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Stabilize

  • casting time two-actions
  • range 30-feet

  • components 1 dying creature
  • duration Immediate

(Concentrate, Healing, Manipulate, Vitality) Life energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

CANTRIP

Electric Arc

  • casting time two-actions
  • range 30 feet

  • components 1 or 2 creatures
  • duration Immediate

(Concentrate, Electricity, Manipulate) An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.

CANTRIP

Detect Magic

  • casting time two-actions
  • range 30-foot emanation

  • components
  • duration

(Concentrate, Detection, Manipulate) You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

CANTRIP

Guidance

  • casting time one-action
  • range 30-feet

  • components 1 creature
  • duration until the start of your next turn

(Concentrate) You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

CANTRIP

Vitality Lash

  • casting time two-actions
  • range 30-feet

  • components 1 undead creature
  • duration

(Concentrate, Manipulate, Vitality) You demolish the target's corrupted essence with energy from Creation's Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn. You also can deal damage to any creature that has void healing

CANTRIP

Elemental Betrayal

  • casting time one-action
  • range 30 feet

  • components 1 creature
  • duration Up to 1 minute

(Focus, Hex, Witch, Concentrate) Your patron uses its superior command of the elements, empowering them to undermine your foe. When you Cast this Spell, choose air, earth, metal, fire, water, or wood. The target gains weakness 2 to that trait.

Heightened (+2) Increase the weakness by 1.

HEX CANTRIP

Wilding Word

  • casting time one-action
  • range 30 feet

  • components 1 creature
  • duration Sustained up to 1 minute

(Hex, Mental, Witch ) Your patron's majesty—or their displeasure—comes in a growl from your throat, making other creatures reluctant to harm you. The target must attempt a Will save, if the creature is an animal, fungus, or plant, it takes a –1 circumstance penalty to its save.

Critical Success The target is unaffected.
Success When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll.
Failure As success, but the target also becomes sickened 1 each time it damages you.
Critical Failure As failure, but the sickened value is 2.

HEX CANTRIP

Thunderstrike

  • casting time two-actions
  • range 120 feet

  • components 1 creature
  • duration Immediate

(Concentrate, Electricity, Manipulate, Sonic ) You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.

Heightened (+1) The damage increases by 1d12 electricity and 1d4 sonic.

SPELL 1

Pet Cache

  • casting time one-action
  • range touch

  • components 1 willing creature that is your companion
  • duration 8 hours

(Extradimensional, Manipulate ) You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.

You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).

SPELL 1

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Summon Plant or Fungus

  • casting time three-actions
  • range 30-feet

  • components
  • duration sustained up to 1 minute

(Concentrate Manipulate Summon ) You summon a creature that has the plant or fungus trait and whose level is –1 to fight for you.

Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

SPELL 1

Goblin Pox

  • casting time two-actions
  • range touch

  • components 1 creature
  • duration varies

(Disease, Manipulate ) Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is afflicted with goblin pox at stage 1.
Critical Failure The target is afflicted with goblin pox at stage 2.

Goblin Pox (disease) Level 1, Creatures that have the goblin trait and goblin dogs are immune, Stage 1 sickened 1 (1 round), Stage 2 sickened 1 and slowed 1 (1 round), Stage 3 sickened 1 and the creature can't reduce its sickened value below 1 (1 day)

SPELL 1

Heal

  • casting time one to three-actions
  • range varies

  • components 1 willing living creature or 1 undead creature
  • duration Immediate

You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

SPELL 1

Ignition

  • casting time two-actions
  • range 30-feet

  • components 1 creature
  • duration Varies

(Attack, Concentrate, Fire, Manipulate ) You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s.

Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes full damage.

Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.

WITCH CANTRIP

Tangle Vine

  • casting time two-actions
  • range 30-feet

  • components 1 creature
  • duration Immediate

(Attack, Concentrate, Manipulate, Plant, Wood ) A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.

Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.

Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.

WITCH CANTRIP

Know the Way

  • casting time two-actions
  • range

  • components
  • duration Immediate

(Concentrate, Detection, Manipulate ) In your mind's eye, you magically reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies.

Heightened (3rd) You can choose a location you were at within the last week.
Heightened (7th) You can choose a location you were at regardless of how long ago you were there.

WITCH CANTRIP

Read Aura

  • casting time 1 minute
  • range 30-feet

  • components 1 object
  • duration Immediate

(Concentrate, Detection, Manipulate ) You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.

Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.

WITCH CANTRIP

Caustic Blast

  • casting time two-actions
  • range 30 feet

  • components
  • duration Immediate

(Manipulate, Concentrate, Acid)
You fling a large glob of acid that immediately detonates, spraying creatures within a 5-foot burst. Creatures in the area take 1d8 acid damage with a basic Reflex save, on a critical failure, the creature also takes 1 persistent acid damage.

Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1.

SORCERER CANTRIP

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