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Alohomora

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

All Houses 2nd level Transmutation

Restittutio

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Hufflepuff, Slytherin 2nd level Abjuration

Tranquilla Adfectus

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose 1 of the following 2 effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Hufflepuff 2nd level Enchantment

Terra Eruptio

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Griffindor, Hufflepuff 3rd level Transmutation

Arcanum Vigor

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.
At Higher Levels: The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.

Griffindor, Ravenclaw 2nd level Abjuration

Pruina Digitis

  • casting time1 action
  • rangeSelf, 15 foot cone

  • componentsV, S
  • durationInstantaneous

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.

Ravenclaw 1st level evocation

Beater's Bat

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Your wand is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).

Ravenclaw Transmutation cantrip

All Houses

Ravenclaw

Custodes Spiritus

  • casting time1 action
  • rangeSelf, 15 foot radius

  • componentsV, S
  • durationConcentration, up to 10 minutes

Protective angel-like spirits flit around you in a 15-foot Emanation for the duration.

Ravenclaw 3rd level conjuration

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Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
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Slytherin

Ravenclaw

Rubiginem

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Rotting energy washes over a target of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

All Houses 4th level necromancy


At Higher Levels: The damage increases by 1d8 for each spell slot level above 3.

At Higher Levels: The damage increases by 1d8 for each spell slot level above 3.
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