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regardless of the saving throws success, all creatures in the area are dazzled for 1 minute. Afterward, the lights return to normal. Sightless creatures are unaffected. The spell only functions if at least four active artificial light sources (torches, lanterns, light spells, and so forth) are within 60 feet of the caster. The spell*s name refers to its most common use (in well-lit city streets), but it can function in any area with sufficient lighting. City lights counters or dispels any darkness spell of equal or lower level, such as darkness.:Wizard 3.5 (RoD)

Wizard

otherwise, he takes no action. You may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse*s effect. A greater curse cannot be dispelled, nor can it can be removed with a break enchantment, limited wish, or remove curse spell. A miracle or wish spell removes the greater curse, but each greater curse also must have a single means of removing it with some deed that the spellcaster designates. The deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately). For example, the deed might be *slay the dragon under Castle Bluecraft*, or *climb the tallest mountain in the world*. The cursed victim can have help accomplishing the task.:Wizard 3.5 (RoD)

Wizard

2:CITY LIGHTS:2-Level Evocation:1 action :60 ft. :V, S, M :Instantaneous :(A pinch of tinder.)Saving Throw: Fortitude partial
Spell Resistance: Yes
You temporarily absorb all nearby artificial light and release it as a flare. Any artificial light (including magical and mundane sources) flickers out momentarily, then a burst of light flares from you. All creatures within the area (except you) are blinded for 1 round if they fail a Fortitude save
2:CITY LIGHTS:2-Level Evocation:1 action :60 ft. :V, S, M :Instantaneous :(A pinch of tinder.)Saving Throw: Fortitude partial
Spell Resistance: Yes
You temporarily absorb all nearby artificial light and release it as a flare. Any artificial light (including magical and mundane sources) flickers out momentarily, then a burst of light flares from you. All creatures within the area (except you) are blinded for 1 round if they fail a Fortitude save
6:BESTOW CURSE, GREATER:6-Level Transmutation:1 action :Touch :V, S :Permanent :Permanent Saving Throw:Will negates Spell Resistance: Yes The spellcaster places a curse on the creature touched, choosing one of the three following effects: One ability score is reduced to 1, or two ability scores take *6 penalties (minimum 1). *8 penalty on attack rolls, saving throws, ability checks, and skill checks. Each turn, the subject has a 25% chance to act normally 6:BESTOW CURSE, GREATER:6-Level Transmutation:1 action :Touch :V, S :Permanent :Permanent Saving Throw:Will negates Spell Resistance: Yes The spellcaster places a curse on the creature touched, choosing one of the three following effects: One ability score is reduced to 1, or two ability scores take *6 penalties (minimum 1). *8 penalty on attack rolls, saving throws, ability checks, and skill checks. Each turn, the subject has a 25% chance to act normally