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Absorb Spell

  • casting time 1 Reaction *
  • range Self

  • components V, S
  • duration 1 Round

As a Reaction when you are targeted by a damaging spell. You creature a barrier of magical energy appears and protects you. The barrier absorbs 1d10 + your spellcasting ability modifier damage from the spell.

If you reduce the spells damage to 0 with this, you regain a spell slot equal to the one cast against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the shield increases by 1d10 damage for each level above 2nd.

Arcane 2nd level Abjuration

Distant Shield

  • casting time 1 Reaction
  • range 30ft

  • components V, S
  • duration Instantaneous

As a reaction you point to an ally under attack within 30ft of you. Instantly conjuring an invisible barrier of magical force to protect them.

Until the start of their next turn, the target has a +2 bonus to AC, including against the triggering attack, and they take no damage from magic missile.

I may be hiding behind you, but that doesn't mean you're in this alone!

Arcana spell 1st level Abjuration

Enchant Arrow

  • casting time Bonus Action
  • range Self

  • components V, S, M
  • duration Instantaneous

1 Arrow or Bolt

When using a ranged attack with either a bow or crossbow, you may declare to enchant the arrow or bolt with one of the following effects:

Armor Piercing: the targets armor class is considered 2 less when determining a hit by this arrow/bolt.

Follow Through: if the creature is large or smaller and not wearing heavy armor, the arrow/bolt travels through the target and hits one additional target on the same path within 30ft for half damage.

Impact: the target must make a strength saving throw. On a failed save, the target is moved 5ft in the opposite direction, knocked prone and takes an additional 1d4 force damage. On a successful save, isn't moved but takes full damage.

Seeking: this arrow/bolt ignores any cover that is not full cover and can curve along a path to hit targets otherwise out of sight or blocked by a wall, pillar etc.. The player must know the location of the target.

Arcane, Primal 2nd level Enchantment

Enchant Arrow [1/2]

  • casting time Bonus Action
  • range Self

  • components V, S, M
  • duration Instantaneous

1 Arrow or Bolt

When using a ranged attack with either a bow or crossbow, you may declare to enchant the arrow or bolt with one of the following effects:

Armor Piercing: the targets armor class is considered 2 less when determining a hit by this arrow/bolt.

Follow Through: if the creature is large or smaller and not wearing heavy armor, the arrow/bolt travels through the target and hits one additional target on the same path within 30ft for half damage.

Impact: the target must make a strength saving throw. On a failed save, the target is moved 5ft in the opposite direction, knocked prone and takes an additional 1d4 force damage. On a successful save, isn't moved but takes full damage.

Seeking: this arrow/bolt ignores any cover that is not full cover and can curve along a path to hit targets otherwise out of sight or blocked by a wall, pillar etc.. The player must know the location of the target.

Arcane, Primal 2nd level Enchantment

Death Wish

  • casting time 1 Reaction
  • range 120ft

  • components V, M
  • duration Instantaneous

Your Dying Breath

Avenge me!

When you are reduced to 0 hit points, you can use your reaction to rally an ally in battle. A creature you can see within 120 feet gains temporary hit points equal to your maximum hit points. As your life force reinvigorates and is consumed by the spell. You are killed in the casting.

Arcane, Divine, Primal 5th Level Necromancy

Black Flame Armor

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 1 Minute

paste made from ground bones

After casting this spell, a shroud of dark flames wreathes your body. For the spells duration, any creature within 5 feet of you that touches or strikes you with an unarmed or melee weapon attack takes an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the amount of necrotic damage increases by 1d4 for each slot level above 1st.

Arcane spell 1st level Necromancy

Animate Shadow

  • casting time Bonus Action
  • range 60ft

  • components V, S, M
  • duration 1 Minute

Piece of coal, or a Candle

You bring to life the shadow of a creature you can see within range.

The target must make a wisdom save against your spell save DC or their shadow animates into a malevolent attacker.

For the spells duration the shadow stays attached to the target, sharing it's space and constantly assailing the target, granting advantage on all attacks against it.

In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the targets turns.

At the end of each turn the target can attempt a wisdom save to dispel the shadow and end the effect.

Arcane 1st level Necromancy

Greater 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 16 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Arcane 3rd level Abjuration

Black Nova

  • casting time 1 Action
  • range 500ft

  • components V, S
  • duration Instantaneous

A tiny mote of light as bright as a star is hurled to a spot you can see within range. All enemies within an 40ft radius sphere must make a dexterity saving throw. On a fail they take 20d6 fire damage, in a success they take half damage.

The explosion from the star forms a black hole and all enemies within range must then make a strength saving throw against spell DC.

On a failed save they take 20d6 bludgeoning damage and are dragged within 10 ft of the impact point and are prone. On a successful save they take half damage and are not dragged or prone.

Arcane 9th level Evocation

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Snowball

  • casting time 1 Action
  • range 120ft

  • components V, S, M
  • duration Instantaneous

a drop of water

You rub your cupped palms together and form a ball of packed snow that fills the palm of one hand. Winding up, you hurl it to a point you choose within range and then it explodes in a shower of rime-frost, flash-freezing everything nearby. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 5d8 cold damage on a failed save, or half as much damage on a successful one.

The frost spreads around corners. Surfaces covered with this frost are slippery, turning the ground in this area of effect into difficult terrain until the end of your next turn.

A creature killed by this spell becomes a frozen statue until it thaws.

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.

Arcane, Primal 3rd level Evocation

Absorb Spell

  • casting time 1 Reaction *
  • range Self

  • components V, S
  • duration 1 Round

A barrier of magical energy appears and protects you. The barrier absorbs 1d10 + your spellcasting ability modifier damage from the spell. If you reduce the spells damage to 0 with this, you gain advantage on the first spell attack you make next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the shield increases by 1d10 damage for each level above 2nd.






* - which you take when you are targeted by a damaging spell

Arcane 2nd level Abjuration

Distant Shield

  • casting time 1 Reaction
  • range 30ft

  • components V, S
  • duration Instantaneous

You point at an ally under attack, instantly conjuring an invisible barrier of magical force to protect them. Until the start of their next turn, the target has a +3 bonus to AC, including against the triggering attack, and they take no damage from magic missile.

I may be hiding behind you, but that doesn't mean you're in this alone!

* - which you take when an ally within 30 feet is hit by an attack or targeted by the magic missile spell.

Arcana spell 1st level Abjuration

Wizards Seal [2/2]

  • casting time 1 Minute (Ritual)
  • range Touch

  • components V, S, M
  • duration Until Dispelled

ruby worth at least 100 gp, gold dust worth 150 gp, both which the spell consumes

It's not obvious that the spell has been cast on an object. The only indication is a wax seal on the item, which is common. Detect Magic will reveal that there is a spell, but not which one. Identify will reveal that this spell has been cast on the object.

Arcane 4th level Abjuration

Wizards Seal [1/2]

  • casting time 1 Minute (Ritual)
  • range Touch

  • components V, S, M
  • duration Until Dispelled

ruby worth at least 100 gp, gold dust worth 150 gp, both which the spell consumes

( Sealing Wax, Ring with the Wizard's Sigil) Sealing Wax, Ring with the Wizard's Sigil) By means of this spell, a wizard enchants the sealing wax so when it is used - by anyone with the proper ring - to seal a document, package, or chest, only the wizard who cast the spell, or someone the wizard identified by name while enchanting the wax, can open the item.

Forcing the seal on a document or package destroys the document or package. While affected by this spell, a chest or box is more difficult to break or force open, the DC to break it or pick any locks on it increases by 20.

This spell may be removed by casting Dispel Magic cast at level 4 or higher.

Arcane 4th level Abjuration

Analyze Blood [2/2]

  • casting time 1 Action (Ritual)
  • range Touch

  • components V, S, M
  • duration Instantaneous

A drop of fresh blood or dried blood no more than a month old

2nd - You know the creature who shed the blood's type(s). (Monstrosity, Undead, Humanoid, etc.)
3rd - You know if the blood carries any diseases or poisons. You also know if the blood is acceptable for transfusion into another creature.
4th - You know if the creature whose blood you used is still alive.
5th - You know the creature's name (if applicable. Creatures with secret names such as Devils cannot have their secret name revealed with this spell.), age, and alignment.
6th - You know whether the creature is on the same plane of existence as you at the time the spell is cast.
7th - You know the approximate location of the creature with a margin of error of one mile.
8th - You have the memories of the creature for the last 12 hours prior to the blood being spilled.
9th - You have the memories of the creature for the last 24 hours prior to the blood being spilled.

Arcane, Divine 1st level Necromancy

Analyze Blood [1/2]

  • casting time 1 Action (Ritual)
  • range Touch

  • components V, S, M
  • duration Instantaneous

A drop of fresh blood or dried blood no more than a month old

You read the necromantic energy trapped in blood like a book. You immediately learn whether you have analyzed blood from the same creature before and when the last time you analyzed the blood was. You may only use the blood from a single creature for the material component of this spell. The information in mingled blood is too muddied to be of use.

At Higher Levels: You may gain additional information from the blood you analyze by channeling more energy into the spell. The additional information you can gain is listed below. You gain all of the information provided by lower levels of the spell as well as the information provided by the spell level you chose.

Arcane, Divine 1st level Necromancy

Enchant Arrow [2/2]

  • casting time Bonus Action
  • range Self

  • components V, S, M
  • duration Instantaneous

1 Arrow or Bolt

Choose one damage type: Fire, Acid, Cold, Lightning, Poison. The target takes 1d6 of the chosen damage type in addition to normal damage.

Arcane, Primal 1st level Enchantment

Enchant Arrow [1/2]

  • casting time Bonus Action
  • range Self

  • components V, S, M
  • duration Instantaneous

1 Arrow or Bolt

When using a ranged attack with either a bow or crossbow, you may declare to enchant the arrow or bolt with one of the following effects:

Armor Piercing: the targets armor class is considered 2 less when determining a hit by this arrow/bolt.

Follow Through: if the creature is large or smaller and not wearing heavy armor, the arrow/bolt travels through the target and hits one additional target on the same path within 30ft for half damage.

Impact: the target must make a strength saving throw. On a failed save, the target is moved 5ft in the opposite direction, knocked prone and takes an additional 1d4 force damage. On a successful save, isn't moved but takes full damage.

Seeking: this arrow/bolt ignores any cover that is not full cover and can curve along a path to hit targets otherwise out of sight or blocked by a wall, pillar etc.. The player must know the location of the target.

Arcane, Primal 1st level Enchantment

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Book of Shadows [2/2]

  • casting time 1 Hour
  • range Self

  • components V, S
  • duration Instantaneous

Cantrip Upgrade: When you reach 5th level as
a Warlock or Bloodhunter (Order of the Profane Soul), this spell also enhances other
cantrips while the book is on your person, you
can add your Warlock / Bloodhunter spellcasting ability modifier to the damage rolls of any cantrip you cast that doesn't already have that modifier added to its damage roll.

Warlock / Bloodhunter Conjuration Cantrip

Book of Shadows [1/2]

  • casting time 1 Hour
  • range Self

  • components V, S
  • duration Instantaneous

Stitching together strands of shadow, you conjure forth a book in your hand. The book contains eldritch magic that only you can access, granting you the following benefits:

Cantrips and Rituals: When the book appears, choose two cantrips, and choose two 1st-level spells that have the Ritual tag.

The spells can be from the Arcane, Divine, and Primal spell lists, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared.

Spellcasting Focus: You can use the book as a
Spellcasting Focus.

The book disappears if you cast this spell again or die.

Warlock / Bloodhunter Conjuration Cantrip

Shadow Clone [2/2]

  • casting time 1 Action
  • range 30ft

  • components V, M
  • duration 1 Hour

Self drawn or from previously inflicted wound

The Shadow Clone can be used to cast any spell the original caster has prepared, and shares the spell slots of the caster. Attacks against enemies that are aware it is an illusion deal half damage.

The Shadow Clone can make two melee attacks per turn with a shadow blade dealing 1d10 necrotic damage. Attack bonus equals your Proficiency bonus + your Spell Casting Ability Modifier

If the blood used to cast the spell is self drawn, reduce your current hit points by 1.

Arcane spell 3rd level Illusion

Shadow Clone [1/2]

  • casting time 1 Action
  • range 30ft

  • components V, M
  • duration 1 Hour

Self drawn or from previously inflicted wound

(Blood of Caster ) As you mutter the verbal components of the spell, the blood on your hands sizzles away to smoke, which manifests into a copy of yourself created from smoke and shadow in an unoccupied space with 30 ft that you can see.

Upon creation, roll d4's equal to the level you cast the spell at for the clone's hitpoints. Any creature that has sight of the creation of the Shadow Clone automatically knows it is an illusion, and all other creatures that encounter it must make a perception check that beats your spellcasting DC to know it is an illusion.

In combat, Shadow Clone has an armor class of 10 plus your spellcasting ability's modifier. The shadow clone's initiative in combat equals your initiative minus your initiative bonus.

Arcane spell 3rd level Illusion

Gargax's Giddy Giggles

  • casting time 1 Action
  • range 60 Feet

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

Pixie dust and a booger waved in the air

All creature of your choice that you can see within in a 20-foot cube within range, perceives everything as hilariously funny and falls into fits of giggles if this spell affects it.

The targets must succeed on a Wisdom saving throw or fall prone (Attack rolls within 5 feet of the creature have advantage. Otherwise, the attack roll has disadvantage), becoming incapacitated (creature can’t take actions or reactions) and unable to stand up for the duration.

A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.

Arcane 4th-level Enchantment

Close Wound

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and channel their inner life force to cause a surge of natural healing. If the target creature has at least 1 hit point, they can spend two of its Hit Dice, rolling the die and adding their Constitution modifier to the result. They regain hit points equal to the total.

The creature must also make a DC 12 Constitution saving throw, on a failed save they take two levels of exhaustion. As the effects of healing this way draws on the strength of the targeted creature.

If targeted creature has 0 hit points and you attempt to heal them in this way they can spend Hit Dice as stated above. But if they fail their DC 12 Constitution saving throw. The shock of the healing kills the targeted creature.

A creature touched by this spell can spend additional Hit Dice when you reach 5th level (4), 11th level (6), and 17th level (8).

Divine, Primal 2nd level - Evocation

Water Whip

  • casting time 1 Action
  • range 30ft

  • components V, S
  • duration Instantaneous

You create a whip of water that shoves and pulls one creature you can see within range to unbalance it. The target must make a Dexterity saving throw. On a failed save, the target takes 4d10 bludgeoning damage and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, it takes half as much damage and you don't pull it or knock it prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Arcana, Primal 3rd level Conjuration

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