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S;1 minute;Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6

  • casting time you can perceive the plane you left
  • range which is cast in shades of gray

  • components but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane
  • duration and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
    You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range

you appear in the nearest unoccupied space.;Sorcerer (2024)

Sorcerer you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane

S

  • casting time up to 10 minutes;(a focus worth 100+ GP
  • range either a jeweled horn for hearing or a glass eye for seeing)You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door

  • components around a corner
  • duration or in a grove of trees). The intangible

invulnerable sensor remains in place for the duration.
When you cast the spell

Sorcerer M;Concentration

the spell dissipates with no effect

  • casting time Bonus Action
  • range or Reaction used to cast it is wasted. If that spell was cast with a spell slot

  • components the slot isn’t expended.;Sorcerer (2024)
  • duration

Sorcerer and the action

S;1 hour;For the duration

  • casting time you cast the spell on an object that isn’t being worn or carried
  • range causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque

  • components such as a bowl or helm
  • duration blocks the sunlight.
    If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower

that other spell is dispelled.;Sorcerer (2024)

Sorcerer sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively

S;Instantaneous;Choose one creature

  • casting time or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target
  • range make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check

  • components the spell ends.
    Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.;Sorcerer (2024)
  • duration

Sorcerer object

S

  • casting time up to 1 minute;(a white feather)Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
    A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you
  • range the creature makes a Wisdom saving throw. On a successful save

  • components the spell ends on that creature.;Sorcerer (2024)
  • duration

Sorcerer M;Concentration

S

  • casting time taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
    Flammable objects in the area that aren’t being worn or carried start burning.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.;Sorcerer (2024)
  • range

Sorcerer M;Instantaneous;(a ball of bat guano and sulfur)A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw

S

  • casting time up to 10 minutes;(a feather)You touch a willing creature. For the duration
  • range the target gains a Fly Speed of 60 feet and can hover. When the spell ends

  • components the target falls if it is still aloft unless it can stop the fall.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.;Sorcerer (2024)
  • duration

Sorcerer M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target’s Speed is doubled

  • components it gains a +2 bonus to Armor Class
  • duration it has Advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only)

Dash M;Concentration

3;Blink;Level 3 Transmutation;Action;Self;V 3;Blink;Level 3 Transmutation;Action;Self;V
3;Clairvoyance;Level 3 Divination;10 minutes;1 mile;V 3;Clairvoyance;Level 3 Divination;10 minutes;1 mile;V
3;Counterspell;Level 3 Abjuration;Reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save 3;Counterspell;Level 3 Abjuration;Reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save
3;Daylight;Level 3 Evocation;Action;60 feet;V 3;Daylight;Level 3 Evocation;Action;60 feet;V
3;Dispel Magic;Level 3 Abjuration;Action;120 feet;V 3;Dispel Magic;Level 3 Abjuration;Action;120 feet;V
3;Fear;Level 3 Illusion;Action;Self;V 3;Fear;Level 3 Illusion;Action;Self;V
3;Fireball;Level 3 Evocation;Action;150 feet;V 3;Fireball;Level 3 Evocation;Action;150 feet;V
3;Fly;Level 3 Transmutation;Action;Touch;V 3;Fly;Level 3 Transmutation;Action;Touch;V
3;Haste;Level 3 Transmutation;Action;30 feet;V 3;Haste;Level 3 Transmutation;Action;30 feet;V

M;Concentration

  • casting time the creature has the Incapacitated condition and a Speed of 0.
    The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.;Sorcerer (2024)
  • range

Dash up to 1 minute;(a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed

S

  • casting time 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw
  • range taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.;Sorcerer (2024)

Dash M;Instantaneous;(a bit of fur and a crystal rod)A stroke of lightning forming a 100-foot-long

S

  • casting time up to 10 minutes;(a bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real
  • duration including sounds

smells

Dash M;Concentration

S;Concentration

  • casting time the willing creature you touch has Resistance to one damage type of your choice: Acid
  • range Cold

  • components Fire
  • duration Lightning

or Thunder.;Sorcerer (2024)

Dash up to 1 hour;For the duration

S

  • casting time up to 1 minute;(a miniature umbrella)Until the spell ends
  • range sleet falls in a 40-foot-tall

  • components 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured
  • duration and exposed flames in the area are doused.
    Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there

it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.;Sorcerer (2024)

Dash M;Concentration

S

  • casting time up to 1 minute;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target’s Speed is halved
  • range it takes a −2 penalty to AC and Dexterity saving throws

  • components and it can’t take Reactions. On its turns
  • duration it can take either an action or a Bonus Action

not both

Dash M;Concentration

S

  • casting time up to 1 minute;(a rotten egg)You create a 20-foot-radius Sphere of yellow
  • range nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.
    Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way

  • components the creature can’t take an action or a Bonus Action.;Sorcerer (2024)
  • duration

Dash M;Concentration

M;1 hour;(a miniature ziggurat)This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover

  • casting time any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.;Sorcerer (2024)
  • range

Dash when the target communicates by speaking or signing

S;Concentration

  • casting time the target takes 3d6 Necrotic damage
  • range and you regain Hit Points equal to half the amount of Necrotic damage dealt.
    Until the spell ends

  • components you can make the attack again on each of your turns as a Magic action
  • duration targeting the same creature or a different one.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.;Sorcerer (2024)

Dash up to 1 minute;The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit

3;Hypnotic Pattern;Level 3 Illusion;Action;120 feet;S 3;Hypnotic Pattern;Level 3 Illusion;Action;120 feet;S
3;Lightning Bolt;Level 3 Evocation;Action;Self;V 3;Lightning Bolt;Level 3 Evocation;Action;Self;V
3;Major Image;Level 3 Illusion;Action;120 feet;V 3;Major Image;Level 3 Illusion;Action;120 feet;V
3;Protection from Energy;Level 3 Abjuration;Action;Touch;V 3;Protection from Energy;Level 3 Abjuration;Action;Touch;V
3;Sleet Storm;Level 3 Conjuration;Action;150 feet;V 3;Sleet Storm;Level 3 Conjuration;Action;150 feet;V
3;Slow;Level 3 Transmutation;Action;120 feet;V 3;Slow;Level 3 Transmutation;Action;120 feet;V
3;Stinking Cloud;Level 3 Conjuration;Action;90 feet;V 3;Stinking Cloud;Level 3 Conjuration;Action;90 feet;V
3;Tongues;Level 3 Divination;Action;Touch;V 3;Tongues;Level 3 Divination;Action;Touch;V
3;Vampiric Touch;Level 3 Necromancy;Action;Self;V 3;Vampiric Touch;Level 3 Necromancy;Action;Self;V

S

Dash M;24 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.;Sorcerer (2024)

3;Water Breathing;Level 3 Transmutation;Action or Ritual;30 feet;V 3;Water Breathing;Level 3 Transmutation;Action or Ritual;30 feet;V