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Sleet Storm

  • casting time 1 action
  • range 150 feet - 40 feet

  • components V,S,M
  • duration Concertation, up to a minute.

a pinch of dust and a few drops of water.

until the spell ends, freezing rain and sleet fall in a20 foot tall cylinder with a 40 foot radius centered on a point you choose within range. the area is heavily obscured, and exposed flames in the area is doused. the ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spells area for the first on a urn or starts its turn there, it must make Dex saving throw. On a fail save, it falls prone. if a creature a creature starts its turn in the spells area and is concentrating on a spell, the creature must make a successful con saving throw against your spell Save DC or lose concertation

Sorcerer 3rd-level conjuration.

Ray of frost

  • casting time 1 action
  • range 60 feet

  • components V, S.
  • duration instantaneous

a frigid beam of blue - white light streaks towards 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 to10 feet until the start of your next turn. the spells damage increases by 1d8 when you reach 5th-level {2d8}, 11th-level{3d8}, and 17th-level {4d8}

Sorcerer Eviction cantrip.

Misty step

  • casting time 1 bonus action
  • range self

  • components V
  • duration Instantaneous

Briefly surrounded by a silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Sorcerer 2nd-level conjuration.

Shield

  • casting time 1 reaction
  • range self

  • components v, s
  • duration 1 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

Sorcerer 1st level abjuration

Mending

  • casting time 1 minute
  • range touch

  • components V,S,M
  • duration Instantaneous

two lodestones

this spell a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn clock or a leaking wineskin.
As long as the break or tear in no larger than 1 foot in any dimension, you can mend it, leavening no trace of the former damage.
this spell can physically repair a magic item or construct, but the spell can't restore magic too such an object

Sorcerer transmutation cantrip

Message

  • casting time 1 action
  • range 120 feet

  • components V,S,M
  • duration 1 round

a short piece of wire

you point your finger towards a creature within range and whisper a message. the target [and only the target] hears the massage and can reply in a whisper that you can hear. you can cast this spell though solid objects if you are familiar with the target and know it is beyond the barrier. magical silence, 1 foot of stone, 1 inch of common material, a thin sheet of lead, 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 though openings.

Sorcerer Transmutation cantrip

Chill touch

  • casting time 1 action
  • range 120 feet

  • components V,S
  • duration 1 round

you create a ghostly, skeletal hand in the space of a creature within range. make a ranged spell attack against the creature to assail it with the chill of the grave. on a hit, the target takes 1d8 necrotic damage, and can't regain hit points 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 end of your next turn. this spell damage increases by 1d8 when you reach 5th level [2d8], 11th level [3d8], and 17th level [4d8].

Sorcerer necromancy cantrip

Water walk

  • casting time 1 action
  • range 30 feet

  • components V, S, M.
  • duration 1 hour

A piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it harmless solid ground. [creatures crossing molten lava can still take damage from the heat}. up to ten willing creatures you can see within range gain this ability for the duration. if you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Sorcerer 3rd level Transmutation

Detect magic

  • casting time 1 action
  • range self

  • components V,S,M
  • duration Concentration

a yew leaf

For the duration, you can sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bares magic, and you learn its school of magic, if any. the spell penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Sorcerer 1st-level divination

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Crown of madness

  • casting time 1 action
  • range 120 feet

  • components V, S.
  • duration concentration

One humanoid of you 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, a twisted crown of jagged iron appears on its head, and a madness glows on its eyes. the charmed target must use its action before moving on each of its turn to make a melee attack against a creature other than itself that you mentally choose.

Sorcerer 2nd-level enchantment.

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S.
  • duration 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, the target takes 1d10 fire damage. A flammable object hit by the spell ignites if it isn't being worn or carried. this spells damage increases 1d10 when you reach 5th-level {2d10}, 11th-level {3d10}, and 17th-level {4d10}.

Sorcerer evocation cantrip.

Blindness & deafness

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 minute

You can blind or deafen a foe, Choose one creature that you can see within range to make a con saving throw. if it fails, the target is ether blinded or deafened [your choice} for the duration. at the end of its turns, the target can make a con saving throw, on success, the spell ends. At higher levels, when you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each spell slot level above 2nd level.

Sorcerer 2nd-level necromancy

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V, S.
  • duration up to 1 hour

This spell is a minor magical trick that novice spell casters use for practice. you create one of the following magical effects within range: *you create a instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd Oder.* *you instantaneously light or snuff out a a candle, a touch, or 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 mark, or symbol appear on an object or 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 you 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.

Sorcerer Transmutation cantrip

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