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the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Thunderwave,1 actionS,V,,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, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. Web,1 action,,M,S,V,a bit of spiderweb,You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Wizard

Dancing Lights,1 action,,M,S,V,a bit of phosphorus or wychwood, or a glowworm,You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. Detect Magic,1 actionS,V,,For the duration, you sense the presence of magic within 30 feet 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 its school of magic, if any. False Life,1 action,,M,S,V,a small amount of alcohol or distilled spirits,Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. Fireball,1 action,,M,S,V,a tiny ball of bat guano and sulfur,A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Flaming Sphere,1 action,,M,S,V,a bit of tallow, a pinch of brimstone, and a dusting of powdered iron,A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Identify,1 minute,,M,S,V,a pearl worth at least 100 gp and an owl feather,You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. Knock,1 action,V,,Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. Light,1 action,,M,,V,a firefly or phosphorescent moss,You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. Lightning Bolt,1 action,,M,S,V,a bit of fur and a rod of amber, crystal, or glass,A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. Mage Armor,1 action,,M,S,V,a piece of cured leather,You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.,8 hours,1st-level,Touch,,abjuration, Mage Hand,1 actionS,V,,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 30 feet away from you or if you cast this spell again. Magic Missile,1 actionS,V,,You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Prestidigitation,1 actionS,V,,This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: Ray of Frost,1 actionS,V,,A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. Scorching Ray,1 actionS,V,,You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. See Invisibility,1 action,,M,S,V,a pinch of talc and a small sprinkling of powdered silver,For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.,1 hour,2nd-level,Self,,divination, Shield,1 reaction,which you take when you are hit by an attack or targeted by the *magic missile* spell,,S,V,,An invisible barrier of magical force appears and 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*.,1 round,1st-level,Self,,abjuration, Sleep,1 action,,M,S,V,a pinch of fine sand, rose petals, or a cricket,This spell sends creatures into a magical slumber. Roll 5d8 Dancing Lights,1 action,,M,S,V,a bit of phosphorus or wychwood, or a glowworm,You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. Detect Magic,1 actionS,V,,For the duration, you sense the presence of magic within 30 feet 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 its school of magic, if any. False Life,1 action,,M,S,V,a small amount of alcohol or distilled spirits,Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. Fireball,1 action,,M,S,V,a tiny ball of bat guano and sulfur,A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Flaming Sphere,1 action,,M,S,V,a bit of tallow, a pinch of brimstone, and a dusting of powdered iron,A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Identify,1 minute,,M,S,V,a pearl worth at least 100 gp and an owl feather,You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. Knock,1 action,V,,Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. Light,1 action,,M,,V,a firefly or phosphorescent moss,You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. Lightning Bolt,1 action,,M,S,V,a bit of fur and a rod of amber, crystal, or glass,A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. Mage Armor,1 action,,M,S,V,a piece of cured leather,You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.,8 hours,1st-level,Touch,,abjuration, Mage Hand,1 actionS,V,,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 30 feet away from you or if you cast this spell again. Magic Missile,1 actionS,V,,You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Prestidigitation,1 actionS,V,,This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: Ray of Frost,1 actionS,V,,A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. Scorching Ray,1 actionS,V,,You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. See Invisibility,1 action,,M,S,V,a pinch of talc and a small sprinkling of powdered silver,For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.,1 hour,2nd-level,Self,,divination, Shield,1 reaction,which you take when you are hit by an attack or targeted by the *magic missile* spell,,S,V,,An invisible barrier of magical force appears and 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*.,1 round,1st-level,Self,,abjuration, Sleep,1 action,,M,S,V,a pinch of fine sand, rose petals, or a cricket,This spell sends creatures into a magical slumber. Roll 5d8