  • casting time1 minute (ritual)
  • rangeSelf

  • componentsV, S, M (A feather from an exotic bird worth at least 1 gp, which the spell consumes in flames)
  • durationConcentration, up to 20 minutes

You transform your arms into wings of brilliant fire, resembling those of a phoenix. The flame does not damage you or any items you carry. Since your arms are transformed, you cannot hold items in your hands or cast spells while using the fire wings, but any items you wear on your arms functions normally. The wings allow you to fly at a speed of 60 feet, with perfect maneuverability. When the spell ends, you fall if it you still aloft, unless you can stop the fall.

Red 2nd-level transmutation

Fireball

  • casting time1 action
  • range150 feet

  • componentsV, S, M (A tiny ball of bat guano and sulfur)
  • durationInstantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Red 3rd-level transmutation

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