Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
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

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components 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
  • duration activate magical items

or carry more than 10 pounds. ;Sorcerer

Sorcerer 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

11th level (3d6)

Sorcerer and 17th level (4d6).;Sorcerer

M;1 minute;(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

you can instantaneously excavate it

  • casting time and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes
  • range colors

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

muddy footprints move it along the ground

S;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

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

muddy footprints harmless sensory effect

11th level (3d6)

muddy footprints and 17th level (4d6).;Sorcerer (Aberrant Mind)

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

the first time you hit with a melee attack on your next turn

muddy footprints cold

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Sorcerer

muddy footprints you have a +5 bonus to AC

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

muddy footprints M;1 minute;(a pinch of find sand

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Sorcerer (Aberrant Mind)

muddy footprints it takes 3d6 psychic damage and must immediately use its reaction

S

  • casting time up to 1 minute;(a sprinkling of holy water)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends
  • range the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;Cleric (*)(Life)
  • duration

muddy footprints M;Concentration

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

muddy footprints the spell creates one more dart for each slot above 1st. ;Sorcerer

you teleport up to 30 feet to an unoccupied space that you can see.;Sorcerer

muddy footprints

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Sorcerer

muddy footprints M;Concentration

S;Concentration

  • casting time choose 1 of the following 2 effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

muddy footprints up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S

  • casting time up to 1 minute;(A copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any 1 creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

muddy footprints M;Concentration

S

  • casting time up to 1 minute;(a small
  • range 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

  • components the target can make another Wisdom saving throw. On a success
  • duration 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. ;Sorcerer

muddy footprints M;Concentration

S

  • casting time you have proficiency in the chosen skill. The spell ends early if you cast it again.;
  • range

muddy footprints M ;1 hour;(a book worth at least 25 gp) You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration

1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
1;Bless;1st level Enchantment ;1 action;30 feet;V 1;Bless;1st level Enchantment ;1 action;30 feet;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Borrowed Knowledge;2nd-level Divination;1 action;Self;V 2;Borrowed Knowledge;2nd-level Divination;1 action;Self;V