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Detect Magic

  • casting time1 standard action
  • range60 ft

  • componentsV, S
  • durationConcentration, up to 8 minutes

(TARGET: Cone-shaped emanation, SR:No)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 Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level

Artificer Divination

Guidance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration1 minute or until discharged

(TARGET: Creature touched, SR:Yes, DC:16, Will negates (harmless))This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Artificer Divination

Light

  • casting time1 standard action
  • rangeTouch

  • componentsV, M/DF
  • duration80 minutes

TARGET: Object touched, SR:No

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Artificer Evocation [Light, Wood school]

Mage Hand

  • casting time1 standard action
  • rangeClose (45 ft)

  • componentsV, S
  • durationConcentration

(TARGET: One nonmagical, unattended object weighing up to 5 lbs., SR:No)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 spell’s range.

Artificer Transmutation

Message

  • casting time1 standard action
  • rangeMedium (180 ft)

  • componentsV, S, F
  • duration80 minutes

(TARGET: 8 creatures, SR:No)You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. 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 path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning

Artificer Transmutation [Air School, Language-Dependant]

Resistance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 minute

harmless

(TARGET: Creature touched, SR:Yes , DC:16, Will negates )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.

Artificer Abjuration

Corrosive Touch

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

(TARGET: Creature or object touched, SR:Yes)Your successful melee touch attack deals 5d4 points of acid damage.

Artificer Conjuration [Creation, Acid]

Enlarge Person

  • casting time1 round
  • rangeClose (45 ft)

  • componentsV, S, M
  • duration8 minutes

TARGET: One humanoid creature, SR:Yes, DC:17, Fortitude negates

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Artificer Transmutation

Feather Fall

  • casting time1 immediate action
  • rangeClose (45 ft)

  • componentsV
  • durationUntil landing or 8 rounds

(TARGET: 8 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart, SR:Yes (object), DC:17, Will negates (harmless) or Will negates (object))Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Artificer Transmutation [Air School]

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Mage Armor

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • duration8 hours

(TARGET: Creature touched, SR:No, DC:17, Will negates (harmless))A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Artificer Conjuration [Creation, Force]

Rejuvenate Eidolon, Lesser

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

TARGET: eidolon touched, SR:No

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Artificer Conjuration [Healing]

Shield

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration8 minutes

(TARGET: You)You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Artificer Abjuration [Force]

Unfetter

  • casting time1 standard action
  • rangeMedium (180 ft)

  • componentsV, S, M
  • duration80 minutes

harmless

(TARGET: Your eidolon, SR:No, DC:17, Will negates )This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Artificer Transmutation

Bear's Endurance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 hours

harmless

(TARGET: Creature touched, SR:Yes, DC:18, Will negates )Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Artificer Transmutation

Bull's Strength [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 minutes

harmless

(TARGET: Creature touched, SR:Yes, DC:18, Will negates )You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Artificer Transmutation

Bull's Strength [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 minutes

harmless

Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Artificer Transmutation

Cat's Grace

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration8 minutes

harmless

(TARGET: Creature touched, SR:Yes, DC:18, Will negates )You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.

Artificer Transmutation [Wood School]

Eagle's Splendor

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 minutes

harmless

(TARGET: Creature touched, SR:Yes, DC:18, Will negates )Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Artificer Transmutation

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Invisibility

  • casting time1 standard action
  • rangePersonal or Touch

  • componentsV, S, M/DF
  • durationUntil dispelled

harmless

(TARGET: You or a creature or object weighing no more than 800 lbs., SR:Yes or yes (harmless, object), DC:18, Will negates or Will negates (harmless, object))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 or hidden but not smothered or quenched.

Artificer Illusion [Glamer]

Spider Climb

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration80 minutes

harmless

(TARGET: Creature touched, SR:Yes , DC:18, Will negates )You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Artificer Transmutation

Fly

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • duration8 minutes

(TARGET: Creature touched, SR:Yes (harmless), DC:19, Will negates (harmless))Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Artificer Transmutation [Air School]

Haste

  • casting time1 standard action
  • rangeClose (45 ft)

  • componentsV, S, M
  • duration8 rounds

harmless

(TARGET: 8 creatures, no two of which can be more than 30 ft. apart, SR:Yes , DC:19, Fortitude negates )You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Artificer Transmutation

Resist Energy (Communal)

  • casting time1 standrd action
  • rangeTouch

  • componentsV, S, DF
  • duration80 minutes

(TARGET: creatures touched, SR:Yes (harmless), DC:19, Fortitude negates (harmless))You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Artificer Abjuration

Slow

  • casting time1 standard action
  • rangeClose (45 ft)

  • componentsV, S, M
  • duration8 rounds

TARGET: 8 creatures, no two of which can be more than 30 ft. apart, SR:Yes, DC:19, Will negates

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Artificer Transmutation

Summon Monster IV

  • casting time1 standard action
  • rangeClose (45 ft)

  • componentsV, S, M
  • duration8 minutes

TARGET: One summoned creature, SR:No

You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Artificer Conjuration [Summoning]

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