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0 Ceremony, 0 xp

  • Armor class 10 Hours (Touch)
  • Hit points V, S, M (Instantaneous)
  • Speed (25 gp worth of powdered silver, which is consumed) You perform a special religious ceremony that is Infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

    Atonement. You touch one Willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a success, you Restore the target to its original alignment.

    Bless Water. You touch one vial of water and cause it to become holy water.

    Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

    Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

    Funeral Rite. You touch one corpse, and for the next 7 Days, the target can’t become undead by any means short of a wish spell.

    Wedding. You touch adult humanoids Willing to be bonded together in marriage. For the next 7 Days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1 Alarm, Ritual 0 xp

  • Armor class 10 Minutes (30 feet)
  • Hit points V, S, M (8 Hours)
  • Speed (A tiny bell and a piece of fine silver wire) You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell Ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your Mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
  • STR Abjuration (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions