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Cure Serious Wounds

  • casting time 1 standard action
  • range touch

  • components v,s
  • duration Instant

This spell functions like cure light wounds, except that it cures 3d8 points of damage + 2.

Ring Charge

Fireball [1/2]

  • casting time 1 standard action
  • range 400 feet

  • components v,s,m
  • duration Instant

A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 4d6 points of fire damage to every creature within a 20 foot radius. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits, otherwise it stops at the barrier just as any other spell effect does.

Components: A

Ring Charge

Fireball [2/2]

  • casting time 1 standard action
  • range 400 feet

  • components v,s,m
  • duration Instant

ball of bat guano and sulfur

Ring Charge

Call Lightning

  • casting time 1 round
  • range 100 feet

  • components v,s
  • duration 2 minutes

Reflex save - half

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately, other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total of 4 bolts.

If you are outdoors and in a stormy area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) – each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.

Components:

Ring Charge

Faerie Fire

  • casting time 1 standard action
  • range 400 feet

  • components v,s
  • duration 4 minutes

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Ring Charge

Black Tentacles [1/2]

  • casting time 1 standard action
  • range 100 feet

  • components v,s,m
  • duration 1 round

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in a 20 foot radius.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it

Ring Charge

Black Tentacles [2/2]

  • casting time 1 standard action
  • range 100 feet

  • components v,s,m
  • duration 1 round

deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.

Components:
octopus or squid tentacle

Ring Charge

Acid Arrow

  • casting time 1 standard action
  • range 560 feet

  • components v,s,m
  • duration 2 rounds

An 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 per round with no splash damage.

Components:
rhubarb leaf
adder's stomach

Ring Charge

Summon Golem

  • casting time 5 minutes
  • range 30 feet

  • components v,s,m
  • duration Infinite

Grant a willing creature the spell like ability to summon a golem once per day.

Summon a golem
(100-(player level x 2)) - 100 summons adamantine golem
(100-(player level x 5)) - (99-(player level x 2) summons mithril golem
remaining - summons an iron golem
it disappears after 1d4 rounds per 4 levels

Components:
5 hearts of vampires
1 iron ingot (~20s)
1oz mithril bar(~63g)
1 adamantine rod(~600g)


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Grow Crops

  • casting time 1 hour
  • range Centered on self

  • components v,s,m
  • duration Instant

In a 4 mile radius, crops grow instantaneously. Crops match the surrounding terrain, so it will not grow anything if the land is not suitable.

Components:
3 sacrificial animals

Bountiful Hunt

  • casting time 3 minutes
  • range Centered on self

  • components 2 minutes
  • duration 5 days

The area in a 10 mile radius has a great hunting season, resulting in 3x the normal hunting gains.

Components:
5 iron ingot (~10g)

Change Weather

  • casting time
  • range 10 miles

  • components 20 minutes
  • duration 3d10 days

More powerful control weather. Cannot create natural phenomena.

Components:
1 liter of water
5 dried logs
1 candle

https://www.d20pfsrd.com/magic/all-spells/c/control-weather/

Comprehend Languages

  • casting time 10 minutes
  • range Self

  • components v,s,m
  • duration 25 hours

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. 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. It does not decipher codes or reveal messages concealed in otherwise normal text.

Components:
1 blank book

War Dogs

  • casting time 6 hours
  • range Centered on self

  • components v,s,m
  • duration 8d6 hours

Summon an army of war dogs.

Components:
150 lbs of dog feed
15 chunks of meat (under food, drink, and lodging as Meat, chunk of)


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