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Salpicadura Acida

  • casting time1 accion
  • range60 pies

  • componentsV, S
  • durationInstantaneo

Arrojas una burbuja de acido. Eliges a una criatura o a dos criaturas dentro del alcance siempre que entre ellas esten a menos de 5 pies la una de la otra. El objetivo debe superar una tirada de salvacion de Destreza o sufrir 1d6 puntos de dano por acido.
El dano de este conjuro se incrementa en un 1d6 cuando alcanzas el nivel 5 (2d6), el nivel 11 (3d6), y el nivel 17 (4d6).

Artificiero Conjuracion, truco

Filo Atronador

  • casting time1 accion
  • rangeUno mismo (5-pies radio)

  • componentsS, M
  • duration1 ronda

Como parte del lanzamiento de este hechizo debes realizar un ataque cuerpo a cuerpo con un arma a una criatura que se encuentre dentro del alcance del hechizo. De lo contrario, fallara. Si impactas, el objetivo sufrira los efectos normales del ataque y, ademas, se vera envuelto en una energia atronadora hasta el principio de tu siguiente turno. Si la criatura se mueve voluntariamente antes de que llegue ese momento, recibira de forma inmediata 1d8 de dano por trueno y el hechizo acabara.
El dano del hechizo aumenta cuando alcanzas niveles superiores, a nivel 5, el ataque cuerpo a cuerpo inflige 1d8 de dano por trueno adicional y el dano que la victima recibe al moverse aumenta a 2d8. Estas 2 tiradas de dano aumentan en 1d8 al nivel 11 al nivel 17.

Artificiero (TCE) Evocacion, truco

Crear Hoguera

  • casting time1 accion
  • range60 pies

  • componentsV, S
  • durationConcentracion, hasta 1 minuto

Creas una hoguera en el suelo que puedes ver dentro del alcance. Hasta que termina el conjuro, la hoguera magica llena un cubo de 5 pies. Cualquier criatura en el espacio de la hoguera cuando lances el conjuro debe tener exito en una tirada de salvacion de Destreza o recibir 1d8 de dano de fuego. Una criatura tambien debe hacer la tirada de salvacion cuando se mueve al espacio de la hoguera por primera vez en un turno o termina su turno alli. La hoguera enciende objetos inflamables en su area que no estan siendo usados o cargados. El dano de este conjuro se incrementa por 1d8 cuando alcanzas el nivel 5 (2d8), nivel 11 (3d8), y el nivel 17 (4d8)

Artificiero Conjuracion, truco

Luces Danzantes

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

Puedes crear hasta cuatro luces del tamano de una antorcha dentro del alcance del conjuro, haciendo que aparezcan como antorchas, linternas u orbes brillantes que flotan en el aire mientras dura el conjuro. Tambien puedes combinar las cuatro luces en una forma brillante vagamente humanoide de tamano Medio. En cualquiera de las formas que elijas, cada iluminacion desprende luz tenue en un radio de 10 pies. Como accion adicional en tu turno, puedes mover las luces hasta 60 pies hasta una posicion nueva que siga estando dentro del alcance del conjuro. Cada luz creada por este conjuro debe estar como muy lejos a 20 pies de las otras, y las luces se extinguen si exceden el alcance del conjuro

Artificiero Evocacion, truco

Descarga de Fuego

  • casting time1 accion
  • range120 pies

  • componentsV, S
  • durationInstantaneo

Arrojas una mota de fuego a una criatura u objeto dentro del alcance. Realiza un ataque de conjuro a distancia contra el objetivo. Con un impacto, el objetivo sufre 1d10 puntos de dano por fuego. Un objeto inflamable impactado por este conjuro se prende si no esta siendo sujetado o transportado. El dano de este conjuro se incrementa en 1d10 cuando alcanzas el nivel 5 (2d10), nivel 11 (3d10) y nivel 17 (4d10)

Artificiero Evocacion, truco

Congelacion

  • casting time1 accion
  • range60 pies

  • componentsV, S
  • durationInstantaneo

Haces que se forme escarcha entumecedora en una criatura que puedes ver dentro del alcance. El objetivo debe hacer una tirada de salvacion de Constitucion. En una salvacion fallida, el objetivo recibe 1d6 de dano por frio, y tiene desventaja en la siguiente tirada de ataque con arma que realice antes del final de su siguiente turno.
El dano del conjuro aumenta en 1d6 cuando alcanzas 5 nivel (2d6), 11 nivel (3d6) y 17 nivel (4d6).

Artificiero Evocacion, truco

Filo de las Llamas Verdes

  • casting time1 accion
  • rangeUno mismo (5-pies radio)

  • componentsS, M
  • durationInstantaneo

Como parte del lanzamiento de este hechizo debes realizar un ataque cuerpo a cuerpo con un arma a una criatura que se encuentre dentro del alcance del hechizo. De lo contrario, fallara. Si impactas, el objetivo sufrira los efectos normales del ataque y, ademas, unas llamas verdes brotaran de el, saltando a una criatura de tu eleccion que puedas ver a 5 pies o menos del objetivo. Esta segunda criatura recibe tanto dano de fuego como tu modificador por aptitud magica.
El dano del hechizo aumenta cuando alcanzas niveles superiores, a nivel 5, el ataque cuerpo a cuerpo inflige 1d8 de dano por fuego adicional y el dano a la segunda criatura aumenta en 1d8 + tu modificador por aptitud magica. Estas 2 tiradas de dano aumentan en 1d8 al nivel 11 al nivel 17.

Artificiero (TCE) Evocacion, truco

Guia

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationConcentracion, hasta 1 minuto

Tocas una criatura voluntaria. Antes de que el conjuro finalice el objetivo puede lanzar un d4 y agregar el resultado a una prueba de caracteristica que el elija. Puede tirar el dado antes o despues de realizar su prueba de caracteristica. El conjuro entonces finaliza.

Artificiero Adivinacion, truco

Luz

  • casting time1 accion
  • rangeToque

  • componentsV, M
  • duration1 hora

una luciernaga o musgo fluorescente

Tocas un objeto que no mida mas de 10 pies en cualquier dimension. Hasta que finalice el conjuro, el objeto desprende una luz brillante en un radio de 20 pies y luz tenue para 20 pies adicionales. La luz puede tener el color que quieras. Cubrir completamente el objeto con algo opaco bloquea la luz. El conjuro finaliza si lo lanzas de nuevo o lo disipas como una accion. Si tienes como objetivo un objeto que esta sujeto o transportado por una criatura hostil, esta criatura debe superar una tirada de salvacion de Destreza para evitar el conjuro.

Artificiero Evocacion, truco

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Atraer el Relampago

  • casting time1 accion
  • range15 pies

  • componentsV
  • durationInstantaneo

Creas un latigo imbuido en la energia del relampago que golpea a una criatura de tu eleccion que puedas ver dentro del alcance. El objetivo debe tener exito en una salvacion de Fuerza. De lo contrario, sera arrastrado 10 pies en linea recta hacia ti y, justo despues, recibira 1d8 de dano de rayo si esta a 5 pies o menos de ti.
El dano del hechizo aumenta en 1d8 cuando alcanzas el nivel 5 (2d8), el nivel 11 (3d8) y el nivel 17 (4d8).

Artificiero (TCE) Evocacion, truco

Mano de Mago

  • casting time1 accion
  • range30 pies

  • componentsV, S
  • duration1 minuto

Una flotante mano espectral aparece en un punto a tu eleccion dentro del alcance. La mano permanece mientras dure el conjuro o hasta que la canceles como una accion. La mano desaparece si llega a estar a mas de 30 pies de ti o si lanzas este conjuro de nuevo. Puedes usar tu accion para controlar la mano. Puedes utilizar la mano para manipular un objeto, abrir una puerta o contenedor no cerrado con llave, colocar o recuperar un objeto de un contenedor abierto o verter fuera los contenidos de un vial. Puedes mover la mano hasta 30 pies cada vez que la utilizas. La mano no puede atacar, activar objetos magicos, o transportar mas de 10 libras (4 kg).

Artificiero Conjuracion, truco

Piedra Magica

  • casting time1 accion adicional
  • rangeToque

  • componentsV, S
  • duration1 minuto

Tocas de una a tres piedritas y las imbuyes de magia. Tu u otra persona puede realizar un ataque de conjuro a distancia con una de las piedras aventandola o lanzandola con una honda. Si se tira, una piedra tiene un alcance de 60 pies. Si alguien mas ataca con una piedrita, ese atacante agrega tu modificador de habilidad de lanzar conjuros, no el del atacante, a la tirada de ataque. En un golpe, el objetivo recibe dano contundente igual a 1d6 + tu modificador de habilidad de lanzamiento de conjuros. Si el ataque golpea o falla, el conjuro termina en la piedra. Si vuelves a lanzar este conjuro, el conjuro finaliza en las piedras aun afectadas por tu lanzamiento anterior.

Artificiero Transmutacion, truco

Reparar

  • casting time1 minuto
  • rangeToque

  • componentsV, S, M
  • durationInstantaneo

Dos Imanes

Este conjuro repara una unica rotura o rasgadura en un objeto que toques, como un eslabon roto de una cadena, dos mitades de una llave rota, una capa desgarrada, o un odre con filtraciones. Siempre y cuando la rotura o rasgadura no sea mayor de 1 pie (30 cm) en cualquier dimension, la arreglas, y no queda rastro alguno del dano anterior. Este conjuro puede reparar fisicamente un objeto magico o a un constructo, pero el conjuro no puede restaurar la magia a objetos de dicho tipo

Artificiero Transmutacion, truco

Mensaje

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • duration1 ronda

Apuntas con un dedo a una criatura dentro del alcance y susurras un mensaje. El objetivo (y solo el objetivo) oye el mensaje y puede responder con un susurro que solo tu puedes oir. Puedes invocar este conjuro a traves de objetos solidos si el objetivo te es familiar y sabes que esta detras de la barrera. Silencio magico, 1 pie (30 cm) de piedra, 1 pulgada (2,54 cm) de metal comun, una delgada capa de plomo o 3 pies (90 cm) de madera bloquean el hechizo. El conjuro no tiene que seguir una linea recta y puede viajar libremente doblando esquinas o a traves de aberturas

Artificiero Transmutacion, truco

Rociada Venenosa

  • casting time1 accion
  • range10 pies

  • componentsV, S
  • durationInstantaneo

Extiendes tu mano hacia una criatura que puedas ver dentro del alcance y proyectas un soplido de gas nocivo desde tu palma. La criatura debe superar una tirada de salvacion de Constitucion o sufrir 1d12 puntos de dano por veneno.
El dano de este conjuro se incrementa en 1d12 cuando alcanzas el nivel 5 (2d12), nivel 11 (3d12) y nivel 17 (4d12).

Artificiero Conjuracion, truco

Prestidigitacion

  • casting time1 accion
  • range10 pies

  • componentsV, S
  • durationHasta 1 hora

Este conjuro es un truco de magia menor que conjuradores novatos usan para practicar. Creas una de los siguientes efectos magicos dentro del alcance:
Creas al instante un efecto sensorial inofensivo, como una ducha de chispas, un soplo de viento, una debil nota musical, un olor extrano.
Instantaneamente enciendes o apagas una vela, una antorcha o una pequena fogata.
Instantaneamente puedes limpiar o manchar un objeto no mas grande que 1 pie (0,02 m3) cubicos.
Puedes helar, calentar o dar sabor hasta 1 pie (0,02 m3) cubico de material inerte por 1 hora.
Puedes colorear, hacer una pequena marca o que un simbolo aparezca en un objeto o una superficie por 1 hora.
Creas una baratija no magica o una imagen ilusoria que pueda caber en tu mano y dura hasta el final de tu siguiente turno.
Si lanzas este conjuro en multiples ocasiones, puedes tener hasta tres efectos no instantaneos activos al mismo tiempo, y puedes cancelar un efecto como una accion.

Artificiero Transmutacion, truco

Rayo de Escarcha

  • casting time1 accion
  • range60 pies

  • componentsV, S
  • durationInstantaneo

Un gelido rayo de luz blanquiazul sale disparado hacia una criatura dentro del alcance. Realiza una tirada de ataque de conjuro contra el objetivo. Con un impacto, este sufre 1d8 puntos de dano por frio y su velocidad se reduce en 10 pies hasta el inicio de tu proximo turno.
El dano del conjuro se incrementa en 1d8 cuando alcanzas el nivel 5 (2d8), el nivel 11 (3d8) y el nivel 17 (4d8)

Artificiero Evocacion, truco

Resistencia

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

una capa en miniatura

Tocas a una criatura voluntaria. Antes de que el conjuro finalice, el objetivo puede tirar 1d4 y anadir el numero del resultado a una tirada se salvacion de su eleccion. Puede tirar el dado antes o despues de hacer la tirada de salvacion. Luego el conjuro finaliza

Artificiero Abjuracion, truco

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Agarre Electrizante

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationInstantaneo

Un relampago brota de tu mano enviando una onda de choque a la criatura que intentas tocar. Haz un ataque de conjuro cuerpo a cuerpo contra el objetivo. Tienes ventaja en la tirada de ataque si el objetivo lleva puesta una armadura hecha de metal. Al impactar, el objetivo sufre 1d8 puntos de dano por electricidad, y no puede realizar reacciones hasta el inicio de su proximo turno.
El dano del conjuro se ve incrementado por 1d8 cuando alcanzas nivel 5 (2d8), nivel 11 (3d8) y nivel 17 (4d8).

Artificiero Evocacion, truco

Piedad con los Moribundos

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationInstantaneo

Tocas a una criatura viviente que tenga 0 Puntos de Golpe. La criatura se estabiliza. Este conjuro no tiene efecto en muertos vivientes ni en constructos

Artificiero Nigromancia, truco

Guardia de Cuchillas

  • casting time1 accion
  • range5 pies

  • componentsV
  • durationInstantaneo

Extiendes tu mano y trazas con el una runa de proteccion en el aire. Hasta el final del siguiente turno tendras resistencia contra dano contundente, perforante y cortante infligido por ataques de armas.

Artificiero (TCE) Conjuracion, truco

Latigo de Espinas

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • durationInstantaneo

La semilla de una planta con espinas

Creas un latigo largo, como la rama de una vid, cubierto de espinas que azotan bajo tu orden a una criatura dentro del alcance. Realiza un ataque de conjuro cuerpo a cuerpo contra el objetivo. Si impactas, la criatura sufre 1d6 puntos de dano perforante, y si la criatura es grande o mas pequena, tiras de la criatura hasta 10 pies mas cerca de ti.
El dano de este conjuro aumenta en 1d6 cuando alcanzas el nivel 5 (2d6), nivel 11 (3d6), y nivel 17 (4d6)

Artificiero Transmutacion, truco

Palmada Atronadora

  • casting time1 accion
  • range5 pies

  • componentsS
  • durationInstantaneo

Creas un estallido de sonido atronador que puede escucharse hasta a 100 pies de distancia. Cada criatura dentro del alcance, que no seas tu, debe tener exito en una tirada de salvacion de Constitucion o recibir 1d6 de dano de trueno.
El dano de este conjuro incrementa en 1d6 cuando alcanzas el nivel 5 (2d6), nivel 11 (3d6), y el nivel 17 (4d6).

Artificiero Evocacion, truco

Absorber Elementos

  • casting time1 reaccion, que realizas cuando recibes dano acido, hielo, fuego, luz o electrico
  • rangeUno mismo

  • componentsS
  • duration1 ronda

El conjuro captura parte de la energia entrante, disminuyendo su efecto en ti y almacenandola para tu proximo ataque cuerpo a cuerpo. Tienes resistencia al tipo de dano desencadenante hasta el comienzo de tu siguiente turno. Ademas, la primera vez que golpees con un ataque cuerpo a cuerpo en tu siguiente turno, el objetivo sufre un dano adicional de 1d6 del tipo de dano almacenado, y el conjuro termina.
A niveles superiores. Cuando lances este conjuro usando una ranura del conjuro de 2 nivel o superior, el dano aumenta por 1d6 para cada nivel de ranura por encima de 1.

Artificiero Nivel 1 Abjuracion

Alarma (Ritual)

  • casting time1 minuto
  • range30 pies

  • componentsV, S, M
  • duration8 horas

una pequena campana y un pedazo de fino alambre de plata

Se activa una alarma contra visitas indeseadas. Elige una puerta, una ventana o un area dentro del alcance que no sea mas grande que un cubo de 20. Hasta que el conjuro finalice, una alarma avisa cuando una criatura, ya sea pequena o grande, toca o entre en el area protegida. Cuando lanzas el conjuro, puedes elegir a ciertas criaturas que no haran sonar la alarma. Tambien puedes elegir si la alarma es un aviso mental o audible.
La alarma mental te alerta enviando un pensamiento a tu mente si te encuentras a menos de 1 milla del area protegida. Este pensamiento te despierta si estas dormido.
Una alarma audible emite el sonido de una campana de mano durante 10 segundos dentro de un area de 60 pies

Artificiero Nivel 1 Abjuracion

Catapulta

  • casting time1 accion
  • range60 pies

  • componentsS
  • durationInstantaneo

Elige un objeto que pese entre 1 y 5 libras dentro del rango que no se esta usando o cargando. El objeto vuela en una linea recta de hasta 90 pies en la direccion que elijas antes de caer al suelo, deteniendose antes si impacta contra una superficie solida. Si el objeto golpea a una criatura, esa criatura debe hacer una tirada de salvacion de Destreza. En una salvacion fallida, el objeto golpea el objetivo y deja de moverse. Cuando el objeto golpea algo, tanto el proyectil como lo que golpea reciben 3d8 de dano contundente.
A niveles superiores: Cuando lanzas este conjuro usando una ranura de conjuro de 2 nivel o superior, el peso maximo de los objetos que puedes atacar con este conjuro aumenta en 5 libras, y el dano aumenta en ld8, por cada nivel de ranura por encima del 1.

Artificiero Nivel 1 Transmutacion

Curar Heridas

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationInstantaneo

Una criatura que tocas recupera un numero de Puntos de Golpe igual a 1d8 + tu modificador de caracteristica para lanzar conjuros. Este conjuro no tiene efecto sobre muertos vivientes o constructos.
A niveles superiores: Cuando lanzas este hechizo usando un espacio de conjuros de nivel 2 o superior, la curacion se incrementa en 1d8 por cada nivel de espacio de conjuros por encima de nivel 1.

Artificiero Nivel 1 Evocacion

0 0
0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1

Detectar Magia (Ritual)

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S
  • durationConcentracion, hasta 10 minutos

Mientras dura el conjuro, sientes la presencia de la magia a menos de 30 pies de ti. Si sientes magia de esta forma, puedes utilizar tu accion para ver un aura debil alrededor de cualquier criatura u objeto visibles en al area que posee magia, y averiguar su escuela de magia, si existe.
El conjuro puede penetrar en la mayoria de barreras, pero es bloqueado por 1 pie (30 cm) de piedra, 1 pulgada (2,54 cm) de metal comun, una delgada capa de plomo o 3 pies (90 cm) de madera o suciedad.

Artificiero Nivel 1 Adivinacion

Disfrazarse

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S
  • duration1 hora

Haces que tu aspecto y equipo sea diferente hasta que finalice el conjuro o hasta que uses tu accion para cancelarlo. Puedes parecer 1 pie mas bajo o mas alto y puedes parecer mas delgado, mas gordo o algo intermedio.
No puedes cambiar el tipo de criatura, debes adoptar una forma que tenga la misma disposicion basica de extremidades.
Los cambios creados no se sostienen ante un examen fisico. Una criatura puede utilizar su accion para examinar tu apariencia y debe superar una prueba de Inteligencia para descubrirte

Artificiero Nivel 1 Ilusion

Retirada Expeditiva

  • casting time1 accion adicional
  • rangeUno mismo

  • componentsV, S
  • durationConcentracion, hasta 10 minutos

Este conjuro te permite moverte a un ritmo increible. Cuando lanzas este conjuro, y posteriormente, puedes usar una accion adicional en cada uno de tus siguientes turnos hasta que el conjuro finalice, para realizar la accion carrera.

Artificiero Nivel 1 Transmutacion

Fuego Feerico

  • casting time1 accion
  • range60 pies

  • componentsV
  • durationConcentracion, hasta 1 minuto

Cada objeto en un cubo de 20 pies (4 casillas, 6 m) dentro del alcance queda perfilado en luz azul, verde o violeta (a tu eleccion). Cualquier criatura en el area cuando el conjuro es lanzado tambien queda perfilada con la luz si no supera una tirada de salvacion de Destreza. Mientras dure el conjuro, objetos y criaturas afectados emiten luz tenue en un radio de 10 pies.
Cualquier tirada de ataque contra una criatura u objeto afectado tiene ventaja si el atacante puede verlo, y la criatura u objeto afectados no se pueden beneficiar de ser invisibles

Artificiero Nivel 1 Evocacion

Falsa Vida

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S, M
  • duration1 hora

una pequena cantidad de alcohol o licores destilados

Te fortaleces a ti mismo con una copia nigromantica de vida, ganas 1d4 + 4 Puntos de Golpe temporales mientras dure el conjuro. A niveles superiores. Cuando lanzas este hechizo usando un espacio de conjuros de nivel 2 o superior, ganas 5 Puntos de Golpe temporales adicionales por cada nivel de espacio de conjuros por encima de nivel 1

Artificiero Nivel 1 Nigromancia

Caida de Pluma

  • casting time1 reaccion, que tomas cuando caes tu o una criatura al alcance
  • range60 pies

  • componentsV, M
  • duration1 minuto

una pequena pluma o una pelusa

Elige hasta a 5 criaturas que esten cayendo dentro del alcance. La velocidad de descenso de una criatura cayendo se reduce a 60 pies por asalto hasta que el conjuro finalice. Si la criatura aterriza antes de que el conjuro finalice, no sufre dano de caida y puede aterrizar de pie, y el conjuro finaliza para dicha criatura.

Artificiero Nivel 1 Transmutacion

Grasa

  • casting time1 accion
  • range60 pies

  • componentsV, S, M
  • duration1 minuto

un pedazo de piel de cerdo o mantequilla

Una grasa resbaladiza cubre el terrero en un cuadrado de 10 pies de lado centrada en un punto dentro del alcance y convirtiendo el area en terreno dificil. Cuando la grasa aparece, cada criatura en el area debe realizar una tirada de salvacion con exito de Destreza o caer tumbada. Una criatura que entre en el area o finalice su turno ahi tambien debe superar una tirada de salvacion o caer tumbada

Artificiero Nivel 1 Conjuracion

Identificar (Ritual)

  • casting time1 minuto
  • rangeToque

  • componentsV, S, M
  • durationInstantaneo

una perla de un valor minimo de 100 po y una pluma de buho

Eliges un objeto que debes estar tocando mientras realizas este conjuro. Si es un objeto magico o algun tipo de objeto con magia imbuida, aprendes sus propiedades y como usarlas, ya sea que requiera vinculacion, y cuantas cargas posee, si es que tiene alguna. Aprendes si algun conjuro esta afectando el objeto y que es lo que hace. Si el objeto fue creado por un conjuro, aprendes que conjuro lo creo.
Si en su lugar tocas a una criatura mientras realizas el conjuro, aprendes que conjuros, si es que hay alguno, esta actualmente afectandolo

Artificiero Nivel 1 Adivinacion

Salto

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • duration1 minuto

una pata de saltamontes

Tocas una criatura. La distancia de salto que puede cubrir esa criatura es triplicada hasta que el conjuro finalice.

Artificiero Nivel 1 Transmutacion

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Zancada Prodigiosa

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • duration1 hora

una pizca de tierra

Tocas a una criatura. La velocidad de la criatura se incrementa en 10 pies (2 casillas, 3 m) hasta que el conjuro finalice.
A niveles superiores: Cuando lanzas este hechizo con un espacio de conjuros de nivel 2 o superior, puedes afectar una criatura adicional por cada nivel de espacio de conjuros por encima de nivel 1.

Artificiero Nivel 1 Transmutacion

Purificar Comida y Bebida (Ritual)

  • casting time1 accion
  • range10 pies

  • componentsV, S
  • durationInstantaneo

Toda comida y bebida no magica dentro de un radio de 5 pies, centrado en esfera en un punto de tu eleccion dentro del alcance, es purificada y queda libre de venenos y enfermedades

Artificiero Nivel 1 Transmutacion

Santuario

  • casting time1 accion adicional
  • range30 pies

  • componentsV, S, M
  • duration1 minuto

un pequeno espejo de plata

Proteges a una criatura que este dentro del alcance. Hasta que el conjuro finalice, cualquier criatura que tenga como objetivo a la criatura protegida, bien sea con un ataque o un conjuro de dano, debe realizar una tirada de salvacion de Sabiduria primero. Si falla la tirada, la criatura debe escoger otro objetivo o perder el ataque o el conjuro. Este conjuro no protege contra efectos de area, tales como la explosion de una bola de fuego.
Si la criatura protegida realiza un ataque o lanza un conjuro que afecte una criatura enemiga, este conjuro finaliza.

Artificiero Nivel 1 Abjuracion

Trampa de Lazo [1/2]

  • casting time1 minuto
  • rangeToque

  • componentsS, M
  • duration8 horas

25 pies de cuerda, que son consumidos por el conjuro

Usas la cuerda para crear un circulo con un radio de 5 pies en la tierra o en el suelo. La cuerda desaparece y el circulo se convierte en una trampa magica. Esta trampa es casi invisible y requiere una prueba de Inteligencia (Investigacion) exitosa contra tu DC de salvacion de conjuros para poder discernirla. La trampa se dispara cuando una criatura Pequena, Mediana o Grande se desplaza a la tierra o al suelo en el radio del conjuro. Esa criatura debe tener exito en una TS de Destreza o ser izada magicamente en el aire, dejandola colgando de cabeza 3 pies sobre el suelo. La criatura esta apresada alli hasta que el conjuro termina. Una criatura apresada puede hacer una TS de Destreza al final de cada turnos, terminando el efecto sobre si misma en un exito. Alternativamente, la criatura u otra persona que pueda alcanzarla puede usar una accion para hacer una prueba de Inteligencia (Arcanos) contra tu CD de salvacion de conjuros. En un exito, el efecto apresado termina. Despues de que se dispara la trampa, el conjuro termina cuando

Artificiero Nivel 1 Abjuracion

Trampa de Lazo [2/2]

  • casting time1 minuto
  • rangeToque

  • componentsS, M
  • duration8 horas

25 pies de cuerda, que son consumidos por el conjuro

ninguna criatura es apresada por ella.

Artificiero Nivel 1 Abjuracion

Aliento Caustico de Tasha

  • casting time1 accion
  • rangeUno mismo (30-pies linea)

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

Un poco de comida podrida

Un chorro de acido emana de ti en una linea de 30 pies de largo y 5 pies de ancho en la direccion que elijas. Cada criatura en la linea debe tener exito en una tirada de salvacion de Destreza o quedar cubierta de acido durante la duracion del hechizo o hasta que una criatura use su accion para limpiar el acido de si misma o de otra criatura. Una criatura cubierta por el acido recibe 2d4 de dano acido al comienzo de cada uno de sus turnos. En Niveles Superiores: Cuando lanzas este conjuro usando un espacio de hechizo de 2 nivel o superior, el dano aumenta en 2d4 por cada nivel de espacio por encima del 1.

Artificiero (TCE) Nivel 1 Evocacion

Palabra Curativa

  • casting time1 accion adicional
  • range60 pies

  • componentsV
  • durationInstantaneo

Una criatura de tu eleccion que puedas ver dentro del alcance recupera Puntos de Golpe iguales a 1d4 + tu modificador de caracteristica de lanzamiento de conjuros. Este conjuro no tiene ningun efecto sobre constructos o muertos vivientes.
A niveles superiores: Cuando lanzas este hechizo usando un espacio de conjuros de nivel 2 o superior, la cantidad de sanacion se incrementa en 1d4 por cada nivel de espacio de conjuros por encima de nivel 1

Artificiero (Alquemista) Nivel 1 Evocacion

Rayo Nauseabundo

  • casting time1 accion
  • range60 pies

  • componentsV, S
  • durationInstantaneo

Un rayo de enfermiza energia verdosa arremete contra una criatura dentro del alcance. Realiza una tirada de ataque de conjuro a distancia contra el objetivo. Con un impacto, el objetivo sufre 2d8 puntos de dano por veneno y debe realizar una tirada de salvacion de Constitucion. Con una salvacion fallida, tambien estara envenenado hasta el final de tu siguiente turno.
A niveles superiores: Cuando lanzas este hechizo usando un espacio de conjuros de nivel 2 o superior, el dano se incrementa en 1d8 por cada nivel de espacio de conjuros por encima de nivel 1

Artificiero (Alquemista) Nivel 1 Nigromancia

Proyectil Magico

  • casting time1 accion
  • range120 pies

  • componentsV, S
  • durationInstantaneo

Creas tres dardos brillantes de fuerza magica. Cada dardo impacta a una criatura de tu eleccion que puedas ver dentro del alcance. Un dardo inflige 1d4 + 1 puntos de dano por fuerza a su objetivo. Todos los dardos impactan a la vez, y los puedes dirigir para que impacten a una criatura o a varias.
A niveles superiores: Cuando lanzas este hechizo usando un espacio de conjuros de nivel 2 o superior, el conjuro crea un dardo mas por cada nivel de espacio de conjuros por encima de nivel 1

Artificiero (Blindado) Nivel 1 Evocacion

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Ola Atronadora

  • casting time1 accion
  • rangeUno mismo (15-pies cubo)

  • componentsV, S
  • durationInstantaneo

Una onda de fuerza atronadora se origina desde ti. Cada criatura dentro de un cubo de 15 pies originandose en ti debe realizar una tirada de salvacion de Constitucion. Con una salvacion fracasada, la criatura sufre 2d8 puntos de dano sonico y es empujada 10 pies de ti. Si supera la tirada, la criatura sufre la mitad del dano y no es empujada. Ademas, los objetos no fijos que esten completamente dentro del alcance son empujados 10 pies de ti por el efecto del conjuro, que ademas emite un sonido de trueno audible a 300 pies (90 m).
A niveles superiores: Cuando lanzas este hechizo usando un espacio de conjuros de nivel 2 o superior, el dano se incrementa en 1d8 por cada nivel de espacio de conjuros por encima de nivel 1.

Artificiero (Blindado) Nivel 1 Evocacion

Escudo

  • casting time1 reaccion
  • rangeUno mismo

  • componentsV, S
  • duration1 ronda

Lo realizas cuando eres impactado por un ataque o eres objetivo del conjuro misiles magicos.
Creas una barrera invisible de fuerza magica que te protege. Hasta el inicio de tu proximo turno, tienes un bonificador de +5 a tu CA, que incluye al ataque desencadenante, y no sufres dano del conjuro proyectil magico

Artificiero (Artillero) Nivel 1 Abjuracion

Heroismo

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationConcentracion, hasta 1 minuto

Una criatura voluntaria que toques es imbuida con valentia. Hasta que el conjuro finalice, la criatura es inmune a ser asustada y gana Puntos de Golpe temporales iguales a tu modificador de caracteristica de lanzamiento de conjuros al comienzo de cada uno de sus turnos. Cuando el conjuro finaliza, el objetivo pierde cualquier remanente de Puntos de Golpe temporales de este conjuro.
A niveles superiores: Cuando lanzas este hechizo usando un espacio de conjuros de nivel 2 o superior, puedes elegir como objetivo una criatura adicional por cada nivel de espacio de conjuros por encima de nivel 1.

Artificiero (Herrero de batalla) Nivel 1 Enchantment

Aid

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • duration8 horas

a tiny strip of white cloth

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.

Artificiero Nivel 2 Abjuracion

Alter Self [1/2]

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S
  • durationConcentracion, hasta 1 hora

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.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6

Artificiero Nivel 2 Transmutacion

Alter Self [2/2]

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S
  • durationConcentracion, hasta 1 hora

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.

Artificiero Nivel 2 Transmutacion

Arcane Lock

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationUntil dispelled

gold dust worth at least 25 gp, which the spell consumes

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.

Artificiero Nivel 2 Abjuracion

Blur

  • casting time1 accion
  • rangeUno mismo

  • componentsV
  • durationConcentracion, hasta 1 minuto

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.

Artificiero Nivel 2 Ilusion

Continual Flame

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50 gp, which the spell consumes

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.

Artificiero Nivel 2 Evocacion

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Darkvision

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • duration8 horas

either a pinch of dried carrot or an agate

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.

Artificiero Nivel 2 Transmutacion

Enhance Ability

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationConcentracion, hasta 1 hora

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Artificiero Nivel 2 Transmutacion

Enlarge/Reduce [1/2]

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce. The

Artificiero Nivel 2 Transmutacion

Enlarge/Reduce [2/2]

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

a pinch of powdered iron

target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Artificiero Nivel 2 Transmutacion

Heat Metal

  • casting time1 accion
  • range60 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Artificiero Nivel 2 Transmutacion

Invisibility

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationConcentracion, hasta 1 hora

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Artificiero Nivel 2 Ilusion

Lesser Restoration

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationInstantaneo

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Artificiero Nivel 2 Abjuracion

Levitate

  • casting time1 accion
  • range60 pies

  • componentsV, S, M
  • durationConcentracion, hasta 10 minutos

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

Artificiero Nivel 2 Transmutacion

Magic Mouth (Ritual) [1/2]

  • casting time1 minuto
  • range30 pies

  • componentsV, S, M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within

Artificiero Nivel 2 Ilusion

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Magic Mouth (Ritual) [2/2]

  • casting time1 minuto
  • range30 pies

  • componentsV, S, M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Artificiero Nivel 2 Ilusion

Magic Weapon

  • casting time1 accion adicional
  • rangeToque

  • componentsV, S
  • durationConcentracion, hasta 1 hora

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Artificiero Nivel 2 Transmutacion

Protection from Poison

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • duration1 hora

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Artificiero Nivel 2 Abjuracion

Pyrotechnics

  • casting time1 accion
  • range60 pies

  • componentsV, S
  • durationInstantaneo

Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Artificiero Nivel 2 Transmutacion

Rope Trick

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • duration1 hora

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Artificiero Nivel 2 Transmutacion

See Invisibility

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S, M
  • duration1 hora

A pinch of Talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Artificiero Nivel 2 Adivinacion

Skywrite (Ritual)

  • casting time1 accion
  • rangeSight

  • componentsV, S
  • durationConcentracion, hasta 1 hora

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Artificiero Nivel 2 Transmutacion

Spider Climb

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationConcentracion, hasta 1 hora

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Artificiero Nivel 2 Transmutacion

Web

  • casting time1 accion
  • range60 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 hora

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Artificiero Nivel 2 Conjuracion

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Flaming Sphere

  • casting time1 accion
  • range60 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Artificiero (Alquemista) Nivel 2 Conjuracion

Melf's Acid Arrow

  • casting time1 accion
  • range90 pies

  • componentsV, S, M
  • durationInstantaneo

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Artificiero (Alquemista) Nivel 2 Evocacion

Mirror Image

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S
  • duration1 minuto

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Artificiero (Blindado) Nivel 2 Ilusion

Scorching Ray

  • casting time1 accion
  • range120 pies

  • componentsV, S
  • durationInstantaneo

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Artificiero (Artillero) Nivel 2 Evocacion

Shatter

  • casting time1 accion
  • range60 pies

  • componentsV, S, M
  • durationInstantaneo

A chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.

Artificiero (Artillero) Nivel 2 Evocacion

Branding Smite

  • casting time1 accion adicional
  • rangeUno mismo

  • componentsV
  • durationConcentracion, hasta 1 minuto

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Artificiero (Herrero de batalla) Nivel 2 Evocacion

Warding Bond

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • duration1 hora

a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Artificiero (Herrero de batalla) Nivel 2 Abjuracion

Blink

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S
  • duration1 minuto

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.

Artificiero Nivel 3 Transmutacion

Catnap

  • casting time1 accion
  • range30 pies

  • componentsS, M
  • duration10 minutos

a pinch of sand

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.

Artificiero Nivel 3 Enchantment

2 2
2 2
2 2
2 2
2 2
2 2
2 2
3 3
3 3

Create Food and Water

  • casting time1 accion
  • range30 pies

  • componentsV, S
  • durationInstantaneo

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.

Artificiero Nivel 3 Conjuracion

Crusader's Mantle

  • casting time1 accion
  • rangeUno mismo

  • componentsV
  • durationConcentracion, hasta 1 minuto

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.

Artificiero Nivel 3 Evocacion

Dispel Magic

  • casting time1 accion
  • range120 pies

  • componentsV, S
  • durationInstantaneo

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Artificiero Nivel 3 Abjuracion

Elemental Weapon

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationConcentracion, hasta 1 hora

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Artificiero Nivel 3 Transmutacion

Flame Arrows

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationConcentracion, hasta 1 hora

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Artificiero Nivel 3 Transmutacion

Fly

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationConcentracion, hasta 10 minutos

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Artificiero Nivel 3 Transmutacion

Glyph of Warding [1/3]

  • casting time1 hora
  • rangeToque

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an

Artificiero Nivel 3 Abjuracion

Glyph of Warding [2/3]

  • casting time1 hora
  • rangeToque

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Artificiero Nivel 3 Abjuracion

Glyph of Warding [3/3]

  • casting time1 hora
  • rangeToque

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Artificiero Nivel 3 Abjuracion

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3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Haste

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Artificiero Nivel 3 Transmutacion

Intellect Fortress

  • casting time1 accion
  • range30 pies

  • componentsV
  • durationConcentracion, hasta 1 hora

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Artificiero (TCE) Nivel 3 Abjuracion

Protection from Energy

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationConcentracion, hasta 1 hora

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Artificiero Nivel 3 Abjuracion

Revivify

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationInstantaneo

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Artificiero Nivel 3 Nigromancia

Tiny Servant [1/2]

  • casting time1 minuto
  • rangeToque

  • componentsV, S
  • duration8 horas

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block (XGE p169) for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for

Artificiero Nivel 3 Transmutacion

Tiny Servant [2/2]

  • casting time1 minuto
  • rangeToque

  • componentsV, S
  • duration8 horas

each slot level above 3rd.

Artificiero Nivel 3 Transmutacion

Water Breathing (Ritual)

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • duration24 horas

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Artificiero Nivel 3 Transmutacion

Water Walk (Ritual)

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • duration1 hora

a piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Artificiero Nivel 3 Transmutacion

Gaseous Form

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationConcentracion, hasta 1 hora

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Artificiero (Alquemista) Nivel 3 Transmutacion

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3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Mass Healing Word

  • casting time1 accion adicional
  • range60 pies

  • componentsV
  • durationInstantaneo

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Artificiero (Alquemista) Nivel 3 Evocacion

Hypnotic Pattern

  • casting time1 accion
  • range120 pies

  • componentsS, M
  • durationConcentracion, hasta 1 minuto

A glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Artificiero (Blindado) Nivel 3 Ilusion

Lightning Bolt

  • casting time1 accion
  • rangeUno mismo (100-pies linea)

  • componentsV, S, M
  • durationInstantaneo

a bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Artificiero (Blindado) Nivel 3 Evocacion

Fireball

  • casting time1 accion
  • range150 pies

  • componentsV, S, M
  • durationInstantaneo

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Artificiero (Artillero) Nivel 3 Evocacion

Wind Wall

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Artificiero (Artillero) Nivel 3 Evocacion

Aura of Vitality

  • casting time1 accion
  • rangeUno mismo (30-pies radio)

  • componentsV
  • durationConcentracion, hasta 1 minuto

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Artificiero (Herrero de batalla) Nivel 3 Evocacion

Conjure Barrage

  • casting time1 accion
  • rangeUno mismo (60-pies cono)

  • componentsV, S, M
  • durationInstantaneo

one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Artificiero (Herrero de batalla) Nivel 3 Conjuracion

Arcane Eye

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 hora

a bit of bat fur

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.

Artificiero Nivel 4 Adivinacion

Elemental Bane

  • casting time1 accion
  • range90 pies

  • componentsV, S
  • durationConcentracion, hasta 1 minuto

Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Artificiero Nivel 4 Transmutacion

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3 3
3 3
3 3
3 3
3 3
3 3
4 4
4 4

Fabricate

  • casting time10 minutos
  • range120 pies

  • componentsV, S
  • durationInstantaneo

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Artificiero Nivel 4 Evocacion

Freedom of Movement

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • duration1 hora

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Artificiero Nivel 4 Abjuracion

Leomund's Secret Chest

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationInstantaneo

an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Artificiero Nivel 4 Conjuracion

Mordenkainen's Faithful Hound

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • duration8 horas

a tiny silver whistle, a piece of bone, and a thread

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Artificiero Nivel 4 Conjuracion

Otiluke's Resilient Sphere

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Artificiero Nivel 4 Evocacion

Stoneskin

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationConcentracion, hasta 1 hora

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Artificiero Nivel 4 Abjuracion

Summon Construct

  • casting time1 accion
  • range90 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 hora

an ornate stone and metal lockbox worth at least 400 gp

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Artificiero (TCE) Nivel 4 Conjuracion

Blight

  • casting time1 accion
  • range30 pies

  • componentsV, S
  • durationInstantaneo

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Artificiero (Alquemista) Nivel 4 Nigromancia

Death Ward

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • duration8 horas

You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it Instantaneoly without dealing damage, that effect is instead negated against the target, and the spells ends.

Artificiero (Alquemista) Nivel 4 Abjuracion

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Fire Shield

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S, M
  • duration10 minutos

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Artificiero (Blindado) Nivel 4 Evocacion

Greater Invisibility

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationConcentracion, hasta 1 minuto

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Artificiero (Blindado) Nivel 4 Ilusion

Ice Storm

  • casting time1 accion
  • range300 pies

  • componentsV, S, M
  • durationInstantaneo

a pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Artificiero (Artillero) Nivel 4 Evocacion

Wall of Fire

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Artificiero (Artillero) Nivel 4 Evocacion

Aura of Purity

  • casting time1 accion
  • rangeUno mismo (30-pies radio)

  • componentsV
  • durationConcentracion, hasta 10 minutos

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Artificiero (Herrero de batalla) Nivel 4 Abjuracion

Fire Shield

  • casting time1 accion
  • rangeUno mismo

  • componentsV, S, M
  • duration10 minutos

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Artificiero (Herrero de batalla) Nivel 4 Evocacion

Animate Objects [1/2]

  • casting time1 accion
  • range120 pies

  • componentsV, S
  • durationConcentracion, hasta 1 minuto

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the

Artificiero Nivel 5 Transmutacion

Animate Objects [2/2]

  • casting time1 accion
  • range120 pies

  • componentsV, S
  • durationConcentracion, hasta 1 minuto

objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Animated Object Statistics
Size. . , HP, AC, Hit, Damage,Str,Dex
Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
Large , 50, 10, +6 , 2d10 +2,14, 10
Huge. , 80, 10, +8 , 2d12 +4,18 , 6
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Artificiero Nivel 5 Transmutacion

Bigby's Hand [1/3]

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

an eggshell and a snakeskin glove

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or

Artificiero Nivel 5 Evocacion

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Bigby's Hand [2/3]

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

an eggshell and a snakeskin glove

smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score

Artificiero Nivel 5 Evocacion

Bigby's Hand [3/3]

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 1 minuto

an eggshell and a snakeskin glove

is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Artificiero Nivel 5 Evocacion

Creation

  • casting time1 minuto
  • range30 pies

  • componentsV, S, M
  • durationEspecial

a tiny piece of matter of the same type of the item you plan to create

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Duration: Vegetable matter - 1 day. Stone/crystal - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/Mithral - 1 minute.
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Artificiero Nivel 5 Ilusion

Greater Restoration

  • casting time1 accion
  • rangeToque

  • componentsV, S, M
  • durationInstantaneo

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum

Artificiero Nivel 5 Abjuracion

Skill Empowerment

  • casting time1 accion
  • rangeToque

  • componentsV, S
  • durationConcentracion, hasta 1 hora

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Artificiero Nivel 5 Transmutacion

Transmute Rock [1/2]

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationUntil dispelled

clay and water

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save,

Artificiero Nivel 5 Transmutacion

Transmute Rock [2/2]

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationUntil dispelled

clay and water

or half as much damage on a successful one.
Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or a nother creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Artificiero Nivel 5 Transmutacion

Wall of Stone [1/2]

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 10 minutos

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater

Artificiero Nivel 5 Evocacion

Wall of Stone [2/2]

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 10 minutos

a small block of granite

than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Artificiero Nivel 5 Evocacion

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Cloudkill

  • casting time1 accion
  • range120 pies

  • componentsV, S
  • durationConcentracion, hasta 10 minutos

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Artificiero (Alquemista) Nivel 5 Conjuracion

Raise Dead

  • casting time1 hora
  • rangeToque

  • componentsV, S, M
  • durationInstantaneo

A diamond worth at least 500 gp, Consumed

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Artificiero (Alquemista) Nivel 5 Nigromancia

Passwall

  • casting time1 accion
  • range30 pies

  • componentsV, S, M
  • duration1 hora

a pinch of sesame seeds

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Artificiero (Blindado) Nivel 5 Transmutacion

Wall of Force

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 10 minutos

a pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Artificiero (Blindado) Nivel 5 Evocacion

Cone of Cold

  • casting time1 accion
  • rangeUno mismo (60-pies cono)

  • componentsV, S, M
  • durationInstantaneo

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Artificiero (Artillero) Nivel 5 Evocacion

Wall of Force

  • casting time1 accion
  • range120 pies

  • componentsV, S, M
  • durationConcentracion, hasta 10 minutos

a pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Artificiero (Artillero) Nivel 5 Evocacion

Banishing Smite

  • casting time1 accion adicional
  • rangeUno mismo

  • componentsV
  • durationConcentracion, hasta 1 minuto

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Artificiero (Herrero de batalla) Nivel 5 Abjuracion

Mass Cure Wounds

  • casting time1 accion
  • range60 pies

  • componentsV, S
  • durationInstantaneo

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Artificiero (Herrero de batalla) Nivel 5 Evocacion

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