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Light

  • casting time1 Action
  • rangeTouch

  • componentsV M
  • duration1 hour

Object glows: bright light 20 ft, dim light 20 ft. Ends if covered or dismissed.

Wizard Evocation Cantrip

Mage Hand

  • casting time1 Action
  • range30 ft

  • componentsV S
  • duration1 minute

Spectral hand manipulates objects (open, stow, retrieve). Cannot attack or use magic items.

Wizard Conjuration Cantrip

Minor Illusion

  • casting time1 Action
  • range30 ft

  • componentsS M
  • duration1 minute

Create a sound or a static 5?ft image. Investigation check reveals illusion.

Wizard Illusion Cantrip

Prestidigitation

  • casting time1 Action
  • range10 ft

  • componentsV S
  • durationUp to 1 hour

Small magical tricks: clean/soil, light/snuff flame, sensory effects, flavor/warm/chill food.

Wizard Transmutation Cantrip

Ray of Frost

  • casting time1 Action
  • range60 ft

  • componentsV S
  • durationInstant

Spell attack +9 for 3d8 cold. On hit, targets speed 10 ft until your next turn.

Wizard Evocation Cantrip

Shield

  • casting time1 Reaction
  • rangeSelf

  • componentsV S
  • duration1 round

When hit or targeted by Magic Missile, gain +5 AC until next turn and ignore Magic Missile.

Wizard Abjuration 1st

Mage Armor

  • casting time1 Action
  • rangeTouch

  • componentsV S M
  • duration8 hours

Target not wearing armor gains AC 13 + Dex mod (AC 15 for Romanus).

Wizard Abjuration 1st

Detect Magic

  • casting time1 Action
  • rangeSelf (30?ft radius)

  • componentsV S
  • duration10 minutes (Conc)

Sense magic within 30 ft

see auras and schools of magic. Divination 1st

Absorb Elements

  • casting time1 Reaction
  • rangeSelf

  • componentsS
  • duration1 round

Reduce elemental damage taken

see auras and schools of magic. Abjuration 1st

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Mirror Image

  • casting time1 Action
  • rangeSelf

  • componentsV S
  • duration1 minute

Create 3 duplicates. Attacks may hit duplicates instead. No concentration.

see auras and schools of magic. Illusion 2nd

Misty Step

  • casting time1 Bonus Action
  • rangeSelf

  • componentsV
  • durationInstant

Teleport 30 ft to a visible space.

see auras and schools of magic. Conjuration 2nd

Hold Person

  • casting time1 Action
  • range60 ft

  • componentsV S M
  • duration1 minute (Conc)

Humanoid Wis save (DC 17) or paralyzed. Save again at end of each turn.

see auras and schools of magic. Enchantment 2nd

Arcane Lock

  • casting time1 Action
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled

Magically lock an object. Opening requires Knock or high Strength check. You set who can open it.

see auras and schools of magic. Abjuration 2nd

Glyph of Warding

  • casting time1 Hour
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled

Inscribe a triggered spell trap. Stores a 3rd?level spell you cast into it. Activates on conditions you choose.

see auras and schools of magic. Abjuration 3rd

Hypnotic Pattern

  • casting time1 Action
  • range120 ft

  • componentsS M
  • duration1 minute (Conc)

30?ft cube. Wis save (DC 17) or incapacitated and speed 0. Ends if damaged or shaken.

see auras and schools of magic. Illusion 3rd

Fly

  • casting time1 Action
  • rangeTouch

  • componentsV S M
  • duration10 minutes (Conc)

Target gains 60?ft fly speed.

see auras and schools of magic. Transmutation 3rd

Nondetection

  • casting time1 Action
  • rangeTouch

  • componentsV S M
  • duration8 hours

Target cannot be detected by divination magic or magical scrying.

see auras and schools of magic. Abjuration 3rd

Banishment

  • casting time1 Action
  • range60 ft

  • componentsV S M
  • duration1 minute (Conc)

Cha save (DC 17) or banished. Native creatures return after spell ends

see auras and schools of magic. Abjuration 4th

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Dimension Door

  • casting time1 Action
  • range500 ft

  • componentsV
  • durationInstant

Teleport yourself and one willing adjacent creature to any visible or described location within 500 ft.

see auras and schools of magic. Conjuration 4th

Resilient Sphere

  • casting time1 Action
  • range30 ft

  • componentsV S M
  • duration1 minute (Conc)

Dex save (DC 17) or creature is trapped in an invulnerable sphere. Nothing passes through. Can be pushed.

see auras and schools of magic. Evocation 4th

Wall of Force

  • casting time1 Action
  • range120 ft

  • componentsV S M
  • duration10 minutes (Conc)

Invisible wall (1010 panels or sphere). Impassable, immune to damage, cannot be dispelled except by Disintegrate.

see auras and schools of magic. Evocation 5th

Hold Monster

  • casting time1 Action
  • range90 ft

  • componentsV S M
  • duration1 minute (Conc)

Creature Wis save (DC 17) or paralyzed. Save again at end of each turn. Melee hits auto?crit.

see auras and schools of magic. Enchantment 5th

Synaptic Static

  • casting time1 Action
  • range120 ft

  • componentsV S M
  • durationInstant

20?ft radius. Int save (DC 17). Fail: 8d6 psychic and 1d6 penalty to attacks, checks, and concentration for 1 minute. Save ends early.

see auras and schools of magic. Enchantment 5th

Globe of Invulnerability

  • casting time1 Action
  • rangeSelf (10?ft radius)

  • componentsV S M
  • duration1 minute (Conc)

Immobile 10?ft sphere blocks spells of 5th level or lower from affecting creatures or objects inside.

see auras and schools of magic. Abjuration 6th

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