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Acid Splash

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
    Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Wizard Evocation Cantrip

Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or an 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 this spell starts burning if it isn't being worn or carried.
    Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Wizard Evocation Cantrip

Light

  • casting timeAction
  • rangeTouch

  • componentsV, M (a firefly or phosphorescent moss)
  • duration1 hour

You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
    Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Wizard Evocation Cantrip

Mage Hand

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    When you cast the spell, 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.
    As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
    The hand can't attack, activate magic items, or carry more than 10 pounds.

Wizard Conjuration Cantrip

Minor Illusion

  • casting timeAction
  • range30 feet

  • componentsS, M (a bit of fleece)
  • duration1 minute

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
    If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, 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. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Wizard Illusion Cantrip

Chromatic Orb

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a diamond worth 50+ GP)
  • durationInstantaneous

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
    If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Wizard Level 1 Evocation

Detect Magic

  • casting timeAction
  • rangeSelf (30-foot radius)

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
    The spell is blocked by 1 foot of stone, dirt, or wood

1 inch of metal Level 1 Divination (ritual)

Grease

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of pork rind or butter)
  • duration1 minute

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Wizard Level 1 Conjuration

Magic Missile

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create three glowing darts of magical force. Each dart strikes 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.
    Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

Wizard Level 1 Evocation

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Sleep

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a pinch of sand or rose petals)
  • durationConcentration, up to 1 minute

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.
    Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Wizard Level 1 Enchantment

Mage Armor

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (a piece of cured leather)
  • duration8 hours

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Wizard Level 1 Abjuration

Feather Fall

  • casting timeReaction
  • range60 feet

  • componentsV, M (a small feather or piece of down)
  • duration1 minute

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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Wizard Level 1 Transmutation

Disguise Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
    The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
    To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Wizard Level 1 Illusion

Detect Thoughts

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (1 Copper Piece)
  • durationConcentration, up to 1 minute

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
    The spell is blocked by 1 foot of stone, dirt, or wood

1 inch of metal Level 2 Divination

Mind Spike

  • casting timeAction
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 hour

You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Wizard Level 2 Divination

Invisibility

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (an eyelash in gum arabic)
  • durationConcentration, up to 1 hour

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Wizard Level 2 Illusion

Phantasmal Force [1/2]

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of fleece)
  • durationConcentration, up to 1 minute

You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
    The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
    While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
    An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The

Wizard Level 2 Illusion

Phantasmal Force [2/2]

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of fleece)
  • durationConcentration, up to 1 minute

target perceives the damage as a type appropriate to the illusion.

Wizard Level 2 Illusion

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Scorching Ray

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
    Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

Wizard Level 2 Evocation

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