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Timeheal

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

This spell takes the creature it was cast upon and rolls back its body to an earlier point in time. If it was in better health in the past, this simulates a healing ability without using clerical powers.
When casting, the creature's body returns to the status it was 1 minute in the past. It regains lost hit points, removes any gained debuffs or negative status effects, and regains any lost duration of buffs. Doing so can cause strain on the affected creature as its body resets to the previous state. As part of casting the spell there is a 10% chance the affected creature will gain 1 level of exhaustion as part of the process.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell can return the creature to a status 1 additional minute in the past per spell level.

Wizard(XGtE) 5th Level Transmutation

Temporal Shunt

  • casting time1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell
  • range120 feet

  • componentsV,S
  • duration1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Wizard(EGtW) 5th Level Transmutation

Widogast's Web of Fire

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

Striking both palms down upon the ground, a web of flame crackles out around you and five streaks of fire rapidly snake along the ground toward up to five enemies that you can see within range, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one.
The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Wizard(TDR) 4th Level Evocation

Widogast's Vault of Amber

  • casting time11 minutes
  • rangeTouch

  • componentsV,S,M (five small amber gems with a total value of at least 200gp)
  • durationUntil dispelled or triggered

You arrange the gems that serve as material components for the spell in a circle around the objects you want to store, tracing transmutative sigils above each of them. While casting the spell, you set a command word as trigger for the spell.
When you finish casting the spell, the objects are pulled into the largest of the gems, becoming stored in stasis. A gem can hold up to 500 pounds of nonliving material. While stored, the material doesn't weather, age, or rot, and the stored miniaturized objects are just faintly visible in the center of the amber.
You can use an action to speak the command word, chosen while casting the spell, to end the spell's effect and release the stored contents of the gem onto the ground. The contents are also released when the spell is dispelled or more than 500 pounds of material are stored in the gem.

Wizard(TDR) 4th Level Transmutation

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Wizard 2nd level Illusion

Simulacrum [1/2]

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to

Wizard 7th level Illusion

Simulacrum [2/2]

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell

snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Wizard 7th level Illusion

Draconic Transformation

  • casting time1 bonus action
  • rangeSelf (60-foot cone)

  • componentsV, S, M (a statuette of a dragon, worth at least 500 gp)
  • durationConcentration, up to 1 minute

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Wizard(FToD) 7th Level Transmutation

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