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Eregor Shadowstalker CE
Character Name Alignment
Wzard 3 , Rogue 3 , Arcane Trickster 4
Character Level
Gnome S
Race Size
Male 173
Gender Age
3 ft. 4 in. 39 lbs.
Height Weight
Blue Silver
Hair Eyes
NPC
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
12 +1 N/A +1
Int
Intelligence
20 +5 N/A +5
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
12 +1 N/A +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
76
10 cold, 10 negative energy
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+5
ARMOUR CLASS
Total AC
Armour
Shield
Dex
25
+0
+0
+4
Size
Natural
Deflection
Misc
+1
+2
+0
+8
Touch
25
Flat Footed
21
Flat Footed + Touch
21
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +3 CON +1 +0 +0 +0
Reflex +10 +6 DEX +4 +0 +0 +0
Will +6 +6 WIS +0 +0 +0 +0
Saving Throw Notes

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+3 +5 -1 -1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
17 10 +5 -1 +4 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20 ft
15 ft
60 ft (average)
-
-
-
Languages

Common, Gnome, Sylvan, Draconic, Elven, Goblin, Orc

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +4 (DEX)  +4 +0 +0
Bluff +1 (CHA)  +1 +0 +0
Climb -1 (STR)  -1 +0 +0
Diplomacy +1 (CHA)  +1 +0 +0
Disable Device* +11 (DEX)  +4 +4 +3
Disguise +1 (CHA)  +1 +0 +0
Escape Artist +16 (DEX)  +4 +9 +3
Fly +16 (DEX)  +4 +9 +3
Heal +0 (WIS)  +0 +0 +0
Intimidate +1 (CHA)  +1 +0 +0
Knowledge: Arcana +17 (INT)  +5 +9 +3
Knowledge: Dungeoneering +5 (INT)  +5 +0 +0
Knowledge: Local +5 (INT)  +5 +0 +0
Knowledge: Nature +5 (INT)  +5 +0 +0
Knowledge: Planes +5 (INT)  +5 +0 +0
Knowledge: Religion +5 (INT)  +5 +0 +0
Perception +14 (WIS)  +0 +9 +5
  Ride +4 (DEX)  +4 +0 +0
Sense Motive +12 (WIS)  +0 +9 +3
Spellcraft* +17 (INT)  +5 +9 +3
Stealth +20 (DEX)  +4 +9 +7
  Survival +0 (WIS)  +0 +0 +0
Swim +4 (STR)  -1 +2 +3
Use Magic Device* +13 (CHA)  +1 +9 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +5 (INT)  +5 +0 +0
Knowledge: Engineering +5 (INT)  +5 +0 +0
Knowledge: Geography +5 (INT)  +5 +0 +0
Knowledge: History +5 (INT)  +5 +0 +0
Knowledge: Nobility +5 (INT)  +5 +0 +0
Sleight of Hand* +16 (DEX)  +4 +9 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
+4 racial to stealth, +2 racial to perception, +2 to craft, +2 to profession
Feats

Dodge (Combat)

Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.


Prerequisite(s)

Dex 13

Benefits

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
,

Quick Draw (Combat)

You can draw weapons faster than most.


Prerequisite(s)

Base attack bonus +1.

Benefits

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.   A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).   Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal

Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
,

Precise Shot (Combat)

You are adept at firing ranged attacks into melee.


Prerequisite(s)

Point-Blank Shot.

Benefits

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Normal

Two characters are engaged in melee if they are enemies of each other and either threatens the other.
,

Point-Blank Shot (Combat)

You are especially accurate when making ranged attacks against close targets.


Benefits

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
,

Mobility (Combat)

You can easily move through a dangerous melee.


Prerequisite(s)

Dex 13, Dodge.

Benefits

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.   Dodge bonuses stack with each other, unlike most types of bonuses.
,

Spring Attack (Combat)

You can deftly move up to a foe, strike, and withdraw before he can react.


Prerequisite(s)

Dex 13, Dodge, Mobility, base attack bonus +4.

Benefits

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal

You cannot move before and after an attack.
,

Extra Mythic Power (Mythic)

You can store more mythic power than your tier would normally allow.


Prerequisite(s)

Mythic 1

Benefits

You gain two extra uses of mythic power each day.

Special Abilities

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Death's Whisper +10 {19-20}x2 Slashing or Piercing 10 ft. Thrown None 1d3+2+2d6
Possessions & Property

2000 pp

The statblocks of your Weapons, armor and other important/magical equipment

Death's Whisper (Unholy Returning Dagger +2)

Damage (S) Damage (M) Type Critical Range
1d3+2 1d4+2 piercing or slashing 19-20x2 10 ft. (thrown)

Cost: 50000gp
Weight: 1 lb.

This dark kris style blade radiates with unholy energy. The air seems to grow cold around it, almost as if it is drawing the very essence of warmth itself.   An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.   A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.


 
PFRPG: UE

Bracers of Armor +3

Aura: moderate conjuration;  Caster Level: 7;  Body Slot: wrists;  Price: 16,000gp;  Weight: 1lb. 

These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals.   Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.   Alternatively, bracers of armor can be enchanted with armor special abilities. See Table: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.    


Construction Requirements:
Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5), 18,000 gp (+6), 24,500 gp (+7), 32,000 gp (+8)

 

Headband of Vast Intelligence (+2)

Aura: moderate transmutation;  Caster Level: 8;  Body Slot: headband;  Price: 4000 gp;  Weight: 1 lb 


Construction Requirements:
Craft Wondrous Item, fox’s cunning; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

 

Belt of Incredible Dexterity (+2)

Aura: moderate transmutation;  Caster Level: 8;  Body Slot: belt;  Price: 4000 gp;  Weight: 1 lb. 

The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.


Construction Requirements:
Craft Wondrous Item, cat’s grace; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

 

The statblocks of your class features

Rogue Talent

Rogue Class Feature


Prerequisite(s)

Rogue 2

Benefits

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Weapon Finesse

You are trained in using your agility in melee combat, as opposed to brute strength.


Benefits

With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special

Natural weapons are considered light weapons.

Sneak Attack


Benefits

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.   The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.   With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.   The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding

Rogue Class Feature


Prerequisite(s)

Rogue 1

Benefits

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion


Benefits

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Ranged Legerdemain (Su)

Arcane Trickster Class Feature


Prerequisite(s)

Arcane Trickster 1

Benefits

An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack (Ex)

Arcane Trickster Class Feature


Prerequisite(s)

Arcane Trickster 3

Benefits

Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Trap Sense


Benefits

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Arcane School


Prerequisite(s)

Wizard 1

Benefits

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.   A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.   Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Arcane Bond


Prerequisite(s)

Wizard 1

Benefits

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.   Rules for bonded items are given below, while rules for familiars are located here: Familiars.   Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.   A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).   A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.   If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Scribe Scroll (Item Creation)


Prerequisite(s)

Caster level 1st

Benefits

You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.   See magic item creation rules for more information.

Hard to Kill (Ex)


Prerequisite(s)

Mythic 1

Benefits

Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)


Prerequisite(s)

Mythic 1

Benefits

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)


Prerequisite(s)

Mythic 1

Benefits

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Iniative (Ex)


Prerequisite(s)

Mythic 2

Benefits

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Surprise Strike (Ex)


Prerequisite(s)

Trickster 1

Benefits

As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Unintentional Feint (Ex)


Prerequisite(s)

Trickster 1

Benefits

You make near misses look like expert feints, and your efforts are rarely wasted. If you make an attack roll that misses your original target, you can expend one use of mythic power to specify a second target, which must be adjacent to you (if a melee attack) or the original target (if a ranged attack). If the second target would be hit by what you rolled, you hit that target and deal damage as normal.

Deadly Dodge (Ex)


Prerequisite(s)

Trickster 1

Benefits

As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker’s reach. This reroll uses the same modifiers as the initial attack roll.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Read Magic

You can decipher magical inscriptions on objects


divination \ \

Casting time: 1 standard action
Range: Personal
Duration: 10 min / level

Description

You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.
PRPG Core Rulebook pg. 267

Detect Magic

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


divination \ \

Casting time: 1 standard action
Range: 60 ft
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation

Description

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of magical auras.   2nd Round: Number of different magical auras and the power of the most potent aura.   3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).   Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.   Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.   Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:   (Original Strength/ duration of Lingering Aura)   (Faint\1d6 rounds)   (Moderate\1d6 minutes)   (Strong\1d6 x 10 minutes)   (Overwhelming\1d6 days)     Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate 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.   Detect magic can be made permanent with a permanency spell.   (Spell or Object: [Aura power: faint], [Aura power: Moderate], [Aura power: Strong], [Aura power: Overwhelming])   (Functioning spell (spell level): 3rd or lower / 4th-6th / 7th-9th / 10th+ (deity-level) )   (Magic item (caster level): 5th or lower / 6th-11th / 12th-20th / 21st+ (artifact) )

Bleed

You cause a living creature that is below 0 hit points but stabilized to resume dying.


Necromancy \ \

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one living creature
Deity: Gruumsh

Description

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Dancing Lights


Evocation \ \ Light
bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0-level
Save: None
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute (D)
Effect: Up to four lights, all within a 10-ft.-radius area
Componenent: V, S

Description

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.   You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.   Dancing lights can be made permanent with a permanency spell.
PFRPG: CORE

Mage Hand


transmutation \ \
bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0-level
Save: none
SR: No

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: one non-magical, unattended object weighing up to 5 lbs.
Componenent: V,S

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
SRD

Vanish


illusion \ (glamer) \
bard 1, magus 1, psychic 1, sorcerer/wizard 1-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: touch
Duration: 1 round/level (up to 5 rounds) (D)
Targets: creature touched
Componenent: V, S

Description

This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature. The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.   Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.   Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.   Invisibility can be made permanent (on objects only) with a permanency spell.
d20PFSRD

Burning Disarm

Cause a metal object to instantly become red hot.


Transmutation \ fire \
cleric/oracle 1, druid 1, sorcerer/wizard 1-level
Save: Reflex negates (object, see text)
SR: yes (object)

Casting time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: A creature holding the item takes 1d4 fire damage per caster level (maximum 5d4).
Targets: Held metal item of one creature or 15 lbs. of unattended metal
Componenent: V, S

Description

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.

Level 1 Spells

PRPG Core Rulebook pg. 330

Reduce Person


transmutation \ \

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level (D)
Targets: one humanoid creature

Description

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.   A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.   All equipment worn or carried by a creature is similarly reduced by the spell.   Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).   Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.   Reduce person can be made permanent with a permanency spell.

Chill Touch


necromancy \ \
bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1-level
Save: Fortitude partial or Will negates; see text
SR: yes

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: creature or creatures touched (up to one/level)
Componenent: V, S

Description

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.   An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
PFRPG Core

Cause Fear


necromancy \ emotion, fear, mind-affecting \
l antipaladin 1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1-level
Save: Will partial
SR: yes

Casting time: 1 standard action
Range: close (25 ft, 5 ft/2 levels)
Duration: 1d4 rounds or 1 round; see text
Targets: one living creature with 5 or fewer HD
Domain: death 1; Subdomain: daemon 1, fear 1
Bloodline: abyssal 1
Componenent: V, S

Description

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
PFRPG Core

Burning Hands


evocation \ fire \ sorcerer/wizard 1 V, S

Casting time: 1 standard action
Range: 15 ft.
Duration: instantaneous
Area: cone-shaped burst

Description

Saving Throw Reflex half; Spell Resistance yes   A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
PFRG:UM

Ear-Piercing Scream


Evocation \ sonic \
bard 1, bloodrager 1, inquisitor 1, sorcerer/wizard 1, witch 1-level
Save: Fortitude partial (see text)
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature
Componenent: V,S

Description

You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Mythic Effects

The damage dealt increases to 1d8 points of sonic damage per 2 caster levels (maximum 5d8) and the duration that creatures in the area are dazed is a number of rounds equal to your tier. Augmented (3rd): If you expend two uses of mythic power, the spell affects a 30-foot cone rather than a single target.
PFC:BoS

Shadow Trap


illusion \ shadow \
antipaladin 1, bard 1, bloodrager 1, cleric 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1-level
Save: Will Negates
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Targets: 1 creature
Componenent: V,S

Description

You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.

Silent Image


illusion \ Figment \
bard 1, magus 1, psychic 1, sorcerer/wizard 1-level
Save: Will disbelief (if interacted with)
SR: no

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: concentration
Effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Description

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Scorching Ray


Evocation \ \ Fire
bloodrager 2, magus 2, sorcerer/wizard 2-level
Save: None
SR: Yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one or more rays
Componenent: V, S

Description

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Mirror Image


illusion \ (figment) \
bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2-level

Casting time: 1 standard action
Range: Personal
Duration: 1 min./level
Targets: You
Domain: Deception
Componenent: V, S

Description

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.   When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.   An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply)

Level 2 Spells

PFRPG Core

Web


Conjuration \ Creation \
2-level
Save: Reflex negates; see text
SR: No

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 min./level (D)
Area: webs in a 20-ft.-radius spread
Componenent: V, S, M (spider web)

Description

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn’t cause you to become grappled.   Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell’s DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.   If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.   The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.   Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
SRD

False Life

limited ability to avoid death for yourself


necromancy \ \
alchemist 2, bloodrager 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2-level

Casting time: 1 standard action
Range: personal
Duration: 1 hour/level (6 hrs.)or until discharged; see text
Targets: you
Componenent: V, S, M (a drop of blood)

Description

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
PFRPG:HA

Boneshaker


necromancy \ \
antipaladin 1, cleric 2, inquisitor 2, sorcerer/wizard 2, spiritualist 2, witch 2-level
Save: Fortitude partial or negates (see text)
SR: yes

Casting time: 1 standard action
Range: medium (100 ft. +10 ft./level)
Duration: instantaneous
Targets: one living creature or undead creature with a skeleton
Componenent: V, S, F (human shaped fetish made of bone)

Description

By using a bone fetish like a marionette, you take control of a target creature’s skeleton. This has a variety of effects depending on whether the target is living or undead.   A living creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels you have.   In addition, you can move the target 5 feet. This movement doesn’t provoke attacks of opportunity. A successful saving throw halves the damage and negates the movement.   An undead creature takes no damage. Instead, you manipulate the undead, forcing it to take an immediate action to either move up to its speed (provoking attacks of opportunity as normal) or make a single attack against a creature of your choice in its reach. Either of these is the most basic version of the action the creature can take (it doesn’t activate any special abilities that it could apply to the movement or attack, such as grab). A successful saving throw negates this effect. A mindless undead creature doesn’t receive a save against this effect.
SRD

Fog Cloud

create a bank of fog


conjuration \ (creation) \
druid 2, magus 2, shaman 2, sorcerer/wizard 2, unchained summoner 2, witch 2; Domain water 2, weather 2; Elemental School water 2-level
Save: none
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft. level)
Duration: 10 min./level
Area: fog spreads in 20-ft. radius
Componenent: V, S

Description

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).   A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.   The spell does not function underwater.   The effects created by this spell do not move with a vehicle.
PFRPG:OA

Anticipate Thoughts


divination \ mind-affecting \
bard 2, inquisitor 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2-level
Save: Will Partial
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Targets: one creature
Componenent: V

Description

This spell taps into the target’s mind so you get an impression of the actions it will take. You gain a +2 insight bonus to AC against the target’s attacks. If the target fails its Will save, you also see how the target will react to your attacks, and the bonus applies on your attack rolls and damage rolls against the target. These bonuses apply only while the target is within range of the spell, though if it goes out of range, the bonuses return once it’s back in range. Whenever the target misses you with an attack, the spell’s bonuses increase by 1 until the spell ends (to a maximum of +5).

Level 3 Spells

PFRPG Core

Stinking Cloud

Nauseating vapors


Conjuration \ Creation \ Poison
3-level
Save: Fortitude negates; see text
SR: No

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Effect: cloud spreads in 20-ft. radius, 20 ft. high
Componenent: V, S, M (a rotten egg or cabbage leaves)

Description

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.   Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Fireball


Evocation \ \ Fire
bloodrager 3, magus 3, sorcerer/wizard 3-level
Save: Reflex half
SR: Yes

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: instantaneous
Area: 20-ft.-radius spread
Domain: Fire
Componenent: V, S, M (a ball of bat guano and sulfur)

Description

A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6 ) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.   You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.   The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Displacement


illusion \ (glamer) \
alchemist 3, bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3-level
Save: Will negates (harmless)
SR: yes (harmless)

Range: Touch
Duration: 1 round/level (D)
Targets: Creature Touched
Componenent: V, M (a small loop of leather)

Description

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
PFRPG:ACG

Wall of Nausea


Illusion \ Pattern \
bard 3, psychic 3, sorcerer/wizard 3-level
Save: See text
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: transparent wall whose area is up to one 10-ft. square/level

Description

You create a transparent, shimmering wall through which creatures and objects appear to be wildly distorted to viewers. Any creature that passes through the wall is immediately assailed by overwhelming vertigo, becoming nauseated for 1 round unless it succeeds at a Fortitude save; if nauseated, the creature must also succeed at a DC 12 Acrobatics check or fall prone. Creatures gain partial concealment (20% miss chance) against creatures on the other side of the wall.   The wall must be vertical and rectangular. It need not touch the ground. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature when it is cast, the spell fails.
PFRPG: CORE

Dispel Magic


Abjuration \ \
antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, medium 3, mesmerist 3, occultist 3, paladin 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3-level
Save: none
SR: no

Casting time: 1 standard action
Range: medium (100 ft. +10 ft./level)
Duration: instantaneous
Targets: one spellcaster, creature, or object
Componenent: V,S

Description

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.   You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.   Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.   For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.   You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.   If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.   If the object that you target is a magic item, you make a dispel check against the item’s caster level (DC = 11 + the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.   You automatically succeed on your dispel check against any spell that you cast yourself.   Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

Mythic Effects

When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. If the targeted dispel successfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the dispelled spell. If you dispel two spells, this healing applies only to the highest-level spell dispelled. If you use this spell to counterspell, roll your dispel check twice and take the higher result.

Level 4 Spells

Paizo, Inc.

Phantasmal Killer


Illusion (Phantasm) \ Emotion, Fear, Mind-Affecting \
4-level
Save: Will (Disbelief), then Fortitude for Partial
SR: yes

Casting time: 1 Standard Action
Range: Medium (100 ft + 10ft/level)
Duration: Instantaneous
Targets: One Living Creature
Componenent: V, S

Description

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.   If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.
PFRPG:MA

Dragon's Breath


Evocation \ acid, cold, electricity, or fire \
alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4-level
Save: Reflex half
SR: yes

Range: 30 ft. or 60 ft.
Duration: instantaneous
Area: cone-shaped burst or line

Description

You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell’s effect and energy type depend on the type of dragon scale used:   Black dragon: 60-foot line of acid. Blue or bronze dragon: 60-foot line of electricity. Green dragon: 30-foot cone of acid. Gold or red dragon: 30-foot cone of fire. Silver or white dragon: 30-foot cone of cold. Brass dragon: 60-foot line of fire. Copper dragon: 60-foot line of acid.

Mythic Effects

The spell’s duration changes to 1 minute/level or until discharged. You can use the breath weapon up to three times during this duration. On the round you cast the spell, using the breath weapon is a free action; later uses require a standard action. You must wait 1d4 rounds between each use of the breath weapon. All uses for A particular casting have the same range, area, and energy type. You can have only one dragon’s breath spell in effect at a time; casting a new one ends the previous one.

Statblocks for your Trinkets, businesses, building, castles, empires.

Homebrew

Shadow Dragoon Runestone

Aura: strong transmutation;  Caster Level: 20;  Body Slot: none;  Price:Weight:

This dark black stone is polished smooth like glass. It seems to absorb all light, drawing the shadows nearby and reflecting them on it’s surface as it sits in your outstretched hand.It grants its wearer the ability to transform into the form of the shadow dragoon spirit. While in this form the user loses 1 point of mythic power per round that they are in the form and gains access to several new abilities, in addition to gaining access to mythic tiers while in that form.  

  +2 Natural Armor   BAB +2   All attacks are considered magical while in this form.   80 ft. Fly Speed (good)   Shadow Surge- Add 1d6 points of negative energy damage to your attacks   Resist 10 Cold, 10 Negative-Energy   Shadow Dart 2 mythic power - As a swift action, the user fades into the plane of shadow for a short duration. They are effectively untargetable and move at double their movement speed before reammerging at the end of their movement. The user may use this a maximum number of rounds at any one time equal to 3 x mythic tier.


 
PFRPG: UE

Bag, Handy Haversack

Aura: moderate conjuration;  Caster Level: 9;  Body Slot: none;  Price: 2000 gp;  Weight: 5 lbs 

A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.   While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


Construction Requirements:
Feats Craft Wondrous Item, secret chest; Cost 1,000 gp

 

Created by

Syncero.

System

Pathfinder 1e

Statblock Type

Character Sheet

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