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Name

  • casting timeaction
  • rangeRange

  • componentsComponent
  • durationDuration

Description

Wizard Class lists

Planar Binding [1/2]

  • casting time1 Hour
  • range60 ft

  • componentsV S M (A jewel worth at least 1,000 gp, which the spell consumes)
  • duration24 hours

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 spells 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 different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At Higher Levels:When

Wizard Bard, Cleric, Druid, Wizard

Planar Binding [2/2]

  • casting time1 Hour
  • range60 ft

  • componentsV S M (A jewel worth at least 1,000 gp, which the spell consumes)
  • duration24 hours

you cast this spell using a spell slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Wizard Bard, Cleric, Druid, Wizard

Freedom of movement

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 hour

You touch a willing creature. For the duration, the targets movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the targets speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the targets movement or attacks.

Wizard Artificer, Bard, Cleric, Druid, Ranger

Guardian of faith

  • casting time1 action
  • range30 ft

  • componentsv
  • duration8 hour

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Wizard Cleric

Commune

  • casting time1 minute
  • rangeSelf

  • componentsV S M
  • duration1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings arent necessarily omniscient, so you might receive unclear as an answer if a question pertains to information that lies beyond the deitys knowledge. In a case where a one-word answer could be misleading or contrary to the deitys interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.

Wizard Cleric

Raise Dead

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • duration1 hour

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creatures soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesnt, however, remove magical diseases, curses, or similar effects

Wizard Bard, Cleric, Paladin

Banishment

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration, Up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence youre 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 than the one youre 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 doesnt return. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Wizard Paladin, Cleric, Sorcerer, Warlock, Wizard

Stone Shape

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isnt possible.

Wizard Artificer, Cleric, Druid, Wizard

0 0

Gaes

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 Days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that cant understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.

Wizard Bard, Cleric, Druid, Paladin, Wizard

Mass Cure Wounds

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Wizard Bard, Cleric, Druid

At Higher Levels:When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.

Wizard