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Animal Friendship

  • casting time 1 Hour
  • range 10 yds.

  • components V, S, M
  • duration Permanent

holy symbol and a piece of food liked by the animal

By means of this spell, the priest is able to show any animal of Intelligence 1-4 that they desire friendship. If the animal does not roll a successful save vs. spell, it stands quietly while you finish the spell. Thereafter, it follows you about. The spell functions only if you actually wish to be the animal's friend. If you have ulterior motives, the animal always senses them. You can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses, with each taking one week of training, during the first three months after casting. You can use this spell to attract up to 2 Hit Dice of animal(s) per level of experience you have. This is also the maximum total Hit Dice of the animals that can be attracted and trained at one time. Only unaligned animals can be attracted, befriended, and trained.

Wizard 1st-level animal

Bless

  • casting time 1 Round
  • range 60 yds.

  • components V, S, M
  • duration 6 rds.

a sprinkling of holy water/unholy water, reversible

Upon uttering this spell, the priest raises the morale of friendly creatures, and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point you choose within range. A second use of this spell is to bless a single item. The weight of the item is limited to one pound per caster level, and the effect lasts until the item is used or the spell duration ends. Multiple bless spells are not cumulative. This spell's reverse, Bane, lowers enemies' morale and attack rolls by -1.

Wizard 1st-level all

Combine

  • casting time 1 Round
  • range Touch

  • components V, S
  • duration Special

Using this spell, 3 to 5 priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest stands alone, while the others join hands in a surrounding circle. The central priest casts this spell. They temporarily gain one level for each other priest in the circle, up to a maximum of 4 levels. The level increase affects turning undead and spell details. Note that the central priest gains no additional spells and that the group is limited to their currently memorized spells. The encircling priests must concentrate on maintaining the effect. If any of them has their concentration broken, this spell ends immediately. If this spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if they were disturbed.

Wizard 1st-level all

Command

  • casting time 1
  • range 30 yds.

  • components V
  • duration 1 rd.

This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of their ability only as long as the command is absolutely clear and unequivocal

Wizard 1st-level charm

Create Water

  • casting time 1 Round
  • range 30 yds.

  • components V, S, M
  • duration Permanent

a drop of water/a pinch of dust, reversible

When the priest casts a create water spell, up to four gallons of water are generated for every experience level they have. The water is clean and drinkable. The created water can be dispelled within a round of its creation

Wizard 1st-level elemental-water

Cure Light Wounds

  • casting time 5
  • range Touch

  • components V, S
  • duration Instantaneous

(reversible) When casting this spell and laying their hand upon a creature, the priest causes 1d8 points of damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound.

Wizard 1st-level healing

Detect Evil

  • casting time 1 Round
  • range 120 yds. line

  • components V, S, M
  • duration 1 turn + 5 rds./lvl

holy symbol, reversible

This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. The degree of evil, and possibly its general nature, can be noted. If the evil is overwhelming, you have a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). You must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.

Wizard 1st-level all

Detect Magic

  • casting time 1
  • range 60 ft. line

  • components V, S
  • duration 2 rds./lvl

When this spell is cast, the priest detects magical radiations in the direction they are facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and you have a 10% chance per experience level to recognize if a certain school or type of magic is present. Scanning a direction in a 60-degree arc requires one round, and you must be motionless to scan. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.

Wizard 1st-level divination

Detect Poison

  • casting time 4
  • range Self

  • components V, S, M
  • duration 1 turn + 1 rd./lvl

a strip of blessed vellum, which turns black if poison is present

This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. You have a 5% chance per level of experience you have of determining the exact type of poison.

Wizard 1st-level divination

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Detect Snares & Pits

  • casting time 4
  • range 40 ft. line

  • components V, S, M
  • duration 4 rds./lvl

holy symbol

Upon casting this spell, the priest is able to detect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of wilderness creatures, and primitive traps constructed of natural materials. You experience a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. You learn the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables you to sense what intended actions might trigger it. The spell detects certain natural hazards--quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). The spell does not detect magical traps, nor those that are mechanically complex or inactive.

Wizard 1st-level divination

Endure Heat/Endure Cold

  • casting time 1 Round
  • range Touch

  • components V, S
  • duration 1.5 hrs./lvl

The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 F. with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The recipient of the spell does not suffer the first 10 points of damage from the heat or cold during the round in which the spell is broken.

Wizard 1st-level protection

Entangle

  • casting time 4
  • range 80 yds.

  • components V, S, M
  • duration 1 turn

holy symbol

By means of this spell, the priest is able to cause plants in the area of effect to entangle creatures. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful save vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM's option, based on the strength of the entangling plants.

Wizard 1st-level plant

Faerie Fire

  • casting time 4
  • range 80 yds., 10 sqft./lvl

  • components V, M
  • duration 4 rds./lvl

a small piece of foxfire

This spell enables the caster to outline one or more targets with a pale glowing light. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike

Wizard 1st-level weather

Invisibility to Animals

  • casting time 4
  • range Touch

  • componentsS, M
  • duration 1 turn + 1 rd./lvl

holly, rubbed on the recipient

When this spell is cast, the creature touched becomes totally undetectable by normal animals with Intelligences under 6. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The enchanted individual is able to walk among such animals or pass through them as if they did not exist. For each level of experience you have, one creature can be rendered invisible. Any recipient attacking while this spell is in effect ends the spell upon themselves immediately.

Wizard 1st-level animal

Invisibility to Undead

  • casting time 4
  • range Touch

  • components V, S, M
  • duration 6 rds.

holy symbol

This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward.

Wizard 1st-level necromancy

Light

  • casting time 1
  • range 60 yds.

  • components V, M
  • duration 1 turn/lvl

a firefly or a piece of phosphorescent moss

This spell creates a luminous glow, equal to torchlight, within a fixed radius of a point within range that the priest can see. The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual). Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4.

Wizard 1st-level sun

Locate Animals or Plants

  • casting time 1 Round
  • range 100 yds. + 20 yds./lvl

  • components V, S, M
  • duration 1 rd./lvl

holy symbol

Using this spell, the priest can find the direction and distance of any one type of animal or plant they desire. The priest, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration, you can face in only one direction (i.e., only a 20-foot-wide path can be known). While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%.

Wizard 1st-level divination-plant, animal

Magical Stone

  • casting time 4
  • range Touch, 30 yds.

  • components V, S, M
  • duration 30 mins. or until used

holy symbol and three small, unworked pebbles

By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered magical while enchanted. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead).

Wizard 1st-level combat

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Pass Without Trace

  • casting time 1 Round
  • range Touch

  • components V, S, M
  • duration 1 turn/lvl

a sprig of pine or evergreen, burned and scattered during casting

When this spell is cast, the recipient can move through any type of terrain--mud, snow, dust, etc.--and leave neither footprints nor scent. The area that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by this spell is impossible by normal means until the spell wears off.

Wizard 1st-level plant

Protection From Evil

  • casting time 1
  • range Touch

  • components V, S, M
  • duration 2 rds./lvl

a 3-foot circle of powdered silver, reversible with a circle of powdered iron

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil creatures against the protected creature suffer -2 penalties to attack rolls, and any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to possess or to exercise mental control over the protected creature is blocked by this spell. The protection does not prevent the effect itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by extraplanar or conjured creatures. This protection ends if the recipient makes a melee attack against the blocked creature.

Wizard 1st-level protection

Purify Food & Drink*

  • casting time 1 Round
  • range 30 yds., 1 cu.ft./lvl

  • components V, S, M
  • duration Permanent

reversible

When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions. The reverse of the spell is Putrefy Food & Drink. This spoils even holy water

Wizard 1st-level charm

Remove Fear

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

Wizard 1st-level charm

Sanctuary

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

Wizard 1st-level protection

Shillelagh

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

Wizard 1st-level combat/plant

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