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Distort Value,

  • casting time1 minute,
  • rangeTouch,

  • componentsV,
  • duration8 hours,

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.,

Bard 1st-level illusion,

Silvery Barbs,

  • casting time1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw,
  • range60 feet,

  • componentsV,
  • durationInstantaneous,

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.,

Bard 1st-level enchantment,

Borrowed Knowledge,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (a book worth at least 25 gp),
  • duration1 hour,

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.,

Bard 2nd-level divination,

Gift of Gab,

  • casting time1 reaction, which you take when you speak to another creature,
  • rangeSelf,

  • componentsV, S, M (2 gp),
  • durationInstantaneous,

Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.
When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.,

Bard 2nd-level enchantment,

Kinetic Jaunt,

  • casting time1 bonus action,
  • rangeSelf,

  • componentsS,
  • durationConcentration, up to 1 minute,

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
- Your walking speed increases by 10 feet.
- You don't provoke opportunity attacks.
- You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.,

Bard 2nd-level transmutation,

Slumber Bubbles,

  • casting time1 action,
  • range30 feet,

  • componentsV, S, M (a pinch of soap and a drop of lavender oil),
  • durationConcentration, up to 1 minute,

You create 3 shimmering 1-foot diameter bubbles in unoccupied spaces within range. The bubbles float in place unless influenced by air currents. A light breeze will move a bubble 10 feet per round, while a strong wins will move one 60 feet per round.
When a bubble collides with a creature, object, or surface, or is damaged by an attack or spell (AC 5, HP 1) it pops, releasing the sleeping gas within. The gas hangs in the air for the duration or until a strong wind (such as one produced by the Gust of Wind spell) disperses it.
Sleepy Time. When a bubble pops, it releases sleeping gas in a 10-foot radius cloud. Each creature that starts its turn within the radius of the cloud must make a Wis Saving Throw. On a failure, a creature falls unconscious for the duration. a creature can be awoken if it takes damage, or if another creature uses an action to shake it awake.
At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you create one additional bubble per level above 2nd.,

Bard 2nd-level enchantment,

Spray of Cards,

  • casting time1 action,
  • rangeSelf (15-foot cone),

  • componentsV, S, M (a deck of cards),
  • durationInstantaneous,

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.,

Bard 2nd-level conjuration,

Antagonize,

  • casting time1 action,
  • range30 feet,

  • componentsV, S, M (a playing card depicting a rogue),
  • durationInstantaneous,

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, 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, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, 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.,

Bard 3rd-level enchantment,

Fast Friends,

  • casting time1 action,
  • range30 feet,

  • componentsV,
  • durationConcentration, up to 1 hour,

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. 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.,

Bard 3rd-level enchantment,

1, 1,
1, 1,
2, 2,
2, 2,
2, 2,
2, 2,
2, 2,
3, 3,
3, 3,

Linked Glyphs [1/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

When you cast this spell, you inscribe a detection glyph that later activates a magical effect at the site of a separate, linked glyph. You inscribe the detection glyph either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the detection glyph is broken, and the spell ends without being triggered.
Both glyphs are nearly invisible, and finding either requires a successful Intelligence (Investigation) check against your spell save DC.
You decide what triggers the detection glyph when you cast this spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that,

Bard 3rd-level abjuration,

Linked Glyphs [2/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the detection glyph, choose an alarm glyph or spell glyph to link to it.
Alarm Glyph. You create and magically link two glyphs: a detection glyph and an effect glyph. Each of these two glyphs must stay within 100 miles of the other or the spell effect ends. When the detection glyph is triggered, the effect glyph reacts like an alarm spell, creating a mental ping in your mind if you are within 1 mile of the effect glyph. This ping awakens you if you are sleeping.
Spell Glyph. You create and magically link two glyphs: a detection glyph and an effect glyph. These,

Bard 3rd-level abjuration,

Linked Glyphs [3/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

two glyphs must be within 100 feet of each other. You can store a prepared spell of 4th level or lower in the effect glyph by casting it as part of creating the glyphs. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the detection glyph is triggered, the spell stored in the effect glyph is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on the effect glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the effect glyph. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher to create a spell glyph, you can store any spell of up to the same level as the slot you use.,

Bard 3rd-level abjuration,

Motivational Speech,

  • casting time1 minute,
  • range60 feet,

  • componentsV,
  • duration1 hour,

You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.,

Bard 3rd-level enchantment,

Plant Growth,

  • casting time1 action or 8 hours,
  • range150 feet,

  • componentsV, S,
  • durationInstantaneous,

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.,

Bard 3rd-level transmutation,

Purge Contamination,

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (100 gp of alchemical fluids or holy water, which the spell consumes),
  • durationInstantaneous,

You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target's body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of exhaustion for each contamination level removed with this spell.,

Bard 3rd-level abjuration,

Ride the Rifts,

  • casting time1 action,
  • rangeSelf (60-foot line),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line's area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.,

Bard 3rd-level conjuration (contaminated),

Sending,

  • casting time1 action,
  • rangeUnlimited,

  • componentsV, S, M (a short piece of fine copper wire),
  • duration1 round,

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.,

Bard 3rd-level evocation,

Suffocate,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a leather glove),
  • durationConcentration, up to 1 minute,

You create a pair of grasping hands made from invisible forces. Make a spell attack against one creature that you can see within range. On a hit, the creature is restrained as the hands crush their throat or bodily equivalent.
If the creature requires air to breathe, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes unconscious, and it can't regain hit points until it can breathe again.
A conscious creature restrained by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the spell ends on the target.,

Bard 3rd-level conjuration,

3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,

Delerium Blast,

  • casting time1 action,
  • range150 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination.
You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes (10d6) psychic damage and becomes incapacitated until the end of their next turn. On a successful save, a target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.,

Bard 4th-level evocation (contaminated),

Awaken,

  • casting time8 hours,
  • rangeTouch,

  • componentsV, S, M (an agate worth at least 1,000 gp, which the spell consumes),
  • durationInstantaneous,

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.,

Bard 5th-level transmutation,

Neutralizing Field,

  • casting time1 action,
  • rangeSelf (10-foot radius),

  • componentsV, S, M (A delerium crystal or holy relic worth 1,000 gp),
  • durationConcentration, up to 1 hour,

You negate contaminated magical energies in a 10-foot radius sphere. Until the spell ends, the sphere moves with you, centred on you. Creatures in the sphere (including you) can't gain contamination levels and have immunity to necrotic damage. Contaminated spells can't be cast by creatures in the area.,

Bard 5th-level abjuration,

Contamination Immunity,

  • casting time1 minute,
  • rangeTouch,

  • componentsV, S, M (An eldritch lily mixed into 250 gp worth of specially-prepared purified fluids, which the spell consumes),
  • duration24 hours,

Until the spell ends, one willing creature you touch is immune to necrotic damage and cannot gain contamination levels. The affected creature may rest normally within the Haze.
This spell ends immediately if the creature casts a contaminated spell.,

Bard 7th-level abjuration,

Octarine Spray [1/2],

  • casting time1 action,
  • rangeSelf (60-foot cone),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a d8 to determine which colour ray affects it.
d8 Octarine Spray Effect
1 The target takes 20d6 psychic damage on a failed save, or half as much damage on a success.
2 The target takes 20d6 necrotic damage on a failed save, or half as much damage on a success.
3 The target takes 20d6 force damage on a failed save, or half as much damage on a success.
4 The target takes 20d6 radiant damage on a failed save, or half as much damage on a success.
5 The target takes 20d6 thunder damage on a failed save, or half as much damage on a success.,

Bard 7th-level evocation (contaminated),

Octarine Spray [2/2],

  • casting time1 action,
  • rangeSelf (60-foot cone),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

d8 Octarine Spray Effect
6 At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
7 At the start of each of its turns, the affected target gains one level of contamination. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any contamination levels gained remain.
8 Special. The target is struck by an additional ray. Roll again twice. There's no limit to how many additional rays can strike a single creature in this manner.,

Bard 7th-level evocation (contaminated),

Teleport [1/3],

  • casting time1 action,
  • range10 feet,

  • componentsV,
  • durationInstantaneous,

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Teleportation
Familiarity--Mishap–Similar Area–Off Target–On Target
Permanent circle--(--)-------(--)---------(--)-----01–100
Associated object-(--)-------(--)---------(--)-----01–100
Very familiar-----01–05—-06–13—---4–24—-25–100
Seen casually---01–33—-34–43—---44–53—54–100
Viewed once---01–43—--44–53—---54–73—74–100
Description-----01–43—--44–53—---54–73—74–100
False destination-01–50—-51–100—---(--)-------(--),

Bard 7th-level conjuration,

Teleport [2/3],

  • casting time1 action,
  • range10 feet,

  • componentsV,
  • durationInstantaneous,

Familiarity.
Permanent circle means a permanent teleportation circle whose sigil sequence you know.
Associated object means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
Very familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
Seen casually is someplace you have seen more than once but with which you aren't very familiar.
Viewed once is a place you have seen once, possibly using magic.
Description is a place whose location and appearance you know through someone else's description, perhaps from a map.
False destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.,

Bard 7th-level conjuration,

Teleport [3/3], [1/2]

  • casting time1 action,
  • range10 feet,

  • componentsV,
  • durationInstantaneous,

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult

Bard 7th-level conjuration,

4, 4,
5, 5,
5, 5,
7, 7,
7, 7,
7, 7,
7, 7,
7, 7,
7, 7,

Teleport [3/3], [2/2]

  • casting time1 action,
  • range10 feet,

  • componentsV,
  • durationInstantaneous,

journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).,

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