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Fire Bolt

  • casting time 1 action
  • range 30 m

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or 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 ignites if it isn't being worn or carried.

Wizard Cantrip

Mage Hand

  • casting time 1 action
  • range 12 m

  • components V, S
  • duration 1 minute

A spectral, 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 12 m 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, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 12 m each time you use it.
The hand can't attack, activate magical items, or carry more than 5 kg.

Wizard Cantrip

Mending

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 50 cm in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Wizard Cantrip

Burning Hands

  • casting time 1 action
  • range Self (6 m cone)

  • components V, S
  • duration Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 6 m cone extending outwards from you must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.

Wizard 1st level

Catapult

  • casting time 1 action
  • range 20 m

  • components S
  • duration Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 20 m in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

Wizard 1st level

Grease

  • casting time 1 action
  • range 20 m

  • components V, S, M
  • duration 1 minute

Slick grease covers the ground in a 4 m-square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Wizard 1st level

Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

You can cast this spell as a reaction when you are hit by an attack roll. 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, which may cause it to miss.

Wizard 1st level

Detect Magic (ritual)

  • casting time 10 minutes
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 12 m 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 what kind of magic it is.
The spell can penetrate most barriers, but is blocked by stone walls or a thin sheet of lead.

Wizard 1st level Ritual

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