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Find Familiar

  • casting time1 hour or Ritual
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

You gain the service of a familiar that takes a CR 0 animal form you choose. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the it’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
When you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
The familiar rolls its own Initiative and acts on its own turn. It can't attack, but can take other actions as normal.
You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Wizard(2024) Level 1 Conjuration

Major Image

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. It appears at a spot you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to move the image to another spot within range. As it changes location, you can make its movements appear natural for the image. Similarly, you can cause it to make different sounds at different times. For example, making it carry on a conversation. Physical interaction with the image reveals it to be an illusion. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, they can see through the image, and its other sensory qualities become faint.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.

Bard, Sorcerer, Warlock, Wizard(2024) Level 3 Illusion

Telekinesis

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can target one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature is Restrained, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range.
If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell’s range.

Sorcerer, Wizard(2024) Level 5 Transmutation

Finn's Magic Blast

  • casting time2 Actions
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You creates a series of golden glowing rings and arcane sigils that spin and rotate around your hands, growing in size and brightness as the spell charges. Once it's fully powered, the rings and sigils coalesce into a concentric pattern to fire a concentrated blast of magical energy. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 16d12 force damage. If this spell reduces a creature to 0 Hit Points, they are vaporized.
The magical energies called upon in the casting of this spell are extremely volatile. If the caster's concentration is broken, they take 8d12 force damage.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d12 for each level above 6th. Additionally, the damage taken from breaking concentration increases by 1d12 for each level above 6th.

Wizard Level 6 Evocation

Vidora's Silent Apprentice

  • casting timeAction or Ritual
  • range60 feet

  • componentsV, S, M
  • duration6 hours

a small crystal

This spell creates an Invisible, shapeless, Medium force that follows your command until the spell ends. The apprentice appears in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the apprentice to move up to 15 feet and interact with an object. The apprentice can perform simple tasks, read books, take notes, and do research for you. You instantly know any information the apprentice learns. Finally, the apprentice can help you transcribe spells into your spellbook by halving the amount of time and gold needed. Once you give a command, the apprentice performs the task to the best of its ability until it is completed, then waits for your next command. If you command the apprentice to perform a task that would move it more than 60 feet away from you, the spell ends.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, its duration increases by 1 hour for each slot level above 4th.

Wizard Level 4 Conjuration

Fidora Ward

  • casting time24 hours
  • rangeSelf

  • componentsV, S
  • durationUntil broken or dispelled

A large dome with a diameter of 500 feet extends across a selected open area. The dome shimmers slightly, but is otherwise transparent. Allies of the caster may pass through the dome freely. The ward can completely repel one specific kind of creature, or it can partially repel one creature type .
If a specific creature that is completely warded against tries to enter the area, it takes 7d12 force damage and cannot enter.
If a creature that is partially warded against tries to enter the area, they take 3d12 force damage. It takes 10 minutes for a partially warded creature to pass through the barrier, during which time they take the 3d12 force damage once every minute.
The caster is alerted any time creatures attempt to pass through. The ward has 700 hit points and is immune to force damage. If the ward runs out of hit points, it shatters and the caster's current HP is instantly halved. The ward takes 5 minutes for the caster to dispel.

Wizard Level 7 Abjuration

Finn's Ward Breaker

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a hairpin

In order to cast this spell, you must first be concentrating on the Detect Magic spell.
You attempt to shatter a ward with a precise blast of counter-abjurative magic. Make a ranged spell attack against an abjuration spell effect that you can see within range. The AC of the targeted effect is 15 plus the spell's level. On a hit, the targeted spell effect instantly ends if it was 7th level or lower with the loud sound of shattering glass audible up to one mile away. Additionally, any abjuration spells or magical effects of 5th level or lower located within the targeted spell's area are also dispelled.
Using a Higher-Level Spell Slot. When you cast this spell using an 8th level spell slot, any targeted abjuration spell effect of 8th level or lower instantly ends and any abjuration spells or magical effects of 6th level or lower located within its area are dispelled. When you cast this spell using a 9th level spell slot, any targeted abjuration spell effect instantly ends and any abjuration spells or magical effects located within its area are dispelled.

Artificer, Wizard Level 7 Transmutation

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