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Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).

Wizard Conjuration cantrip

Blade Ward

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 round

You extend your hand and trace a sigil of warding in the air.
Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Wizard Abjuration cantrip

Booming Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M
  • duration1 round

a melee weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

At Higher levels: At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Wizard (TCE) Evocation cantrip

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Necromancy cantrip

Control Flames

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both . The change lasts for 1 hour.
- You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Wizard (XGE) Transmutation cantrip

Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard (XGE) Conjuration cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range.
A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Wizard Evocation cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Wizard Evocation cantrip

Friends

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationConcentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you.
When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you.
A creature prone to violence might attack you.
Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Wizard Enchantment cantrip

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Frostbite

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard (XGE) Evocation cantrip

Green-Flame Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M
  • durationInstantaneous

a melee weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher levels:
At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Wizard (TCE) Evocation cantrip

Gust

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Wizard (XGE) Transmutation cantrip

Infestation

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north: 2, south: 3, east: or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard (XGE) Conjuration cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Wizard Evocation cantrip

Lightning Lure

  • casting time1 action
  • rangeSelf (15-foot radius)

  • componentsV
  • durationInstantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher levels:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard (TCE) Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand.
You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magical items, or carry more than 10 pounds.

Wizard Conjuration cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Wizard Transmutation cantrip

Message

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • duration1 round

a short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell.

The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Wizard Transmutation cantrip

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Mind Sliver

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher levels:
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard (TCE) Enchantment cantrip

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Wizard Illusion cantrip

Mold Earth

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain . This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Wizard (XGE) Transmutation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).

Wizard Conjuration cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Wizard Transmutation cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation cantrip

Shape Water

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Wizard (XGE) Transmutation cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation cantrip

Sword Burst

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsV
  • durationInstantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

At Higher levels:
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard (TCE) Conjuration cantrip

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Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard (XGE) Evocation cantrip

Toll the Dead

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Wizard (XGE) Necromancy cantrip

True Strike

  • casting time1 action
  • range30 feet

  • componentsS
  • durationConcentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses.

On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Wizard Divination cantrip

DETECT VESTIGE

  • casting time1 action
  • range60 ft.

  • componentsV, S, DF
  • durationConcentration, up to 1 minute/level (D)

Area: Cone-shaped emanation Saving Throw: None Spell Resistance: No You focus your mind and let your senses probe the room, questing and seeking for any trace of a bound vestige. You can detect an aura emanating from anyone currently bound to a vestige who is within the spell's area. The amount of information revealed about each shared soul depends on how long you study a particular area, as follows. 1st Round: Presence or absence of vestige auras. 2nd Round: Number of vestige auras in the area and the strength of the strongest vestige present. 3rd Round: The strength and location of each vestige-bound individual. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of a vestige aura is determined by theminimum effective binder level necessary to summon it, as given on the following table. Minimum Effective Binder Level Aura Strength 1st-4th Faint 5th-9th Moderate 10th-14th Strong 15th or higher Overwhelming Each round, you can turn to detect vestige-bound individuals in a new area. The spell can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Wizard 3.5 (ToM) 1-Level Divination

VESTIGE WRACK

  • casting time1 action
  • range20 ft. Targets: One incorporeal creature or apparition/level in a 20-ft.-radius emanation centered on you

  • componentsV, S, F
  • duration1 round/level (D)

Saving Throw:Will negates Spell Resistance: Yes You hold the curved dagger aloft, and as you slice it through the air at the incorporeal creature before you, you speak words of power that remind it of the life it once had, and the pain of its loss. Clutching a curved blade, you make a downward cutting motion that produces a field of pulsing, unholy, red light around you. Each incorporeal creature within this light must succeed on a Fortitude save or be wracked with sensations of loss. This effect manifests as a -2 penalty on attack rolls, damage rolls, skill checks, and saves for as long as the creature remains in range, and for 1d4 rounds afterward. In addition, every corporeal user of pact magic gains a +2 bonus on binding checks made against any vestige within range of this spell. Focus: An ornate sacrificial dagger or kukri worth 300 gp.

Wizard 3.5 (ToM) 2-Level Necromancy [Evil]

BANE OF THE ARCHRIVAL [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, T
  • duration1 minute/level

Area: 20-ft.-radius emanation centered on a point in space Saving Throw: See text Spell Resistance: No - see text As you complete the spell and pronounce the truename, a silvery shimmer is faintly visible in the area you indicated, which pulses angrily if your truename foe comes near. This spell protects those within its area against a single named foe, doing so in three ways. First, the area is forbidden to the creature. It must make a successful Will save to enter it by any means (movement, teleportation spells, and so on). If it fails its Will save and was endeavoring to use a teleportation spell to enter the area, it is shunted to a random open space on a suitable surface within 10 feet of the protected area. If no free space is available within 10 feet, the spell simply fails. The creature can try to enter the area only once during its turn, but can continue to try on subsequent rounds. Even if the named creature gets inside the barrier, the other aspects of the spell function normally. Second, all creatures within the area gain a +4 deflection bonus to AC against attacks from the named creature, and a +4 resistance bonus on saving throws required by the named creature's spell effects and special attacks. Third, the barrier blocks any

Wizard 3.5 (ToM) 3-Level Abjuration

BANE OF THE ARCHRIVAL [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, T
  • duration1 minute/level

attempt to possess or exercise mental control over those within the spell's area by the named creature, including enchantment (charm) effects and enchantment (compulsion) effects that grant ongoing control over the subject. Bane of the archrival suppresses these effects for the duration of the spell or as long as the subject remains within the spell's area. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're protecting against.

Wizard 3.5 (ToM) 3-Level Abjuration

EXPUNGE THE SUPERNATURAL

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, T XP
  • durationPermanent

Target: One creature Saving Throw: Fortitude negates Spell Resistance: Yes As you cast the spell, a ghostly, grasping hand appears to reach inside your foe, pull out a black, cloudy mass before disappearing. This spell functions as spurn the supernatural, except that its effect is permanent and it eliminates only one supernatural ability, no matter how high your Truespeak check. Your target loses the chosen supernatural ability until it undergoes a ritual of renaming or is the target of a wish or miracle spell. If the subject has a temporary supernatural ability (such as those granted to binders by vestiges), it loses that ability, but this spell does nothing to prevent the subject from gaining the same or other supernatural abilities later. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're targeting. XP cost: 500 XP.

Wizard 3.5 (ToM) 8-Level Abjuration

HIDDEN TRUENAME

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, T
  • duration24 hours

Target: One creature with an Intelligence score of 3 or higher Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless) You chant a personal truename in an ever-quieter voice as you slowly lower your hand and crouch, trying to erase traces of the personal truename from the cosmos. The subject gains protection from those who would use her personal truename for ill purposes, and a modicum of defense against utterances that use more general truenames. The subject of a hidden truename spell gets a +2 bonus on saving throws against utterances. In addition, those trying to research the personal truename of a creature protected by hidden truename take a -8 penalty on the Knowledge check required to do so. (see Truename Research). Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're trying to protect.

Wizard 3.5 (ToM) 6-Level Abjuration

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SPURN THE SUPERNATURAL

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, T
  • durationConcentration, up to 1 round/level

Target: One creature Saving Throw: Fortitude negates Spell Resistance: Yes Your make your hand into a grasping claw as you speak your foe's truename, stealing some of its supernatural energy, which appears as a minuscule storm-cloud in your hand. With this spell, you can temporarily suppress a supernatural ability possessed by the target creature. For the duration of the spell, the target is unable to activate the supernatural ability you have chosen. Extraordinary and spell-like abilities aren't affected by this spell. If you succeed on the Truespeak check, you can suppress one of the creature's supernatural abilities, plus another supernatural ability for every 5 points by which your result beat the Truespeak DC. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're targeting.

Wizard 3.5 (ToM) 5-Level Abjuration

TRUENAME DISPEL

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, T
  • durationInstantaneous

Target: One creature Saving Throw: None Spell Resistance: No By speaking aloud the personal truename of your foe and pointing with arm outstretched, you cause a gray haze to swirl around your target briefly. Then the haze dissipates, carrying your enemy's magic with it. This spell enables you to see the strands of magic surrounding your target and selectively separate them. This functions like the dispel magic spell, except that it always targets a creature, you learn the nature of each ongoing magical effect currently affecting the target creature, and effects you want to dispel are automatically removed (no caster level check is necessary), if you succeed on the Truespeak check, you can choose which effects you want to dispel. Thus, you can eliminate harmful effects while retaining beneficial ones - or vice versa. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're targeting with truename dispel.

Wizard 3.5 (ToM) 8-Level Abjuration

BULWARK OF REALITY

  • casting time1 action
  • rangePersonal

  • componentsV, S, T
  • duration1 minute/level (D)

Target: You You utter your own truename, weaving its power into a matrix of force-tentacles that shimmer briefly, then descend around your form. A faintly glowing silvery field of force surrounds you, providing you with a +6 armor bonus to Armor Class. Unlike mundane armor, the bulwark of reality entails no armor check penalty, arcane spell failure chance, or speed reduction. Because the bulwark of reality is made of force, incorporeal creatures can't bypass it the way they do normal armor. Truename Component: When you cast this spell, you must correctly speak your own personal truename.

Wizard 3.5 (ToM) 1-Level Conjuration (Creation) [Force]

SCRAMBLE TRUE POSITION [1/2]

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, T
  • durationInstantaneous

Area: 10-ft.-radius spread Saving Throw: Reflex partial - see text Spell Resistance: Yes You utter truenames for directions with great rapidity as you gesture toward where you're casting the spell. With a sizzle and a flash, those within the spell's radius disappear, then reappear somewhere nearby. The scramble true position spell can wreck an enemy's carefully constructed defenses or highly regarded plan of attack by randomly moving them around. You can't control where your enemies reappear, but they might fall off a precipice or wind up between your rogue and fighter allies. When you cast the spell, make a single Truespeak check. Then compare your result to the DC to move each creature: 15 + (2 X CR). If you meet or exceed the DC for a creature, move that creature 2 squares in a random direction using the targeted on square part of the diagram on page 158 of the Player's Handbook. The scramble true position spell can't send a creature into a square occupied by solid matter or another creature, but it can send a creature into a dangerous place (into lava or off a cliff, for example). Make the comparison and movement in descending CR order. If multiple targets have the same CR, the caster chooses the order in which to relocate them. If you

Wizard 3.5 (ToM) 1-Level Conjuration (Teleportation)

SCRAMBLE TRUE POSITION [2/2]

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, T
  • durationInstantaneous

can't move a target 2 squares in a particular direction, move it 1 square, or it disappears and reappears in the same square if relocation is impossible. Having their true locations disrupted with this spell can be disorienting for the subjects. Every creature that you move with this spell (even those who reappear in the same square they started in) must succeed on a Reflex save or fall prone. Truename Component: When you cast this spell, you must correctly speak the truenames for cardinal directions and movement, which you learn with the spell. This check has no set DC, but if your Truespeak check result is lower than 15 + (2 X creature's CR) for the lowest CR creature in the area, then scramble true position has no effect.

Wizard 3.5 (ToM) 1-Level Conjuration (Teleportation)

TRUENAME BINDING

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels) - see lesser planar binding text

  • componentsV, S, T, XP
  • durationInstantaneous

Target: One elemental or outsider of CR 10 or less Saving Throw:Will negates Spell Resistance: No and yes - see lesser planar binding text This spell functions like lesser truename binding, except that you can call a single creature of CR 10 or less. XP cost: 200 XP. TRUENAME BINDING, GREATER Conjuration (Calling) Target: One elemental or outsider of CR 14 or less Saving Throw:Will negates Spell Resistance: No and yes - see lesser planar binding text This spell functions like lesser planar binding, except that you can call a single creature of CR 14 or less. XP cost: 300 XP.

Wizard 3.5 (ToM) 9-Level Conjuration (Calling)

TRUENAME BINDING, LESSER [1/2]

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels) - see lesser planar binding text

  • componentsV, S, T, XP
  • durationInstantaneous

Target: One elemental or outsider of CR 6 or less Saving Throw:Will negates Spell Resistance: No and yes - see lesser planar binding text With a flourish of your hands, the creature appears in the magic trap you have laid. You threaten it with the power of its personal truename, and it hangs its head as it agrees to perform a service on your behalf. This spell functions like lesser planar binding, except that you can call a single creature of CR 6 or less, and you must know its personal truename to call it. Once you demonstrate mastery of that truename with a successful Truespeak check, you can compel the creature to perform a service on your behalf if you roll a 1 on the Truespeak check required by this spell, the creature breaks free of the binding and can escape or attack you. The creature gets its Will save and spell resistance as normal for lesser planar binding. If the creature does not break free, you attempt to compel the creature to perform a service not with opposed Charisma checks, but with the Truespeak check you made when you cast the spell. The bound creature opposes this check with either a Truespeak check, saying its own personal truename, or a Charisma check. If you can assign an open-ended task, such as defend me against

Wizard 3.5 (ToM) 5-Level Conjuration (Calling)

TRUENAME BINDING, LESSER [2/2]

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels) - see lesser planar binding text

  • componentsV, S, T, XP
  • durationInstantaneous

attack, the service lasts for one day. Once the requested service is performed, the creature need only so inform you to be instantly sent back whence it came. You can extend the creature's duration of service with a particularly high Truespeak check. For every 5 points by which your Truespeak check (made when you cast the spell) exceeds the creature's Truespeak or Charisma check, the duration of the creature's service is extended by one additional day. Truename Component: When you cast this spell, you must correctly speak the personal truename of the target creature you're trying to bind to service. XP cost: 100 XP.

Wizard 3.5 (ToM) 5-Level Conjuration (Calling)

BECKON MONSTER [1/2]

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, T
  • duration1 round - see text (D)

Target: One creature Saving Throw:Will negates Spell Resistance: Yes This spell functions like beckon person, except that the effect is not restricted by creature type or size. BECKON PERSON Enchantment (Compulsion) [Mind-Affecting] Target: One humanoid creature Saving Throw:Will negates Spell Resistance: Yes With a crook of your finger and some spoken truenames, you urge a creature closer. The creature's eyes turn solid blue as it shambles toward you. This simple enchantment weaves truenames for approach and closer into a spell that forces the subject to move closer to you. If you succeed on the Truespeak check and the creature fails its saving throw, it must move at least 10 feet closer to you each round if able. The creature can choose its own path and means of locomotion, but if it can, it must end its turn at least 10 feet closer to you than it started. The creature defends itself normally and can take whatever actions it likes, so long as it moves closer to you every turn. The creature can move toward you faster than 10 feet per round if it likes. When the creature is adjacent to you, it acts normally unless you move away. If you move away, it must move 10 feet per round closer to your new location if it can. The beckon person spell

Wizard 3.5 (ToM) 1-Level Enchantment (Compulsion) [Mind-Affecting]

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BECKON MONSTER [2/2]

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, T
  • duration1 round - see text (D)

lasts for at least 1 round, but it might last longer if you excel at the Truespeak check (described below). Truename Component: When you cast this spell, you must correctly speak the truenames associated with movement and approach. You learn these truenames when you learn this spell. The Truespeak DC to cast this spell is 15 - you add 2 rounds to the duration for every 5 points by which you exceed the DC.

Wizard 3.5 (ToM) 1-Level Enchantment (Compulsion) [Mind-Affecting]

UNNAME [1/2]

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, T
  • durationInstantaneous

Target: One creature with an Intelligence score of 3 or higher Saving Throw: Fortitude negates Spell Resistance: Yes Remaining utterly still for a moment, you clench your fist and speak words of such potency that the creature you name simply ceases to exist. There's no fire, no flash, and no corpse. It's as if the creature you named never existed in the first place. With this most powerful of spells, you erase a subject's truename from existence itself. The last thing the subject ever hears is your voice uttering its truename - then nothing but oblivion. Items worn, held, or carried by the creature are likewise obliterated with no save allowed. Returning a creature to life after it has succumbed to an unname spell is difficult to accomplish. Resurrection isn't possible without a body, and the soul has been expunged as well. This spell alters reality itself so that the named creature cannot live - without a truename, its existence would violate the fundamental laws of the universe. In a 2-hour-long ceremony, a succession of spells needs to be cast. First, you perform a ritual of renaming to create a new personal truename for the creature you're trying to bring back from unnaming (this is an intentional exception to the target described in the

Wizard 3.5 (ToM) 9-Level Necromancy

UNNAME [2/2]

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, T
  • durationInstantaneous

ritual of renaming spell). Then a true resurrection spell must be cast to restore the soul (with its new personal truename) and life to the new body. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're trying to erase from reality.

Wizard 3.5 (ToM) 9-Level Necromancy

AUGMENT TRUEFRIEND

  • casting time1 action
  • rangeTouch

  • componentsV, S, T
  • duration1 minute/level

Target: Creature touched Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless) With a red flash, your named ally looks slightly more muscular and heavily built. He seems to quiver with anticipation of coming action. The spell grants the subject a +2 enhancement bonus to Strength, Dexterity, and Constitution. All the usual benefits to better modifiers apply: attack rolls, melee damage rolls, hit points, and so on. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're augmenting.

Wizard 3.5 (ToM) 2-Level Transmutation

RITUAL OF RENAMING

  • casting time1 hour
  • rangeTouch

  • componentsV, S, T, XP
  • durationInstantaneous

Target: One willing creature with a Intelligence score of 3 or higher Saving Throw: None Spell Resistance: Yes (harmless) Repeatedly waving your hand over the subject and repeating both the old and the new personal truename, you magically meld them with the power of your voice until the old name is no more. When an archrival learns your personal truename, that enemy has a great degree of power over you. If your personal truename spreads to other hostile forces and factions, you might find yourself uniquely vulnerable to their machinations. Only a ritual of renaming will give you a new personal truename. Once complete, the ritual of renaming gives the target a new personal truename that is known to the caster, the target, and everyone in attendance. Anyone who previously used research techniques to learn the target's personal truename will discover that the old truename doesn't work anymore. Truename Component: When you cast this spell, you must make a successful Truespeak check to correctly speak both the old personal truename of the creature you're renaming and the new personal truename. If you fail the check, the spell fizzles and you lose the XP. XP cost: 500 XP.

Wizard 3.5 (ToM) 8-Level Transmutation

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