Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

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. ;Bard

Artificer 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. ;Bard

Artificer 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

M;1 minute;(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

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

muddy footprints harmless sensory effect

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)

muddy footprints 11th level (3d4) and 17th level (4d4). ;Bard

S;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

  • casting time 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)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Bard
  • duration

muddy footprints it takes 1d8 cold damage

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time 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
  • range the creature knows it was charmed by you.

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

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Bard
  • duration

muddy footprints and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

muddy footprints the healing increases by 1d8 for each slot level above 1st. ;Bard

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    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. ;Bard

muddy footprints it takes 3d6 psychic damage and must immediately use its reaction

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;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;Instantaneous;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) 0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;Instantaneous;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)
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear

S

  • casting time up to 1 minute;(Tiny tarts and a feather waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Bard

muddy footprints M;Concentration

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. ;Bard

muddy footprints a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time manifesting as a spectral frost that covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points
  • range the creature takes 10 cold damage.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components both the temporary hit points and the cold damage increase by 5 for each slot level above 2nd. ;Bard
  • duration

muddy footprints M;1 hour;(a cup of water)A protective magical force surrounds you

M;Concentration

  • casting time 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
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Wizard

muddy footprints up to 10 minutes;(bat fur and a drop of pitch or 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

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 1 additional creature for each slot level above 2nd. ;Bard

muddy footprints 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 purses 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

muddy footprints 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 2) 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

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. ;Bard

muddy footprints 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. ;Bard

muddy footprints object

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

muddy footprints M;Concentration

1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 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
2;Armor of Agathys;2nd level Abjuration;1 action;Self;V 2;Armor of Agathys;2nd level Abjuration;1 action;Self;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;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;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;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V

you can utter a creature’s name. If the named target is within range

  • casting time the lance dissipates without effect.
    The target must make an Intelligence saving throw. On a failed save
  • range the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save

  • components the creature takes half as much damage and isn’t incapacitated.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the damage increases by 1d6 for each slot level above 4th.;Bard

muddy footprints it becomes the spell’s target even if you can’t see it. If the named target isn’t within range

4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively 4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively