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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. ;Wizard;;

Wizard 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

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

Wizard M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S;Instantaneous;A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time and its speed is reduced by 10 feet until the start of your next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Wizard;;
  • duration

Wizard it takes 1d8 cold damage

M;Instantaneous;You brandish the weapon used in the spell's casting and make a melee weapon attack with it against a target you can see within the weapon's reach. If you are proficient with the weapon used

  • casting time roll only once instead. On a hit
  • range the target suffers the weapon attack's normal effects

  • components and then becomes marked by a glowing aura of divination magic until the end of your next turn. If an attack targets the creature before then
  • duration add 1d4 to the attack roll

and the spell ends.
At Higher Levels: At 5th level

Wizard and would be forced to roll with disadvantage

M;Instantaneous;You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within the weapon's reach of you. On a hit

  • casting time they subtract 1d4 from the total and the spell ends. If the saving throw is made against the shaken or frightened condition
  • range they substract 2d4 instead.
    At Higher Levels: This spell adds damage when you reach certain levels. At 5th level

  • components the initial attack you make as part of casting this spell deals an extra 1d8 psychic damage to the target on a hit
  • duration which increases by 1d8 at 11th level (2d8) and 17th level (3d8).;Wizard;;

Wizard the target suffers the weapon attack's normal effects. If the target makes a saving throw before then

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

Wizard cold

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

Wizard M;Instantaneous;(a diamond worth at least 50 gp)You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

Wizard the Healing increases by 1d8 for each slot level above 1st.;Wizard;;

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V
0;True Strike;Divination cantrip;1 action;30 feet;S 0;True Strike;Divination cantrip;1 action;30 feet;S
0;Haunted Blade;Necromancy;1 action;30 feet;S 0;Haunted Blade;Necromancy;1 action;30 feet;S
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Chromatic Orb;1st level Evocation;1 action;90 feet;V 1;Chromatic Orb;1st level Evocation;1 action;90 feet;V
1;Cure Wounds (ritual);1st level Evocation;1 action;Touch;V 1;Cure Wounds (ritual);1st level Evocation;1 action;Touch;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V

S

  • casting time frightened or possessed
  • range or if it an incorporeal undead such as a ghost

  • components shadow
  • duration specter or wraith. On a failed save

the target is restrained for the duration. The spell ignores any immunity to being restrained than an incorporeal undead might have. An incorporeal undead also takes 1d6 force damage at the start of each of its turns for the duration. Any affected creature that isn't incorporeal undead also disadvantage on saving throws to end any charmed or frightened condition affecting it

1 inch of common metal M;1 minute;You summon spectral bindings that attempt to wrap around a creature you can see within range. The target must make a Constitution saving throw with disadvantage if it is charmed

S

  • casting time formed from plates of ice. You gain 2d4 temporary hit points for the duration. While these hit points last
  • range you also have a +2 bonus to your AC and every 1 foot of movement costs you 3 feet.
    At Higher Levels: You gain 1d4 additional temporary hit points per spell slot level and the AC increases by 1 for every 3 spell slot levels. (the total ac bonus will be +3 at level 4 and +4 at level 7);;;

1 inch of common metal M;1 hour;You manifest a magical armour around yourself

S

  • casting time whistling
  • range hypoallergenic

  • components gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit
  • duration the missile does 2d4 force damage. If the attack roll scores a critical

the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one

1 inch of common metal M;Instantaneous;You create three twisting

S

  • casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.;Wizard;;
  • range

1 inch of common metal M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

S;1 round;The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere must make a Constitution saving throw. On a failed save

  • casting time a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn
  • range any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.;;;

1 inch of common metal a creature takes 2d8 force damage and its speed is halved until the end of its next turn. On a successful save

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.;Wizard;;

1 inch of common metal you have a +5 bonus to AC

S

  • casting time up to 10 minute;(a bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • duration it isn't accompanied by sound

smell

1 inch of common metal M;Concentration

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Wizard;;

1 inch of common metal a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time 1 hour;You place a curse on a creature that you can see within range. Until the spell ends
  • range you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also

  • components 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
  • duration you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early.
    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher

1 inch of common metal M;Concentration

1;Ghostbane Bindings;;1 action;Self;V 1;Ghostbane Bindings;;1 action;Self;V
1;Ice Armor;;1 action;Self;V 1;Ice Armor;;1 action;Self;V
1;Jim's Magic Misiile;;1 action;120 feet;V 1;Jim's Magic Misiile;;1 action;120 feet;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V
1;Magnify Gravity;;1 action;60 feet;V 1;Magnify Gravity;;1 action;60 feet;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Hex;;1 bonus action;90 feet;V 1;Hex;;1 bonus action;90 feet;V

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Wizard;;

1 inch of common metal M;Concentration

up to 1 hour;You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw

  • casting time or half as much damage on a successful one. On a failed save
  • range you also always know the target's location until the spell ends

  • components but only while the two of you are on the same plane of existence. While you have this knowledge
  • duration the target can't become hidden from you

and if it's invisible

1 inch of common metal taking 3d8 psychic damage on a failed save

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

1 inch of common metal the duplicates move with you and mimic your actions

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

1 inch of common metal

S;Concentration

  • casting time light
  • range and thrown properties (range 20/60). In addition

  • components when you use the sword to attack a target that is in dim light or darkness
  • duration you make the attack roll with advantage.
    If you drop the weapon or throw it

it dissipates at the end of the turn. Thereafter

while the spell persists up to 1 minute;You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher

while the spell persists M;Instantaneous;(a chip of mica)A sudden loud ringing noise

the target takes 3d6 psychic damage

  • casting time on its next turn
  • range it must choose whether it gets a move

  • components an action
  • duration or a bonus action;Wizard;;
    At Higher Levels:

while the spell persists and it can't take a reaction until the end of its next turn. Moreover

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

while the spell persists M;Instantaneous;(specially marked sticks

its spell fails and has no effect. If it is casting a spell of 4th level or higher

  • casting time 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
  • range the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ;Wizard;;

while the spell persists make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration 2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;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;Shadow Blade;2nd level Illusion;1 bonus action;Self;V 2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save 2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;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 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;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

S;Instantaneous;Choose any creature

  • casting time or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;Wizard;;

while the spell persists object

S

  • casting time up to 10 minutes;(niter
  • range sulfur

  • components and pine tar formed into a bead)You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors
  • duration sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface

the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save

while the spell persists M;Concentration

S

  • casting time which the spell consumes)For the duration
  • range you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.;Wizard;;

while the spell persists M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence than the one you're on

the target is banished with a faint popping noise

while the spell persists M;Concentration

3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V 3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V