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Acid Splash

  • casting time 1 standard action
  • range Close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration Instantaneous

Effect: One missile of acid
Saving Throw: None
Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Conjuration Creation, Acid

Disrupt Undead

  • casting time1 standard action
  • range Close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration Instantaneous

Effect: Ray
Saving Throw: None
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Necromancy

Light

  • casting time 1 standard action
  • range Touch

  • components V, M/DF
  • duration 10 min./level (D)

A firefly or a piece of phosphorescent moss

Target: Object touched
Saving Throw: None
Spell Resistance: No

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Evocation Light

Ray of Frost

  • casting time 1 standard action
  • range Close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration Instantaneous

Effect: Ray
Saving Throw: None
Spell Resistance: Yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Evocation Cold

Accuracy

  • casting time 1 standard action
  • range Touch

  • components V, S, M
  • duration 10 min./level

Ink used to scribe a mystical character on each weapon affected by the spell.

Target: One thrown weapon/level touched or one projectile weapon touched
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve its chance of hitting distant targets. For the duration of the spell, the range increment for the affected weapon or weapons is doubled.

Transmutation

Burning Hands

  • casting time 1 standard action
  • range 15 ft.

  • components V, S
  • duration Instantaneous

Area: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Evocation Fire

Chill Touch

  • casting time 1 standard action
  • range Touch

  • components V, S
  • duration Instantaneous

Targets: Creature or creatures touched (up to one/level)
Saving Throw: Fortitude partial or Will negates, see text
Spell Resistance: Yes

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Necromancy

Fist of Stone

  • casting time 1 standard action
  • range Personal

  • components V, S, M
  • duration 1 minute

A pebble inscribed with a stylized fist design.

Target: You

The complicated gestures of the spell end with a punch of your fist, which now has the texture and look of stone.

You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for the purpose of attack rolls, grapple checks or breaking and crushing items. In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks in that round). You can make the slam attack as a natural secondary attack, with the normal -5 penalty, or a -2 penalty if you have the Multiattack feat (MM 304), as part of a full attack action. However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).

Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.

Transmutation Earth

Hail of Stone

  • casting time 1 round
  • range Medium (100 ft. + 10 ft./level)

  • components V, S, M
  • duration Instantaneous

A piece of jade worth at least 5 gp.

Area: Cylinder (5-ft. radius, 40 ft. high)
Saving Throw: None
Spell Resistance: Yes

You create a rain of stones that deal damage to creatures and objects they strike.
Make a ranged attack roll (not ranged touch) against every creature and relevant object in the spell's area.
Your bonus for this attack roll is equal to your caster level plus your relevant ability modifier (Intelligence for wizards or Charisma for sorcerers).
A successful hit deals 1d4 points of damage per caster level, to a maximum of 5d4.

Conjuration Creation, Earth

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Magic Missile

  • casting time 1 standard action
  • range Medium (100 ft. + 10 ft./level)

  • components V, S
  • duration Instantaneous

Target: Up to five creatures, no two of which can be more than 15 ft. apart
Saving Throw: None
Spell Resistance: Yes

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 can't be singled out. Inanimate objects are not damaged by the spell.
For every 2 caster levels beyond 1st, you gain additional missile, two 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.

Evocation Force

Orb of [type]

  • casting time 1 standard action
  • range Close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration Instantaneous

[type] = Acid, Fire, Cold, Sonic, Electricity
Effect: One orb of [type]
Saving Throw: None
Spell Resistance: No

Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand.

An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.

For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

Conjuration Creation, [type]

Shocking Grasp

  • casting time 1 standard action
  • range Touch

  • components V, S
  • duration Instantaneous

Target: Creature or object touched
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

Evocation Electricity

True Strike

  • casting time 1 standard action
  • range Personal

  • components V, AF
  • duration See text

(Focus: A small wooden replica of an archery target.) Target: You

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Divination

Blades of Fire

  • casting time 1 swift action
  • range Touch

  • components V
  • duration 1 round

Target: Up to two melee weapons you are wielding
Saving Throw: None
Spell Resistance: No

With a word your weapons burst into flame. You feel no heat and the flames merely tickle your skin.

Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks with any energy damage your weapons already deal.

Conjuration Creation, Fire

Continual Flame

  • casting time 1 standard action
  • range Touch

  • components V, S, M
  • duration Permanent

worth 50 gp

(You sprinkle ruby dust on the item that is to carry the flame.) Effect: Magical, heatless flame
Saving Throw: None
Spell Resistance: No

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Evocation Light

Fire Trap [1/2]

  • casting time 10 minutes
  • range Touch

  • components V, S, M
  • duration Permanent until discharged (D)

cost 25 gp

(A half-pound of gold dust sprinkled on the warded object.) Target: Object touched
Saving Throw: Reflex half, see text
Spell Resistance: Yes

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.
A fire trap can ward any object that can be opened and closed (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth).
When casting fire trap, you select a point on the object as the spell's center.
When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center.
The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20).
The item protected by the trap is not harmed by this explosion.
A fire trapped item cannot have a second closure or warding spell placed on it.
A knock spell does not bypass a fire trap.
An unsuccessful dispel magic spell does not detonate the spell.

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Abjuration Fire

Fire Trap [2/2]

  • casting time 10 minutes
  • range Touch

  • components V, S, M
  • duration Permanent until discharged (D)

cost 25 gp


Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast.
Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.
Note:Magic traps such as fire trap are hard to detect and disable.
A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it.
The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).

Abjuration Fire

Fireburst

  • casting time 1 standard action
  • range 5 ft.

  • components V, S, M
  • duration Instantaneous

A bit of sulfur.

Effect: Burst of fire extending 5 ft. from you
Saving Throw: Reflex half
Spell Resistance: Yes

Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).

Evocation Fire

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Flaming Sphere

  • casting time 1 standard action
  • range Med. (100ft.+10ft./lvl)

  • components V, S, M, DF
  • duration 1 round/level

A bit of tallow, a pinch of brimstone and a dusting of powdered iron.

Effect: 5-ft.-diameter sphere
Saving Throw: Reflex negates SR: Yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 ft per round. As part of this movement, it can ascend or jump up to 30 ft to strike a target. If it enters a space with a creature, it stops for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall, such as furniture and low walls. It ignites flammable substances it touches and illuminates the same area as a torch.
It moves as long as you actively direct it (a move action), otherwise, it merely stays and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.

Evocation Fire

Ice Knife

  • casting time 1 standard action
  • range Long (400ft.+40ft./lvl)

  • components S, M
  • duration Instantaneous

A drop of water or piece of ice.

Effect: One icy missile
Saving Throw: See text
Spell Resistance: Yes

A magical shard of ice blasts from your hand and speeds to its target. You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife deals 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful Fortitude save). Creatures that have immunity to cold damage also take no Dexterity damage automatically.

A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a Thrown Weapon, page 158 of the Player's Handbook, to determine where the shard hits). The icy burst deals 1d8 points of cold damage to all creatures within the area of the effect (Reflex half).

Conjuration Creation, Cold

Melf's Acid Arrow

  • casting time 1 standard action
  • range Long (400 ft. + 40 ft./level)

  • components V, S, M, AF
  • duration 1 round + 1 round per three levels

Powdered rhubarb leaf and an adder's stomach.

Effect: One arrow of acid
Saving Throw: None
Spell Resistance: No

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Conjuration Creation, Acid

Pyrotechnics [1/2]

  • casting time 1 standard action
  • range Long (400 ft. + 40 ft./level)

  • components V, S, M
  • duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud, see text

such as a fire elemental

(The spell uses one fire source, which is immediately extinguished.
A fire so large that it exceeds a 20-foot cube is only partly extinguished.
Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.) Target: One fire source, up to a 20-ft. cube
Saving Throw: Will negates or Fortitude negates, see text
Spell Resistance: Yes or No, see text

Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights.
This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates).


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These creatures must have line of sight to the fire to be affected.
Spell resistance can prevent blindness.
Smoke Cloud: A

Transmutation

Pyrotechnics [2/2]

  • casting time 1 standard action
  • range Long (400 ft. + 40 ft./level)

  • components V, S, M
  • duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud, see text

such as a fire elemental

writhing stream of smoke billows out from the source, forming a choking cloud.
The cloud spreads 20 feet in all directions and lasts for 1 round per caster level.
All sight, even darkvision, is ineffective in or through the cloud.
All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates).
These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.
Spell resistance does not apply.

Transmutation

Scorching Ray

  • casting time 1 standard action
  • range Close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration Instantaneous

Effect: One or more rays
Saving Throw: None
Spell Resistance: Yes

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.

Evocation Fire

Shatter [1/2]

  • casting time 1 standard action
  • range Close (25ft.+5 ft./2 lvl)

  • components V, S, M, DF
  • duration Instantaneous

A chip of mica.

Area: One solid object, one crystalline creature, or one 5-ft.-radius spread
Saving Throw: Will negates (object), Will negates (object) or Fortitude half, see text
Spell Resistance: Yes (object)

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects, sunders a single solid, nonmagical object, or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, and so forth. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.

Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per

Evocation Sonic

Shatter [2/2]

  • casting time 1 standard action
  • range Close (25ft.+5 ft./2 lvl)

  • components V, S, M, DF
  • duration Instantaneous

A chip of mica.

caster level (maximum 10d6), with a Fortitude save for half damage.

Evocation Sonic

Whirling Blade

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, AF
  • duration Instantaneous

(Focus: A slashing melee weapon that the caster hurls.) Effect: 60-ft. line
Saving Throw: None
Spell Resistance: No

As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.

No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.

Transmutation

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