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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;

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.; Wizard;

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 ; 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

Sorcerer 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

Sorcerer 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 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;

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

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

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

S

  • casting time incense
  • range and herbs that must be consumed by fire in a brass brazier) You gain the service of a familiar

  • components a spirit that takes an animal form you choose - bat
  • duration cat

crab

frog (toad) M ; Instantaneous; (10 gp worth of charcoal

M ; Instantaneous; (a drop of water or piece of ice) You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.; Wizard (XGE);

frog (toad) the target takes 1d10 piercing damage. Hit or miss

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

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; Comprehend Languages; 1st level Divination (ritual); 1 action; Self; V 1; Comprehend Languages; 1st level Divination (ritual); 1 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
1; Find Familiar; 1st level Conjuration (ritual); 1 hour; 10 feet; V 1; Find Familiar; 1st level Conjuration (ritual); 1 hour; 10 feet; V
1; Ice Knife; 1st level Conjuration; 1 action; 60 feet; S 1; Ice Knife; 1st level Conjuration; 1 action; 60 feet; S
1; Identify; 1st level Divination (ritual); 1 minute; Touch; V 1; Identify; 1st level Divination (ritual); 1 minute; Touch; V

S

  • casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.; Wizard;
  • range

you learn what spells M ; 8 hours; (a piece of cured leather) You touch a willing creature who isn't wearing armor

S ; 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.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher

you learn what spells the spell creates one more dart for each slot above 1st.; Wizard;

S ; Instantaneous; A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st.; Wizard;

you learn what spells the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

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

  • casting time rose petals
  • range or a cricket) This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

you learn what spells M ; 1 minute; (a pinch of find sand

S ; Instantaneous; A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st.; Wizard;

you learn what spells a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time mindless
  • range shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10

  • components 1 hit point
  • duration and a Strength of 2

and it can't attack. If it drops to 0 hit points

you learn what spells M ; 1 hour; (a piece of string and a bit of wood) This spell creates an invisible

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.

    At Higher Levels:
    When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd.; Wizard;

you learn what spells the target can make a Constitution saving throw. On a success

S ; Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends.; Wizard; up to 1 minute; One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

1; Mage Armor; 1st level Abjuration; 1 action; Touch; V 1; Mage Armor; 1st level Abjuration; 1 action; Touch; V
1; Magic Missile; 1st level Evocation; 1 action; 120 feet; V 1; Magic Missile; 1st level Evocation; 1 action; 120 feet; V
1; Ray of Sickness; 1st level Necromancy; 1 action; 60 feet; V 1; Ray of Sickness; 1st level Necromancy; 1 action; 60 feet; V
1; Shield; 1st level Abjuration; 1 reaction; Self; V 1; Shield; 1st level Abjuration; 1 reaction; Self; V
1; Sleep; 1st level Enchantment; 1 action; 90 feet; V 1; Sleep; 1st level Enchantment; 1 action; 90 feet; V
1; Thunderwave; 1st level Evocation; 1 action; Self (15-foot cube); V 1; Thunderwave; 1st level Evocation; 1 action; Self (15-foot cube); V
1; Unseen Servant; 1st level Conjuration (ritual); 1 action; 60 feet; V 1; Unseen Servant; 1st level Conjuration (ritual); 1 action; 60 feet; V
2; Blindness/Deafness; 2nd level Necromancy; 1 action; 30 feet; V ; 1 minute; You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2; Blindness/Deafness; 2nd level Necromancy; 1 action; 30 feet; V ; 1 minute; You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails
2; Crown of Madness; 2nd level Enchantment; 1 action; 120 feet; V 2; Crown of Madness; 2nd level Enchantment; 1 action; 120 feet; V

S

  • casting time an ability check
  • range or a saving throw before the spell ends

  • components it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively
  • duration when an attack roll is made against the chosen creature

it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use

the spell ends.; Wizard; M ; 1 hour; You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll

S

the spell ends.; Wizard; M ; Instantaneous; (a small crystal) You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of next round onwards.; Wizard;

S

  • casting time up to 1 minute; (a copper piece) For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

the spell ends.; Wizard; M ; Concentration

S

  • casting time up to 1 minute; (a small
  • range straight piece of iron) Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels:
    When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.; Wizard;

the spell ends.; Wizard; M ; Concentration

S

  • casting time up to 1 hour; (an eyelash encased in gum arabic) A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

    At Higher Levels:
    When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd.; Wizard;

the spell ends.; Wizard; 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

the spell ends.; Wizard; M ; Concentration

S ; Instantaneous; After a creature within range willingly moves 5 feet or more

  • casting time resisting the effect on a success.; Wizard;
  • range

the spell ends.; Wizard; you may use your reaction to force them to go back to their original position at the beginning of that movement. Their speed becomes 0 until the beginning of their next turn. An unwilling target must make a Wisdom saving throw

S

  • casting time up to 1 minute; (a bit of fleece) You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M ; Concentration

S ; Concentration

  • casting time the target deals only half damage with weapon attacks that use Strength until the spell ends.
    At the end of each of the target's turns
  • range it can make a Constitution saving throw against the spell. On a success

  • components the spell ends.; Wizard;
  • duration

and other stimuli up to 1 minute; A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit

2; Fortune's Favor; 2nd level Divination; 1 minute; 60 feet; V 2; Fortune's Favor; 2nd level Divination; 1 minute; 60 feet; V
2; Delay; 2nd level Transmutation; 1 action; 60 feet; V 2; Delay; 2nd level Transmutation; 1 action; 60 feet; V
2; Detect Thoughts; 2nd level Divination; 1 action; Self; V 2; Detect Thoughts; 2nd level Divination; 1 action; Self; V
2; Hold Person; 2nd level Enchantment; 1 action; 60 feet; V 2; Hold Person; 2nd level Enchantment; 1 action; 60 feet; V
2; Invisibility; 2nd level Illusion; 1 action; Touch; V 2; Invisibility; 2nd level Illusion; 1 action; Touch; 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; Momentum Loss; 2nd level Transmutation; 1 reaction; 60 feet; V 2; Momentum Loss; 2nd level Transmutation; 1 reaction; 60 feet; V
2; Phantasmal Force; 2nd level Illusion; 1 action; 60 feet; V 2; Phantasmal Force; 2nd level Illusion; 1 action; 60 feet; V
2; Ray of Enfeeblement; 2nd level Necromancy; 1 action; 60 feet; V 2; Ray of Enfeeblement; 2nd level Necromancy; 1 action; 60 feet; V

S ; Concentration

  • casting time light
  • range and thrown properties (range 20/60). In addition

  • components when you use the sword to attack a target that is in dim light or darkness
  • duration you make the attack roll with advantage.
    If you drop the weapon or throw it

it dissipates at the end of the turn. Thereafter

while the spell persists up to 1 minute; You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse

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;

while the spell persists M ; Concentration

M ; Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.

    The target must make a Wisdom saving throw. On a failed save
  • duration it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

while the spell persists up to 8 hours; (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

S ; Instantaneous; Your connection to other Planes is a wonderous and strange thing. As a user of magic you can harness this connection to summon a being to your current plane to act as an ally for at least one round. The being will remain under your control for 2 rounds.

Material Plane:
An animal is summoned to your aid. It takes a direct command from whoever summoned it and follows the command to the best of its ability. If ordered to attack it does 3d8 piercing

  • casting time or slashing damage.

    Hell Plane:
    A specter of death looms over the battlefield. The specter takes a direct command from whoever summoned it. If ordered to Attack it does 3d8 necrotic damage.

    Energy Plane:
    A being of pure energy is summoned to your aid. They take a direct command from whoever summoned it. If ordered to Attack it deals 3d8 force damage.

    At Higher Levels:
    The being is under your control for one additional round for each level above 3rd.; Wizard;
  • range

while the spell persists bludgeoning

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;

while the spell persists 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.; Wizard;

while the spell persists 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.; Wizard;

while the spell persists 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

  • 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 crystal
  • range or glass) A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one. The lightning 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
  • duration the damage increases by 1d6 for each slot above 3rd.; Wizard;

Dash M ; Instantaneous; (a bit of fur and a rod of amber

2; Shadow Blade; 2nd level Illusion; 1 bonus action; Self; V 2; Shadow Blade; 2nd level Illusion; 1 bonus action; Self; V
2; Spider Climb; 2nd level Transmutation; 1 action; Touch; V 2; Spider Climb; 2nd level Transmutation; 1 action; Touch; V
2; Suggestion; 2nd level Enchantment; 1 action; 30 feet; V 2; Suggestion; 2nd level Enchantment; 1 action; 30 feet; V
3; Call of The Planes; 3rd level Conjuration; 1 action; 60 feet; V 3; Call of The Planes; 3rd level Conjuration; 1 action; 60 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
3; Haste; 3rd level Transmutation; 1 action; 30 feet; V 3; Haste; 3rd level Transmutation; 1 action; 30 feet; V
3; Lightning Bolt; 3rd level Evocation; 1 action; Self (100-foot line); V 3; Lightning Bolt; 3rd level Evocation; 1 action; Self (100-foot line); V

S ; Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.

    At Higher Levels:
    When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd.; Wizard;

Dash up to 1 minute; The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

3; Vampiric Touch; 3rd level Necromancy; 1 action; Self; V 3; Vampiric Touch; 3rd level Necromancy; 1 action; Self; V