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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.

Wizard 1st level Divination

Mage Armor

  • casting time 1 action
  • range Touch

  • components V S M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Wizard 1st level Abjuration

Guidance

  • casting time 1 action
  • range Touch

  • components V S
  • duration Concentration up to 1 minute

You touch one willing creature. Once before the spell ends the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Cleric Divination cantrip

Find Familiar (ritual) 2/2

  • casting time 1 hour
  • range 10 feet

  • components V S M
  • duration Instantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

As an action you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively you can dismiss it forever. As an action while it is temporarily dismissed you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally when you cast a spell with a range of touch your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll you use your attack modifier for the roll.

Wizard 1st level Conjuration

Find Familiar (ritual) 1/2 [1/2]

  • casting time 1 hour
  • range 10 feet

  • components V S M
  • duration Instantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar a spirit that takes an animal form you choose - bat cat crab frog (toad) hawk lizard octopus owl poisonous snake fish (quipper) rat raven sea horse spider or weasel. Appearing in an unoccupied space within range the familiar has the statistics of the chosen form though it is a celestial fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you but it always obeys your commands. In combat it rolls its own initiative and acts on its own turn. A familiar can't attack but it can take other actions as normal.
When the familiar drops to 0 hit points it disappears leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you you can communicate with it telepathically. Additionally as an action you can see through your familiar's eyes and hear what it hears until the start of your next turn gaining the benefits of any special senses that the familiar has. During this time

Wizard 1st level Conjuration

Find Familiar (ritual) 1/2 [2/2]

  • casting time 1 hour
  • range 10 feet

  • components V S M
  • duration Instantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

you are deaf and blind with regard to your own senses.

Wizard 1st level Conjuration

Hold Person

  • casting time 1 action
  • range 60 feet

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

a small straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns the target can make another Wisdom saving throw. On a success the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Warlock 2nd level Enchantment

Counterspell

  • casting time 1 reaction
  • range 60 feet

  • components S
  • duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower its spell fails and has no effect. If it is casting a spell of 4th level or higher make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Warlock 3rd level Abjuration

Phantasmal Force 2/2 [1/2]

  • casting time 1 action
  • range 60 feet

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

a bit of fleece

While a target is affected by the spell the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed it slipped or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly a phantasm created to appear as fire a pool of acid or lava can burn the target. Each round on your turn the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm provided that the illusion is of a creature or hazard that could logically deal damage such as by attacking. The target

Warlock (Archfey)(Great Old One) 2nd level Illusion

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Phantasmal Force 2/2 [2/2]

  • casting time 1 action
  • range 60 feet

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

a bit of fleece

perceives the damage as a type appropriate to the illusion.

Warlock (Archfey)(Great Old One) 2nd level Illusion

Phantasmal Force 1/2

  • casting time 1 action
  • range 60 feet

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

a bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save you create a phantasmal object creature or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound temperature and other stimuli also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds the target realizes that the phantasm is an illusion and the spell ends.

Warlock (Archfey)(Great Old One) 2nd level Illusion

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