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Cure Light Wounds

  • casting time1 standard action
  • rangeTouch

  • componentsV S
  • durationInstantaneous (Will half)
    Subject to Spell Resistance

When laying your hand upon a living creature; you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy; this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance; and can attempt a Will save to take half damage.

Cleric Conjuration (Healing)

Conviction

  • casting time1 standard action
  • rangeTouch

  • componentsV S M
  • duration1 min/level (Will negates; harmless)
    Subject to Spell Resistance; harmless

This spell bolsters the mental; physical; and spiritual strength of the creature touched.

The spell grants the subject a +2 morale bonus on all saving throws; with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).

Material Component: A small parchment with a bit of holy text written upon it.

Cleric Abjuration

Message

  • casting time1 standard action
  • rangeMedium (100 ft + 10 ft / level)
    one creature/level

  • componentsV S F
  • duration10 min/level

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper; the whispered message is audible to all targeted creatures within range. Magical silence; 1 foot of stone; 1 inch of common metal (or a thin sheet of lead); or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject; and the paths entire length lies within the spells range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound; not meaning. It doesnt transcend language barriers.

Note: To speak a message; you must mouth the words and whisper; possibly allowing observers the opportunity to read your lips.

Focus
A short piece of copper wire.

Cleric Transmutation [Language Dependent]

Detect Poison

  • casting time1 standard action
  • rangeClose (100 ft +5 ft / 2 levels)
    One creature; one object; or a 5 ft cube

  • componentsV S
  • durationInstantaneous

You determine whether a creature; object; or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails; or may try the Craft (alchemy) check prior to the Wisdom check.

The spell can penetrate barriers; but 1 foot of stone; 1 inch of common metal; a thin sheet of lead; or 3 feet of wood or dirt blocks it.

Cleric Divination

Read Magic

  • casting time1 standard action
  • rangePersonal

  • componentsV S F
  • duration10 min/level

By means of read magic; you can decipher magical inscriptions on objects; books; scrolls; weapons; and the like; that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing; although it may do so in the case of a cursed scroll. Furthermore; once the spell is cast and you have read the magical inscription; you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check; a greater glyph of warding with a DC 16 Spellcraft check; or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Focus
A clear crystal or mineral prism.

Cleric Divination

Create Water

  • casting time1 standard action
  • rangeClose (25 ft +5 ft / 2 levels)
    Up to 2 gallons of water/level

  • componentsV S
  • durationInstantaneous

This spell generates wholesome; drinkable water; just like clean rain water. Water can be created in an area as small as will actually contain the liquid; or in an area three times as large; possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells cant create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Cleric Conjuration (Creation) [Water]

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