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Alarm

  • casting time1 standard action
  • rangeClose (20-ft.-radius emanation centered on a point in space)

  • componentsV, S,F/DF
  • duration2 hours/level

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. - A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ping that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. - An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm.

none Abjur

Shield

  • casting time1 standard action
  • rangePersonal

  • componentsV,S
  • duration1 min./level

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you cant use the shield spell for cover.

none Abjur

Greace

  • casting time1 standard action
  • rangeClose (One object or a 10-ft. square)

  • componentsV,S,M
  • duration1 round/ level

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it cannot move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Reflex or Balance Conj

Mage Armor

  • casting time1 standard action
  • rangeTouch (Creature touched)

  • componentsV,S,F
  • duration1 hour/level

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures cannot bypass it the way they do normal armor.

Will negates (harmless) Conj

Obscuring Mist

  • casting time1 standard action
  • range20 ft (Cloud spreads in 20-ft. radius from you, 20 ft. high)

  • componentsV,S
  • duration1 min./level

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spells area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.

none Conj

Comprehend Languages

  • casting time1 standard action
  • rangePersonal

  • componentsV,S,M/DF
  • duration10 min./level

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.

none Div

Charm Person

  • casting time1 standard action
  • rangeClose (One humanoid creature)

  • componentsV,S
  • duration1 hour/level

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the persons language to communicate your commands, or else be good at pantomiming.

Will negates Ench

Sleep

  • casting time1 round
  • rangemedium (One or more living creatures within a 10-ft.-radius burst)

  • componentsV,S,M
  • duration1 min./level

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Will negates Ench

Magic Missile

  • casting time1 standard action
  • rangeMedium (Up to five creatures, no two of which can be more than 15 ft. apart)

  • componentsV,S,M
  • durationInstantaneous

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature cannot be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missiletwo at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Will negates Evoc

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Colour Spray

  • casting time1 standard action
  • range15 ft. (Cone Shaped Burst)

  • componentsV,S,M
  • durationInstantaneous

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD The creature is stunned for 1 round. Sightless creatures are not affected by color spray.

Will negates Illus

Silent Image

  • casting time1 standard action
  • rangeLong (Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S))

  • componentsV,S,F
  • durationConcentration

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Will negates Illus

Ray of Enfeeblement

  • casting time1 standard action
  • rangeClose (Ray)

  • componentsV,S
  • duration1min./level

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subjects Strength score cannot drop below 1.

Will negates Necro

Expeditious Retreat

  • casting time1 standard action
  • rangePersonal

  • componentsV,S
  • duration1 min./level

This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Will negates Trans

Feather Fall [1/2]

  • casting time1 Immediate Action
  • rangeClose (One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart)

  • componentsV
  • durationUntil landing or 1 round/level

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creatures maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it is not your turn. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying

Will negates Trans

Feather Fall [2/2]

  • casting time1 Immediate Action
  • rangeClose (One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart)

  • componentsV
  • durationUntil landing or 1 round/level

creature.

Will negates Trans

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