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Glitterdust

  • casting time1 standard action
  • rangeMedium (Creatures and objects within 10-ft.-radius spread)

  • componentsV, S,M
  • duration1 round/level

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks.

Will Negates (blinding only) Conj

Web [1/2]

  • casting time1 standard action
  • rangeMedium (Webs in a 20-ft.-radius spread)

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

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web wont cause you to become entangled. Anyone in the effects area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and cant move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you

Reflex Negates Conj

Web [2/2]

  • casting time1 standard action
  • rangeMedium (Webs in a 20-ft.-radius spread)

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

have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Reflex Negates Conj

Hideous Laughter

  • casting time1 standard action
  • rangeClose (1 Creature)

  • componentsV,S,M
  • duration1 round/level

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the casters receives a +4 bonus on its saving throw, because humor doesnt translate well.

Will Negates Ench

Touch of Idiocy

  • casting time1 standard action
  • rangeTouch (living creature touched)

  • componentsV,S
  • duration10 min./level

With a touch, you reduce the targets mental faculties. Your successful melee touch attack applies a 1d6 penalty to the targets Intelligence, Wisdom, and Charisma scores. This penalty cant reduce any of these scores below 1. This spells effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

No Ench

Darkness

  • casting time1 standard action
  • rangeTouch (object touched)

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

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level.

None Evoc

Scorching Ray

  • casting time1 standard action
  • rangeClose (1 or more Rays)

  • componentsV,S
  • durationInstantaneous

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

None Evoc

Shatter

  • casting time1 standard action
  • rangeClose (5-ft.-radius spread

  • components or one solid object or one crystalline creature)
  • durationV,S,M/DF

Instantaneous

None Evoc

Mirror Image [1/2]

  • casting time1 standard action
  • rangePersonal (You)

  • componentsV,S
  • duration1 min./level

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers cannot use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An images AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they are burned or dead after being hit by a fireball). While moving, you can merge with and split

Saving Throw: None Illus

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Mirror Image [2/2]

  • casting time1 standard action
  • rangePersonal (You)

  • componentsV,S
  • duration1 min./level

off from figments so that enemies who have learned which image is real are again confounded. An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

Saving Throw: None Illus

Invisibility

  • casting time1 standard action
  • rangePersonal (You or a creature or object weighing no more than 100 lb./level)

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

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible

Saving Throw: None Illus

Blindness/Deafness

  • casting time1 standard action
  • rangeMedium (One living creature)

  • componentsV
  • durationPermanent

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Fortitude negates Necro

Rope Trick [1/2]

  • casting time1 standard action
  • rangeTouch (One touched piece of rope from 5 ft. to 30 ft. long)

  • componentsV,S,M
  • duration1 hour/level

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (planes). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope disappear. In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free. Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot by 5-foot window were centered on the rope. The window is present on the Material Plane, but its invisible, and even creatures that can see the window cant see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by

Saving Throw: None Trans

Rope Trick [2/2]

  • casting time1 standard action
  • rangeTouch (One touched piece of rope from 5 ft. to 30 ft. long)

  • componentsV,S,M
  • duration1 hour/level

only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

Saving Throw: None Trans

Spider Climb

  • casting time1 standard action
  • rangeTouch (Creature touched)

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

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet

Saving Throw: None Trans

Knock

  • casting time1 standard action
  • rangeMedium (One door, box, or chest with an area of up to 10 sq. ft./level)

  • componentsV
  • durationInstantaneous

The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

Saving Throw: None Trans

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