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Foresight

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 8 hrs

a hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.

9th Level Divination

Glibness

  • casting time 1 action
  • range Self

  • components V
  • duration 1 hr

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

8th Level Enchantment

Finger of Death

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.

A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.

Save: CON 23 7th Level Necromancy

Eyebite

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentrate, 1 min

For duration, eyes become an inky void. One creature can see in 60 feet must succeed on a WIS saving throw or be affected by one of the following effects for the duration.

On each turn until the spell ends, can take a Magic action to target another creature but can’t target a creature if succeeded on a save.

Asleep. Target has Unconscious condition. Wakes up if takes any damage or if shook awake.

Panicked. Target has Frightened condition. On each turn, must take Dash action and move away. If moves to a space at least 60 feet away where it can’t see you, effect ends.

Sickened. The target has the Poisoned condition.

Save: WIS 23 6th Level Necromancy

Synaptic Static

  • casting time 1 action
  • range 120 ft / 20 ft sphere

  • components V, S
  • duration Instantaneous

You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.

On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentrate. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Save: INT 23 5th Level Enchantment

Shadow of Moil

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentrate, 1 min

an undead eyeball encased in 150+ gp gem

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

4th Level Necromancy

Scrying

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Concentrate, 10 min

a focus worth 1K+ GP

You can see/hear a creature you choose that is on same plane of existence. Target makes a WIS saving throw, modified by how well you know the target. The target doesn’t know what it is making the save against, only that it feels uneasy.

On save, target isn’t affected, and you can’t use this spell on it again for 24 hrs.

Failed save, creates an Invisible sensor within 10 feet of the target. Can see/hear as if you were there. Sensor moves with the target, remaining within 10 feet for the duration. If something can see the sensor, appears as a luminous orb, size of a fist.

Instead of targeting a creature, can target a location you've seen. The sensor appears at that location and doesn’t move. (SEE NOTES!!!)

Save: WIS 23 5th Level Divination

Hold Monster

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration Concentrate, 1 min

a straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Save: WIS 23 5th Level Enchantment

Greater Invisibility

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentrate, 1 min

A creature you touch has the Invisible condition until the spell ends.

4th Level Illusion


Fly

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentrate, 10 min

a feather

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

3rd Level Transmutation

Fear

  • casting time 1 action
  • range Self / 30 ft cone

  • components V, S, M
  • duration Concentrate, 1 min

a white feather

Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.

A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.

Save: WIS 23 3rd Level Illusion

Far Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentrate, 1 min

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

5th Level Conjuration

Dispel Magic

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.

Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

3rd Level Abjuration

Dimension Door

  • casting time 1 action
  • range 500 ft

  • components V
  • duration Instantaneous

You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”

You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.

If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

4th Level Conjuration

Counterspell

  • casting time 1 reaction
  • range 60 ft

  • components S
  • duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

Save: CON 23 3rd Level Abjuration

Contact Other Plane

  • casting time 1 minute
  • range Self

  • components V
  • duration 1 minute

Mentally contact a demigod/spirit of a long-dead sage/other knowledgeable entity from another plane. Can break your mind. When you cast, make a DC 15 INT saving throw. On Success, can ask up to five questions. Must ask questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

On Fail, take 6d6 Psychic damage and have the Incapacitated condition until Long Rest. A Greater Restoration spell cast ends effect.

You contact your patron, and you automatically succeed on the spell’s saving throw.

5th Level Divination

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

2nd Level Conjuration

Mirror Image

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

2nd Level Illusion


Invisibility

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentrate, 1 hr

an eyelash in gum arabic

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

2nd Level Illusion

Hold Person

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Concentrate, 1 min

a straight piece of iron

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Save: WIS 20 2nd Level Enchantment

Detect Thoughts

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentrate, 1 min

1 copper piece

Activate one of the effects below. Until spell ends, can activate either as a Magic action on later turns.

Sense. Sense presence of thoughts 30 feet belong to creatures that know languages/are telepathic. Blocked by 1 foot of stone/dirt/wood/1 inch of metal/thin sheet of lead.

Read. Target one creature you see 30 feet or detected with the Sense Thoughts. What is most on the target’s mind right now. Target doesn’t know any languages/isn’t telepathic, learn nothing.

Magic action on next turn, can try to probe deeper. Target makes a Wisdom saving throw. Failed save - get info. Knows that you're probing

Save: WIS 20 2nd Level Divination

Darkness

  • casting time 1 action
  • range 60 ft / 15 ft sphere

  • components V, S
  • duration Concentrate, 10 min

(bat fur and a piece of coal) For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.

Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

2nd Level Evocation

Cloud of Daggers

  • casting time 1 action
  • range 60 ft / 5 ft square

  • components V, S, M
  • duration Concentrate, 1 min

a sliver of glass

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.

On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.

Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.

2nd Level Conjuration

Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

1st Level Abjuration

Hex

  • casting time 1 bonus action
  • range 90 ft

  • components V, S, M
  • duration Concentrate, 1 hr

the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

Using a Higher-Level Spell Slot. Your Concentrate can last longer with a spell slot of level 2 (up to 4 hrs), 3–4 (up to 8 hrs), or 5+ (24 hrs).

1st Level Enchantment

False Life

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

a drop of alcohol

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

1st Level Necromancy

Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hr

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

1st Level Illusion


Charm Person

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hr

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Save: WIS 20 1st Level Enchantment

Armor of Agathys

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 1 hr

a shard of blue glass

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

1st Level Abjuration

Prestidigitation

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration 1 hr

You create a magical effect within range. Up to three of its non-instantaneous effects active.

Sensory Effect. Create an instant, harmless (sparks, puff of wind, music, odor).

Fire Play. Instantaneously light or snuff out.

Clean or Soil. Instantaneously clean or soil an object, 1 cubic foot or smaller.

Minor Sensation. Chill/warm/flavor up to 1 cubic foot of nonliving material for 1 hr.

Magic Mark. Color/mark/symbol appear for 1 hr.

Minor Creation. Create a nonmagical trinket/image, fits in hand. Lasts until the end of your next turn.

Transmutation cantrip

Chill Touch

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Necromancy cantrip

Eldritch Blast

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Evocation cantrip

Fire Bolt

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Evocation cantrip

Friends

  • casting time 1 action
  • range 10 ft

  • components S, M
  • duration Concentrate, 1 min

some makeup

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

Save: WIS 23 Enchantment cantrip

Mage Hand

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Conjuration cantrip

Mind Sliver

  • casting time 1 action
  • range 60 ft

  • components V
  • duration 1 round

You try to temporarily sliver 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.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Save: INT 23 Enchantment cantrip


Minor Illusion

  • casting time 1 action
  • range 30 ft / 5ft square

  • components S, M
  • duration 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 ends if you cast this spell again.

If a creature Studies to examine, can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC.

Sound. Volume can range from a whisper to a scream. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Image. Must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction reveals illusion, since things can pass through it.

Illusion cantrip