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Affect Normal Fires

  • casting time 1
  • range 5 yds./lvl, 10ft. radius

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

This spell enables the wizard to cause nonmagical fires in the area of effect to reduce in size and brightness to become mere coals, or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. This doesn't affect fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until you cancel it, all fuel is burned, or the duration expires. You can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.

Wizard 1st-level alteration

Alarm

  • casting time 1 Round
  • range 10 yds., up to 20 ft. cube

  • components V, S, M
  • duration 4 hrs. + 1/2 hr./lvl

a tiny bell and a piece of very fine silver wire

When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat--anything larger than about 1/2 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases.

Wizard 1st-level abjuration/evocation

Armor

  • casting time 1 Round
  • range Touch

  • components V, S, M
  • duration Special

a piece of cured leather that has been blessed by a priest

With this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The armor doesn't hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.

Wizard 1st-level conjuration

Audible Glamer

  • casting time 1
  • range 60 yds. + 10 yds./lvl

  • components V, S, M
  • duration 3 rds./lvl

a bit of wool or a small lump of wax

When this spell is cast, the wizard causes a volume of sound to arise, at whatever distance they desire (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster, and each level of experience allows an additional four men's worth of noise, beginning at four. The auditory illusion created by this spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats is about the same volume as 8 men running and shouting

Wizard 1st-level illusion

Burning Hands

  • casting time 1
  • range 5 ft. cone

  • components V, S
  • duration Instantaneous

When the wizard casts this spell, a jet of searing flame shoots from their fingertips. Your hands must be held so as to send forth a fanlike sheet of flames: the thumbs must touch each other, and the fingers must be spread. The spell sends out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of you. Any creature in the area of the flames suffers 1d3 points of fire damage, plus 2 points for each level of experience, to a maximum of 1d3+20 points. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn. Such materials can be extinguished in the next round if no other action is taken.

Wizard 1st-level alteration

Cantrip

  • casting time 1
  • range 10 ft.

  • components V, S
  • duration 1 hr./lvl

Cantrips are minor spells studied and practiced by wizards during their apprenticeship, regardless of school. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, can't affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and can't be used as tools of any sort. Whatever manifestation the cantrip takes, it remains in effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls, puffs of wind, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, it's a tool to make housekeeping and entertaining simpler.

Wizard 1st-level all schools

Change Self

  • casting time 1
  • range Self

  • components V, S
  • duration 2d6 rds. + 2 rds./lvl

This spell enables the wizard to alter the appearance of their form--including clothing and equipment--to appear 1 foot shorter or taller

of a different weight 1st-level illusion

Charm Person

  • casting time 1
  • range 120 yds.

  • components V, S
  • duration Special

This spell affects any single human, demihuman, or humanoid of human size or smaller which it is cast upon. Thus, a 10th-level fighter could be charmed, but an ogre could not. The target receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. If the target receives damage from your group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw. If the target fails their saving throw, they regard the caster as a trusted friend and ally to be heeded and protected. The duration of the spell is a function of the charmed person's Intelligence and is tied to a saving throw. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon them, the spell is broken. The subject has full memory of the events that took place while charmed. If the charmed person's Intelligence is 3 or less, a save is made every 3 months

4-6, 2 months 1st-level enchantment

Chill Touch

  • casting time 1
  • range Touch

  • components V, S
  • duration 3 rds. + 1 rd./lvl

When the wizard completes this spell, a blue glow encompasses their hand. This energy attacks the life force of any living creature upon which you make a successful melee attack. The touched creature saves vs. spell against suffering 1d4 points of damage and losing 1 point of Strength. If the save is successful, the creature remains unharmed. Lost Strength returns at the rate of 1 point per hour. However, undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of experience you have.

4-6, 2 months 1st-level necromancy

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Color Spray

  • casting time 1
  • range 20 ft. cone

  • components V, S, M
  • duration Instantaneous

a pinch of sand or powder that is colored red, yellow, and blue

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from their hand. 1d6 creatures within the area are affected, in order of increasing distance from the wizard. All creatures above the level of the spellcaster, and all those of 6th level or 6 Hit Dice or more, are entitled to a saving throw vs. spell. Creatures that fail saving throws, or whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds

4-6, 2 months 1st-level alteration

Comprehend Languages

  • casting time 1 Round
  • range Touch

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

a pinch of soot and a few grains of salt, reversible

When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, you must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable you to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic, and it does not reveal messages concealed in otherwise normal text. The reverse of this spell, Confuse Languages, cancels a Comprehend Languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.

4-6, 2 months 1st-level alteration

Dancing Lights

  • casting time 1
  • range 40 yds. + 10 yds./lvl

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

a bit of phosphorus or wychwood, or a glowworm

When this spell is cast, the wizard creates, at their option, either one to four lights which resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The dancing lights move as you desire without dedicated concentration upon such movement. The spell cannot be used to cause blindness, and it winks out if the range or duration is exceeded.

4-6, 2 months 1st-level alteration

Detect Magic

  • casting time 1
  • range 60 ft. line

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

When this spell is cast, the wizard 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.

4-6, 2 months 1st-level divination

Detect Undead

  • casting time 1 Round
  • range 60 ft. line + 10 ft./lvl

  • components V, S, M
  • duration 3 turns

a bit of earth from a grave

This spell enables the wizard to detect all undead creatures out to the limit of the spell. Scanning a direction in a 60-degree arc requires one round, and you must be motionless to scan. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.

4-6, 2 months 1st-level divination/necromancy

Enlarge

  • casting time 1
  • range 5 yds./lvl

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

a pinch of powdered iron, reversible

This spell causes instant growth of a creature or object. It can be cast only on a single creature or object that does not exceed 10 cubic feet in volume per level of experience you have, and it must be visible. Unwilling targets are allowed a save vs. spell to negate the effect. When affected, the target and all its carried or worn equipment grows by 10% in height and weight per level of experience you have. If insufficient room is available, the target instead grows to the largest possible size, bursting weak enclosures in the process. A creature's hit points, AC, and attack rolls do not change, but their damage rolls also increase proportionally with size (rounded up). The reverse of this spell, Reduce, shrinks targets by 10% per caster level, to a minimum of 10% their original size. Thereafter, size decreases by 1 foot until 1 foot tall, by 1 inch until 1 inch tall, and by 1/10 of an inch until 1/10 of an inch tall. The same rules for weight and damage apply.

4-6, 2 months 1st-level alteration

Erase

  • casting time 1
  • range 30 yds., 1 scroll or 2 pages

  • components V, S
  • duration Permanent

This spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see those spells). Nonmagical writings are automatically erased if the caster is touching them

4-6, 2 months 1st-level alteration

Feather Fall

  • casting time 1
  • range 10 yds./lvl, 10ft. cube

  • components V
  • duration 1 rd./lvl

When this spell is cast, the creature(s) or object(s) affected immediately assume the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. The spell can be cast upon one or more objects or creatures in a 10-foot cube within range, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of experience you have. For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only while its target is free-falling, flying, or propelled (such as missiles). Note that the spell can be effectively combined with gust of wind and similar spells.

4-6, 2 months 1st-level school

Find Familiar [1/2]

  • casting time 2d12 hours
  • range 1 mile/lvl

  • components V, S, M
  • duration Special

1,000 g.p. of incense and herbs, burned within a brass brazier for the spell's duration

This spell enables the wizard to summon a familiar to act as their aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with them, and serving as a guard/scout/spy. A wizard can have only one familiar at a time, however, and you have no control over what sort of creature answers the summoning, if any at all come. The creature is always more intelligent than others of its type (typically by 2-3 points), and its bond with you confers upon it an exceptionally long life. In turn, you receive the heightened senses of your familiar, which grant you a +1 bonus to all surprise rolls. You have an empathic link with the familiar, and can issue it mental commands at a distance of up to 1 mile. Empathic responses from the familiar are generally fairly basic--while able to communicate simple thoughts, these are often overwhelmed by

4-6, 2 months 1st-level school

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Find Familiar [2/2]

  • casting time 2d12 hours
  • range 1 mile/lvl

  • components V, S, M
  • duration Special

1,000 g.p. of incense and herbs, burned within a brass brazier for the spell's duration

instinctual responses. If separated from you, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if you survive this check, you lose 1 point from his Constitution when the familiar dies. The power of the conjuration is such that it can be attempted but once per year.

4-6, 2 months 1st-level school

Friends

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Gaze Reflection

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Grease

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Hold Portal

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Hypnotism

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Identify

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Jump

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Light

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Magic Missile

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Mending

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Message

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Mount

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Nystul's Magical Aura

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Phantasmal Force

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Protection From Evil

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components, reversible

Description

4-6, 2 months 1st-level school

Read Magic

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Shield

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Shocking Grasp

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Sleep

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Spider Climb

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Spook

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Taunt

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Tenser's Floating Disc

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Unseen Servant

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Ventriloquism

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Wall of Fog

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Wizard Mark

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 1st-level school

Alter Self

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Bind

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Blindness

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Blur

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Continual Light

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Darkness, 15' Radius

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Deafness

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Deeppockets

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

1 1
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Detect Evil

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components, reversible

Description

4-6, 2 months 2nd-level school

Detect Invisibility

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

ESP

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Flaming Sphere

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Fog Cloud

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Fool's Gold

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Forget

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Glitterdust

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Hypnotic Pattern

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Improved Phantasmal Force

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Invisibility

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Irritation

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Knock

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components, reversible

Description

4-6, 2 months 2nd-level school

Know Alignment

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components, reversible

Description

4-6, 2 months 2nd-level school

Leomund's Trap

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Levitate

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Locate Object

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components, reversible

Description

4-6, 2 months 2nd-level school

Magic Mouth

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Melf's Acid Arrow

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Mirror Image

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Misdirection

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Protection From Cantrips

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Pyrotechnics

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Ray of Enfeeblement

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Rope Trick

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Scare

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Shatter

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Spectral Hand

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Stinking Cloud

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Strength

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Summon Swarm

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Tasha's Hideous Laughter

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Web

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Whispering Wind

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

Wizard Lock

  • casting time Casttime
  • range Range

  • components V, S, M
  • duration Duration

material components

Description

4-6, 2 months 2nd-level school

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2