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Aid

  • casting time 5
  • range Touch

  • components V, S, M
  • duration 1 rd. + 1 rd./lvl

a tiny strip of white cloth with a sticky substance on the ends, holy symbol

The recipient of this spell gains the benefit of a Bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 temporary hit points for the duration of the spell. This spell enables the recipient to actually have more hit points than their full normal total. These temporary hit points are lost first when the recipient takes damage

Cleric 2nd-level necromancy

Augury

  • casting time 2 Rounds
  • range Special

  • components V, S, M
  • duration Special

a set of gem-inlaid divining tools worth 1,000 gp, which are not consumed

The priest casting this spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. If the spell is successful, the DM yields some indication of the probable outcome: weal, woe, or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of experience you have. Your DM determines any adjustments for the particular conditions of each augury. Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.

Cleric 2nd-level divination

Barkskin

  • casting time 5
  • range Touch

  • components V, S, M
  • duration 4 rds. + 1 rd./lvl

a handful of bark from an oak

When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus.

Cleric 2nd-level protection/plant

Chant

  • casting time Self, 30 ft. radius
  • range Special

  • components V, S
  • duration Special

By means of this spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption, such as an attack that succeeds and causes damage, grappling with the chanter, or a Silence spell, breaks the spell. Multiple chants are not cumulative. However, if the 3rd-level Prayer spell is spoken while a priest of the same religious persuasion is chanting, the effect is doubled.

Cleric 2nd-level combat

Charm Person or Mammal

  • casting time 5
  • range 80 yds.

  • components V, S
  • duration Special

By means of this spell, the priest causes a person or mammal to regard them as a trusted friend and ally, to be heeded and protected. The creature views your words and actions in the most favorable way, and will listen to you, but will not follow commands like an automaton or do something that would result in certain death. If you attempt to harm the target, or a Dispel Magic spell is cast upon them, the charm is broken automatically. Otherwise, the Intelligence of the target determines how often it is allowed to make a save vs. spell to break the charm. 3 or less is once every 3 months, 4-6 is 2 months, 7-9 is 1 month, 10-12 is 3 weeks, 13-14 is 2 weeks, 15-16 is 1 week, 17 is 3 days, 18 is 2 days, and 19 or more is 1 day.

Cleric 2nd-level animal

Detect Charm*, 15' Radius

  • casting time 1 Round
  • range 30 yds.

  • components V, S, M
  • duration 1 Turn

reversible

When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell. If the save is successful, you learn nothing about that particular creature from the casting. If you learn that a creature is being influenced, you have a 5% chance per level of experience you have to determine the exact type of influence. You can check 1 creature per round while the spell is active. If a creature is under more than one charm effect, only the information that the charms exist is gained. The reverse of this spell, Undetectable Charm, completely masks all charms on a creature for 24 hours.

Cleric 2nd-level divination

Dust Devil

  • casting time Casttime
  • range 30 yds., 5 ft. cone

  • components V, S
  • duration 2 rds./lvl

This spell enables the priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 ft., one attack for 1d4 points of damage--which can be hit by normal weapons. It moves as directed by you, but dissipates if it is ever separated from you by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air can disperse a dust devil with a single hit.

Cleric 2nd-level elemental air

Enthrall

  • casting time 1 Round
  • range 90 ft. radius

  • components V, S
  • duration Special

A priest using this spell can enthrall an audience that can understand their language. Those in the area of effect, or who enter it during the spell's duration, must successfully save vs. spell or give you their undivided attention, totally ignoring their surroundings. Those of a race or religion unfriendly to yours have a +4 bonus to the roll. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected. To cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while you speak, and for 1d3 rounds thereafter while they discuss the matter. Those not enthralled have a chance to begin jeering and hollering in unison, granting the enthralled another saving throw. If the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10.

Cleric 2nd-level charm

Find Traps

  • casting time 5
  • range 30 yd. line

  • components V, S
  • duration 3 turns

When the priest casts this spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to them. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. You learn the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable you to sense what intended actions might trigger it. The spell cannot predict actions of creatures (such as in the case of an ambush), nor are natural hazards considered traps. The spell does not detect traps that have been disarmed or are otherwise inactive.

Cleric 2nd-level divination

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Fire Trap

  • casting time 1 Turn
  • range Touch

  • components V, S, M
  • duration until discharged

charcoal, holly berries, hair or similar object from attuning individuals

This spell allows the priest to trap any closeable item. The trapped item cannot have a second closure or warding spell placed upon it. As soon as the item is opened by anyone not designated as safe when the spell was cast, the spell discharges in a 5-foot radius explosion. All creatures within this area must save vs. spell to take half of 1d4 + 1/lvl damage. Underwater, this spell deals half damage and creates a large cloud of steam. The trapped item is not harmed by this explosion.

Cleric 2nd-level elemental fire

Flame Blade

  • casting time 4
  • range Self

  • components V, S, M
  • duration 4 rds. + 1 rd./2 lvls

holy symbol, a leaf of sumac

With this spell, the priest causes a blazing ray of red-hot fire to spring forth from their hand. This bladelike ray is wielded as if it were a scimitar. If you successfully hit with the flame blade, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 if the creature is undead or is especially vulnerable to fire. The blade can ignite combustible materials, but it is not considered a magical weapon for the purposes of determining resistances. This spell does not function underwater.

Cleric 2nd-level elemental fire

Goodberry*

  • casting time 1 Round
  • range Touch

  • components V, S, M
  • duration 1 day + 1 day/lvl

holy symbol, passed over freshly-picked, edible berries, reversible

Casting this spell upon a handful of freshly-picked berries makes 2d4 of them magical. You and any caster of the same faith who is at least 3rd level can discern the affected berries immediately. These berries provide as much nourishment for a hungry man-sized creature as a normal meal, or else cure 1 point of damage, to a maximum of 8 points per 24 hours. The reverse of this spell, Badberry, causes 2d4 rotten berries to appear fresh, but actually cause 1 point of poison damage if ingested.

Cleric 2nd-level plant

Heat Metal*

  • casting time 5
  • range 40 yds.

  • components V, S, M
  • duration 7 rds.

holy symbol, reversible

By means of this spell, the priest is able to make ferrous metal extremely hot. Elven chain mail is not affected, and magical metal armor receives an item save vs. magical fire to avoid being heated. On the first round of the spell, the metal becomes very warm and uncomfortable to touch. On the second and sixth rounds, the heat causes blisters and deals 1d4 damage. On the third, fourth, and fifth rounds, the metal becomes searing, dealing 2d4 damage. On the final round, the afflicted creature must save vs spell or be afflicted by the appropriate disability: unusable hand/foot for 2d4 days, disabled body for 1d4 days, or unconscious for 1d4 turns if the head is injured. Resting fully heals these statuses. Combustible materials ignite if exposed to searing hot metal. Immersion in water, ice, or snow negates the spell's effects. You can affect the metal of one Medium creature per two levels of experience. The reverse of this spell, Chill Metal, deals cold damage and numbs limbs.

Cleric 2nd-level elemental fire

Hold Person

  • casting time 5
  • range 120 yds., 20 ft. cube

  • components V, S, M
  • duration 2 rds./lvl

a small, straight piece of iron

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for its duration. The spell affects the targets you choose which are within the spell's area of effect, and those targets make a save vs. spell to remain unaffected. If only two persons are being enspelled, they receive a -1 penalty to the save. If the spell is cast on only one person, the penalty is -2. Held creatures cannot move or speak, but remain aware of their surroundings and can use abilities that don't require motion or speech. You can end this effect at any time.

Cleric 2nd-level charm

Know Alignment*

  • casting time 1 Round
  • range 10 yds.

  • components V, S, M
  • duration 1 turn

reversible

This spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). You must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful save vs. spell, you learn nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell. The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours.

Cleric 2nd-level divination

Messenger

  • casting time 1 Round
  • range 20 yds.

  • components V, S
  • duration 1 day/lvl

This spell enables the priest to call upon a tiny creature of animal intelligence to act as their messenger. If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a save vs. spell. If the saving throw is failed, the animal advances toward you and awaits your bidding. You can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. You can also attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. When the spell's duration expires, the animal returns to its normal activities.

Cleric 2nd-level animal

Obscurement

  • casting time 5
  • range Self

  • components V, S
  • duration 4 rds./lvl

This spell causes a misty vapor to arise around the priest. It persists in this locale for four rounds per priest level you have, and reduces the visibility ranges of all types of vision (including infravision) to 2d4 feet. The ground area affected by the spell is a square progression based on the caster's level: a 10-foot x 10-foot area at 1st level, a 20-foot x 20-foot area at 2nd level, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as from the 3rd-level wizard spell gust of wind) can cut the duration of an obscurement spell by 75%. This spell does not function under water.

Cleric 2nd-level weather

Produce Flame

  • casting time 5
  • range Self, 40 yds.

  • components V, S
  • duration 1 rd./lvl

A bright flame, equal in brightness to a torch, springs forth from the priest's palm when they cast this spell. The flame does not harm you, but it is hot and causes combustible materials to ignite. You can hurl the magical flame as a missile at a range of 40 feet, at which point it bursts in a 3-foot diameter of the impact point, igniting combustible materials and dealing 1d4+1 points of damage to creatures. If any duration remains in the spell, another flame appears in your hand immediately. You can snuff out the magical flame at any time, but fire caused by the flame cannot be extinguished in this way. This spell does not function underwater.

Cleric 2nd-level elemental fire

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Resist Fire or Cold

  • casting time 5
  • range Touch

  • components V, S, M
  • duration 1 rd./lvl

a drop of mercury

When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to mild conditions, such as standing naked in the snow or reaching into a fire to pluck out a note. Additionally, the creature has a +3 bonus to saves against intense heat, and all damage is reduced by 50%.

Cleric 2nd-level protection

Silence, 15' Radius

  • casting time 5
  • range 120 yds.

  • components V, S
  • duration 2 rds./lvl

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. An unwilling creature receives a save vs. spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting.

Cleric 2nd-level guardian

Slow Poison

  • casting time 1
  • range Touch

  • components V, S, M
  • duration 1 hr./lvl

holy symbol, a bud of garlic smeared on the wound or ingested

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured.

Cleric 2nd-level healing

Snake Charm

  • casting time 5
  • range 30 yds., 30 ft. cube

  • components V, S
  • duration Special

When this spell is cast, a hypnotic pattern is set up that causes one or more snakes to cease all activity except a semierect, swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 1d4+2 turns. If the snakes are not torpid, but are not aroused and angry, the charm lasts 1d3 turns. If the snakes are angry or attacking, the spell lasts 1d4+4 rounds. You can charm a number of snakes whose total hit points are less than your own. This spell is also effective against any ophidian or ophidianoid monster, such as a naga or couatl, though it is subject to magic resistance at that time.

Cleric 2nd-level animal

Speak With Animals

  • casting time 5
  • range 30 ft.

  • components V, S
  • duration 2 rds./lvl

This spell empowers the priest to comprehend and communicate with any normal or giant animal that is not mindless. You are able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as you, it may do some favor or service for you.

Cleric 2nd-level animal/divination

Spiritual Hammer

  • casting time 5
  • range 10 yds./lvl

  • components V, S, M
  • duration 3 rds. + 1 rd./lvl

a normal warhammer, hurled towards the opponent

By calling upon their deity, the caster of this spell brings into existence a field of force shaped vaguely like a hammer. As long as you concentrate upon the hammer, it strikes at any opponent within its range once per turn, as desired. The hammer deals damage as a normal warhammer, but strikes as a magical weapon with a +1 bonus for every six levels of experience you have, starting at +1 and with a maximum of +3. The spell ends the moment you cease concentrating on it, or if an effect such as magical resistance or the Dispel Magic spell affects the hammer.

Cleric 2nd-level combat

Trip

  • casting time 5
  • range Touch

  • components V, S
  • duration 1 turn/lvl

This magic must be cast upon a normal object--a length of vine, a stick, a pole, a rope, or a similar object. The spell causes the object to rise slightly off the ground or floor it is resting on to trip most creatures crossing it, if they fail their saving throws vs. spell. Note that only as many creatures can be tripped as are actually stepping across the enchanted object. Thus, a 3-foot-long piece of rope could trip only one man-sized creature. Creatures moving at a very rapid pace (running) when tripped suffer 1 point of damage and are stunned for 1d4+1 rounds if the surface they fall upon is very hard (if it is turf or other soft material, they are merely stunned for the rest of that round). Very large creatures, such as elephants, are not affected at all by this spell. The object continues to trip all creatures passing over it, including you, for as long as the spell duration lasts. A creature aware of the object and its potential adds a +4 bonus to its saving throw roll when crossing the object. The enchanted object is 80% undetectable unless a means that detects magical traps is employed or the operation of the spell is observed. This spell does not function under water.

Cleric 2nd-level plant

Warp Wood*

  • casting time 5
  • range 10 yds./lvl

  • components V, S, M
  • duration Permanent

reversible

When this spell is cast, the priest causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. This affects approximately a 15-inch shaft of wood of up to 1-inch diameter per level of experience you have. If a ranged weapon or missile is warped, it becomes useless. A warped melee weapon suffers a -4 penalty to attack rolls. Some wooden planks or doors could also be affected, causing them to spring open. Enchanted wood is affected only if you are of a higher level than the enchanter at the time of the wood's enchantment, with a 20% cumulative chance per level above the enchanter. The reverse of this spell, Straighten Wood, straightens bent or crooked wood, or reverses the effect of the Warp Wood spell, subject to the same restrictions.

Cleric 2nd-level plant

Withdraw

  • casting time 5
  • range Self

  • components V, S
  • duration Special

By means of this spell, the priest alters the flow of time with regard to themself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level of experience they have, in contemplation. While affected by this spell, you can only cast divination spells, or healing spells which target yourself. Similarly, you cannot walk or run, become invisible, or ingage in actions other than reading, thinking, and the like. You can still be affected by the actions of others, losing any Dexterity or shield bonus to AC. Any successful attack against you breaks the spell.

Cleric 2nd-level protection

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Wyvern Watch

  • casting time 5
  • range 30 yds., 10 ft. radius

  • components V, S, M
  • duration 8 hours

holy symbol

This spell is known as Wyvern Watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard against intrusion. Any creature approaching within 10 feet of the guarded area must make a save vs spell to avoid being paralyzed for one round per level of experience you have. The creature can also be freed by you or by an effect which removes magic or paralysis at any time. Once a creature has been affected in this way, the Wyvern Watch dissipates. Creatures have a 90% chance to spot the Watch in bright light, 30% in dim light, and 0% in darkness.

Cleric 2nd-level guardian

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