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Resistance

  • casting time1 standard action
  • rangeTouch (Creature touched)

  • componentsV, S, M/DF
  • duration1 minute

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.

Will negates (harmless) Abjur

Acid Splash

  • casting time1 standard action
  • rangeClose (One missile of acid)

  • components V, S
  • durationInstantaneous

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.

Saving Throw: None Conj

Detect Poison

  • casting time1 standard action
  • rangeClose (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.

Saving Throw: None Div

Detect Magic

  • casting time1 standard action
  • range60 ft. (Cone-shaped emanation)

  • componentsV,S
  • durationConcentration, up to 1 min./level (D)

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round-Presence or absence of magical auras. 2nd Round-Number of different magical auras and the power of the most potent aura. 3rd Round-The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura

Saving Throw: None Div

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).

Saving Throw: None Div

Daze

  • casting time1 standard action
  • rangeClose (One humanoid creature of 4 HD or les)

  • componentsV,S,M
  • duration1 round

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Will negates Ench

Dancing Lights

  • casting time1 standard action
  • rangeMedium (Up to four lights, all within a 10-ft.-radius area)

  • componentsV,S
  • duration1 minute

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spells range.

Saving Throw: None Evoc

Flare

  • casting time1 standard action
  • rangeClose (Burst of light)

  • componentsV
  • durationInstantaneous

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Fort negates Evoc

Light

  • casting time1 standard action
  • rangeTouch (Object touched)

  • componentsV,M, DF
  • duration10 min./level (D)

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.

Saving Throw: None Evoc

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Ray of Frost

  • casting time1 standard action
  • rangeClose (ray)

  • componentsV,S
  • durationInstantaneous

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.

Saving Throw: None Evoc

Ghost Sound

  • casting time1 standard action
  • rangeClose (Illusory sounds)

  • componentsV,S,M
  • duration1 round/level (D)

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Will disbelief (if interacted with) Illus

Disrupt Undead

  • casting time1 standard action
  • rangeClose (ray)

  • componentsV,S
  • durationInstantaneous

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.

Saving Throw: None Necro

Touch of Fatigue

  • casting time1 standard action
  • rangeTouch (Creature touched)

  • componentsV,S,M
  • duration1 round/level

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spells duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spells duration expires.

Fort negates Necro

Mage Hand

  • casting time1 standard action
  • rangeClose (One nonmagical, unattended object weighing up to 5 lb.)

  • componentsV,S
  • durationConcentration

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.

Saving Throw: None Trans

Mending

  • casting time1 standard action
  • range10 ft. (One object of up to 1 lb.)

  • componentsV,S
  • durationInstantaneous

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the items magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Will negates (harmless, object) Trans

Message

  • casting time1 standard action
  • rangeMedium (One creature/level)

  • componentsV,S,F
  • duration10 min./ lvl

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.

Saving Throw: None Trans

Open/Close

  • casting time1 standard action
  • rangeClose (Object weighing up to 30 lb. or portal that can be opened or closed)

  • componentsV,S,F
  • durationInstantaneous

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spells ability to affect.

Will negates (object) Trans

Arcane Mark

  • casting time1 standard action
  • range0 ft. (One personal rune or mark, all of which must fit within 1 sq. ft.)

  • componentsV,S
  • durationPermanent

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Saving Throw: None Univ

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Alarm

  • casting time1 standard action
  • rangeClose (20-ft.-radius emanation centered on a point in space)

  • componentsV, S,F/DF
  • duration2 hours/level

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. - A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ping that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. - An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm.

Saving Throw: None Abjur

Shield

  • casting time1 standard action
  • rangePersonal

  • componentsV,S
  • duration1 min./level

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you cant use the shield spell for cover.

Saving Throw: None Abjur

Greace

  • casting time1 standard action
  • rangeClose (One object or a 10-ft. square)

  • componentsV,S,M
  • duration1 round/ level

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it cannot move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Reflex or Balance Conj

Mage Armor

  • casting time1 standard action
  • rangeTouch (Creature touched)

  • componentsV,S,F
  • duration1 hour/level

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures cannot bypass it the way they do normal armor.

Will negates (harmless) Conj

Obscuring Mist

  • casting time1 standard action
  • range20 ft (Cloud spreads in 20-ft. radius from you, 20 ft. high)

  • componentsV,S
  • duration1 min./level

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spells area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.

Saving Throw: None Conj

Comprehend Languages

  • casting time1 standard action
  • rangePersonal

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

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. 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 (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.

Saving Throw: None Div

Charm Person

  • casting time1 standard action
  • rangeClose (One humanoid creature)

  • componentsV,S
  • duration1 hour/level

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the persons language to communicate your commands, or else be good at pantomiming.

Will negates Ench

Sleep

  • casting time1 round
  • rangemedium (One or more living creatures within a 10-ft.-radius burst)

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

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Will negates Ench

Magic Missile

  • casting time1 standard action
  • rangeMedium (Up to five creatures, no two of which can be more than 15 ft. apart)

  • componentsV,S,M
  • durationInstantaneous

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 cannot be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an 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.

Saving Throw: None Evoc

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Colour Spray

  • casting time1 standard action
  • range15 ft. (Cone Shaped Burst)

  • componentsV,S,M
  • durationInstantaneous

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD The creature is stunned for 1 round. Sightless creatures are not affected by color spray.

Will negates Illus

Silent Image

  • casting time1 standard action
  • rangeLong (Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S))

  • componentsV,S,F
  • durationConcentration

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Will disbelief (if interacted with) Illus

Ray of Enfeeblement

  • casting time1 standard action
  • rangeClose (Ray)

  • componentsV,S
  • duration1min./level

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subjects Strength score cannot drop below 1.

Saving Throw: None Necro

Expeditious Retreat

  • casting time1 standard action
  • rangePersonal

  • componentsV,S
  • duration1 min./level

This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Saving Throw: None Trans

Feather Fall [1/2]

  • casting time1 Immediate Action
  • rangeClose (One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart)

  • componentsV
  • durationUntil landing or 1 round/level

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creatures maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it is not your turn. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying

Saving Throw: None Trans

Feather Fall [2/2]

  • casting time1 Immediate Action
  • rangeClose (One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart)

  • componentsV
  • durationUntil landing or 1 round/level

creature.

Saving Throw: None Trans

Enlarge Person [1/2]

  • casting time1 round
  • rangeClose (One humanoid creature)

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

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creatures size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the targets speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creatures possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown

Fortitude Negates Trans

Enlarge Person [2/2]

  • casting time1 round
  • rangeClose (One humanoid creature)

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

weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack.

Fortitude Negates Trans

Reduce Person [1/2]

  • casting time1 round
  • rangeClose (One humanoid creature)

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

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creatures size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2,5 feet and a natural reach of 0 feet (meaning that it must enter an opponents square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesnt change the targets speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creatures possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Reduce person counters and

Fortitude Negates Trans

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Reduce Person [2/2]

  • casting time1 round
  • rangeClose (One humanoid creature)

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

dispels enlarge person.

Fortitude Negates Trans

Prestidigitation

  • casting time1 standard action
  • range10 ft.

  • componentsV,S
  • duration1 hour

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

See text Univ

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 cannot 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 does not 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 cannot 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.

Saving Throw: None 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.

Saving Throw: 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.

Saving Throw: None Evoc

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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

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

Dispel Magic

  • casting time1 standard action
  • rangeMedium (One spellcaster, creature, or object

  • components or 20-ft.-radius burst)
  • durationV,S

Instantaneous

Saving Throw: None Abjur

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Deep Slumber

  • casting time1 round
  • rangeMedium (One or more living creatures within a 10-ft.-radius burst)

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

A sleep spell causes a magical slumber to come upon 10 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Will negates Ench

Fly

  • casting time1 standard action
  • rangeTouch (Creature touched)

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

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Will negates (harmless) Trans

Haste

  • casting time1 standard action
  • rangeClose (One creature/level, no two of which can be more than 30 ft. apart)

  • componentsV,S,M
  • duration1 round/level

The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creatures full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you cant use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creatures modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subjects normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creatures jumping distance as normal for increased speed. Multiple haste effects dont stack. Haste dispels and counters slow.

Fortitude Negates (harmless) Trans

Slow

  • casting time1 standard action
  • rangeClose (One creature/level, no two of which can be more than 30 ft. apart)

  • componentsV,S,M
  • duration1 round/level

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures jumping distance as normal for decreased speed. Multiple slow effects dont stack. Slow counters and dispels haste.

Will negates Trans

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