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Detect Magic

  • casting time1 standard action
  • range60 ft

  • componentsV, S
  • durationConcentration, up to 8 minutes

(TARGET: Cone-shaped emanation)You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).

Artificer Divination

Guidance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration1 minute or until discharged

(TARGET: Creature touched)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Artificer Divination

Light

  • casting time1 standard action
  • rangeTouch

  • componentsV, M/DF
  • duration80 minutes

TARGET: Object touched

You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer Evocation [Light, Wood school]

Mage Hand

  • casting time1 standard action
  • rangeClose (45 ft)

  • componentsV, S
  • durationConcentration

(TARGET: One nonmagical, unattended object weighing up to 5 lbs.)You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Artificer Transmutation

Message

  • casting time1 standard action
  • rangeMedium (180 ft)

  • componentsV, S, F
  • duration80 minutes

(TARGET: 8 creatures)You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Artificer Transmutation [Air School, Language-Dependant]

Resistance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 minute

TARGET: Creature touched

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Artificer Abjuration

Corrosive Touch

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

(TARGET: Creature or object touched)You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Artificer Conjuration [Creation, Acid]

Enlarge Person

  • casting time1 round
  • rangeClose (45 ft)

  • componentsV, S, M
  • duration8 minutes

TARGET: One humanoid creature

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Artificer Transmutation

Feather Fall

  • casting time1 immediate action
  • rangeClose (45 ft)

  • componentsV
  • durationUntil landing or 8 rounds

(TARGET: 8 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart)Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Artificer Transmutation [Air School]

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Mage Armor

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • duration8 hours

(TARGET: Creature touched)A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Artificer Conjuration [Creation, Force]

Rejuvenate Eidolon, Lesser

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

TARGET: eidolon touched

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.

Artificer Conjuration [Healing]

Shield

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration8 minutes

(TARGET: You)You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Artificer Abjuration [Force]

Unfetter

  • casting time1 standard action
  • rangeMedium (180 ft)

  • componentsV, S, M
  • duration80 minutes

TARGET: Your eidolon

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Artificer Transmutation

Bear's Endurance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 hours

TARGET: Creature touched

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Artificer Transmutation

Bull's Strength [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 minutes

TARGET: Creature touched

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws,

Artificer Transmutation

Bull's Strength [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 minutes

TARGET: Creature touched

fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Artificer Transmutation

Cat's Grace

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration8 minutes

TARGET: Creature touched

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.

Artificer Transmutation [Wood School]

Eagle's Splendor

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 minutes

TARGET: Creature touched

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Artificer Transmutation

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Invisibility

  • casting time1 standard action
  • rangePersonal or Touch

  • componentsV, S, M/DF
  • durationUntil dispelled

TARGET: You or a creature or object weighing no more than 800 lbs.

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Artificer Illusion [Glamer]

Spider Climb

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration80 minutes

TARGET: Creature touched

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Artificer Transmutation

Fly

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • duration8 minutes

(TARGET: Creature touched)Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you 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 vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Artificer Transmutation [Air School]

Haste

  • casting time1 standard action
  • rangeClose (45 ft)

  • componentsV, S, M
  • duration8 rounds

TARGET: 8 creatures, no two of which can be more than 30 ft. apart

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Artificer Transmutation

Resist Energy (Communal)

  • casting time1 standrd action
  • rangeTouch

  • componentsV, S, DF
  • duration80 minutes

(TARGET: creatures touched)You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Artificer Abjuration

Slow

  • casting time1 standard action
  • rangeClose (45 ft)

  • componentsV, S, M
  • duration8 rounds

TARGET: 8 creatures, no two of which can be more than 30 ft. apart

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Artificer Transmutation

Summon Monster IV

  • casting time1 standard action
  • rangeClose (45 ft)

  • componentsV, S, M
  • duration8 minutes

TARGET: One summoned creature

You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Artificer Conjuration [Summoning]

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