Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Flamestep

  • casting time 1 bonus action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Smoke briefly surrounds you, and you teleport up to 10 feet to an unoccupied space you can see. Fire or smoke (your choice) bursts out from the space you left.
If fire bursts from the space, each creature within 5 feet of that space must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one.
If smoke bursts from that space, a 5-foot-radius sphere of smoke appears centered on that space. The smoke’s area is heavily obscured and lasts until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 2nd level or higher, the spell’s range and the radius of the smoke each increase by 5 feet for every two slot levels above 1st.

Wizard (DM2) 1st Level Conjuration

Combust the Dead

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You fill the body of one Medium or smaller dead creature you can see within range with fiery magic, causing it to explode in a burst of flame and bony shrapnel. Each creature within 10 feet of the body must make a Dexterity saving throw, taking 1d8 fire damage and 2d8 piercing damage on a failed save, or half as much damage on a successful one.
A body can be targeted by this spell only once. If the target body was dead for more than one week, the body is completely destroyed, and the creature can be restored to life only by means of a true resurrection or a wish spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.

Cleric, Wizard (DM2) 2nd Level Evocation

Ashen Lashes

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration 1 minute

You create two tendrils of magical ash to appear in unoccupied spaces within range. The tendrils can’t be targeted with attacks and are immune to damage. When you cast this spell and as a bonus action on your subsequent turns, you can command one or more of the tendrils to attack a creature within 10 feet of it. Make a melee spell attack for each tendril using your spellcasting ability modifier. On a hit, a tendril deals 1d4 fire damage to the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can creature one additional tendril for each slot level above 1st.

Wizard (DM2) 1st level Evocation

Curse of Sustentation

  • casting time 1 reaction, which you take when you lose concentration on a spell due to taking damage
  • range 60 feet

  • components V, S
  • duration Instantaneous

You utter a curse and gesture at the creature that distracted you and caused you to lose concentration on your spell, drawing flames of ire into your lungs. You take 1d10 fire damage, and the target must succeed on a Constitution saving throw or take the same amount of fire damage. You then make another Constitution saving throw to maintain concentration on the spell that triggered this reaction, adding the damage result to the roll and using the original DC from the damage the target originally dealt to you. If the saving throw succeeds, you don’t lose concentration on that spell.
If the damage from this spell reduces you to 0 hit points, you fall unconscious but are stable.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to you and the target increases by 1d10 for every two slot levels above 1st.

Wizard (DM2) 1st level Evocation

Dehydration

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous

You rapidly heat the air around a creature you can see within range, evaporating the water within its body. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage and suffers one level of exhaustion. On a successful save, the target takes half the damage and doesn’t suffer a level of exhaustion. Celestials, constructs, elementals, fiends, and creatures that don’t need to drink to survive are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. The creatures must be within 30 feet of each other when you target them.

Cleric, Druid, Wizard (DM2) 1st level Evocation

Flames United

  • casting time 1 action
  • range 60 feet

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

a sphere of gold or silver worth at least 50 gp

You create a magical flaming orb that floats over your head. The orb sheds bright light in a 60-foot radius and dim light for an additional 60 feet. The orb has three charges. When a creature you can see within range takes damage, you can use your reaction to expend one of the charges and hurl a magical flame from the orb toward that target. Flames envelop the target, reducing the damage it takes by 1d4 + your spellcasting ability modifier. The creature that dealt the damage to the target must succeed on a Dexterity saving throw or take fire damage equal to 1d4 + your spellcasting ability modifier. The radius of light emitted by the orb then decreases by 10 feet. When you expend the last charge, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the orb has one additional charge for every two slot levels above 3rd.

Cleric, Wizard (DM2) 3rd level Abjuration

Immolating Geist

  • casting time 1 action
  • range 90 feet

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

a length of charred linen ribbon

A Medium spectral humanoid engulfed in ghostly flames appears in an unoccupied space you can see within range. As a bonus action on your turn, you can move the flaming spirit up to 20 feet. The spirit can enter the space of another creature and can pass through objects, such as walls, provided you can see the destination space. A creature that starts its turn in the spirit’s space must make a Wisdom saving throw, taking 3d6 fire damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 fire damage for each slot level above 3rd.

Wizard (DM2) 3rd level Necromancy

Magma Spray

  • casting time 1 action
  • range 40 feet

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

a pinch of sulfur or a piece of brimstone

A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.
A creature whose hit points are reduced to 0 by this damage is killed immediately, and its body burns to ash.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Druid, Wizard (DM2) 2nd level Transmutation

Een's Molten Shard

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

You conjure two small, magical shards of molten glass that circle around you. The shards appear in any color and pattern you wish. Until this spell ends, you can use your reaction to command a shard to hinder one melee attack against you. If you do so, that shard flies between you and your attacker and shatters, imposing disadvantage on the attack roll. If the attack hits you, the attacker takes 1d4 piercing damage. When all shards have shattered, the spell ends.
The spell conjures one additional shard when you reach 5th level (three shards), 11th level (four shards), and 17th level (five shards).

Wizard (DM2) Conjuration Cantrip

1 1
2 2
1 1
1 1
1 1
3 3
3 3
2 2
0 0

Court the Flame

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

You court the power of a nearby fire to shield you. Choose one source of nonmagical fire that is the size of a torch or larger within 5 feet of you. You gain a +2 bonus to your AC for the duration. Until this spell ends, if you would take fire damage from any source, you can use your reaction to reduce that damage to 0. If you do, the spell ends.If you spend at least 1 minute more than 5 feet away from the source of fire you chose when you cast this spell, the spell immediately ends.

Cleric, Druid (DM2) 2nd Level Abjuration

Heartfire

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You ignite the inner fire within you and your companions, stoking it into a magical flame against your enemies. A gout of fire emerges from your chest and streaks toward one creature you can see within range. The target must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell, up to three friendly creatures within 30 feet of you that can see you can each use a reaction to lend its heartfire to yours. For each creature that joins its heartfire with yours, the spell’s damage increases by 1d6.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the primary damage increases by 1d6 for each slot level above 2nd.

Cleric, Druid (DM2) 2nd Level Evocation

Seeking Fire

  • casting time 1 action
  • range Self (15-foot radius)

  • components V, S
  • duration Instantaneous

A wave of seeking fire rolls out from you in a 15-foot radius. Each hostile creature in the area that is hidden or invisible and not behind total cover must make a Dexterity saving throw. On a failed save, a creature takes 2d4 fire damage, is revealed, and can’t benefit from being invisible until the end of its next turn. On a successful save, a creature takes half the damage and isn’t revealed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for every two slot levels above 2nd.

Wizard (DM2) 2nd level Divination

Sear

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

  • components V, S
  • duration Instantaneous

You exhale searing hot wind in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is pushed away from you in a direction following the cone up to the edge of the cone. On a successful save, a creature takes half the damage and isn’t pushed.
The wind disperses gas or vapor in the area, and 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, the damage increases by 1d8 for each slot level above 3rd.

Druid, Wizard (DM2) 3rd level Evocation

Vortex of Steam [1/2]

  • casting time 1 action
  • range 60 feet

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

A swirling vortex of hot steam in a 5-foot-radius, 15-foot-high cylinder erupts in the space of a Large or smaller creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is restrained for the duration. On a successful save, the target takes half the damage and isn’t restrained. At the end of each of the target’s turns, it must make another Dexterity saving throw. On a failed save, it takes 3d6 fire damage and remains restrained. On a successful save, it doesn’t take any damage and escapes the vortex into an unoccupied space within 5 feet of the vortex.
Until the spell ends, if the vortex isn’t restraining a creature, you can use a bonus action to move it up to 20 feet. If you ram the vortex into a creature, that creature must make the Dexterity saving throw with the DC equal to the vortex’s damage, becoming restrained on a failed save as normal, and the vortex stops moving. When you move the vortex, you can direct it over barriers up to 5 feet tall, hover it at ground level over pits up to 10 feet deep, and skim it across the surface of calm water.
At Higher Levels. When you cast this spell using a spell slot

Druid, Wizard (DM2) 3rd level Evocation

Vortex of Steam [2/2]

  • casting time 1 action
  • range 60 feet

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

of 4th level or higher, the damage increases by 1d6 (both initial and later) for each slot level above 3rd.

Druid, Wizard (DM2) 3rd level Evocation

2 2
2 2
2 2
3 3
3 3
3 3