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S

  • casting time which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you
  • range it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Also
  • duration each time it takes damage

you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Cleric

Cleric M;1 hour;(a pair of platinum rings worth at least 50 gp each

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Cleric
  • range

Cleric a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Cleric (Order)

Cleric M;Concentration

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Cleric (Order)
  • range

Cleric a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

2;Warding Bond;2nd level Abjuration;1 action;Touch;V 2;Warding Bond;2nd level Abjuration;1 action;Touch;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V