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

Glyph of Warding [4/4]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Bard/Cleric/Wizard/Artificer 3rd level Abjuration

Glyph of Warding [3/4] [1/2]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until

Bard/Cleric/Wizard/Artificer 3rd level Abjuration

Glyph of Warding [3/4] [2/2]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

the end of its full duration.

Bard/Cleric/Wizard/Artificer 3rd level Abjuration

Glyph of Warding [2/4]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Bard/Cleric/Wizard/Artificer 3rd level Abjuration

Glyph of Warding [1/4]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

Bard/Cleric/Wizard/Artificer 3rd level Abjuration

Intellect Fortress

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Bar/Sor/War/Wiz/Art 3rd-level abjuration

Magic Circle [1/2]

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration 1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.

- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

- The creature has disadvantage on attack rolls against targets within the cylinder.

Cleric/Paladin/Warlock/Wizard 3rd level Abjuration

Magic Circle [2/2]

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration 1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

- Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

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

Cleric/Paladin/Warlock/Wizard 3rd level Abjuration

Nondetection

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Bard/Ranger/Wizard 3rd level Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Protection from Energy

  • casting time 1 action
  • range Touch

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

For the duration, the willing creature you touch has resistance to one damage type of your choice:

acid
cold
fire
lightning
thunder

Cle/Dru/Ran/Sor/Wiz/Art 3rd level Abjuration

Remove Curse

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Cleric/Paladin/Warlock/Wizard 3rd level Abjuration

Freedom of Movement

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Bard/Cleric/Druid/Ranger/Artificer 4th level Abjuration

Stoneskin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Druid/Ranger/Sorcerer/Wizard/Artificer 4th level Abjuration

Antilife Shell

  • casting time 1 action
  • range Self

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

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.

The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affect creature is forced to pass through the barrier, the spell ends.

Druid 5th level Abjuration

Blade Ward

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Bard/Sorcerer/Warlock/Wizard Abjuration cantrip

Resistance

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

a miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Cleric/Druid/Artificer Abjuration cantrip

Sanctuary

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M
  • duration 1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Cleric/Artificer 1st level Abjuration

Aid

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Bard/Cleric/Paladin/Ranger/Artificer 2nd level Abjuration

3 3
3 3
4 4
4 4
5 5
0 0
0 0
1 1
2 2

Arcane Lock

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Until dispelled

gold dust worth at least 25 gp, which the spell consumes

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.

Wizard/Artificer 2nd level Abjuration

Warding Bond

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Cleric/Paladin 2nd level Abjuration

Beacon of Hope

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Cleric 3rd level Abjuration

Counterspell

  • casting time 1 reaction
  • range 60 feet

  • components S
  • duration 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, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, 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, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Sorcerer/Warlock/Wizard 3rd level Abjuration

Dispel Magic

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Choose any creature, object, 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, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, 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.

Bar/Cle/Dru/Pal/Sor/War/Wiz/Art 3rd level Abjuration

Glyph of Warding [1/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed

Bard/Cleric/Wizard/Artificer 3rd level Abjuration

Glyph of Warding [2/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a

Bard/Cleric/Wizard/Artificer 3rd level Abjuration

Glyph of Warding [3/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

successful one.

Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Bard/Cleric/Wizard/Artificer 3rd level Abjuration

2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3