Bhalmin Hellschrein | - | ||
Character Name | Alignment | ||
Cleric3/Ranger1 | |||
Character Level | |||
Dwarf | Medium | ||
Race | Size | ||
männlich | 62 | ||
Gender | Age | ||
3ft 9inch | 155 | ||
Height | Weight | ||
Kupferrot | Schwarz | ||
Hair | Eyes |
Alex W | |
Player | |
Erastil | Goluschkinberge |
Deity | Homeland |
Community, Good | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +6 | +5 | CON +1 | +0 | +0 | +0 |
Reflex | +6 | +3 | DEX +3 | +0 | +0 | +0 |
Will | +7 | +3 | WIS +4 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+3 | +3 | +0 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
19 | 10 | +6 | +0 | +3 | +0 | +0 |
Common, Deamon, Draconic, Dwarven, Goblin, Sylvan, Terran
Bleed
DC: 14
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying.
Source: CR p.249
Target Area: One living creature
Caster Level: 3
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect: This spell generates wholesome, drinkable water, just like clean rain water.
Source: CR p.262
Target Area: Up to 6 gallons of water
Caster Level: 3
Dedect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 3 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect: You detect magical auras.
Source: CR p.267
Target Area: Cone-shaped emanation
Caster Level: 3
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect: You determine whether a creature, object, or area has been poisoned or is poisonous.
Source: CR p.268
Target Area: Or Area one creature, one object, or a 5-ft. cube
Caster Level: 3
Guidance
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
☐☐☐
Effect: This spell imbues the subject with a touch of divine guidance.
Source: CR p.292
Target Area: Creature touched
Caster Level: 3
Light
Save: None
Time: 1 standard action
Duration: 30 minute
Rng: Touc
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect: This spell causes a touched object to glow like a torch.
Source: CR p.304
Target Area: Object touched
Caster Level: 3
Mending
DC: 14
Save: Will negates (harmless, object
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Source: CR p.312
Target Area: One object of up to 3 lb.
Caster Level: 3
Purify Food and Drink
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V,
SR: Yes (object)
School: Transmutation
☐☐☐
Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Source: CR p.328
Target Area: 3 cu. ft. of contaminated food and water
Caster Level: 3
Read Magic
Save:
Time: 1 standard action
Duration: 30 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
☐☐☐
Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Source: CR p.330
Target Area: You
Caster Level: 3
Resistance
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source: CR p.334
Target Area: Creature touched
Caster Level: 3
Spark
DC: 14
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
☐☐☐
Effect: Ignites flammable objects.
Source: APG p.246
Target Area: one Fine object
Caster Level: 3
Stabilize
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Source: CR p.348
Target Area: One living creature
Caster Level: 3
Virtue
Save: None
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Source: CR p.365
Target Area: Creature touched
Caster Level: 3
LEVEL 1
Abundant Ammunition
Save: None
Time: 1 standard action
Duration: 3 minutes
Rng:
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect: Replaces nonmagical ammunition every round.
Source: UC p.222
Target Area: one container touched
Caster Level: 3
Air Bubble
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: S, M/DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect: Creates a small pocket of air around your head or an object.
Source: UC p.222
Target Area: one creature or one object no larger than a Large twohanded weapon
Caster Level: 3
Ant Haul
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect: Triples carrying capacity of a creature.
Source: APG p.202
Target Area: creature touched
Caster Level: 3
Bane
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 3 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect: Bane fills your enemies with fear and doubt.
Source: CR p.246
Target Area: 50-ft.-radius burst, centered on you
Caster Level: 3
** Bless
Save: None
Time: 1 standard action
Duration: 3 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect: Bless fills your allies with courage.
Source: CR p.249
Target Area: The caster and all allies within a 50-ft. burst, centered on the caster
Caster Level: 3
Bless
Save: None
Time: 1 standard action
Duration: 3 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect: Bless fills your allies with courage.
Source: CR p.249
Target Area: The caster and all allies within a 50-ft. burst, centered on the caster
Caster Level: 3
Bless Water
DC: 15
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water.
Source: CR p.249
Target Area: Flask of water touched
Caster Level: 3
Blessed Fist
DC: 15
Save: none
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S
SR: yes
School: Transmutation
☐☐☐
Effect: Target doesn't provoke attacks of opportunity with unarmed strikes.
Source: ACG p.175
Target Area: creature touched
Caster Level: 3
Cause Fear
DC: 15
Save: Will partial
Time: 1 standard action
Duration: 1d4 rounds or 1 round; see text
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect: The affected creature becomes frightened.
Source: CR p.252
Target Area: One living creature with 5 or fewer HD
Caster Level: 3
Command
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (30 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
Source: CR p.256
Target Area: One living creature
Caster Level: 3
Compel Hostility
Save: see text
Time: 1 standard action
Duration: 3 rounds
Rng: Personal
Comp: V, S, M
SR: see text
School: Enchantment
☐☐☐
Effect: Compels opponents to attack you instead of your allies.
Source: UC p.226
Target Area: You
Caster Level: 3
Comprehend Languages
Save:
Time: 1 standard action
Duration: 30 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Divination
☐☐☐
Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Source: CR p.258
Target Area: You
Caster Level: 3
Cultural Adaptation
Save:
Time: 1 standard action
Duration: 30 minutes
Rng: Personal
Comp: V,S,M/DF
SR:
School: Divination
☐☐☐
Effect: Adapt to fit the local culture.
Source: UI p.208
Target Area: You
Caster Level: 3
Cure Light Wounds
DC: 15
Save: Will half (harmless see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless see text
School: Conjuration
☐☐☐
Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+3 points of damage.
Socrce: CR p.263
Target Area: Creature touched
Caster Level: 3
Curse Water
DC: 15
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Necromancy
☐☐☐
Effect: This spell imbues a flask [1 pint] of water with negative energy, turning it into unholy water.
Source: CR p.263
Target Area: Flask of water touched
Caster Level: 3
Dancing Lantern
Save: None
Time: 1 standard action
Duration: 3 hours [D]
Rng: Touch
Comp: V, S, F
SR: No
School: Transmutation, FireSchool
☐☐☐
Effect: Animates a lantern that follows you.
Source: APG p.214
Target Area: Animates one lantern
Caster Level: 3
Deadeye's Lore
Save:
Time: 1 round
Duration: 3 hours
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect: Gain a +4 bonus on Survival and move full speed while tracking.
Source: UC p.227
Target Area: You
Caster Level: 3
Deathwatch
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: 30 ft.
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
Source: CR p.265
Target Area: Cone-shaped emanation
Caster Level: 3
Decompose Corpse
DC: 15
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous or 1 minute; see text
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Necromancy
☐☐☐
Effect: Turn corpse into clean skeleton.
Source: UM p.216
Target Area: One corpse or corporeal undead
Caster Level: 3
Desperate Weapon
Save: None
Time: 1 swift action
Duration: 3 minutes
Rng: Personal
Comp: V
SR: No
School: Conjuration
☐☐☐
Effect: Create an improvised weapon.
Source: UI p.210
Target Area: One-handed improvised weapon
Caster Level: 3
Detect Chaos
Save: None
Time: 1 standard action
Duration: Concentration, up to 30 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect: You can sense the auras of chaotic creatures.
Source: CR p.266
Target Area: Cone-shaped emanation
Caster Level: 3
Detect Evil
Save: None
Time: 1 standard action
Duration: Concentration, up to 30 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect: You can sense the presence of evil.
Source: CR p.266
Target Area: Cone-shaped emanation
Caster Level: 3
Detect Good
Save: None
Time: 1 standard action
Duration: Concentration, up to 30 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect: You can sense the presence of good.
Source: CR p.267
Target Area: Cone-shaped emanation
Caster Level: 3
Detect Law
Save: None
Time: 1 standard action
Duration: Concentration, up to 30 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect: You can sense the auras of lawful creatures.
Source: CR p.267
Target Area: Cone-shaped emanation
Caster Level: 3
Detect the Faithful
Save: None
Time: 1 standard action
Duration: Concentration, up to 3 minutes [D]
Rng: 60 ft.
Comp: V,S,DF
SR: No
School: Divination
☐☐☐
Effect: Find others of the same faith.
Source: UI p.212
Target Area: Cone-shaped emanation
Caster Level: 3
Detect Undead
Save: None
Time: 1 standard action
Duration: Concentration, up to 3 minutes [D]
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect: You can detect the aura that surrounds undead creatures.
Source: CR p.269
Target Area: Cone-shaped emanation
Caster Level: 3
Diagnose Disease
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect: Detect and identify diseases.
Source: UM p.216
Target Area: One creature, one object, or a 5-ft. cube
Caster Level: 3
Divine Favor
Save:
Time: 1 standard action
Duration: 1 minute
Rng: Personal
Comp: V, S, DF
SR:
School: Evocation
☐☐☐
Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls.
Source: CR p.273
Target Area: You
Caster Level: 3
Doom
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 3 minutes
Rng: Medium (130 ft.)
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Source: CR p.274
Target Area: One living creature
Caster Level: 3
Endure Elements
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Source: CR p.277
Target Area: Creature touched
Caster Level: 3
Entropic Shield
Save:
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Abjuration
☐☐☐
Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
Source: CR p.278
Target Area: You
Caster Level: 3
Forbid Action
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (30 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect: Target obeys your command to not do something.
Source: UM p.220
Target Area: One creature
Caster Level: 3
Hide from Undead
DC: 15
Save: Will negates (harmless see text
Time: 1 standard action
Duration: 30 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect: Undead cannot see, hear, or smell creatures warded by this spell.
Source: CR p.296
Target Area: 3 creatures touched
Caster Level: 3
Inflict Light Wounds
DC: 15
Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect: When laying your hand upon a creature, you channel negative energy that deals 1d8+3 points of damage.
Source: CR p.300
Target Area: Creature touched
Caster Level: 3
Ironbeard
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect: This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.
Source: ARG p.19
Target Area: One Creature
Caster Level: 3
Know the Enemy
Save: None
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect Gain +10 on a monster Knowledge check.
Source: UM p.226
Target Area: You
Caster Level: 3
Liberating Command
DC: 15
Save: Will negates (harmless)
Time: 1 immediate action
Duration: instantaneous
Rng: Close (30 ft.)
Comp: V
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Source: UC p.233
Target Area: one creature
Caster Level: 3
Magic Stone
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
Source: CR p.310
Target Area: Up to three pebbles touched
Caster Level: 3
Magic Weapon
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Source: CR p.310
Target Area: Weapon touched
Caster Level: 3
Moment of Greatness
Save: None
Time: 1 standard action
Duration: 3 minutes or until discharged
Rng: 50 ft.
Comp: V, S, M/DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect: Doubles a morale bonus.
Source: UC p.237
Target Area: The caster and allies within a 50-ft. burst centered on the caster
Caster Level: 3
Murderous Command
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (30 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect: Target is compelled to kill its ally.
Source: UM p.230
Target Area: One living creature
Caster Level: 3
Obscure Poison
Save: None
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: S,M
SR: No
School: Abjuration
☐☐☐
Effect Make it harder to detect a poison or a venomous creature.
Source: UI p.220
Target Area: One dose of poison or one venomous creature
Caster Level: 3
Obscuring Mist
Save: one
Time: 1 standard action
Duration: 3 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
Source: CR p.317
Target Area: Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level: 3
Protection from Chaos
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.
Source: CR p.327
Target Area: Creature touched
Caster Level: 3
** Protection from Evil
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Source: CR p.327
Target Area: Creature touched
Caster Level: 3
Protection from Evil
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Source: CR p.327
Target Area: Creature touched
Caster Level: 3
Protection from Good
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect: This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures.
Source: CR p.328
Target Area: Creature touched
Caster Level: 3
Protection from Law
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures.
Source: CR p.328
Target Area: Creature touched
Caster Level: 3
Ray of Sickening
DC: 15
Save: Fortitude partial; see text
Time: 1 standard action
Duration: 3 minutes
Rng: Close (30 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect: Ray makes the subject sickened.
Source: UM p.234
Target Area: Ray
Caster Level: 3
Refine Improvised Weapon
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 3 hours [D]
Rng: Touch
Comp: V, S, DF
SR: yes (harmless, object)
School: Transmutation
☐☐☐
Effect: Transform improvised weapon into a masterwork simple or martial weapon.
Source: ACG p.190
Target Area: one improvised weapon
Caster Level: 3
Reinforce Armaments
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: Temporarily mitigates the fragile quality in targeted weapon or armor.
Source: UC p.241
Target Area: one armor suit or weapon touched
Caster Level: 3
Remove Fear
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.
Source: CR p.332
Target Area: 1 creatures, no two of which can be more than 30 ft. apart
Caster Level: 3
Remove Sickness
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 30 minutes; see text
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect: Suppress disease, nausea, and the sickened condition.
Source: UM p.234
Target Area: One creature
Caster Level: 3
Restore Corpse
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect: Skeletal corpse grows flesh.
Source: UM p.235
Target Area: Corpse touched
Caster Level: 3
Sanctify Corpse
Save: None
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, DF, M
SR: No
School: Evocation
☐☐☐
Effect: Prevent a corpse from becoming an undead creature.
Source: UM p.236
Target Area: Corpse touched
Caster Level: 3
Sanctuary
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 3 rounds
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
☐☐☐
Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
Source: CR p.336
Target Area: Creature touched
Caster Level: 3
Shield of Faith
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks.
Source: CR p.342
Target Area: Creature touched
Caster Level: 3
Stunning Barrier
Save: none and Will negates (see text)
Time: 1 standard action
Duration: 3 rounds or until discharged
Rng: Personal
Comp: V, S
SR: no and yes (see text)
School: Abjuration
☐☐☐
Effect: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Source: ACG p.194
Target Area: you
Caster Level: 3
Summon Minor Monster
Save: None
Time: 1 round
Duration: 3 rounds [D]
Rng: Close (30 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect: Summon 1d3 Tiny animals
Source: UM p.241
Target Area: 1d3 summoned creatures
Caster Level: 3
Summon Monster I
Save: None
Time: 1 round
Duration: 3 rounds [D]
Rng: Close (30 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect: This spell summons an extraplanar creature.
Source: CR p.350
Target Area: One summoned creature
Caster Level: 3
Sun Metal
DC: 15
Save: Fortitude negates (object)
Time: 1 standard action
Duration: 3 rounds [see text]
Rng: Touch
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect: Weapon touched bursts into flames.
Source: UC p.245
Target Area: one melee weapon
Caster Level: 3
LEVEL 2
Aid
Save: None
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect: Aid grants +1 morale bonus on attack rolls and saves vs fear effects, plus 1d8 + 3 temporary hit points.
Source: CR p.239
Target Area: Living creature touched
Caster Level: 3
Air Step
Save:
Time: 1 standard action
Duration: 3 minutes
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation
☐☐☐
Effect: Tread unsteadily on air, with limitations.
Source: ACG p.173
Target Area: you
Caster Level: 3
Align Weapon
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose.
Source: CR p.240
Target Area: Weapon touched or 50 projectiles [all of which must be together at the time of casting]
Caster Level: 3
* Align Weapon (Good Only)
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: Weapon becomes good.
Source: CR p.198
Target Area: Weapon touched or fifty projectiles [all of which must be in contact with each other at the time of casting]
Caster Level: 3
Ant Haul (Communal)
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect: As ant haul, but you may divide the duration among creatures touched.
Source: UC p.223
Target Area: creatures touched
Caster Level: 3
Arrow of Law
DC: 16
Save: Will partial (see text)
Time: 1 standard action
Duration: Instantaneous [1 round]; see text
Rng: Close (30 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect: Harm and possibly daze chaotic creatures.
Source: UM p.207
Target Area: Arrow-shaped projectile of lawful energy
Caster Level: 3
Augury
Save:
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, M, F
SR:
School: Divination
☐☐☐
Effect: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
Source: CR p.245
Target Area: You
Caster Level: 3
Bear's Endurance
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
Source: CR p.246
Target Area: Creature touched
Caster Level: 3
Bestow Weapon Proficiency
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Close (30 ft.)
Comp: V, S, M
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect: Grant a creature proficiency in a single weapon for short period of time.
Source: UC p.224
Target Area: one creature
Caster Level: 3
Blessing of Courage and Life
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [see below]
Rng: Close (30 ft.)
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect: Grants a +2 bonus on saves vs. fear and death.
Source: APG p.205
Target Area: one living creature
Caster Level: 3
Boiling Blood
DC: 16
Save: Fortitude negates (see text)
Time: 1 standard action
Duration: Concentration + 3 rounds
Rng: Medium (130 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect: Targets take 1 fire damage each round; orcs get +2 Strength.
Source: UM p.209
Target Area: 1 creatures, no two of which may be more than 30 ft. apart
Caster Level: 3
Build Trust
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 3 days; see text
Rng: Close (30 ft.)
Comp: V,S,M
SR: Yes
School: Divination
☐☐☐
Effect: Gain various bonuses when interacting with the target.
Source: UI p.205
Target Area: One creature
Caster Level: 3
Bull's Strength
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect: The subject becomes stronger granting a +4 enhancement bonus to Strength.
Source: CR p.251
Target Area: Creature touched
Caster Level: 3
Calm Emotions
DC: 16
Save: Will negates
Time: 1 standard action
Duration: Concentration, up to 3 rounds [D]
Rng: Medium (130 ft.)
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect: This spell calms agitated creatures.
Source: CR p.252
Target Area: Creatures in a 20-ft.-radius spread
Caster Level: 3
Compassionate Ally
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 3 rounds
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect: Target is compelled to help injured ally.
Source: UM p.211
Target Area: One creature
Caster Level: 3
Conditional Favor
DC: 16
Save: None; see text
Time: 1 swift action
Duration: 3 days [D]
Rng: See text
Comp: V
SR: Yes
School: Abjuration
☐☐☐
Effect: Provide another spell whose effects reverse if the target breaks a restriction.
Source: UI p.206
Target Area: One creature
Caster Level: 3
Consecrate
Save: None
Time: 1 standard action
Duration: 6 hours
Rng: Close (30 ft.)
Comp: V, S, M, DF
SR: No
School: Evocation
☐☐☐
Effect: This spell blesses an area with positive energy.
Source: CR p.258
Target Area: 20-ft.-radius emanation
Caster Level: 3
Cure Moderate Wounds
DC: 16
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
☐☐☐
Effect: When laying your hand upon a living creature, you channel positive energy that cures 2d8+3 points of damage.
Source: CR p.263
Target Area: Creature touched
Caster Level: 3
Dark Whispers
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: Long (520 ft.)
Comp: V,S,F/DF
SR: Yes
School: Illusion
☐☐☐
Effect: Whisper through the shadows.
Source: UI p.209
Target Area: 3 creatures
Caster Level: 3
Darkness
Save: None
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect: This spell causes an object to radiate darkness out to a 20-foot radius.
Source: CR p.263
Target Area: Object touched
Caster Level: 3
Delay Pain
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 3 hours
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect: Ignore pain.
Source: UM p.216
Target Area: One creature
Caster Level: 3
Delay Poison
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect: The subject becomes temporarily immune to poison.
Source: CR p.265
Target Area: Creature touched
Caster Level: 3
Detect Magic (Greater)
Save: None
Time: 1 standard action
Duration: Concentration, up to 3 minutes [D]
Rng: 60 ft.
Comp: V,S
SR: No
School: Divination
☐☐☐
Effect: As detect magic, but learn more information.
Source: UI p.212
Target Area: Cone-shaped emanation
Caster Level: 3
Disfiguring Touch
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 3 days
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect: Target becomes disfigured.
Source: UM p.217
Target Area: Creature touched
Caster Level: 3
Dress Corpse
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V,S,M
SR: No
School: Necromancy
☐☐☐
Effect: Doctor the evidence on a corpse.
Source: UI p.212
Target Area: Corpse touched
Caster Level: 3
Eagle's Splendor
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma.
Source: CR p.275
Target Area: Creature touched
Caster Level: 3
Effortless Armor
Save:
Time: 1 standard action
Duration: 3 minutes
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect: Armor you wear no longer slows your speed.
Source: UC p.228
Target Area: You
Caster Level: 3
Endure Elements (Communal)
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect: As endure elements, but you may divide the duration among creatures touched.
Source: UC p.228
Target Area: creatures touched
Caster Level: 3
Enthrall
DC: 16
Save: Will negates; see text
Time: 1 round
Duration: 1 hour or less
Rng: Medium (130 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect: If you have the attention of a group of creatures, you can use this spell to hold them enthralled.
Source: CR p.278
Target Area: Any number of creatures
Caster Level: 3
Find Traps
Save:
Time: 1 standard action
Duration: 3 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect: You gain intuitive insight into the workings of traps.
Source: CR p.281
Target Area: You
Caster Level: 3
Gentle Repose
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: 3 days
Rng: Touch
Comp: V, S, M/DF
SR: Yes (object)
School: Necromancy
☐☐☐
Effect: You preserve the remains of a dead creature so that they do not decay.
Source: CR p.289
Target Area: Corpse touched
Caster Level: 3
Ghostbane Dirge
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 3 rounds
Rng: Close (30 ft.)
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect: Incorporeal creature takes half damage from nonmagical weapons.
Source: APG p.225
Target Area: one incorporeal creature
Caster Level: 3
Grace
Save:
Time: 1 swift action
Duration: see text
Rng: Personal
Comp: V
SR:
School: Abjuration
☐☐☐
Effect: Movement doesn't provoke attacks of opportunity.
Source: APG p.226
Target Area: You
Caster Level: 3
Groundswell
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect: This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes flanking from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground beyond 5 feet.
Source: ARG p.19
Target Area: One Creature
Caster Level: 3
Hold Person
DC: 16
Save: Will negates; see text
Time: 1 standard action
Duration: 3 rounds [D]; see text
Rng: Medium (130 ft.)
Comp: V, S, F/DF
SR: Yes
School: Enchantment
☐☐☐
Effect: The subject becomes paralyzed and freezes in place.
Source: CR p.296
Target Area: One humanoid creature
Caster Level: 3
Holy Ice Weapon
DC: 16
Save: none
Time: 1 standard action
Duration: 3 minutes [D]
Rng: 0 Ft.
Comp: V, S, M
SR: no
School: Transmutation
☐☐☐
Effect: Create a masterwork weapon made of frozen holy water.
Source: ACG p.185
Target Area: one ice weapon
Caster Level: 3
Imbue with Aura
DC: 16
Save: Will negates (see text)
Time: 1 standard action
Duration: 3 minutes
Rng: Close (30 ft.)
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect: Target emulates your cleric aura.
Source: UM p.225
Target Area: One creature
Caster Level: 3
Inflict Moderate Wounds
DC: 16
Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect: When laying your hand upon a creature, you channel negative energy that deals 2d8+3 points of damage.
Source: CR p.300
Target Area: Creature touched
Caster Level: 3
Instant Armor
Save:
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Personal
Comp: V, S, DF
SR:
School: Conjuration
☐☐☐
Effect: Summon armor temporarily replacing your current attire.
Source: APG p.229
Target Area: You
Caster Level: 3
Instrument of Agony
DC: 16
Save: Will negates (harmless, object), see text
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless, object), see text
School: Transmutation
☐☐☐
Effect: Weapon exudes divine fury, granting a bonus on Intimidate checks.
Source: UC p.232
Target Area: weapon touched
Caster Level: 3
Know Peerage
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V,S,M
SR: Yes (harmless)
School: Divination
☐☐☐
Effect: Target uses your Knowledge [nobility] ranks.
Source: UI p.218
Target Area: Creature touched
Caster Level: 3
Life Pact
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Close (30 ft.)
Comp: V, S, DF/M
SR: Yes
School: Necromancy
☐☐☐
Effect: Affected creatures automatically donate hp to stabilize fallen ally.
Source: ACG p.186
Target Area: 3 willing living creatures, no two of which can be more than 30 ft. apart
Caster Level: 3
Magic Siege Engine
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: Siege engine gains +1 on targeting and damage rolls.
Source: UC p.236
Target Area: one siege engine touched
Caster Level: 3
Make Whole
DC: 16
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: This spell functions as mending, except that it repairs 3d6 points of damage when cast on a construct creature.
Source: CR p.311
Target Area: One object of up to 30 cu. ft. or one construct creature of any size
Caster Level: 3
Marching Chant
DC: 16
Save: Will negates (harmless)
Time: 1 minute
Duration: concentration
Rng: Close (30 ft.)
Comp: V, S
SR: yes (harmless)
School: Transmutation
☐☐☐
Effect: Allies can hustle without penalty while you sing or chant.
Source: ACG p.187
Target Area: 3 creatures
Caster Level: 3
Masterwork Transformation
Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect: Make a normal item into a masterwork one.
Source: UM p.228
Target Area: One weapon, suit of armor, tool, or skill kit touched
Caster Level: 3
Muffle Sound
DC: 16
Save: Will negates
Time: 1 round
Duration: 3 minutes [D]
Rng: Close (30 ft.)
Comp: V, S
SR: yes
School: Illusion
☐☐☐
Effect: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Source: ACG p.188
Target Area: 3 allies
Caster Level: 3
Owl's Wisdom
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
Source: CR p.318
Target Area: Creature touched
Caster Level: 3
Path of Glory
DC: 16
Save: none
Time: 1 standard action
Duration: 3 rounds
Rng: Touch [see text]
Comp: V, S
SR: no
School: Conjuration
☐☐☐
Effect: Create an expanding glow that heals allies within it of 1 hp of damage.
Source: ACG p.189
Target Area: 12 5-ft. squares [see text]
Caster Level: 3
Pilfering Hand
Save: None
Time: 1 standard action
Duration: see text
Rng: Close (30 ft.)
Comp: S
SR: Yes (object)
School: Evocation
☐☐☐
Effect: You may seize an object or manipulate it from afar.
Source: UC p.239
Target Area: one object
Caster Level: 3
Protection from Chaos (Communal)
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect: As protection from chaos, but you may divide the duration among creatures touched.
Source: UC p.240
Target Area: creatures touched
Caster Level: 3
Protection from Evil (Communal)
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect: As protection from evil, but you may divide the duration among creatures touched.
Source: UC p.240
Target Area: creatures touched
Caster Level: 3
Protective Penumbra
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect: Shadow protects the target from light.
Source: UM p.233
Target Area: Creature touched
Caster Level: 3
Reinforce Armaments (Communal)
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: As reinforce armaments, but you may divide the spell's duration among objects touched.
Source: UC p.241
Target Area: armor suits or weapons touched
Caster Level: 3
Remove Paralysis
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect: You can free one or more creatures from the effects of temporary paralysis or related magic.
Source: CR p.332
Target Area: Up to four creatures, no two of which can be more than 30 ft. apart
Caster Level: 3
Resist Energy
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
☐☐☐
Effect: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
Source: CR p.334
Target Area: Creature touched
Caster Level: 3
Restoration (Lesser)
DC: 16
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Source: CR p.334
Target Area: Creature touched
Caster Level: 3
Returning Weapon
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 3 minutes
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (harmless, object)
School: Conjuration
☐☐☐
Effect: Grants a weapon the returning special weapon quality.
Source: UC p.242
Target Area: one weapon that can be thrown
Caster Level: 3
Shard of Chaos
DC: 16
Save: Will partial (see text)
Time: 1 standard action
Duration: Instantaneous [1d6 rounds]
Rng: Close (30 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect: Harm and possibly slow lawful creatures.
Source: UM p.237
Target Area: Dart-shaped projectile of chaotic energy
Caster Level: 3
Share Language
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Divination
☐☐☐
Effect: Subject understands chosen language.
Source: APG p.243
Target Area: creature touched
Caster Level: 3
Shatter
DC: 16
Save: Will negates (object Will negates (object) or Fortitude half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation, EarthSchool
☐☐☐
Effect: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Source: CR p.341
Target Area: Or Target 5-ft.-radius spread; or one solid object or one crystalline creature
Caster Level: 3
Shield of Fortification
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: yes (harmless)
School: Abjuration
☐☐☐
Effect: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Source: ACG p.192
Target Area: creature touched
Caster Level: 3
** Shield Other
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 hours [D]
Rng: Close (30 ft.)
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.
Source: CR p.342
Target Area: One creature
Caster Level: 3
Shield Other
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 hours [D]
Rng: Close (30 ft.)
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.
Source: CR p.342
Target Area: One creature
Caster Level: 3
Silence
DC: 16
Save: Will negates; see text or none (object)
Time: 1 round
Duration: 3 rounds [D]
Rng: Long (520 ft.)
Comp: V, S
SR: Yes; see text or no (object)
School: Illusion
☐☐☐
Effect: Upon the casting of this spell, complete silence prevails in the affected area.
Source: CR p.343
Target Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Caster Level: 3
Silent Table
DC: 16
Save: none (object)
Time: 1 round
Duration: 3 minutes [D]
Rng: Close (30 ft.)
Comp: V
SR: no (object)
School: Illusion
☐☐☐
Effect: Give yourself privacy by muffling sound leaving the area.
Source: ACG p.192
Target Area: 5-ft.-diameter emanation centered on an object or a point in space
Caster Level: 3
Sound Burst
DC: 16
Save: Fortitude partial
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S, F/DF
SR: Yes
School: Evocation
☐☐☐
Effect: You blast an area with a tremendous cacophony.
Source: CR p.346
Target Area: 10-ft.-radius spread
Caster Level: 3
Spear of Purity
DC: 16
Save: Will partial (see text)
Time: 1 standard action
Duration: Instantaneous [1 round]
Rng: Close (30 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect: Harm and possibly blind evil creatures.
Source: UM p.240
Target Area: Spear-shaped projectile of good energy
Caster Level: 3
Spiritual Weapon
Save: None
Time: 1 standard action
Duration: 3 rounds [D]
Rng: Medium (130 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect: A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8+1 force damage per hit.
Source: CR p.348
Target Area: Magic weapon of force
Caster Level: 3
Status
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Divination
☐☐☐
Effect: When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition.
Source: CR p.349
Target Area: 1 living creatures
Caster Level: 3
Summon Monster II
Save: None
Time: 1 round
Duration: 3 rounds [D]
Rng: Close (30 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
☐☐☐
Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Source: CR p.352
Target Area: One summoned creature
Caster Level: 3
Surmount Affliction
Save:
Time: 1 standard action
Duration: 3 rounds
Rng: Personal
Comp: V, S
SR:
School: Abjuration
☐☐☐
Effect: Temporarily suppress one condition.
Source: UM p.241
Target Area: You
Caster Level: 3
Undetectable Alignment
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: 24 hours
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (object)
School: Abjuration
☐☐☐
Effect: An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
Source: CR p.363
Target Area: One creature or object
Caster Level: 3
Unliving Rage
DC: 16
Save: none
Time: 1 standard action
Duration: concentration + 3 rounds [D]
Rng: Medium (130 ft.)
Comp: V, S
SR: yes
School: Necromancy
☐☐☐
Effect: As rage, except affecting only undead.
Source: ACG p.198
Target Area: 1 willing undead creatures, no two of which can be more than 30 ft. apart
Caster Level: 3
Water Walk (Communal)
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 30 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect: As water walk, but you may divide the duration among creatures touched.
Source: UC p.249
Target Area: creatures touched
Caster Level: 3
Weapon of Awe
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect: Weapon gets +2 on damage rolls.
Source: APG p.256
Target Area: weapon touched
Caster Level: 3
Web Shelter
Save: None
Time: 1 minute
Duration: 3 hours [D]
Rng: Close (30 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect: Create a comfortable shelter made of webbing.
Source: UM p.249
Target Area: 5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere
Caster Level: 3
Zone of Truth
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 3 minutes
ng: Close (30 ft.)
Comp: V, S, DF
SR: Ye
School: Enchantmen
☐☐☐
Effect: Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies.
Source: CR p.371
Target Area: 20-ft.-radius emanation
Caster Level: 3
* = Domain/Specialty Spell
Ranger Spells
Prepared Spells
Cleric
Level 0
☐
Guidance (DC:14)
☐
Mending (DC:14)
☐
Resistance (DC:14)
☐
Stabilize (DC:14)
Level 1
☐
*Bless (DC:)
☐
Cure Light Wounds (DC:15)
☐
Magic Weapon (DC:15)
☐
Shield of Faith (DC:15)
Level 2
☐
Aid (DC:)
☐
*Align Weapon (Good Only) (DC:16)
☐
Cure Moderate Wounds (DC:16)
Ranger
* = Domain/Specialty Spell
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +3 | (DEX) +3 | +0 | +0 | |
Bluff | -1 | (CHA) -1 | +0 | +0 | |
Climb | +0 | (STR) +0 | +0 | +0 | |
Diplomacy | +3 | (CHA) -1 | +1 | +3 | |
Disguise | -1 | (CHA) -1 | +0 | +0 | |
Escape Artist | +3 | (DEX) +3 | +0 | +0 | |
Fly | +3 | (DEX) +3 | +0 | +0 | |
Heal | +9 | (WIS) +4 | +2 | +3 | |
Intimidate | -1 | (CHA) -1 | +0 | +0 | |
Knowledge: Arcana | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Dungeoneering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Local | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nature | +7 | (INT) +2 | +2 | +3 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +7 | (INT) +2 | +2 | +3 | |
Perception | +10 | (WIS) +4 | +3 | +3 | |
Ride | +3 | (DEX) +3 | +0 | +0 | |
Sense Motive | +4 | (WIS) +4 | +0 | +0 | |
Stealth | +9 | (DEX) +3 | +3 | +3 | |
Survival | +11 | (WIS) +4 | +4 | +3 | |
Swim | +0 | (STR) +0 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +2 | (INT) +2 | +0 | +0 | |
Craft: Untrained | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Engineering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +6 | (INT) +2 | +1 | +3 | |
Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
Linguistics* | +8 | (INT) +2 | +3 | +3 | |
Perform: Untrained | -1 | (CHA) -1 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Battlefield Healer
[Paizo Publishing - Ultimate Campaign, p.67]
[Not Implemented] In even the fiercest battles, you risk life and limb to save your allies.
When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the damage taken by 50% for the purposes of determining the concentration check DC. Goal:Over time, provoke at least 20 attacks of opportunity for casting conjuration (healing) spells on allies. These spells don't have to succeed to count. Completion Benef it:You automatically succeed at concentration checks for conjuration (healing) spells caused by taking damage.
Warrior Priest
[Paizo Inc. - Ultimate Magic, p.159]
Your religion is both a shield and a weapon in battle.
You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.
Aura (Ex)
[Paizo Inc. - Core Rulebook, p.]
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex)
[Paizo Inc. - Core Rulebook]
You project a moderate good aura.
Aura of Law (Ex)
[Paizo Inc. - Core Rulebook]
You project a moderate lawful aura.
Bonus Cleric Domain Power Use
[Paizo Inc. - Advanced Race Guide]
Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Calming Touch (Sp)
[Paizo Inc. - Core Rulebook, p.42]
You can touch a creature as a standard action to heal it of 1d6+3 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 7 times per day.
Darkvision (Ex)
[Paizo Inc. - Bestiary]
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hatred (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Magic Resistant (Ex)
[Paizo Inc. - Advanced Player's Guide, p.11]
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells.
Orisons
[Paizo Inc. - Core Rulebook, p.41]
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting
[Paizo Inc. - Core Rulebook, p.41]
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Stability (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Touch of Good (Sp)
[Paizo Inc. - Core Rulebook, p.44]
You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day.
Track (Ex)
[Paizo Inc. - Core Rulebook, p.64]
You gain +1 to Survival checks made to follow tracks.
Weapon Familiarity (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Wild Empathy (Ex)
[Paizo Inc. - Core Rulebook, p.50/64]
You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check
Channel Positive Energy (Su)
[Paizo Inc. - Core Rulebook, p.40]
You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 2 times per day.
Humanoid (Giant) (Ex)
[Paizo Inc. - Core Rulebook, p.64]
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Patient Optimist (Erastil)
[Paizo Inc. - Advanced Player's Guide, p.333]
You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
Tunnel Fighter
[Paizo Inc. - Advanced Player's Guide, p.331]
Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Masterwork Heavy Mace +4 (1d8) Longbow (+1) +7(100ft)+5(200ft)+3(300ft)..... (1d8+1) Unarmed +3 (1d3 | + |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Breastplate +6 Living Steel Heavy Shield +2 (regeneriert Schaden) Amulet of Natural Armor +1 |
Donkey
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
The blockiest of blocks
Level | XP |
---|---|
1 | 0 |
Statblocks for your Trinkets, businesses, building, castles, empires.