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Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, 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.

Spell Scroll Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, 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, open an unlocked door or container, stow or retrieve an item from an open container, 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, activate magic items, or carry more than 10 pounds.

Legacy of Cania Conjuration cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp 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, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Magic Initiate Transmutation cantrip

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Hellfire Transmutation cantrip

Umbraturgy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationUp to 1 hour

You compel shadows to create one of the following effects at a point you can see within range:
• The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 minute, or until it moves.
• You cause shadows to conceal a creature in dim light or darkness, giving them advantage on their next Dexterity (Stealth) check within the next minute as long as they remain in the dim light or darkness.
• A creature or object’s shape becomes wither harder or softer, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Magic Initiate Transmutation cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Infernal Legacy Enchantment 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.

Hellfire/Legacy of Cania 1st-level evocation

Hellish Rebuke

  • casting time1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Infernal Legacy 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.

Magic Initiate 1st-level abjuration

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Darkness

  • casting time1 action
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minute

Bat fur and a drop of pitch of piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Hellfire/Infernal Legacy 2nd-level evocation

Flame Blade

  • casting time1 bonus action
  • rangeSelf

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

Leaf of Sumac

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

Hellfire/Infernal Legacy 2nd-level evocation

Legacy of Cania

Hellfire/Infernal Legacy

Alchemical Ward

  • casting time1 bonus action
  • rangeSelf

  • componentsS, M
  • durationConcentration, up to 30 seconds

Any Study

The damage dealt to you by an element chosen is reduced by 2d6, this increases by 1d6 every 5th Level.
Overload: Increase the damage reduced by 1d6 for every 1 extra alchemical stamina that you invest when activating this transmutation.

Alchemist Small Circle

Alchemist Weapon

  • casting time1 bonus action
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

Any Physical Study

You create a weapon out of a chosen element that changes into one of any weapons and you become proficient with it. You use your intelligence modifier instead of Strength or Dexterity for attacks. Add an additional 1d6 to the base weapon damage.
Overload: Add an additional 1d6 to the base damage of the weapon for every 1 extra alchemical stamina.

Alchemist Small Circle

Breathe

  • casting time1 bonus action
  • rangeTouch

  • componentsS, M
  • durationConcentration, up to 10 minutes

Air Study

The creature affected can breathe where normally they would not be able to.
Overload: Increase the amount of creatures affected by 1 for every 1 extra alchemical stamina that you invest when activating this transmutation.

Alchemist Small Circle

Deconstruct

  • casting time1 bonus action
  • rangeTouch (5-foot cube)

  • componentsS, M
  • durationPermanent

Any Study

You Turn anything non-sentient into base elements. It causes a small blast that may knock a small creature prone. Can be used to give a creature disadvantage on the rest of its attacks until it gets healed.

Alchemist Small Circle

Alchemist

Alchemist

Manipulate Element

  • casting time1 bonus action
  • rangeSelf (15-foot cube)

  • componentsS, M
  • durationInstantaneous

Any Study

You can create walls, objects, etc.
Overload: You may increase the range affected by 5 feet for every 1 extra alchemical stamina that you invest when activating this transmutation.

Alchemist Small Circle

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You can use your action to make a melee spell attack with the fiery blade. On a hit, 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.
You can use your action to make a melee spell attack with the fiery blade. On a hit, 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.
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Overload: Add an additional 5ft per 1 alchemical stamina added, Overload: Add an additional 5ft per 1 alchemical stamina added,
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Mend

  • casting time1 bonus action
  • rangeTouch

  • componentsS, M
  • durationInstantaneous

Any Study

You repair any big holes, cracks, blemishes, etc. on an object. You can restore magic to an item and only repair it form. You must use an appropriate element us as metal or fire for weapon or even organic for wooden shield. You can also make someone stable with this but will need flesh from some creature, and can also heal broken bones but will need bone.
Overload: Increase the Distance by an extra 5 ft for every 1 extra alchemical stamina that you invest when activating this transmutation.

Alchemist Small Circle

Move

  • casting time1 bonus action
  • range30 feet (5-foot radius)

  • componentsS, M
  • durationInstantaneous

Any Study

You cause an element to move from one space to another. Any creature completely on top of or inside of the element moved is moved with it. The creature must make a Dexterity Saving throw or be knocked prone.
Overload: You may increase the area affected by 5ft for every 1 extra alchemical stamina that you invest when activating this transmutation.

Alchemist Small Circle

Snap

  • casting time1 bonus action
  • range60 feet

  • componentsS, M
  • durationInstantaneous

Any Elemental Study

You cause a ray of energy to shoot from your hand. Make an attack roll against an object or creature with range. If you succeed, the target takes 1d10 damage and ignites if it is an object that can be ignited.
Overload: Increase damage by 1d8 or increase the range by 30 per point of stamina you invest.

Alchemist Small Circle

Spike

  • casting time1 bonus action
  • range30 feet

  • componentsS, M
  • durationInstantaneous

Any Physical Study

Any Creature in the space affected must make a dexterity save or receive 1d10 damage and be pushed 5 ft away. If the creature is flying it is knocked prone instead.
Overload: You may increase the damage in 1d8 for every 1 extra alchemical stamina that you invest when activating this transmutation.

Alchemist Small Circle

Transmutation

  • casting time1 bonus action
  • rangeSelf (5-foot cube)

  • componentsS, M
  • durationPermanent

Any Study

Alter physical properties of a non magical substance, by changing it into another substance of the same mass. You can not turn a substance from inorganic to organic. examples, You could turn dirt to steel, hardwood into vines, and water into hydrogen gas. With a philosopher's stone you can turn organic into inorganic and the other way around.
Overload: Add an additional 5ft per point added.

Alchemist Small Circle

Whip

  • casting time1 bonus action
  • rangeSelf (15-foot line)

  • componentsS, M
  • durationInstantaneous

Air, Organic, and Water Studies

You may attempt a grapple against a creature within Range. Each Turn the creature is pulled 5 ft towards you.
Overload: Increase the Distance by an extra 5 ft for every 1 extra alchemical stamina that you invest when activating this transmutation.

Alchemist Small Circle

Body Modification

  • casting time1 action
  • rangeTouch

  • componentsS, M
  • durationPermanent

At level 5 you can infuse parts of a dead animal to a living creature that is willing. The receiver will take 3d6 necrotic damage per part added.
Overload: You may pay 2 extra alchemical stamina reduce the damage by one dice.

Alchemist Medium Circle

Elemental Burst

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M
  • durationInstantaneous

Any Elemental Study

Every creature in the area must make a Dexterity Saving throw or receive 1d8 damage. A creature that passes its saving throw receives only half damage.
Overload: Increase the damage dealt by 1d8 for every 2 extra alchemical stamina points that you invest when activating this transmutation.

Alchemist Medium Circle

Air Walk

  • casting time1 turn
  • rangeTouch

  • componentsS, M
  • durationConcentration, up to 30 seconds

Air Study

Increase the Speed of the creature by 10 feet.
Overload: Increase the Speed by an extra 5ft for every 3 extra alchemical stamina points that you invest when activating this transmutation.

Alchemist Large Circle

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Bind

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

  • componentsS, M
  • durationInstantaneous

Any Physical Study

Every creature in the area must make a Constitution Saving throw or be restrained. On a successful save the creature is only Prone. At the end of the affected creatures turn they can attempt to escape just as escaping a grapple.
Overload: You may spend 3 extra alchemical stamina points to gain 1 of the following effects for each 3 points spend: Add disadvantage to creature's saving throw

Add 10ft to the base range. Large Circle

Crumble Terrain

  • casting time1 turn
  • rangeSelf (30-foot cone)

  • componentsS, M
  • durationInstantaneous

Any Physical Study

You make the area become difficult terrain.
Overload: Increase the area affected by an extra 10ft for every 2 extra alchemical stamina points that you invest when activating this transmutation.

Alchemist Large Circle

Tangle

  • casting time1 turn
  • rangeSelf (30-foot Line)

  • componentsS, M
  • durationConcentration

up to 30 seconds

Alchemist Large Circle

Wind Press

  • casting time1 turn
  • rangeSelf (5-foot cube)

  • componentsS, M
  • durationConcentration, up to 10 minutes

Air Study

Each creature in the affected area cannot breath and are suffocating and are prone. After 8 minutes the creatures of medium size pass out, small is 6 minutes, and large size is 10 minutes for the next 2 turns after they get air back. Every 2 minutes after the creatures passing out they take 2d6 damage.
Overload: Increase the Distance by an extra 5ft for every 4 extra alchemical stamina points that you invest when activating this transmutation.

Alchemist Large Circle

Avatar of Death

  • casting time1 bonus action
  • rangeSelf

  • components5d4 Damage
  • duration1 minute

The Reaper and Siril combine, creating the avatar of death. While in this form, you have a flight speed equal to your walking speed, you are immune to necrotic damage, and you gain a scythe that does 2d6 damage on hit, which can be slashing, fire, cold, or necrotic.

Impact Death Master

Aura of Vitality

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

  • components3d4 damage
  • durationConcentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Impact Death Master

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsN/A
  • 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).

Impact Death Master

Frostbite

  • casting time1 action
  • range60 feet

  • componentsN/A
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
fThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Impact Death Master

Inject Life

  • casting time1 bonus action
  • range30 feet

  • componentsN/A
  • durationInstantaneous

You send a stream of healing energy towards an ally. Heal them for any amount of damage stored in the scythe

Impact Death Master

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Siphon Life

  • casting time1 action
  • rangeTouch

  • components3d4 Damage
  • durationInstantaneous

The Reaper swings his scythe towards an opponents. he makes a melee spell attack against the opponents AC to attempt to make contact. On a hit, the target takes 3d6 necrotic damage. At this point, you can either heal for half the damage dealt, or store this healing inside of the scythe.

Impact Death Master

Bane

  • casting time1 action
  • range30 feet

  • components1d4 damage
  • durationConcentration, up to 1 minute

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, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Impact Death Master

Life Transference

  • casting time1 action
  • range30 feet

  • components3d4 damage
  • durationInstantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

Impact Death Master

Siphon Soul

  • casting time1 action
  • rangeTouch

  • components5d4 Stamina
  • durationInstantaneous

When a sentient creature dies, you can use your action to siphon their soul. This creature must have died within the last minute, or their soul will have past into the afterlife.

Impact Death Master

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