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Sleep

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration 1 minute

a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber.
Roll 5d8, to determine a pool of hitpoints.
Creatures within 20 ft of a point you choose are affected in ascending order of their current hitpoints.
When sending a creature to sleep, substract their hitpoints from the pool and continue with the next creature. If the remaining points in the pool are less than a creature, it can't be sent to sleep.

A creature remains sleeping until the spell ends, it receives damage, or someone uses an action to wake it.
Undead and creatures immune to being charmed are not affected by this spell.


When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Wizard 1st-level Enchantment

Icy Wind

  • casting time 1 action
  • range Self (15 ft cone)

  • components V, S
  • duration Instantaeous

As you hold your hands with thumbs touching and fingers spread, a gust of icy air shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a Dexterity saving throw.
A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

Wet ground becomes slippery as with the grease spell for one round, and wet creatures have their movement reduced by 10 ft for one round.


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.

Wizard 1st-level Evocation

Magic Missile

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force.
Each dart hits a creature of your choice that you can see within range.
A dart deals 1d4 + 1 force damage to its target.
The darts all strike simultaneously and you can direct them to hit one creature or several.


When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Wizard 1st-level Evocation

Charm Person

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

You attempt to charm a humanoid you can see within range.
It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it.
If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it.
The charmed creature regards you as a friendly acquaintance.
When the spell ends, the creature knows it was charmed by you.


When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Wizard 1st-level Enchantment

Mage Armor

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

A piece of cured leather

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.
The target’s base AC becomes 13 + its Dexterity modifier.
The spell ends if the target dons armor or if you dismiss the spell as an action.

Wizard 1st-level Abjuration

False Life

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.


When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Wizard 1st-level Necromancy

Prestidigitation

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration 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, 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.

Wizard Transmutation Cantrip

Mage Hand

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 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 magical items, or carry more than 10 pounds.

Wizard Conjuration Cantrip

Chill Touch

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration 1 round

You create a ghostly, skeletal hand in the space of a creature within range.
Make a raanged spell attack against the creature to assail it with the chill of the grave.
On a hit, the target takes 1d8 necrotic damage, and it can't regain hitpoints until the start of your next turn.
Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the start of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Necromancy Cantrip

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Ray of Frost

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration 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, it takes 1d8 cold damage, 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), 11th level (3d8), and 17th level (4d8).

Wizard Evocation Cantrip

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