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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. ;Wizard

Wizard 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. ;Wizard

Wizard 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;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

Wizard harmless sensory effect

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 necrotic damage.
    The spell's damage increases by one die when you reach 5th level (2d8 or 2d12)
  • range 11th level (3d8 or 3d12)

  • components and 17th level (4d8 or 4d12).;Wizard (XGE)
  • duration

Wizard and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points

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. ;Wizard

Wizard 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 cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

Wizard 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

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Wizard

Wizard M;1 hour;(a pinch of soot and salt)For the duration

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Wizard

Wizard up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Wizard
  • range

Wizard it takes no falling damage and can land on its feet

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;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V 0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Chromatic Orb;1st level Evocation;1 action;90 feet;V 1;Chromatic Orb;1st level Evocation;1 action;90 feet;V
1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V
1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

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.;Wizard

you learn what spells you have a +5 bonus to AC

S;Concentration

  • casting time choose one of the following options
  • range the effects of which last for the duration of the spell. While the spell lasts

  • components you can end one option as an action to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment
  • duration sprouting gills

and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like

including your height up to 1 hour;You assume a different form. When you cast the spell

S

  • casting time that creature has darkvision out to a range of 60 feet.;Wizard
  • range

including your height M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

including your height or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Wizard (XGE)

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

including your height M;Concentration

S

  • casting time up to 1 minute;(a miniature hand sculpted from clay)You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save
  • range the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
    As an action

  • components you can cause the hand to crush the restrained target
  • duration which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save

or half as much damage on a successful one.
To break out

including your height M;Concentration

S;Instantaneous;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Wizard (XGE)
  • range

including your height and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Wizard

including your height M;Concentration

1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
2;Alter Self;2nd level Transmutation;1 action;Self;V 2;Alter Self;2nd level Transmutation;1 action;Self;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V 2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

including your height you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

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. ;Wizard

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

S

  • casting time up to 10 minutes;(a wing feather from any bird)You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends
  • range the target falls if it is still aloft

  • components unless it can stop the fall.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. ;Wizard

including your height M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

S

  • casting time regardless of the weather outside.
    Until the spell ends
  • range you can command the interior to become dimly lit or dark. The dome is opaque from the outside

  • components of any color you choose
  • duration but it is transparent from the inside. ;Wizard

Dash M;8 hours;(a small crystal bead)A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

S

  • casting time up to 1 minute;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

Dash M;Concentration

S

  • casting time up to 10 minutes;(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

Dash M;Concentration

S

Dash M;24 hours;(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.;Wizard

3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;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;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Leomund's Tiny Hut (ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V 3;Leomund's Tiny Hut (ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V