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Magic Circle

  • casting time🕛 1m
  • range10 ft.

  • componentsV, S, M
  • duration1h

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

🎯 10 ft. radius, 20 ft. tall cylinder of magical energy centered on a point on the ground.

Glowing runes appear wherever it intersects.

Choose any creature types to be affected from among celestials, elementals, fey, fiends, undead:

• they can't willingly enter the area
ㅤnonmagically. If via teleporting or interplanarㅤtravel, they must first succeed on a Char
ㅤsaving throw.
• they have disadvantage on attack rolls againstㅤtargets in the cylinder.
• targets in the area can't be charmed,
ㅤfrightened, or possessed by them.

On cast, you can reverse the direction, trapping creatures inside & protecting targets outside.

Upcast⤴ + 🕛 1h per slot above 3rd.

Cleric *(Arcana) 3rd level: Abjuration

Mass Healing Word

  • casting time➕⚡
  • range60 ft. (12 squares)

  • componentsV
  • durationInstant

You call out words of restoration

🎯 up to 6 visible creatures:

They 💕 1d4 + your spellcasting ability modifier.
(no effect on undead or constructs)

Upcast⤴ +1d4 per slot above 3rd.

Cleric 3rd level: Evocation

Meld into Stone ®

  • casting time
  • rangeTouch

  • componentsV, S
  • duration8h

🎯 stone object large enough to fully contain you:

Using your movement, step into the stone at the point you can touch, melding yourself & all your equipment.

Your presence is undetectable (except via magic), you can't see outside, & Perception checks to hear outside have disadvantage.

You remain aware of the passage of time and can cast spells on yourself while merged in the stone.

The only movement you can take is to leave the stone at the point of entry, which ends the spell.

Minor physical damage to the stone doesn't harm you. Partial destruction or its shape changing (so that you no longer fit inside) expels you & you take 6d6 bludgeoning damage.
Complete destruction (or transmutation into another substance) expells you & you take 50 bludgeoning damage.

If expelled, you fall prone in an unoccupied space closest to where you first entered.

Cleric 3rd level: Transmutation

Protection from Energy ©

  • casting time
  • rangeTouch

  • componentsV, S
  • duration🕛 1h

🎯 1 willing creature:

They have resistance to 1 damage type of your choice until the spell ends.
The damage type can be Acid, Cold, Fire, Lightning, or Thunder

Cleric *(Forge) 3rd level: Abjuration

Remove Curse

  • casting time
  • rangeTouch

  • componentsV, S
  • durationInstant

🎯 1 creature / 1 object:

End all curses affecting it.

If the object is a cursed magic item, the curse remains & instead this breaks the owner's attunement to the object, so it can be removed or discarded.

Cleric 3rd level: Abjuration

Revivify

  • casting time
  • rangeTouch

  • componentsV, S, M
  • durationInstant

diamonds worth 300 gp, which the spell consumes

🎯 1 creature that's died within the last 🕛 1m:

They return to life with 1 💗.
(can't revive death from old age, nor restore any missing body parts)

Cleric *(Life) *(Grave) 3rd level: Necromancy

Sending

  • casting time
  • rangeUnlimited

  • componentsV, S, M
  • duration1 round

A short piece of fine copper wire

🎯 creature you're familiar with:

You send a short message up to 25 words.
They hear the message in their mind,
recognize you as the sender if they know you,
& can answer in a like manner immediately.

This spell enables creatures with Int scores ≥ 1 to understand the meaning of your message.

The message can travel to other planes of existence, but to do so incur a 5% of not arriving.

Cleric 3rd level: Evocation

Speak with Dead

  • casting time
  • range10 ft.

  • componentsV, S, M
  • duration🕛 10m

burning incense

🎯 1 corpse:

You grant them semblance of life & intelligence, allowing them to answer the questions you pose. The corpse must still have a mouth, can't be undead, & fails if the corpse was the target of this spell within the last 10d.

You can ask the corpse up to 5 questions until the spell ends, but the corpse knows only what it knew in life, including languages.

Answers are usually brief, cryptic, or repetitive, & they're under no compulsion to offer a truthful answer if you're hostile to them or they recognizes you as an enemy.

This spell doesn't return their soul to its body, only its animating spirit. Thus, they can't learn new info, don't comprehend anything that's happened since they died, & can't speculate about future events.

Cleric *(Knowledge) 3rd level: Necromancy

Spirit Guardians ©

  • casting time
  • rangeSelf (15 ft radius)

  • componentsV, S, M
  • durationUp to 10m

a holy symbol

Spirits flit around you to a distance of 15 ft. until the spell ends.

If you're good or neutral, they look angelic or fey (your choice). If you're evil, they look fiendish.

On cast, 🎯 creatures to be unaffected.

Affected creatures have their speed halved while in the area.

Affected creatures that enter the area for the first time on a turn, or start their turn there, make a Wis saving throw.
Fail: They take 3d8 damage.(radiant if you're good or neutral, necrotic if you're evil).
Succeed: ½ as much.

Upcast⤴ +1d8 per slot above 3rd.

Cleric *(War) 3rd level: Conjuration

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