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Delay

  • casting time1 action
  • rangeshort

  • componentsV, S, M
  • duration1 minute

Target One creature you can see within short range

Wizard Time Attack 0

Player's Guide

Wizard

Swiftness

  • casting time1 action
  • rangereach

  • componentsV, S, M
  • duration1 minute

Target One creature that is not fatigued

Wizard Time Utility 0

Player's Guide

Wizard

Minor Paradox

  • casting time1 action
  • rangeshort

  • componentsV, S, M
  • duration1 round

Target One creature you can see

Wizard Time Attack 1

Player's Guide

Wizard

Rewrite Moment

  • casting time1 action
  • rangeself

  • componentsV, S, M
  • duration1 minute

Once per round for the duration, when you roll a die, you can discard the number and roll the die again. You must use the second number rolled.

Player's Guide Time Utility 1

Slow

  • casting time1 action
  • rangemedium

  • componentsV, S, M
  • duration1 minute

Target Up to five creatures within medium range

Player's Guide Time Attack 1

Player's Guide

Player's Guide

0 0
Attack Roll 20+ The target also becomes impaired while slowed in this way. Attack Roll 20+ The target also becomes impaired while slowed in this way.
0 0
You touch the target, which gains a +10 bonus to Speed for the duration. When the effect ends, the target becomes fatigued for 1 minute. You touch the target, which gains a +10 bonus to Speed for the duration. When the effect ends, the target becomes fatigued for 1 minute.
0 0
Attack Roll 20+ You regain the casting of this spell. Attack Roll 20+ You regain the casting of this spell.
0 0
0 0
Each target must make a Will challenge roll. On a failure, it becomes slowed for 1 minute. Each target must make a Will challenge roll. On a failure, it becomes slowed for 1 minute.

Precognition

  • casting time1 action
  • rangeself

  • componentsV, S, M
  • duration1 minute

For the duration, attack rolls against you are made with 1 bane. As well, you make challenge rolls to resist attacks with 1 boon.

Player's Guide Time Utility 2

TIme Jump

  • casting time1 action
  • rangeself

  • componentsV, S, M
  • duration1 minute

You jump forward in time, disappearing from your space. At any time during the duration, you can reappear in the space you left or in the nearest open space to it if it is occupied. Otherwise, you reappear at the end of the round when the effect ends.

Player's Guide Time Utility 2

Accelerate

  • casting time1 action
  • rangereach

  • componentsV, S, M
  • duration1 minute

Target One creature

Player's Guide Time Utility 3

Player's Guide

Player's Guide

Decelerate

  • casting time1 action
  • rangemedium

  • componentsV, S, M
  • duration1 minute

Area A sphere with a 3-yard radius centered on a point

Player's Guide Time Attack 3

Player's Guide

Player's Guide

Twain Self

  • casting time1 action
  • rangereach

  • componentsV, S, M
  • duration1 minute, see the effect

Area A cube, large enough to hold a creature of your Size, originating from a point within a number of yards equal to your Speed

Player's Guide Time Utility 4

Player's Guide

Player's Guide

Time Travel

  • casting time1 action
  • rangeself

  • componentsV, S, M
  • durationUp to 100 years

Choose a moment in time up to 100 years in the future. You disappear from existence. When time in the game catches up to the time you chose, you immediately reappear in the space you left or in the nearest open space to it if it is occupied.

Player's Guide Time Utility 5

0 0
0 0
0 0
You touch the target. For the duration, it can take both a fast turn and a slow turn each round. When the effect ends, the target becomes fatigued for 1d6 minutes You touch the target. For the duration, it can take both a fast turn and a slow turn each round. When the effect ends, the target becomes fatigued for 1d6 minutes
0 0
Each creature in the area must get a success on a Will challenge roll or become slowed for 1 minute. While slowed in this way, when the creature takes a slow turn, it can use an action or move, but not both. Each creature in the area must get a success on a Will challenge roll or become slowed for 1 minute. While slowed in this way, when the creature takes a slow turn, it can use an action or move, but not both.
0 0

When the effect ends, you and your future self disappear. You reappear 1 minute later, in the space your future self occupied or in the neastest open space if it is occupied.

When the effect ends, you and your future self disappear. You reappear 1 minute later, in the space your future self occupied or in the neastest open space if it is occupied.
0 0

Consequence

  • casting time1 triggered action
  • rangeself

  • componentsV, S, M
  • durationInstantaneous

Triggered When you would make an attack roll or a challenge roll, you can use a triggered action to look ahead and see the consequence of your effort. You then make the triggering roll with 1d3 boons. If the roll results in a failure, you become dazed for 1 round

Occult Philosophy Time Utility 0

Retry

  • casting time1 triggered action
  • rangeshort

  • componentsV, S, M
  • durationInstantaneous

Triggered When the result of an attack roll or a challenge roll made by a creature within short range is a success or a failure, you can use a triggered action to cast this spell. You create a ripple in time, which causes the creature to discard the result of the triggering roll and roll again.

Occult Philosophy Time Utility 0

Occult Philosophy

Occult Philosophy

Borrowed Time

  • casting time1 triggered action
  • rangeself

  • componentsV, S, M
  • duration1 minute

Triggered When you take a turn, you can use a triggered action to cast this spell. For 1 minute, you increase the number of actions you can use on your turn by one, and you gain a bonus to Speed equal to your Speed score. At the end of each round until the effect ends, you must get a success on a Will challenge roll or you become stunned for 1 round. You cannot voluntarily end this effect once you have cast the spell

Occult Philosophy Time Utility 1

Time Loop

  • casting time1 action
  • rangeshort

  • componentsV, S, M
  • duration1 minute

Target One creature you can see

Occult Philosophy Time Attack 1

Occult Philosophy

Occult Philosophy

Time Skip

  • casting time1 action
  • rangeself

  • componentsV, S, M
  • duration1 minute

You destabilize your timeline and rapidly jump from the present into the future and back again for the duration. You appear to flicker in and out of existence, with echoes of your past selves appearing around you and then vanishing. Until the spell ends, you impose 2 banes on attack rolls made against you, and you make attack rolls with 2 boons.

Occult Philosophy Time Utility 2

Occult Philosophy

Occult Philosophy

Timely Warning

  • casting time1 triggered action
  • rangemedium

  • componentsV, S, M
  • durationInstantaneous

Triggered When a creature within medium range that you can see would take damage or gain an affliction, you can use a triggered action to cast this spell. You mark in your mind the exact moment when this event occurred, and then your future self from a few moments ahead in time travels back to just before the event to deliver a warning to the triggering creature. The creature reduces the damage it would have taken to 0 or removes the affliction it would have gained.

Occult Philosophy Time Utility 2

0 0
0 0
Aftereffect You must make a Will challenge roll. On a failure, the next time you make an attack roll or a challenge roll before the end of the next round, you must discard the result and roll again Aftereffect You must make a Will challenge roll. On a failure, the next time you make an attack roll or a challenge roll before the end of the next round, you must discard the result and roll again
0 0
0 0

At the end of each round, the target can make a Will challenge roll with 1 bane and ends the effect on itself with a success.

At the end of each round, the target can make a Will challenge roll with 1 bane and ends the effect on itself with a success.
0 0
Aftereffect Make a Strength challenge roll with 1 bane. On a failure, roll a d6. On an odd number, you appear to grow a bit younger. On an even number, you appear to grow a bit older. Aftereffect Make a Strength challenge roll with 1 bane. On a failure, roll a d6. On an odd number, you appear to grow a bit younger. On an even number, you appear to grow a bit older.
0 0

Occult Philosophy

Occult Philosophy

Halt Time

  • casting time1 action
  • rangereach

  • componentsV, S, M
  • duration1 minute, see effect

Area A 4-yard-radius sphere centered on a point

Occult Philosophy Time Utility 3

Occult Philosophy

Occult Philosophy

Major Paradox

  • casting time1 action
  • rangemedium

  • componentsV, S, M
  • duration1 minute

Target Up to five creatures you can see

Occult Philosophy Time Attack 3

Occult Philosophy

Occult Philosophy

Excellent Adventure

  • casting time1 action
  • range10 yards

  • componentsV, S, M
  • durationWithin the last hour

Describe a simple activity you could have reasonably performed in the space within 10 yards of you at some point within the last hour. The activity could be hiding a key under a rock, placing poison in a cup, sticking a disguise in a nearby closet, or something similar, provided the activity does not involve directly harming a creature or an object. The result of the activity then becomes real, just as if you had in fact performed it: the key is under the stone, or the cup now contains poison.

Occult Philosophy Time Utility 4

Occult Philosophy

Occult Philosophy

Stolen Moments

  • casting time1 action
  • rangemedium

  • componentsV, S, M
  • duration1 minute

Target Up to two creatures you can see

Occult Philosophy Time Attack 4

Occult Philosophy

Occult Philosophy


At the end of each round thereafter, you must make a Will challenge roll with 1 bane. On a failure, you transport yourself back in time to deliver the warning, disappearing and reappearing in the space you occupied 1 round later, which ends the spell. If you become incapacitated before you can deliver the warning, you and the triggering creature each gain 1d6 Insanity as time momentarily unravels.

At the end of each round thereafter, you must make a Will challenge roll with 1 bane. On a failure, you transport yourself back in time to deliver the warning, disappearing and reappearing in the space you occupied 1 round later, which ends the spell. If you become incapacitated before you can deliver the warning, you and the triggering creature each gain 1d6 Insanity as time momentarily unravels.
0 0

Attacks and other effects originating from inside the sphere that would affect targets or areas outside it are resolved at the end of the extra round. In addition, creatures inside the area make attack rolls against targets outside the sphere with 3 boons, while targets outside the sphere make challenge rolls to resist harmful effects with 3 banes.

Attacks and other effects originating from inside the sphere that would affect targets or areas outside it are resolved at the end of the extra round. In addition, creatures inside the area make attack rolls against targets outside the sphere with 3 boons, while targets outside the sphere make challenge rolls to resist harmful effects with 3 banes.
0 0
You attempt to knot each target’s timeline so that the creature does not exist in the present. Each target must get a success on an Intellect challenge roll with 1 bane or disappear, removed from existence for 1 minute. While removed from existence, the target is insensate, cannot use actions or triggered actions, and cannot move. When the effect ends for a target, it returns to the space from which it disappeared or the nearest open space of its choice. You attempt to knot each target’s timeline so that the creature does not exist in the present. Each target must get a success on an Intellect challenge roll with 1 bane or disappear, removed from existence for 1 minute. While removed from existence, the target is insensate, cannot use actions or triggered actions, and cannot move. When the effect ends for a target, it returns to the space from which it disappeared or the nearest open space of its choice.
0 0

If you are unable to complete the activity, either because you died or you were unable to do what you said you would do, you create a paradox, since you are not able to go back in time and perform the activity you described. As a result of your failure to close this loop in the time stream, the outcome of some event or situation that you and members of your group were involved in changes, at the GM’s discretion.

If you are unable to complete the activity, either because you died or you were unable to do what you said you would do, you create a paradox, since you are not able to go back in time and perform the activity you described. As a result of your failure to close this loop in the time stream, the outcome of some event or situation that you and members of your group were involved in changes, at the GM’s discretion.
0 0

For each target affected by this spell, choose a creature you can see within short range. Each creature you choose can take an extra turn each round until the effect ends on the target whose turns are being stolen.

For each target affected by this spell, choose a creature you can see within short range. Each creature you choose can take an extra turn each round until the effect ends on the target whose turns are being stolen.

Alter Fortunes

  • casting time1 triggered action
  • rangehalf your speed

  • componentsV, S, M
  • duration1 round

Triggered At the end of the round, you can use a triggered action to cast this spell. You disappear, removed from time. During the next round, whenever a creature within a number of yards from the space you left equal to half your Speed would make an attack roll or a challenge roll, you can turn the result of the roll into a success or a failure, by moving between the moments to meddle with what happens. You can use this effect up to three times during the round. At the end of the round, you reappear in an open space within a number of yards from the space you left equal to your Speed.

Occult Philosophy Time Utility 5

Occult Philosophy

Occult Philosophy

Time Disruption

  • casting time1 action
  • rangemedium

  • componentsV, S, M
  • duration1 minute

Area A 10-yard-radius sphere centered on a point

Occult Philosophy Time Utility 5

Occult Philosophy

Occult Philosophy

0 0
Aftereffect You must get a success on a Strength challenge roll with 2 banes or become fatigued for 1 hour. Aftereffect You must get a success on a Strength challenge roll with 2 banes or become fatigued for 1 hour.
0 0
You entangle the timelines of creatures in the area. Each creature in the area must make a Will challenge roll with 3 banes. On a failure, the creature gains 1d3 Insanity and becomes stunned for 1 minute. At the end of each round until the effect ends for a creature, it can repeat the Will challenge roll. On a success, the creature removes the stunned affliction from itself but can take only slow turns, either moving or using an action on each of its turns for the remainder of the spell’s duration. You entangle the timelines of creatures in the area. Each creature in the area must make a Will challenge roll with 3 banes. On a failure, the creature gains 1d3 Insanity and becomes stunned for 1 minute. At the end of each round until the effect ends for a creature, it can repeat the Will challenge roll. On a success, the creature removes the stunned affliction from itself but can take only slow turns, either moving or using an action on each of its turns for the remainder of the spell’s duration.