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Jolt

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

You fire a bolt of electricity at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage.

Druid (TES) Evocation

Ice Beam

  • casting time1 action
  • rangeSelf (30-foot line)

  • componentsV, S, M
  • durationInstantaneous

an oblong bead of blue glass

A beam of pale blue light forming a line 30 feet long and 5 feet wide flashes out from your outstretched hand in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage, and until the beginning of your next turn its speed is halved and it can't take reactions. On a successful save, a creature takes half as much damage and does not suffer the other effects.
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.

Druid (TES) 1st level Evocation

Shock

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

A bolt of lightning springs from your outstretched hand toward a creature or object you can see within range. Make a ranged spell attack. On a hit, the target takes 3d10 lightning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Druid (TES) 1st level Evocation

Taser

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • duration1 round

a bee stinger

You send a pulse of electricity through a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the creature takes 2d8 lightning damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and is not incapacitated.
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.

Druid (TES) 1st level Evocation

Electric Armaments

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a piece of wool

You touch a metal weapon, metal shield, or suit of metal armor and imbue it with elemental lightning for the duration.
If the imbued object is a weapon, it deals an extra 1d6 lightning damage on a hit.
If the imbued object is a shield or a suit of armor, whenever the wearer is hit by a melee attack, the attacker takes 1d6 lightning damage.
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 level above 2nd.

Druid (TES) 2nd level Enchantment

Enliven Corpse

  • casting time1 action
  • range30 feet

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

a dead firefly

You force an electric charge into a Small or Medium corpse, forcing it to move according to your will. The corpse is not conscious and does not act on its own - it's more like a puppet than an undead creature.
As part of casting this spell, and as an action on each of your turns thereafter, you can force the subject to move with a speed of 30 feet and make a melee attack with one of its limbs. This attack uses your spell attack bonus. On a hit, it deals 2d8 lightning damage.
The corpse has an AC equal to your spell save DC. It has no hit points, but whenever it takes damage you must make a Constitution saving throw to maintain concentration as though you had taken the damage. The corpse automatically fails all saving throws and ability checks.

Druid (TES) 2nd level Necromancy

Snowball [1/2]

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a small ball of cotton

You conjure a two-inch wide ball of ice and snow in your hand, which you can launch at your foes as a bonus action. When you do so, choose a point you can see within range. The snowball streaks toward that point, then detonates in a frigid blast with a 5-foot radius. Each creature within the blast must make a Dexterity saving throw, taking 5d4 cold damage on a failed save or half as much damage on a successful save.
If you choose not to launch the snowball immediately, you can spend your action on future turns to increase the spell's power. For each action spent empowering the snowball, the size of the damage dice improves by one step. The damage dice cannot improve beyond d12s. Similarly, each action spent empowering the snowball increases the radius of the blast by 5 feet, up to a maximum radius of 25 feet
If the spell ends before you launch the snowball, it detonates at its current power level. If the snowball cannot reach the target point (for example, if you targeted a point on the other side of a pane of glass) then it

Druid (TES) 2nd level Conjuration

Snowball [2/2]

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a small ball of cotton

detonates upon striking a barrier.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by one die for each slot level above 2nd.

Druid (TES) 2nd level Conjuration

Charge

  • casting time1 action
  • rangeTouch

  • componentsS
  • duration1 round

You build a charge while running and then release it in a devastating electric punch. After casting this spell, before the end of your next turn you can spend a bonus action to deliver the punch, which ends the -spell. The target must make a Dexterity saving throw, taking 6d4 lightning damage on a failed save or half as much damage on a successful save.
The spell becomes more powerful if you move in a straight line toward your target immediately before delivering the punch. For every 5 feet moved this way, replace one of the damage dice with a d10 Make this substitution before rolling. If at least four dice are replaced this way, then a target that fails its save is also pushed 10 feet away from you and knocked prone.
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.

Druid (TES) 3rd level Evocation

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Electric Fence

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create an invisible, spherical perimeter around a point you can see within range. The area has a radius of 15 feet. Whenever a creature would enter or leave this area without teleporting, the spell delivers an electric shock.
An affected creature must make a Constitution saving throw. On a failed save, the creature takes 3d8 lightning damage and until the beginning of its next turn its speed is reduced to 0 and it can't gain any bonuses to its speed. This occurs before the creature crosses the threshold. On a successful save, the creature takes half as much damage and its movement is not impeded.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Druid (TES) 3rd level Abjuration

Lightning Leap

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose a point you can see within range. You teleport to the chosen point through a streak of lightning. Each creature in a 5-foot-wide line from your starting point to your destination must make a Dexterity saving throw. A creature takes 5d8 lightning 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 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Druid (TES) 3rd level Evocation

Ball Lightning

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • duration1 minute

a ball bearing

You summon a 4-foot-diameter ball of crackling electrical energy that bounces around the battlefield.
When you cast the spell, you launch the ball at a creature you can see within range. The target must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save or half as much damage on a successful save.
At the start of the targeted creature's turn, the ball changes direction to launch itself at the nearest other creature within 30 feet. The new target must save against the spell's damage. This process repeats for the duration of the spell.
If two creatures are tied for the nearest, the new target is selected randomly from among them. If no new target is in range, the ball waits until a creature comes within 30 feet and then launches.
At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Druid (TES) 4th level Conjuration

Comet Strike

  • casting time1 action
  • range400 feet

  • componentsV, S, M
  • durationInstantaneous

a tiny pebble

A 20-foot radius sphere of dirty ice plummets to the ground on a point you can see within range. Each creature in the area of impact must make a Strength saving throw. A creature which fails its save takes 4d8 bludgeoning damage and 4d6 cold damage and is knocked prone. On a successful save, a creature takes half as much damage and does not fall prone. Objects in the area are also damaged. The comet dissolves immediately after impact.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 5th.

Druid (TES) 5th level Conjuration

Blizzard

  • casting time1 action
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Until the spell ends, heavy snow swirls through the air throughout a 50-foot-tall cylinder with a 100-foot radius centered on a point you choose within range. The area is lightly obscured, exposed flames in the area are doused, and ranged attack rolls in the area have disadvantage. Thick snow coats the ground in the area, making it difficult terrain.
When the blizzard appears, each creature in the area must make a Constitution saving throw, taking 4d10 cold damage on a failed save or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. If a creature is flying when it fails this saving throw, the creature falls to the ground.
You are unaffected by this spell. Additionally, you may designate a number of other creatures up to your spellcasting ability modifier to also be unaffected by this spell.

Druid (TES) 6th level Evocation

Deep Freeze

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to turn one creature that you can see within range into solid ice. The creature must make a Constitution saving throw. On a failed save, it is restrained as its body begins to harden, and it gains vulnerability to fire damage. On a successful save, the creature isn't affected. A creature that is immune to cold damage is unaffected by this spell.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition (except for its continued vulnerability to fire damage) for the duration. The successes and failures don't need to be consecutive

Druid (TES) 6th level Transmutation

Lingering Shock

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You place an electric charge within a creature you can see within range. The target takes 2d8 lightning damage and must succeed on a Constitution saving throw or be stunned until the beginning of its next turn and be affected by the spell for the duration.
An affected creature repeats this process at the start of each of its turns. If the creature accumulates three successful saving throws against the spell, the creature is no longer affected.

Druid (TES) 6th level Evocation

Shocking Aura

  • casting time1 action
  • rangeSelf (30-foot sphere)

  • componentsV
  • durationConcentration, up to 10 minutes

For the duration, the area is filled with latent electrical charges, filling the air with a faint humming noise. Whenever a creature enters the area for the first time on a turn or starts its turn there, it -must make a Dexterity saving throw, taking 7d8 lightning damage on a failed save or half as much damage on a successful one. You can choose to exempt any number of creatures from this effect.
If you would be hit by a ranged weapon attack, you can use your reaction to strike the projectile with lightning. A nonmagical projectile is destroyed, while a magical projectile is deflected harmlessly out of the air.

Druid (TES) 7th level Evocation

Reign of Winter

  • casting time1 action
  • rangeSelf (200-foot sphere)

  • componentsV, S
  • duration1 hour

You grip the area with an oppressive cold. At the time you cast the spell, all fires in the area are instantly extinguished. New fires cannot be started in the area, and fires brought into the area are immediately extinguished.
Fire damage cannot be dealt in the area.
Bodies of water within the area, including flowing water, such as a river or waterfall, are frozen solid. If a body of water extends beyond the spell's area, the portion of water within the area is frozen.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 4d10 cold damage on a failed save or half as much damage on a successful save. Any creature which does not have resistance or immunity to cold damage has their speed halved and cannot take reactions as long as they are in the area.
If a creature within the area casts a spell or uses an ability that includes fire damage, the entire spell or ability fails with no effect, and the creature must save against the spell as described above. A creature which fails the save in this way is blasted with retributive cold and is paralyzed until the end of their next turn.

Druid (TES) 8th level Transmutation

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Decimation Bolts

  • casting time1 action
  • rangeSelf (500-foot lines)

  • componentsV, S
  • durationInstantaneous

You fire ten bolts of destructive elemental power. Each bolt fills a line 500 feet long and 5 feet wide. Each creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 20d6 lightning damage and is stunned until the end of that creature's next turn. On a successful save, the creature takes half as much damage and is not stunned.
Any spells or magical effects within the area of one or more bolts are dispelled.

Druid (TES) 9th level Evocation

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