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

Control Flames

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Druid (XGE), Transmutation cantrip

Druidcraft

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Whispering to the spirits of nature, you create one of the following effects within range.
OLGA DREBAS
A sprite casts Druidcraft
to make flowers blossom
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Fire Play. You light or snuff out a candle, a torch, or a campfire.

Druid(2024) Transmutation Cantrip

Infestation

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north: 2, south: 3, east: or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid (XGE) Conjuration cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

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.

Wizard(2024), Transmutation Cantrip

Primal Savagery

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), a nd 17th level (4d10).

Druid (XGE),, Transmutation cantrip

Shocking Grasp (Legacy)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard,, Evocation cantrip

Absorb Elements

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

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.

Wizard (XGE) 1st level Abjuration

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

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,, Level 1 Divination

Faerie Fire

  • casting timeAction
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

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.

Bard, Druid(2024),, Level 1 Evocation

0 0
0 0
0 0
0 0
0 0
0 0
1 1
1 1
1 1

Goodberry

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration24 hours

a sprig of mistletoe

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.

Druid, Ranger(2024) Level 1 Conjuration

Sleep

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of sand or rose petals

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Bard, Sorcerer, Wizard(2024), Level 1 Enchantment

Speak with Animals

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • duration10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
JESPER EJSING
A human Druid uses Speak with Animals to chat with his best bear friend

Bard, Druid, Ranger, Warlock(2024), Level 1 Divination

Barkskin

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a handful of bark

You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.

Druid, Ranger(2024),, Level 2 Transmutation

Enhance Ability

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur or a feather

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Druid, Paladin, Ranger(2024) Level 2 Transmutation

Heat Metal

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Bard, Druid(2024), Level 2 Transmutation

Mirror Image

  • casting timeAction
  • 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.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Bard, Sorcerer, Warlock, Wizard(2024),, Level 2 Illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

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

Wizard 2nd level Conjuration

Call Lightning

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.
Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.
If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.

Druid(2024),, Level 3 Conjuration

1 1
1 1
1 1
2 2
2 2
2 2
2 2
2 2
3 3

Lightning Arrow

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.
The weapon or ammunition then returns to its normal form.
Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.

Ranger(2024) Level 3 Transmutation

Tidal Wave

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

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, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, 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.

Wizard (XGE),, 3rd level Conjuration

Water Breathing

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed

This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Druid, Ranger, Sorcerer, Wizard(2024),, Level 3 Transmutation

Polymorph

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a caterpillar cocoon

You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.

Bard, Druid, Sorcerer, Wizard(2024), Level 4 Transmutation

Freedom of Movement

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap

You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Bard, Cleric, Druid, Ranger(2024), Level 4 Abjuration

3 3
3 3
3 3
4 4
4 4