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S

  • casting time the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example
  • range because there is no one within its reach or because its reaction is unavailable)

  • components the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save
  • duration the target takes half as much damage only.

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

the damage increases by 1d4 for each slot level above 3rd.;Sorcerer (BoMT)

Sorcerer M;Instantaneous;You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save

S;Concentration

  • casting time granting you explosive speed. For the duration
  • range your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
    When you move within 5 feet of a creature or an object that isn’t being worn or carried

  • components it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher
  • duration increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.;Sorcerer (FToD)

Sorcerer up to 1 minute;The billowing flames of a dragon blast from your feet

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

Sorcerer you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

M;10 minutes;(a pinch of sand)You make a calming gesture

  • casting time that target gains the benefit of a short rest
  • range and it can't be affected by this spell again until it finishes a long rest.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components you can target one additional willing creature for each slot level above 3rd.;Sorcerer (XGE)
  • duration

Sorcerer and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration

S

  • casting time up to 10 minutes;(a focus worth at least 100 gp
  • range either a jeweled horn for hearing or a glass eye for scrying)You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door

  • components around a corner
  • duration or in a grove of trees). The sensor remains in place for the duration

and it can't be attacked or otherwise interacted with. When you cast the spell

Sorcerer M;Concentration

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. ;Sorcerer

Sorcerer make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

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

  • components the spell that created the darkness is dispelled. ;Sorcerer
  • duration

Sorcerer the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

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. ;Sorcerer

Sorcerer object

S;Concentration

  • casting time the target loses the ability to distinguish friend from foe
  • range regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage

  • components it can repeat the saving throw
  • duration ending the effect on itself on a success.
    Whenever the affected creature chooses another creature as a target

it must choose the target at random from among the creatures it can see within range of the attack

spell up to 1 minute;You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save

3;Antagonize;3rd Level Enchantment;1 action;30 feet;V 3;Antagonize;3rd Level Enchantment;1 action;30 feet;V
3;Ashardalon’s Stride;3rd Level Transmutation;1 bonus action;Self;V 3;Ashardalon’s Stride;3rd Level Transmutation;1 bonus action;Self;V
3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;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;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V

S

  • casting time or half as much damage on a successful one. Additionally
  • range the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the damage increases by 1d12 for each slot level above 3rd.;Sorcerer (XGE)
  • duration

spell M;Instantaneous;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save

S

  • casting time up to 1 minute;(a white feather or the heart of a hen)You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
    While frightened by this spell
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Sorcerer

spell M;Concentration

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Sorcerer

spell M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S;Concentration

  • casting time the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses
  • range and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Sorcerer (XGE)
  • duration

spell up to 1 hour;You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver

S

  • casting time up to 10 minutes;(a wing feather from any bird)You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends
  • range the target falls if it is still aloft

  • components unless it can stop the fall.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. ;Sorcerer

spell M;Concentration

S

  • casting time up to 1 hour;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form
  • duration the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength

Dexterity M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

M;Concentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range the creature is incapacitated and has a speed of 0.
    The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ;Sorcerer

Dash up to 1 minute;(a glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save

S

  • casting time up to 1 minute;(a gem worth at least 50 gp)When you cast this spell
  • range you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends

  • components or until you or your companions do anything harmful to it. While charmed in this way
  • duration a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you

it cannot move

Dash M; Concentration

3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V 3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Incite Greed;3rd-level Enchantment;1 action;30 feet;V 3;Incite Greed;3rd-level Enchantment;1 action;30 feet;V

up to 1 hour;For the duration

  • casting time as well as advantage on Intelligence
  • range Wisdom

  • components and Charisma saving throws.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration 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.;Sorcerer (TCE)

Dash you or one willing creature you can see within range has resistance to psychic damage

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot above 3rd. ;Sorcerer

Dash M;Instantaneous;(a bit of fur and a rod of amber

S

  • casting time up to 10 minutes;(a bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real
  • duration including sounds

smells

Dash M;Concentration

S

  • casting time up to 10 minutes;(niter
  • range sulfur

  • components and pine tar formed into a bead)You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors
  • duration sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface

the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save

Dash M;Concentration

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Sorcerer

Dash up to 1 hour;For the duration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

Dash M;Concentration

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

Dash M;Concentration

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Sorcerer

Dash M;Concentration

a thunderous boom sounds

  • casting time taking 3d10 thunder damage on a failed save
  • range or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell

  • components and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise
  • duration the creature is left behind.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d10 for each slot level above 3rd.;Sorcerer (XGE)

Dash and each creature within 10 feet of the space you left must make a Constitution saving throw

3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V
3;Major Image;3rd level Illusion;1 action;120 feet;V 3;Major Image;3rd level Illusion;1 action;120 feet;V
3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V 3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V
3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

extinguishing unprotected flames in its area and within 30 feet of it

and then it vanishes.;Sorcerer (XGE) M;Instantaneous;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long

M;1 hour;(a small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover

  • casting time any creature that knows at least one language and can hear the target understands what it says.;Sorcerer
  • range

and then it vanishes.;Sorcerer (XGE) when the target speaks

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Sorcerer (TCE)

and then it vanishes.;Sorcerer (XGE) up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

S

  • casting time up to 10 minutes;(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

and then it vanishes.;Sorcerer (XGE) M;Concentration

S

and then it vanishes.;Sorcerer (XGE) M;24 hours;(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.;Sorcerer

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

or lava - as if it were 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 your target a creature submerged in a liquid

and then it vanishes.;Sorcerer (XGE) M;1 hour;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V 3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V
3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V