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Phantasmal Force

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration 1 minute (C)

a bit of fleece

- You 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 phenomenon of any stimuli that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration.
- The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. On a success, the target realizes the phantasm is an illusion, and the spell ends.
- 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.
- The target can take damage if the phantasm is dangerous. On each of your turns, the phantasm can deal 2d8 Psychic damage to the target if it is inside or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Illusion II

Greater Invisibility

  • casting time Action
  • range Touch

  • components V, S
  • duration 1 minute (C)

A creature you touch has the Invisible condition until the spell ends.

Illusion IV

Haste

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 1 minute (C)

a shaving of licorice root

- Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
- When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Transmutation III

See Invisibility

  • casting time Action
  • range Self

  • components V, S, M
  • duration 1 hour

a pinch of talc

- For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Divination II

Locate Object

  • casting time Action
  • range Self

  • components V, S, M
  • duration 10 minutes (C)

a forked twig

- Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
- The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
- This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.

Divination II

Knock

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

- Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
- A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
- If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
- When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.

Transmutation II

Invisibility

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour (C)

an eyelash in gum arabic

- 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.

Illusion II

Misty Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Conjuration II

Darkness

  • casting time Action
  • range 60 feet

  • components V, M
  • duration 10 minutes (C)

bat fur and a piece of coal

- For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
- Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
- If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Evocation II

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Disguise Self

  • casting time Action
  • range Self

  • components V, S
  • duration 1 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.

Illusion I

Shield

  • casting time Reaction
  • range Self

  • components V, S
  • duration 1 round

- Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell

- An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Abjuration I

Absorb Elements

  • casting time Reaction
  • range Self

  • components S
  • duration 1 round

- Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage

- The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Abjuration I

Unseen Servant

  • casting time Action or Ritual
  • range 60 feet

  • components V, S, M
  • duration 1 hour

a bit of string and of wood

- This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.
- Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
- If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Conjuration I

Identify

  • casting time 1 minute or Ritual
  • range Touch

  • components V, S, M
  • duration Instantaneous

a pearl worth 100+ GP

- You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.
- If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Divination I

Detect Magic

  • casting time Action or Ritual
  • range Self (30-foot radius)

  • components V, S
  • duration 10 minutes (C)

- 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, or a thin sheet of lead.

Divination I

Command

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

- You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.
- Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target has the Prone condition and then ends its turn.
- Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

- Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Enchantment I

Faerie Fire

  • casting time Action
  • range 60 feet

  • components V
  • duration 1 minute (C)

- Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.
- Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Evocation I

Booming Blade

  • casting time Action
  • range Self (5-foot radius)

  • components S, M
  • duration 1 round

a melee weapon worth at least 1 sp

- You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
- This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Evocation C

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Blade Ward

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute (C)

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Abjuration C

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

- This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
- This spell can physically repair a magic item, but it can't restore magic to such an object.

Transmutation C

Dancing Lights

  • casting time Action
  • range 120 feet

  • components V, S, M
  • duration 1 minute (C)

a bit of phosphorus

- You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
- As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.

Illusion C

Mage Hand

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 1 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.

Conjuration C

Prestidigitation

  • casting time Action
  • range 10 feet

  • components V, S
  • duration 1 hour

- You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
- Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
- Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
- Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Transmutation C

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