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Animare morti [1/2]

  • casting time1 minuto
  • range3 metri

  • componentsV, S, M
  • durationIstantanea

una goccia di sangue, un brandello di carne o polvere d'osso

Crei un servitore non morto, scegliendo un cadavere umanoide Medio o Piccolo entro gittata. Il tuo incantesimo infonde nel bersaglio un'empia parvenza di vita, animandolo come creatura non morta. Il bersaglio diventa uno scheletro se erano solo ossa, o uno zombi se era un cadavere.

A ogni tuo turno puoi usare un'azione bonus per comandare mentalmente qualsiasi creatura da te creata tramite questo incantesimo e situata entro 18 metri da te (se controlli più creature, puoi comandarle tutte o nessuna allo stesso tempo, impartendo lo stesso comando a ogni creatura). Decidi quale azione effettuerà e dove si muoverà durante il suo turno successivo, oppure puoi impartire un comando generale, ad es. vigilare su una camera o un corridoio in particolare. Se non impartisci alcun comando la creatura si limita a difendersi dalle creature ostili. Una volta ricevuto un ordine, la creatura continua a seguirlo finché non ha portato a termine il compito.

Animate Dead Necromanzia

Animare morti [2/2]

  • casting time1 minuto
  • range3 metri

  • componentsV, S, M
  • durationIstantanea

una goccia di sangue, un brandello di carne o polvere d'osso


La creatura rimane sotto il tuo controllo per 24 ore, dopodiché smette di obbedire ai comandi che le hai impartito. Per mantenere il controllo della creatura per altre 24 ore, devi lanciare di nuovo questo incantesimo su di essa prima che l'attuale periodo di 24 ore termini. Questo uso dell'incantesimo gli permette di ristabilire il controllo su un massimo di quattro creature da lui animate tramite questo incantesimo, anziché animarne una nuova.

Ai Livelli Superiori. Quando lanci questo incantesimo usando uno slot di 4° o superiore, animi o ristabilisci il controllo su due creature non morte aggiuntive per ogni slot superiore al 3°. Ognuna di queste creature deve provenire da un cumulo di ossa o da un cadavere diverso.

Animate Dead Necromanzia

Aura di vitalità

  • casting time1 azione
  • rangeIncantatore (raggio 9m)

  • componentsV
  • durationConc. 1 minuto

Emani un'aura di energia curativa entro un raggio di 9 metri. Finché l'incantesimo non termina, l'aura si muove ed è centrata su di te. Puoi usare un'azione bonus per far sì che una creatura entro l'aura (incluso te) recuperi 2d6 punti ferita.

Aura of Vitality Invocazione

Camminare sull'acqua (rituale)

  • casting time1 azione
  • range9 metri

  • componentsV, S, M
  • duration1 ora

un pezzo di sughero

Questo incantesimo conferisce la capacità di muoversi su una qualsiasi superficie liquida come l'acqua, l'acido, il fango, la neve, le sabbie mobili o la lava, come se si trattasse di un innocuo terreno solido (ma le creature che attraversano un tratto di lava fusa possono comunque subire danni dal calore). Fino a dieci creature consenzienti entro gittata e che tu sia in grado di vedere ottengono questa capacità per la durata dell'incantesimo.

Se bersagli una creatura immersa in un liquido, l'incantesimo porta il bersaglio alla superficie di quel liquido a una velocità di 18 metri per round.

Water Walk Trasmutazione

Cerchio Magico

  • casting time1 minuto
  • range3 metri

  • componentsV, S, M
  • duration1 ora

acqua santa o polvere d'argento e di ferro del valore di almeno 100 mo, che l'incantesimo consuma

Crei un cilindro di energia magica (raggio 3m, altezza 6m) centrato su un punto del terreno entro gittata che puoi vedere. Rune scintillanti appaiono nel punto in cui il cilindro si interseca col pavimento o un'altra superficie.
Scegli uno o più tipi di creature fra: celestiali, elementali, folletti, immondi o non morti. Il cerchio influenza una creatura del tipo scelto in questo modo:
• Non può entrare volontariamente nel cilindro tramite mezzi non magici. Se cerca di usare una forma di teletrasporto o viaggio interplanare per farlo, deve prima superare un TS su CAR.
• Ha svantaggio ai TxC contro i bersagli all'interno.
• I bersagli all'interno non possono essere affascinati, spaventati o posseduti dalla creatura.
Quando lo lanci puoi decidere che la magia funzioni nella direzione inversa, impedendole di uscire e proteggendo i bersagli all'esterno.

Ai Livelli Superiori. Quando lo lanci con uno slot di 4° livello o superiore, la durata aumenta di 1 ora per ogni slot superiore al 3°.

Magic Circle Abiurazione

Chiaroveggenza

  • casting time10 minuti
  • range1,5 km

  • componentsV, S, M
  • durationConc. 10 minuti

un focus del valore di almeno 100 mo, a scelta tra un cornetto acustico ingioiellato per l'udito o un occhio di vetro per la vista

Crei un sensore invisibile entro gittata in un luogo che hai visitato o visto in precedenza, oppure in un luogo ovvio che non ti

Magic Circle Divinazione

Clairvoyance

Magic Circle

Creare Cibo e Acqua

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

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.

Create Food and Water 3rd level Conjuration

Dissolvi Magie

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

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.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Dispel Magic 3rd level Abjuration

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sia familiare (ad es. dietro una porta, oltre un angolo o in mezzo a un boschetto). Il sensore rimane al suo posto per la durata dell'incantesimo e non è possibile attaccarlo o interagire con esso in altri modi.
Quando lanci l'incantesimo scegli tra vista e udito. Puoi usare il senso scelto tramite il sensore, come se ti trovassi nel suo spazio. Usando la tua azione, puoi passare da vista a udito o viceversa. Una creatura in grado di vedere il sensore (ad es. una creatura che vede l'invisibilità o ha vista pura) vede un globo luminoso e intangibile grande all'incirca quanto un tuo pugno.
sia familiare (ad es. dietro una porta, oltre un angolo o in mezzo a un boschetto). Il sensore rimane al suo posto per la durata dell'incantesimo e non è possibile attaccarlo o interagire con esso in altri modi.
Quando lanci l'incantesimo scegli tra vista e udito. Puoi usare il senso scelto tramite il sensore, come se ti trovassi nel suo spazio. Usando la tua azione, puoi passare da vista a udito o viceversa. Una creatura in grado di vedere il sensore (ad es. una creatura che vede l'invisibilità o ha vista pura) vede un globo luminoso e intangibile grande all'incirca quanto un tuo pugno.
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Faro di Speranza

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Beacon of Hope Abiurazione

Fondersi nella Pietra (rituale)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Meld into Stone 3rd level Transmutation

Glifo di Interdizione [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an

Glyph of Warding 3rd level Abjuration

Glifo di Interdizione [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Glyph of Warding 3rd level Abjuration

Glifo di Interdizione [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Glyph of Warding 3rd level Abjuration

Guardiani spirituali

  • casting time1 action
  • rangeSelf (15-foot-radius)

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

a holy symbol

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Spirit Guardians 3rd level Conjuration

Inviare

  • casting time1 action
  • rangeUnlimited

  • componentsV, S, M
  • duration1 round

A short piece of fine copper wire

You send a short message of twenty-five 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.

Sending (Homebrew) 3rd level Evocation

Linguaggi

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

a small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Tongues (Homebrew) 3rd level Divination

Luce Diurna

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Daylight 3rd level Evocation

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Morte Apparente (rituale)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Feign Death 3rd level Necromancy

Parlare con i morti

  • casting time1 action
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Speak with Dead 3rd level Necromancy

Parola Guaritrice di Massa

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Mass Healing Word 3rd level Evocation

Protezione dall'energia

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Protection from Energy 3rd level Abjuration

Rimuovi maledizione

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Remove Curse (Homebrew) 3rd level Abjuration

Rinascita

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Revivify (Homebrew) 3rd level Necromancy

Scagliare Maledizione [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th

Bestow Curse 3rd level Necromancy

Scagliare Maledizione [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Bestow Curse 3rd level Necromancy

Sudario spirituale

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth spirits of the dead, which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Spirit Shroud (TCE) 3rd-level necromancy

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