Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Light

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

A firefly or phosphorescent moss

You touch 1 object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

At Will Evocation cantrip

Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
   The hand can't attack, activate magical items, or carry more than 10 pounds.

At Will Conjuration cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

2 lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, 2 halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

At Will Transmutation cantrip

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
** You create an instantaneous, harmless sensory effect such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
** You instantaneously light or snuff out a candle, a torch, or a small campfire.
** You instantaneously clean or soil an object no larger than 1 cubic foot.
** You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
** You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
** You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
   If you cast this spell multiple times, you can have up to 3 of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

At Will Transmutation cantrip

Comprehend Languages (Ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read 1 page of text.
   This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

3/Day 1st level Divination

Detect Magic (Ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

3/Day 1st level Divination

Dispel Magic

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

3/Day 3rd level Abjuration

Identify (Ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

A pearl worth at least 100 gp and an owl feather

You choose 1 object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

3/Day 1st level Divination

Levitate

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
   The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
   When the spell ends, the target floats gently to the ground if it is still aloft.

3/Day 2nd level Transmutation

0 0
0 0
0 0
0 0
1 1
1 1
3 3
1 1
2 2

Locate Object

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

A forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1000 feet of you. If the object is in motion, you know the direction of its movement.
   The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
   This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

3/Day 2nd level Divination

Tenser's Floating Disk (Ritual)

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

A drop of mercury

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
   The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
   If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

3/Day 1st level Conjuration

Unseen Servant (Ritual)

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 hour

A piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and 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 servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

3/Day 1st level Conjuration

Banishment

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

An item distasteful to the target

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
   If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
   If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

1/Day 4th level Abjuration

Contact Other Plane (Ritual)

  • casting time 1 minute
  • range Self

  • components V
  • duration 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
   On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

1/Day 5th level Divination

Drawmij's Instant Summon (Ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Until dispelled

A sapphire worth 1000 gp

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
   At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.
   If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
   Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.

1/Day 6th level Conjuration

Legend Lore

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Instantaneous

Incense worth at least 250 gp, Consumed, and 4 ivory strips worth at least 50 gp each

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.
   The more information you already have about the thing, the more precise and detailed the information you receive is.
   The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

1/Day 5th level Divination

Locate Creature

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

A bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
   The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
   This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

1/Day 4th level Divination

Planar Binding [1/2]

  • casting time 1 hour
  • range 60 feet

  • components V, S, M
  • duration 24 hours

A jewel worth at least 1000 gp, Consumed

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
   A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a

1/Day 5th level Abjuration

2 2
1 1
1 1
4 4
5 5
6 6
5 5
4 4
5 5

Planar Binding [2/2]

  • casting time 1 hour
  • range 60 feet

  • components V, S, M
  • duration 24 hours

A jewel worth at least 1000 gp, Consumed

different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

1/Day 5th level Abjuration

Polymorph [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

A caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
   The transformation lasts for the duration or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level if it doesn't have a challenge rating). The target's game statistics including mental ability scores are replaced by the statistics of the chosen beast. It retains its alignment and personality.
   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
   The creature is limited in the actions it can perform by the

1/Day 4th level Transmutation

Polymorph [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

A caterpillar cocoon

nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

1/Day 4th level Transmutation

Protection from Evil and Good

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

Holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

1/Day 1st level Abjuration

Scrying [1/2]

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

A focus worth at least 1000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
   On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
   On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the

1/Day 5th level Divination

Scrying [2/2]

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

A focus worth at least 1000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

sensor as a luminous orb about the size of your fist.
   Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

1/Day 5th level Divination

Sending

  • casting time 1 action
  • range Unlimited

  • components V, S, M
  • duration 1 round

A short piece of fine copper wire

You send a short message of 25 words or less to a creature with 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.

1/Day 3rd level Evocation

True Seeing

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

An ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, Consumed

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

1/Day 6th level Divination

5 5
4 4
4 4
1 1
5 5
5 5
3 3
6 6