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Detect Magic

  • 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.and you can use your action to see a faint aura around any visible creature or object in the area that bears magic, you may choose one of the 8 schools of magic, you learn if any of the Magic in the area matches the school of magic that you choose or if it doesn't belong to any of them
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.
.. You may choose two additional schools of magic for each spell slot above 1st.

1st level Divination

Create or Destroy Water

  • casting time 1 Action
  • range 30 Feet

  • components V,S,M
  • duration Instantaneous

a galon of non magicaly created water if creating water or a few grains of sand if destroying it

You either create or destroy water.

Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. For each gallon of water that you create you have to sacrifice 1 HP Maximum, your HP returns to normal after 24 h.

Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

1st level Necromancy

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 the targets Spell save DC + 1 per spell slot level higher than your Counterspell. 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. Additionally any attempt to Counter a spell higher than the Counterspell level has a +1 for each spell slot of 4 or higher.

3rd level Abjuration

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