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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;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

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

Sorcerer up to 1 minute;You create a bonfire on ground that you can see within range. Until the spells ends

S;Instantaneous;You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time 11th level (3d10)
  • range and 17th level (4d10). ;Sorcerer

Sorcerer 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)

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. ;Sorcerer

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 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Sorcerer

Sorcerer M;1 round;(a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

S;Instantaneous;A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time and its speed is reduced by 10 feet until the start of your next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

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

Sorcerer it takes 1d8 cold damage

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.;Sorcerer
  • range

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

S;Instantaneous;You hurl an undulating

  • casting time the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 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
  • range 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

  • components and make a new damage roll
  • duration 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.;Sorcerer

Sorcerer warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit

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

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;Create Bonfire;Conjuration cantrip;1 action;60 feet;V 0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
1;Chaos Bolt;1st level Evocation;1 action;120 feet;V 1;Chaos Bolt;1st level Evocation;1 action;120 feet;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

Sorcerer M;Instantaneous;(a diamond worth at least 50 gp)You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid

S;M;Concentration

  • casting time and it lasts for the duration. If you let go of the blade
  • range it disappears

  • components but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit
  • duration the target takes 3d6 fire damage.
    The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
    At Higher Levels:
    When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d6 for every two slot levels above 2nd.;Sorcerer

Sorcerer up to 10 minutes;You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time 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
  • range the damage increases by 1d6 for each slot level above 1st. ;Sorcerer

Sorcerer 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 4d6 fire damage on a failed save

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

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

its spell fails and has no effect. If it is casting a spell of 4th level or higher

  • casting time the creature's spell fails and has no effect.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ;Sorcerer

Sorcerer make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

S;Instantaneous;Choose any creature

  • casting time or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;Sorcerer

Sorcerer object

S

  • casting time 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
  • range the damage increases by 1d6 for each slot level above 3rd. ;Sorcerer

Sorcerer M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S;Concentration

  • casting time greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners
  • range and it lasts until the spell ends.
    When a creature moves into the spell's area for the first time on a turn or starts its turn there

  • components that creature must succeed on a Constitution saving throw or take 4d10 radiant damage
  • duration and it suffers one level of exhaustion and emits a dim

greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Sorcerer

Sorcerer up to 10 minutes;Dim

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

Sorcerer M;Concentration

1;Chromatic Orb;1st level Evocation;1 action;90 feet;V 1;Chromatic Orb;1st level Evocation;1 action;90 feet;V
2;Flame Blade;2nd level Evocation;1 bonus action;Self;V 2;Flame Blade;2nd level Evocation;1 bonus action;Self;V
2;Burning Hands;2nd level Evocation;1 action;Self (15-foot cone);V 2;Burning Hands;2nd level Evocation;1 action;Self (15-foot cone);V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;1 action;120 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V

up to 1 minute;Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save

  • casting time the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns
  • range the target repeats the saving throw. It takes 4d6 fire damage on a failed save

  • components and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
    If damage from this spell kills a target
  • duration the target is turned to ash.;Sorcerer

Sorcerer or half as much damage on a successful one. On a failed save

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Sorcerer

Sorcerer which the spell consumes)As you cast the spell

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Sorcerer

Sorcerer M;Concentration

S;Instantaneous;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ;Sorcerer

Sorcerer which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

Sorcerer M;Instantaneous;(a forked

S;Concentration

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range 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.
    The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. ;Sorcerer

Sorcerer up to 1 minute;A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and 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.
When the cloud appears

S;Instantaneous;Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save

Sorcerer or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. ;Sorcerer

5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration 5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V
7;Fire Storm;7th level Evocation;1 action;150 feet;V 7;Fire Storm;7th level Evocation;1 action;150 feet;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V 8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V
9;Meteor Swarm;9th level Evocation;1 action;1 mile;V 9;Meteor Swarm;9th level Evocation;1 action;1 mile;V