Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Name

  • casting timeCasting Time
  • rangeRange

  • componentsComponents
  • durationDuration

Description

Book School

Animate Objects [1/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

PHB (2014) 5th level Transmutation

Animate Objects [1/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Animated Object Statistics
Size             HP   AC   Attack   Str   Dex
Tiny            20   18   +8 to hit, 1d4+4 dmg  s   4   18
Small          25   16   +6 to hit, 1d8+2 dmg     6   14
Medium   40   13   +5 to hit, 2d6+1 dmg     10   12
Large         50   10   +6 to hit, 2d10+2 dmg   14   10
Huge          80   10   +8 to hit, 2d12+4 dmg   18    6

PHB (2014) 5th level Transmutation

Animate Objects [1/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

PHB (2014) 5th level Transmutation

Chaos Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
Chaos Bolt
d8 Damage Type
1Acid2Cold3Fire4Force5Lightning6Poison7Psychic8Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

XGE 1st level Evocation

Confusion [1/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

three nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Confusion Behaviord10Behavior1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6The creature doesn't move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds,

PHB (2014) 4th level Enchantment

Confusion [2/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

three nut shells

this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

PHB (2014) 4th level Enchantment

Control Weather

  • casting time10 minutes
  • rangeSelf (5-mile radius)

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense and bits of earth and wood mixed in water

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
PrecipitationStageCondition1Clear2Light clouds3Overcast or ground fog4Rain, hail, or snow5Torrential rain, driving hail, or blizzardTemperatureStageCondition1Unbearable heat2Hot3Warm4Cool5Cold6Arctic coldWindStageCondition1Calm2Moderate wind3Strong wind4Gale5Storm

PHB (2014) 8th level Transmutation

Creation

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationSpecial

a tiny piece of matter of the same type of the item you plan to create

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Creation
MaterialDurationVegetable matter1 dayStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

PHB (2014) 5th level Illusion

Level Level
5 5
5 5
5 5
1 1
4 4
4 4
8 8
5 5

Doom of Stacked Stones

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a granite pebble

You and three creatures of your choice within range must succeed on a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained. If one of the three targeted creatures fails this saving throw, as many as two other creatures (per initial target), each within 30 feet of the initial target, must make the same save. A restrained creature must continue to make saving throws each turn, and their condition worsens on a failure, as follows:
Number of Turns AffectedCondition
1 (spell is cast)Restrained2Incapacitated3Stunned4Paralyzed5Petrified (turned to stone)

BoET 6th level Transmutation

Lunar Transfer [1/4]

  • casting time1 minute
  • range200 feet

  • componentsV, S, M
  • durationInstantaneous

an opal worth 500 gp, which the spell consumes

This spell instantly summons a glittering moonbeam that transports one sleeping creature or object of your choice that you can see within range to a destination you select. If you target an unwilling creature, it gains a Wisdom saving throw. On a successful save, the spell fails, and the caster appears in the target location instead. A transferred creature wakes up as soon as it arrives at its destination. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether the creature or object arrives there successfully.
The GM rolls d20 and consults the Lunar Transfer table below. The following definitions will help:
• Grove or Magic Circle means a hallowed druid grove or a permanent teleportation circle whose sigil sequence you know.
• Memento means that you possess an object taken

BoET 4th level Conjuration

Lunar Transfer [2/4]

  • casting time1 minute
  • range200 feet

  • componentsV, S, M
  • durationInstantaneous

an opal worth 500 gp, which the spell consumes

from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
• Very Familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
• Seen Casually is someplace you have seen more than once but with which you aren't very familiar.
• Viewed Once is a place you have seen once, possibly using magic.
• Description is a place whose location and appearance you know through someone else's description, perhaps from a map.
• False Destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or perhaps you are attempting to teleport to a familiar location that no longer exists.
On Target. The target creature or object appears where you want it to.
Off Target. The target creature or object appears a random distance away from the

BoET 4th level Conjuration

Lunar Transfer [3/4]

  • casting time1 minute
  • range200 feet

  • componentsV, S, M
  • durationInstantaneous

an opal worth 500 gp, which the spell consumes

destination in a random direction. Distance off target is 5 miles times a 1d20 roll, though never more than half the distance traveled. For example, if you sent someone 250 miles and they landed off target, and you rolled an 8 on the d20, then they would arrive off target by 40 miles. If you had sent them only 20 miles, they could not be more than 10 miles off target. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting someone to a coastal city and they wound up 20 miles out at sea, they could be in trouble.
Similar. Your target creature or object winds up in a different area that's visually or thematically similar to the target area. If you are sending someone to your home laboratory, for example, they might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, the creature or object

BoET 4th level Conjuration

Lunar Transfer [4/4]

  • casting time1 minute
  • range200 feet

  • componentsV, S, M
  • durationInstantaneous

an opal worth 500 gp, which the spell consumes

appears in the closest similar place, but since the spell has no range limit, they could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. The teleporting creature or object takes 2d12 force damage, and the GM rerolls on the table to see where you wind up. (Multiple mishaps can occur, dealing damage each time.)
d20Grove or CircleMementoVery FamiliarSeen CasuallyViewed OnceDescriptionFalse Destination1SimilarMishapMishapMishapMishapMishapMishap2-5Off targetSimilarSimilarSimilarMishapMishapMishap6-9On targetOff targetOff targetSimilarSimilarSimilarMishap10-13On targetOn targetOff targetOff targetOff targetSimilarSimilar14-17On targetOn targetOn targetOn targetOn targetOff targetSimilar18-19On targetOn targetOn targetOn targetOn targetOn targetSimilar20On targetOn targetOn targetOn targetOn targetOn targetSimilar

BoET 4th level Conjuration

Moonlight Sending

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

an offering of gemstones, incense, and oils worth at least 400 gp, which the spell consumes, set afire in an alabaster bowl

You exhort a fiend to attack a distant foe. After the offering is made, make a spell attack roll to determine which fiend is summoned:
1d20 + (n)ResultCR1-4Sending fails—5-8Wind demon (see Creature Codex) or quasit1-29-12Rattok demon (see Creature Codex) or bearded devil3-413-16Lesser lunar devil or vrock4-617-20Lunar devil or hezrou821+Alnaar (see Creature Codex) or horned devil9-11

BoET 4th level Conjuration

Nathair's Mischief

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a piece of crust from an apple pie

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
Mischievous Surge
d4Effect1The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.

FTD 2nd level Illusion

Octarine Spray [1/2]

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain one level of contamination. Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a d8 to determine which colour ray affects it.
d8Octarine Spray Effect
1The target takes 20d6 psychic damage on a failed save, or half as much damage on a success.
2The target takes 20d6 necrotic damage on a failed save, or half as much damage on a success.
3The target takes 20d6 force damage on a failed save, or half as much damage on a success.
4The target takes 20d6 radiant damage on a failed save, or half as much damage on a success.
5The target takes 20d6 thunder damage on a failed save, or half as much damage on a success.
6At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a

DoDk 7th level Evocation

Octarine Spray [2/2]

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

a delerium fragment worth 100 gp, which the spell consumes

melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
7At the start of each of its turns, the affected target gains one level of contamination. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any contamination levels gained remain.
8Special. The target is struck by an additional ray. Roll again twice. There's no limit to how many additional rays can strike a single creature in this manner.

DoDk 7th level Evocation

6 6
4 4
4 4
4 4
4 4
4 4
2 2
7 7
7 7

Prismatic Spray [1/2]

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S
  • durationInstantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1-Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2-Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3-Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4-Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5-Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6-Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. 7-Violet. On a failed

PHB (2014) 7th level Evocation

Prismatic Spray [2/2]

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S
  • durationInstantaneous

save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.
) 8-Special. The target is struck by two rays. Roll twice more, rerolling any 8.

PHB (2014) 7th level Evocation

Reality Break [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a crystal prism

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
Reality Break Effects
d10Effect1-2Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6-8Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked

EGW 8th level Conjuration

Reality Break [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a crystal prism

prone.
9-10Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

EGW 8th level Conjuration

Reincarnate

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

rare oils and unguents worth at least 1,000 gp, which the spell consumes

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.
Reincarnate Races
d100Race01-04Dragonborn05-13Dwarf, hill14-21Dwarf, mountain22-25Elf, dark26-34Elf, high35-42Elf, wood43-46Gnome, forest47-52Gnome, rock53-56Half-elf57-60Half-orc61-68Halfling, lightfoot69-76Halfling, stout77-96Human97-00TieflingThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

PHB (2014) 5th level Transmutation

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge of Target
KnowledgeSave ModifierSecondhand (you have heard of the target)+5Firsthand (you have met the target)+0Familiar (you know the target well)-5Connection to TargetConnectionSave ModifierLikeness or picture-2Possession or garment-4Body part, lock of hair, bit of nail, or the like-10On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible

PHB (2014) 5th level Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

PHB (2014) 5th level Divination

Summon Lesser Demons [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6Demons Summoned1-2Two demons of challenge rating 1 or lower3-4Four demons of challenge rating 1/2 or lower5-6Eight demons of challenge rating 1/4 or lowerThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner

XGE 3rd level Conjuration

Summon Lesser Demons [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a vial of blood from a humanoid killed within the past 24 hours

consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

XGE 3rd level Conjuration

7 7
7 7
8 8
8 8
5 5
5 5
5 5
3 3
3 3