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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. ;Artificer

Other 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

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

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

Other cold

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Artificer

Other M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

stopping early if it impacts against a solid surface. If the object would strike a creature

  • casting time the object strikes the target and stops moving. When the object strikes something
  • range the object and what it strikes each take 3d8 bludgeoning damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the maximum weight of objects that you can target with this spell increases by 5 pounds
  • duration and the damage increases by 1d8

for each slot level above 1st.;Artificer

Other that creature must make a Dexterity saving throw. On a failed save

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

Other M;Instantaneous;(a diamond worth at least 50gp) 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

Other the healing increases by 1d8 for each slot level above 1st. ;Artificer

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

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

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
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Catapult;1st level Transmutation;1 action;60 feet;S;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 90 feet in a direction you choose before falling to the ground 1;Catapult;1st level Transmutation;1 action;60 feet;S;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 90 feet in a direction you choose before falling to the ground
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;1st level Evocation;1 action;Touch;V 1;Cure Wounds;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
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Artificer

1 inch of common metal up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Artificer
  • duration

1 inch of common metal green

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Artificer

1 inch of common metal M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Artificer
  • range

1 inch of common metal it takes no falling damage and can land on its feet

S

  • casting time 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. ;Artificer
  • range

1 inch of common metal M;1 minute;(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration 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.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(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

S

you learn what spells M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Artificer

S

  • casting time you can target one additional creature for each slot level above 1st. ;Artificer
  • range

you learn what spells M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Artificer

you learn what spells

1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Grease;1st level Conjuration;1 action;60 feet;V 1;Grease;1st level Conjuration;1 action;60 feet;V
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Artificer

you learn what spells M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

M;8 hours;(25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

you learn what spells which the spell consumes)As you cast this spell

S

  • casting time up to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • range the damage increases by 2d4 for each slot level above 1st.;Artificer (TCE)

you learn what spells M;Concentration

S;Instantaneous;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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

you learn what spells the spell creates one more dart for each slot above 1st. ;Artificer (Armorer)

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. ;Artificer (Armorer)

you learn what spells a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Artificer
  • range

you learn what spells M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation

  • casting time you can create two additional globes of fresh air for each slot level above 2nd.;Artificer
  • range

you learn what spells assuming that all its heads share the same respiratory system).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher

S;Concentration

  • casting time choose one of the following options
  • range the effects of which last for the duration of the spell. While the spell lasts

  • components you can end one option as an action to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment
  • duration sprouting gills

and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like

including your height up to 1 hour;You assume a different form. When you cast the spell

S

  • casting time which the spell consumes)You touch a closed door
  • range window

  • components gate
  • duration chest

or other entryway

including your height M;Until dispelled;(gold dust worth at least 25 gp

1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 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
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Air Bubble;2nd level Conjuration;1 action;60 feet;S;24 hours;You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head 2;Air Bubble;2nd level Conjuration;1 action;60 feet;S;24 hours;You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head
2;Alter Self;2nd level Transmutation;1 action;Self;V 2;Alter Self;2nd level Transmutation;1 action;Self;V
2;Arcane Lock;2nd level Abjuration;1 action;Touch;V 2;Arcane Lock;2nd level Abjuration;1 action;Touch;V

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Artificer

including your height shifting and wavering to all who can see you. For the duration

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Artificer

including your height M;Until dispelled;(ruby dust worth 50 gp

S

  • casting time that creature has darkvision out to a range of 60 feet.;Artificer
  • range

including your height M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Artificer

including your height M;Concentration

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

including your height M;Concentration

S

  • casting time up to 1 minute;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause this damage again.
    If a creature is holding or wearing the object and takes the damage from it

the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object

including your height M;Concentration

S

  • casting time up to 10 minutes;(pair of claws)You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell
  • range whenever the target deals damage with an unarmed strike or natural weapon

  • components it deals 1d4 extra damage.
    Cast at Higher Levels When you cast this spell with a 3rd-level spell slot
  • duration the extra damage increases from 1d4 to 1d6. When you cast this spell with a 5th-level spell slot

the extra damage increases to 1d8. When you cast this spell with a 7th-level spell slot

including your height M;Concentration

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. ;Artificer

including your height M;Concentration

up to 1 minute;You magically empower your movement with dancelike steps

including your height giving yourself the following benefits for the duration:
Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature and it doesn't count as difficult terrain. If you end your turn in another creature's space you are shunted to the last unoccupied space you occupied and you take 1d8 force damage.;Artificer

2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Continual Flame;2nd level Evocation;1 action;Touch;V 2;Continual Flame;2nd level Evocation;1 action;Touch;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Invigorating Strikes;2nd level Transmutation;1 action;Touch;V 2;Invigorating Strikes;2nd level Transmutation;1 action;Touch;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Kinectic Jaunt;2nd level Transmutation;1 bonus action;Self;S;Concentration 2;Kinectic Jaunt;2nd level Transmutation;1 bonus action;Self;S;Concentration

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Artificer

including your height deafened

S

  • casting time up to 10 minutes;(either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)One creature or object of your choice that you can see within range rises vertically
  • range up to 20 feet

  • components and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
  • duration which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target

you can move up or down as part of your move. Otherwise

including your height M;Concentration

S

  • casting time which the spell consumes)You implant a message within an object in range
  • range a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message

  • components which must be 25 words or less
  • duration though it can be delivered over as long as 10 minutes. Finally

determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs

including your height M;Until dispelled;(a small bit of honeycomb and jade dust worth at least 10 gp

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Artificer
  • duration

including your height up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Artificer

including your height you neutralize the poison. If more than one poison afflicts the target

S;Instantaneous;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Artificer
  • range

including your height and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

S

  • casting time an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space
  • range making the rope disappear from view outside the space.
    Attacks and spells can't cross through the entrance into or out of the extradimensional space

  • components but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
    Anything inside the extradimensional space drops out when the spell ends. ;Artificer
  • duration

including your height M;1 hour;(powdered corn extract and a twisted loop of parchment)You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Artificer

including your height M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S;Concentration

including your height up to 1 hour;You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Artificer

2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Levitate;2nd level Transmutation;1 action;60 feet;V 2;Levitate;2nd level Transmutation;1 action;60 feet;V
2;Magic Mouth (ritual);2nd level Illusion;1 minute;30 feet;V 2;Magic Mouth (ritual);2nd level Illusion;1 minute;30 feet;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
2;Rope Trick;2nd level Transmutation;1 action;Touch;V 2;Rope Trick;2nd level Transmutation;1 action;Touch;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Artificer

including your height M;Concentration

S;Instantaneous;You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail)

  • casting time the range of the spell increases by 30 feet for each slot level above 2nd.;Artificer
  • range

including your height or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range 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

  • components wall
  • duration or ceiling

the conjured web collapses on itself

including your height M;Concentration

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

including your height the duplicates move with you and mimic your actions

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

including your height M;Instantaneous;(A chip of mica)A sudden loud ringing noise

S;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

  • casting time 11th level (3d10)
  • range and 17th level (4d10). ;Prismari

including your height the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10)

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). ;Prismari
  • duration

including your height it takes 1d8 cold damage

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time 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.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st.;Prismari

including your height a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
2;Vortex Warp;2nd level Conjuration;1 action;90 feet;V 2;Vortex Warp;2nd level Conjuration;1 action;90 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V
1;Burning Hands;1st level Evocation;1 action;Self (15 foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15 foot cone);V