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WARP SENSE

  • casting time 1 action
  • range self

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

a razorvine leaf

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.
If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Wizard 2nd-Level divination

WITHER AND BLOOM

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Wizard 2nd-level Necromancy

ANTAGONIZE

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a playing card depicting a rogue

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, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn.

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.

Wizard 3rd-level enchantment

FAST FRIENDS

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was charmed by you.
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.

Wizard 3rd-level enchantment

FLAME STRIDE

  • casting time 1 bonus action
  • range self

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

The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or object that isn’t being worn or carried, 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, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.

Wizard 3rd-level Transmutation

GLADER'S TOWER (2/2)

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a fragment of stone, wood, or other building material

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

Wizard 3rd-level conjuration

GLADER'S TOWER (1/2)

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a fragment of stone, wood, or other building material

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

- A bedroom with a bed, chairs, chest, and magical fireplace
- A study with desks, books, bookshelves, parchments, ink, and ink pens
- A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
- A lounge with couches, armchairs, side tables and footstools
- A washroom with toilets, washtubs, a magical brazier, and sauna benches
- An observatory with a telescope and maps of the night sky
- An unfurnished, empty room

Wizard 3rd-level conjuration

HOUSE OF CARDS

  • casting time 1 minute
  • range touch

  • components V, S, M
  • duration 24 hours

a deck of cards

You touch the ground and conjure forth a defensive structure made of enormous playing cards. The structure rises with you at its center, harmlessly lifting you and any creatures in the area. The house of cards has a square base that is 30 feet on each side, and it has three floors with 10-foot-high ceilings. The second floor is 20 feet on each side, and the top floor is 10 feet on each side—both centered above the bottom floor. Ramps connect the interior of each floor, and empty doorframes connect the interior and exterior of each level. Creatures inside or on top of the structure have half cover.
Each card that comprises the house is 5 feet wide and 10 feet tall and is very fragile. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed, roll 1d6. If you roll a 5 or a 6, the house collapses, ending the spell.

The house and all its cards vanish when the spell ends.

Wizard 3rd-level conjuration

INCITE GREED

  • casting time 1 action
  • range 30 feet

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

a gem worth at least 50 gp

When you cast this spell, 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, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Wizard 3rd-level enchantment

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PROTECTION FROM BALLISTICS

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

a shell casing

This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.

Wizard 3rd-level abjuration

PSIONIC BLAST

  • casting time 1 action
  • range Self (30-foot cone)

  • components V
  • duration Instantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Wizard 3rd-level evocation

SUMMON WARRIOR SPIRIT

  • casting time 1 action
  • range 90 feet

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

a gilded playing card depicting a knight worth at least 300 gp

You call forth a warrior spirit from the legendary Deck of Many Things. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, or monk. The warrior resembles a humanoid armed appropriately to the chosen class, which determines certain traits in its stat block. The warrior disappears when it drops to 0 hit points or when the spell ends.
The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

Wizard 3rd-level conjuration

ENCODE THOUGHTS

  • casting time 1 action
  • range self

  • components S
  • duration 8 hours

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Wizard Enchantment cantrip

ACID STREAM

  • casting time 1 action
  • range Self (30-foot line)

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

a bit of rotten food

Wizard 1st-level evocation

DISTORT VALUE

  • casting time 1 minute
  • range touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Wizard 1st-level Illusion

FROST FINGERS

  • casting time 1 action
  • range self (15-foot cone)

  • components V, S
  • duration Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wizard 1st-level evocation

GUIDING HAND (ritual)

  • casting time 1 minute
  • range 5 feet

  • components V, S
  • duration Concentration, up to 8 hours

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.
When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.
If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Wizard 1st-level divination

HEALING ELIXIR

  • casting time 1 minute
  • range self

  • components V, S, M
  • duration 24 hours

alchemist’s supplies

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Wizard 1st-level conjuration

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JIM'S MAGIC MISSILE

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

1 gold coin, which is consumed as tax for using the spell

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.
If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st.

Wizard 1st-level evocation

WIDOGAST'S TRANSMONGIFICATION

  • casting time 1 hour
  • range touch

  • components V ,S, M
  • duration Instantaneous

Damp clay equal to the weight of the target and 150 gp worth of crushed gem dust, both of which the spell consumes

You permanently alter the physical body of a humanoid creature into another type of humanoid body. After encasing the target in clay, you conduct a rigorous, one-hour-long ritual that manipulates the flesh and function of the target's body into that of another humanoid race. They lose their previous racial traits and instead gain the racial traits of another humanoid race of the target's choice, aside from languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, you and the target suffer one level of exhaustion.

Once a creature's race or gender has been changed via this spell, they cannot be affected again by this spell for 1 year.

Wizard 6th-level transmutation

PUPPET

  • casting time 1 action
  • range 120 feet

  • components V
  • duration Instantaneous

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Wizard 1st-level enchantment

SENCE EMOTION

  • casting time 1 action
  • range self

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

You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

Wizard 1st-level divination

SUDDEN AWAKENING

  • casting time 1 bonus action
  • range 10 feet

  • components V
  • duration Instantaneous

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

Wizard 1st-level enchantment

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