Taliesin Arkenrahel | N | ||
Character Name | Alignment | ||
L. Occultist (Stigmatophile) 2 , L. Wizard (Diligent) 1 , Mystic Theurge (Sage) 3 , L. Psychic 6 , Mythic Archmage Path 2 | |||
Character Level | |||
Fosc
Humanoid (Drow, Elf)
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M | ||
Race | Size | ||
Male | 151 | ||
Gender | Age | ||
5'6" | 100 lbs | ||
Height | Weight | ||
White | Red | ||
Hair | Eyes |
Won Truth
PB: 7, 10, 10, 18, 16, 12
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Player | |
- | Kotima |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
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Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +7 | +4 | CON -1 | +1 | +0 | +3 |
Reflex | +8 | +1 | DEX +1 | +1 | +2 | +3 |
Will | +14 | +4 | WIS +4 | +1 | +2 | +3 |
Combat Maneuver Bonus CMB | |||||
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CMB | BaB | STR | Size | Misc | |
+2 | +3 | -1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
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CMD | Base | BaB | STR | DEX | Size | Misc |
12 | 10 | +3 | -2 | +1 | +0 | +0 |
Mortal Tongues | Humanoid
Common, Elven, Undercommon
Common, No Shared Language (Gesture Expertise)
Fosc Sign Language, Arcadian Slang (Sense Motive DC 5+My Bluff Check)
Androffan
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Magic Tongues | Arcane
Gravetongue (see Whispers of the Lost), Wildspeaker (see Speak with Wildlife & Wildspeaker)
Draconic, Necril, Sylvan
Abyssal, Celestial, Infernal
Ancient Necril, Druidic
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Translators | Translator Key
Slang Ancient Necril
Androffan (1,000,000 pgs)
Echidna (380 pgs), NeoCommon (180 pgs), NeoNecril (180 pgs)
33 Unassigned Translator Language Slots
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Spherecasting | ||||||
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Vancian Spellcasting | ||||||
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Adventuring Skills | |||||
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CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +4 | (DEX) +1 | +0 | +3 | |
Bluff | +23 | (INT) +7 | +6 | +10 | |
Climb | +1 | (STR) -2 | +0 | +3 | |
Diplomacy | +9 | (CHA) +2 | +0 | +7 | |
Disguise | +7 | (CHA) +2 | +0 | +5 | |
Escape Artist | +4 | (DEX) +1 | +0 | +3 | |
Fly | +4 | (DEX) +1 | +0 | +3 | |
Heal | +9 | (WIS) +4 | +0 | +5 | |
Intimidate | +9 | (CHA) +2 | +0 | +7 | |
Knowledge: Arcana | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Dungeoneering | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Local | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Nature | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Planes | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Religion | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Psionics | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Martial | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Other | +13 | (INT) +7 | +0 | +6 | |
Perception | +25 | (WIS) +4 | +6 | +15 | |
Ride | +4 | (DEX) +1 | +0 | +3 | |
Sense Motive | +22 | (WIS) +4 | +6 | +12 | |
Spellcraft* | +21 | (INT) +7 | +6 | +8 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +9 | (WIS) +4 | +0 | +5 | |
Swim | +1 | (STR) -2 | +0 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +12 | (INT) +7 | +0 | +5 | |
Craft: All | +12 | (INT) +7 | +0 | +5 | |
Craft: Mechanical | +21 | (INT) +7 | +6 | +8 | |
Knowledge: Engineering | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Geography | +22 | (INT) +7 | +6 | +9 | |
Knowledge: History | +22 | (INT) +7 | +6 | +9 | |
Knowledge: Nobility | +22 | (INT) +7 | +6 | +9 | |
Linguistics* | +24 | (INT) +7 | +6 | +11 | |
Perform: All | +7 | (CHA) +2 | +0 | +5 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Skill Bonuses | Circumstance Bonuses
+3 Perception (Gizmosz: Cognitive Jack)
+3 to Int, Wis, & Cha-based skills (Gizmos: Cognitive Jack), +3 to Str, Dex, & Con-based skills (Gizmos: Bio-Boost Cables)
+2 Insight to all skill checks, lol (Bonded Spellbook), +3 to all Knowledge Skills (Akashic Knowledge), +2 to all Int-based skills (Gizmos: Cognitive Jack)
+2 to Perception & Spellcraft to identify magic items (Elven Traits)
+2 to Bluff, Diplomacy, Intimidate, & Sense Motive (Charming Smile, Cunning Soul), +4 to Linguistics to communicate without a shared language (Slang Talker)
+3 to Linguistics (Familiar: Parrot)
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Skill Penalties | Flaws
-2 penalty to all Str, Dex, & Con skill checks.
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Occult Unlocks | Appraise (Psychometry)
Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM.
You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate. If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true. Multiple readings on an object or place always give the same results unless its circumstances or ownership have changed, but additional checks might reach further back into an object’s history. You don’t reroll the saving throw to determine if a psychic imprint is false. You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects. Hypnotism takes 1 minute of calm interaction. You can try to hypnotize the same creature more than once, but only once per day.
You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can’t use faith healing on yourself. A creature can’t be the subject of faith healing more than once per day. Faith Healing takes 1 hour in a quiet environment.
Once per day, you can use your fingertips to examine the shape of a creature’s skull. Reading a creature’s skull requires 1 minute of concentration and scrutiny while you physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can’t be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject’s Hit Dice. With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature’s race and age, gender, alignment, and class, but not its level or HD. Reexamining a skull may provide new insights. You can attempt only one such check per day.
Once per week, you can spend 1 hour posing questions while your hand unconsciously scribbles messages of varying legibility and accuracy. At the end of this hour, you attempt a DC 20 Linguistics check to decipher the meanings of these messages. If successful, you gain information as though you had used augury. If you have 10 or more ranks in Linguistics, you may instead attempt a DC 30 check to gain information as though you had used divination. The chance of successfully producing coherent or meaningful writing from any of these effects equals 60% plus 5% for every 1 by which your check result exceeds the DC (to a maximum of 90%). You must choose which DC you’ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can’t tell whether the messages are accurate. Additional checks may be made to learn more about a subject, but only one check can be made each week.
Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading. Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table. You can read a creature or object’s aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.
Once per day, you can predict a creature’s fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject’s Hit Dice (see the table below). The result of the check can give you basic insight into the subject’s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature’s immediate future. Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature’s alignment and class, but not its level, HD, or fortune. You can attempt to read a particular creature’s fortune repeatedly, but only once per 24 hours.
Once per day, you can follow a dowsing rod’s movements to locate a particular type of location. Each attempt requires 10 minutes of intense concentration, after which you attempt the Survival check with the DC listed on the table below. The maximum range at which you can detect anything using dowsing is 400 feet + 40 feet per rank in Survival you possess. The rod’s directions persist for up to 10 minutes. You choose a particular target each time you dowse, and get the following information on a successful check.
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Skill Ranks | SP/HD
(4{class}+6{int}+2{background}+4{oath})*6=96
Tinker: 5 talents = 20 ranks of Craft Mechanical
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Bonus Feats | Absolute Poverty (Background)
In order to adhere to your Oath of Poverty, you may not possess or use more than one piece of equipment which is worth more than 5 gp per character level (this is in addition to the Oath of Poverty’s normal limitations). However, your Oath of Poverty grants 15 Oath points and so long as you do not break your Oath of Poverty there is no limit to the number of Oath points’ worth of Oath boons you may benefit from. You cannot benefit from Oath of Offerings and Oath of Poverty at the same time if you possess this feat.
non-spherecasting classes are low-casters when calculating CL, MSB, & MSD. these false low-caster levels count for gaining SP from a casting tradition. Gain SP equal to Int.
You gain a +2 bonus on Perception and Sense Motive checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Speak with Wildlife talent becomes a constant SLA, may be suppressed or resumed as a standard action. Grants additional functions to the Divination sphere, the Illusion sphere, and the Mind sphere.
When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-foot cube in size (increasing by a single 10-foot cube every 4 character levels, their arrangement determined when you level) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. The cosmetic style of your dreamspace is only partially under your control, reflecting your current dreams, state of your mind, and conscious desires.
When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You can choose to have it appear as a castle, but not a specific castle or place you have seen, and if you are worried it may appear to be under siege or shrouded in shadow. You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you are not in it, though they enter stasis until you return. Because the dreamspace is not a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. At the GM’s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamscape for certain effects. Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep. You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Can perform the following actions, if the requirements are met.
You can undercast some spells that are not explicitly undercastable. You can undercast the following spells:
Gain an additional Tinker Sphere Talent (Sensory Set).
Increase your gizmo limit by your practitioner modifier (minimum 1). This increase is in addition to the bonus to your gizmo limit for gaining a (gizmo) feat.
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.
Whenever you cast ego whip, id insinuation, mind thrust, psychic crush, rend body, telekinetic pulse, or thought worm at version III or higher, you can cast the version 2 versions lower as a swift action before the end of your turn. The echo spell does not require a spell slot, and benefits from the same metamagic feats as the original spell.
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Leveling Feats | 1,5,9,13,17) Combat Talent Progression
Gain 1 combat talent at each even level
Choose 1 mechanoid you have crafted (or are crafting). The maximum number of upgrades the chosen mechanoid can be crafted with increases by +1, + 1 per 5 ranks in the associated skill. Once chosen, you must abandon the previously chosen mechanoid to choose a new mechanoid for this feat. Gain an additional +1 gizmo to your gizmo limit.
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Mythic Feats | M1) Mythic Advanced Magic Training
Increase CL from Advanced Magic Training to Mid-Caster
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Traits | Charming Smile, Cunning Soul (Social Exemplar)
You know how to guilefully weave words, sway hearts and minds, verbally destroy rivals, and pierce cunning lies. You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. This bonus increases by 1 for every two other social traits you have.
2 social traits, +2 bonus As a child, he briefly took refuge in a druidic grove, where he trained for a time in order to become a druid, learning the tongue of the fey, Sylvan.
You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.
The rapid paced quick talking people of Arcadis share a way of passing messages which are comprehensible only to themselves. The DC for a creature to understand a secret message you pass is increased by 5 unless they are from your home region. You get a +4 trait bonus on Linguistics checks to communicate with a creature without sharing a language
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Drawbacks | Tainted Spirit (Drawback)
Before completing his druidic training, Taliesin made a minor pact with a fiend, sacrificing some of his vitality in exchange for a small boon. At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.
You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.
-2hp/hd, LMAO
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Oaths | Forbidden Knowledge (Severed Senses): +4op
Oath: Taliesin has lost his ability to walk, physically crushed by the metaphorical weight of ancient secrets he has read.
Defiance Penalty: The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this severance, you take a penalty on Intelligence checks and skill checks equal to half your character level. Atonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the severance associated with this oath. Oath: You have sworn off material excesses, employing only what equipment is necessary to complete your tasks. You may not possess or use any piece of equipment which is worth more than 80 gp x your character level squared (to a maximum of 32,000 gp at 20th level). You may use and carry a single piece of equipment which does not exceed this price. You may use and carry an amount of equipment equal to 2 x your character level - 1, which may not exceed a value of 5gp x your character level. You may carry other forms of equipment which may not exceed a value of 2gp per item, but without any limit to the amount of such items. You may benefit from equipment used on your behalf (drinking a potion, eating food, being the subject of a spell cast from a wand, or riding another's vehicle when these or other such things are offered to you). You may not "borrow" a worn or wielded item from a companion for even a single round. You may carry, but not use, items which exceed the value limitations of this oath, with the intent to deliver it to or keep it away from another. Using equipment gained from class features never violates this oath.
Defiance Penalty: Excess weighs down on your body and soul, causing you to take 1d4 points of ability drain to a random ability score every day (minimum 1). This ability drain cannot be prevented or healed in any way until you atone or until you lose the benefits of this Oath and ignores immunity to ability drain. Atonement: To atone for breaking your Oath of Poverty, you must destroy or donate a number of material goods you own so that the total value of goods destroyed or donated is worth at least 200 gp x your character level squared. Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.
Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes. Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days. |
Oath Boons | Bonus Feats: -4op
Gain bonus Feats, one each at levels 2, 6, 10, 14, and 18.
Gain bonus Blended Talents, one each at levels 2, 6, 10, 14, and 18.
Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
+0 str, +0 dex, +0 con, +2 int, +2 wis, +0 cha gain a +1 resistance bonus to all saving throws, increasing by 1 at level 6 and every 3rd level thereafter to a maximum of +5, and gain an enhancement bonus to natural armor of +1 at level 5, increasing by 1 at 8th level and every 3rd level thereafter to a maximum of +5.
Gain Advanced Magic Training feat and a Casting Tradition (complete with 2 Magic Talents)
Once per day, if you are killed, you are immediately affected as per breath of life with a caster level equal to your character level. You may choose to improve this to raise dead starting at 9th level, resurrection at 13th level, and true resurrection at 17th level. In addition, if you die, you can choose to return as a prana ghost (see Bestiary 6) after one minute (note that becoming a prana ghost stops you from being resurrected). If you become a prana ghost, you die after 24 hours and cannot be resurrected by this ability. You do not gain the rejuvenation ability as a normal prana ghost would.
Gain the Ancient Necril language as a bonus language and a +2 insight bonus to saving throws against the effects of the Mind Sphere or the Death Sphere. Gain the Druidic Language as a bonus language and a +2 insight bonus to saving throws against the effects of the Divination Sphere or the Fallen Fey Sphere. These bonuses increase by +2 at 10th level and every 10 levels thereafter. Teaching these bonus languages to another creature violates his Forbidden Knowledge oath unless they swear an Oath and select this Oath boon as well.
all skills are class skill, and gain 4 skill points per HD.
gain the benefits of the Gravetongue talent of the Death sphere as a constant supernatural effect. At 10th level any undead or spirit you speak with must succeed a Will saving throw against an Int-based DC, or have their attitude towards you adjusted one step friendlier while answering questions. At 15th level, their attitude adjusts to friendly.
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Racial Traits | Ability Scores
+2 Dex & Cha; -2 to Con
Legendary Psychic: +3/2 Legendary Psychic Spells Known (one 1st level spell)
See in Darkness
Elves are immune to magic sleep effects, gain a +2 racial bonus to Caster Level checks to overcome SR, and gain a +2 bonus to perception checks and spellcraft checks made to identify the properties of a magic item.
Fosc gain a +2 racial bonus to all saving throws.
Gain Dancing Lights and Darkness as 1/day spell-like abilities, using Character Level as their caster level.
Gain proficiency with Longbows, Shortbows, Longsword, & Rapiers and treat weapons with the word Elven in their name as if they were martial weapons.
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ARMOUR | ||||||
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Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Protective Markings | +4 | Magic | - | - | - | - |
L. Occultist/L. Wizard/Mystic Theurge | Arcane School (Conjuration)
+1 bonus to Divination caster level, gain Enchantment as opposed school. You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). And you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round.
+2 to all skill checks, can enchant the Tome of the Abyssal Call as if a ring
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.
Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day. Whenever a sage casts a spell, it is considered a spell from the magic tradition to which the spent spell slot belongs. This means that an arcane or divine spell cast as an occult spell requires thought and emotio components and can be modified with Logical Spell or Intuitive Spell; an arcane or occult spell cast as a divine spell could require a divine focus; and so on. The L. Occultist's spells are drawn from the Hunter spell list (druid and ranger spell list, taking the lowest level between the two if a spell is on both lists).
1/day apply the Extend Spell metamagic feat to a single spell, at no cost.
1/day lose use of one knack he knows, to gain a single knack drawn from the Bard, Cleric, or Sorcerer/Wizard spell list. This knack exchange remains in effect until the Occultist rests and regains their spell points.
Gain any one spell known (Fastidiousness) as a 1/day SLA. This SLA cannot be cast when wearing armor or heavy amounts of clothing. This ability manifests as a tattoo, and any damage to this tattoo renders the spell unusable until the damage is healed.
Int/day, spend 10 minutes to perform the Psychometry occult skill unlock. Divine the following information about a target examined creature: 1 aspect of their alignment (chaotic, evil, good, lawful, or neutral), a general idea of their classes (martial, spellcaster, specialist, or mix), and a general estimate of their HD (low: 1-7; middling: 8-15; high: 16+)
Gain Mage Armor as a constant SLA, so long as you are not wearing armor or using a shield.
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L. Psychic | Akashic Knowledge
add 1/2 Level as an insight bonus to all knowledge checks, and may make knowledge checks untrained.
For purposes of using Spell-Completion items, consider every spell to be on your spell list.
Add the following spells to your spell list, but not to spells known.
Gain Wisdom as a dodge bonus to AC and CMD, applying even against touch attacks. cannot use this ability while immobilized, helpless, wearing armor, carrying a shield, or carrying a medium or heavy load.
They may apply their intuitive ability modifier to their initiative checks in addition to their Dexterity modifier. In addition, they are never surprised.
Gain a Gadget Familiar (see Legendary Psychics pg11 for base statistics), using psychic level as wizard level. It is a small, crawling creature made with gears and springs, with 2d6+1 legs of varying length, and 2d4-1 eyes of different sizes. In either case, if your familiar is slain you need only spend 8 hours of work and 100 gp per HD to replace it. If you gain the Improved Familiar feat, you must choose a clockwork familiar as your familiar.
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Mythic Archmage | Competent Caster
You automatically succeed at concentration checks to cast arcane spells. This ability doesn’t apply to spells of the highest spell level you can cast.
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.
You gain one bonus combat talent at each odd tier, including odd tiers gained after taking this ability. You cannot have both this ability and the Mythic Magic Talents ability.
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.
Mythic Power Abilities: 5/DayAmazing InitiativeAt 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.
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.
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
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Class Items | Arcanis Arachnis (Wizard)
Arcanis Arachnis
Aura: ;
Caster Level: ;
Body Slot: None;
Price: Free;
Weight: 3 lbs.
An old spellbook left to Dranoth by his father, contained within its pages are a small, curated assortment of spells. He continues to add new spells to these pages. Spells
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---|---|
Poverty: 2880gp Max | Soul-Bound Tome(Bonded Spellbook)
Soul-Bound Tome
Aura: ;
Caster Level: ;
Body Slot: None;
Price: 15gp+30gp worth of spells added;
Weight: 3 lbs.
A spellbook granted unto Dranoth via a trade with a daemon, contained within its pages are a handful of rare spells. Spells
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Absolute Poverty: 11 items, 30gp Max | Engineering Kit: 10gp
This kit contains the various components needed to assemble the gizmos granted by the Tinker sphere, and other mechanical equipment.
Currently Used as part of Power Plant, and has no other function until power plant is disassembled. This thin, rectangular wooden board is printed with an arching array of alphabetical letters, numbers, and short affirmative and negative messages. Paired with a small, heart-shaped pointer on short wooden legs, this device enables communication with spiritual entities or the user’s deep subconscious mind. A talking board can be used in place of a pencil and paper or a writing planchette when attempting a Linguistics check with the automatic writing occult skill unlock, and provides a +2 circumstance bonus on such checks. In addition, given the size of the board, the user can work in conjunction with another psychically sensitive creature who can bolster the attempt with a successful aid another check.
A user can also use the board alone to initiate the recall memory use of the hypnotism occult skill unlock. The user attempts the skill check as normal, with herself as the subject, and receives a +2 circumstance bonus on the check. When used to channel a haunt capable of communication, a talking board doubles the rate of communication with the haunt, and grants the user a +4 circumstance bonus on Linguistics checks to decipher the cryptic messages. Though a talking board can be used for some of the same functions as other gear (such as automatic writing planchettes and hypnotist’s lockets), these items can’t be used in unison to gain multiple bonuses or increase the rate of communication with a haunt to more than double. |
Other: ∞ items, 2gp Max | Blanket & Bedroll: 6sp
8 lbs.
Can hold 1–2 gallons of liquid.
Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.
Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.
It is watertight and holds about 1/2 gallon of liquid.
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Projects: Actually Fucking Worthless | Project Supplies
Reading Chair: 0gp
2330' of rail track
Project Cost 300+75
2gp dagger, 2gp Barrel, 2cp Common Shovel (dig pit at rate of 2 cubic feet per minute) AI, housed in Reading Chair.
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Familiar | Papu
CR 1/6
Papu
Familiar (Dream Guide) 4 N Tiny Outsider, Extraplanar
Senses: darkvision 60 ft., low-light vision; Perception +9
Defense
AC: 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
HP:
6
( 1d8-1 )
( Fort +1, Ref +4, Will +5 )
Defensive Abilities: Improved Evasion
DR: ER 5/Acid&Electricity SR: 10
OffenseSpeed: 10 ft., fly 40 ft. (average) Melee: bite +5 (1d3–4) Special Attacks: True Strike (Su): Once per day, a tapestry-warped creature can gain a +20 insight bonus on a single attack roll as a swift action. Additionally, the tapestry-warped creature suffers no miss chance with this augmented attack due to concealment.
Space: 2.5 ft. Reach: 0 ft.
StatisticsStr 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Attack: +1 CMB: +1 CMD: 7
Feats: Skill Focus (Perception), Additional Traits (Slang Talker, Skills: Appraise +1, Fly +10, Knowledge (Arcana, Engineering, Geography, History, Nature, Nobility, Planes. Religion) +1, Linguistics +1, Perception +9, Spellcraft +1 Languages: Druidic SQ: Atlernate Form (DC 10), Alterness, Deliver Touch Spells, Empathic Link, No Breath, Share Spells Alternate Form (Su): As a standard action, a tapestry-warped creature can shift their form into a grotesque mass of appendages and eyes (or other appropriately disgusting form as determined by the GM). Despite the changed form, the tapestry-warped creature retains their abilities and statistics. However, all creatures that can see or sense the change take are shaken for 1 minute and take a -1 penalty to attack rolls against the tapestry-warped creature while it maintains this chaotic form. A successful Will save negates the shaken condition. The tapestry-warped creature may maintain this form for 1 round per Hit Die they possess. The save DC is Charisma-based. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Mechanoids & AI | Reading Chair - Rosetta install
CR Null
Rosetta Arkenrahel - Reading Chair
AI (Archivist) 6//Mechanoid 6 N Medium Construct
Senses: Perception +9
Defense
AC: 24, touch 13, flat-foot 21 (+4 Armor, +3 Dex, +6 Natural, +1 Shield)
When Large: 22, touch 11, flat-foot 20 (+4 Armor, +2 Dex, +6 Natural, +1 Shield, -1 Size)
HP:
82
( 5d10+20+12, Enclosure HP:18 )
( Fort +1, Ref +10, Will +8 )
Immune: Construct Traits
OffenseSpeed: 60' (40mph) wheels, 90' (60mph) rails, 30' (20mph) treads, 40' (8mph) Swim Melee: Dagger +11 (1d4+4)
When Large: Dagger +9 (1d4+4)
Space: 5', 10' when large Reach: 5', 10' when large
StatisticsStr 19, Dex 17, Con --, Int 18, Wis 12, Int 12
Base Attack: +5 CMB: +9 CMD: 22 (26 vs. trip)
Feats: Additional Traits (Slang Talker, Scout's Eyes), Xenoglossy, Extra Combat Talent (Find Gap) Talents: Equipment (Balanced Defense, Unarmored Training), Scout (Base, Veteran Warrior -> Study Technique, Great Senses, Identify Structural Hazards, Advisory Scout) Skills: Craft (Mechanical) +15, Knowledge (Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Psionics, Religion) +18, Knowledge (Other) +10, Linguistics +18 (+22 to communicate without a shared language), Perception +12, Swim +20 (+21 when large) Racial Modifiers: Knowledge (All) & Linguistics +3, Swim +8 (swim speed) Languages: Ancient Necril, Xenoglossy, Expert Androffan (1,000,000 pgs), Developed Echidna (380 pgs), Developed NeoCommon (180 pgs), Developed NeoNecril (180 pgs)
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Statblocks for companions, followers and other allies.
Statblocks for your spells.
Total - 49 | Cost: 0 VSP | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Abjuration - 1 | Resistance
PFRPG Core Rulebook pg. 334 Resistance Abjuration \ \
arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, medium 0, occultist 0, oracle 0, paladin 1, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: Will Negates (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: touch
Duration: 1 minute
Targets: creature touched
Componenent: V, S, M/DF (a miniature cloak)
DescriptionYou imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Conjuration - 6 | Acid Splash
PFRPG Core Rulebook pg. 239 Acid Splash Conjuration (Creation) [Acid] \ \
arcanist 0, inquisitor 0, magus 0, sorcerer 0, summoner 0, summoner (unchained) 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one missile of acid
Componenent: V, S
DescriptionYou fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.When augmentedAlchemical ReagentsFocus Component - Acid: spell deals +1 point of acid damage Material Component - Acid: spell lasts 1 round longer than normal Legendary Sorcerers pg. 33 Chaos Mote Conjuration [Chaotic] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: none
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one mote of chaotic energy
Componenent: V, S
DescriptionYou conjure a small mote of energy from a chaotic plane and throw it at your target. if you succeed at a ranged touch attack, the mote violently rearranges a small portion of the target's body dealing 1d3 damage. Creatures immune to precision damage are unaffected by this spell.April Augmented: 2018 Create Popcorn Conjuration \ \
arcanist 0, cleric 0, druid 0, hunter 0, oracle 0, sorcerer 0, warpriest 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: up to 1 ounce bag of popcorn per caster level
Componenent: V, S
DescriptionConjures a bag (or bags) of popcorn. Comes with salt and/or butter, although if the caster is of an evil alignment, it can also come with caramel. Although tasty, it is not nutritionally filling and cannot be used as a substitute for actual food. Good for eating with the medic while watching your stalker enact their stupid plan.Paizo Blog - Ultimate Cantrips Drench Conjuration (Creation) [Water] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: Reflex Negates (object)
SR: yes (object)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Targets: one creature or object of size Large or smaller
Componenent: V, S
DescriptionA sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.April Augmented: 2018 Secluded Recliner Conjuration (Summoning) \ \
arcanist 0, magus 0, sorcerer 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: couch touched
Componenent: V, S
DescriptionThis spell functions as secluded grimoire, with the exception that the target must be a recliner, throne, couch, glittery bar stool, or other piece of furniture that’s used in sitting. The furniture does not appear in your hands, but in an empty space adjacent to you. Great for sitting on while sharing popcorn with your allies while watching the stalker bungle up their plan.PFRPG Core Rulebook pg. 348 Stabilize Conjuration (Healing) \ \
adept 0, cleric 0, druid 0, hunter 0, inquisitor 0, medium 0, occultist 0, oracle 0, psychic 0, shaman 0, spiritualist 0, warpriest 0, witch 0-level
Save: Will Negates (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one living creature
Componenent: V, S
DescriptionUpon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Divination - 9 | Detect Fiendish Presence
PFRPG Core Rulebook pg. 266 Detect Evil Divination \ \
adept 1, cleric 1, inquisitor 1, oracle 1, shaman 1, spiritualist 1, warpriest 1-level
Save: none
SR: no
Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 10 minutes/level (D)
Area: cone-shaped emanation
Componenent: V, S, DF
DescriptionYou can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. Each round, you can turn to detect evil 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. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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: Animals, traps, poisons, and other hazards are not evil, and are not detected by this spell. Creatures with active evil intentions are considered evil for the purposes of this spell.
When augmentedAlignmentsDetect Chaos: Replace all instances of the word "Evil" in this spell's description with "Good" Detect Good: Replace all instances of the word "Evil" in this spell's description with "Good" Detect Law: Replace all instances of the word "Evil" in this spell's description with "Good" Detect Fiendish Presence: Only detects outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells. It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords. PFRPG Core Rulebook pg. 267 Detect Magic Divination \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation
Componenent: V, S
DescriptionYou 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:
PFRPG Core Rulebook pg. 268 Detect Poison Divination \ \
antipaladin 1, arcanist 0, cleric 0, druid 0, hunter 0, inquisitor 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature, one object, or a 5-ft. cube area
Componenent: V, S
DescriptionYou determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. 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.Occult Adventures pg. 164 Detect Psychic Significance Divination \ \
medium 0, mesmerist 0, occultist 0, psychic 0, spiritualist 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: 40 ft.
Duration: instantaneous
Area: 40-ft.-radius burst, centered on you
Componenent: V, S
DescriptionYou detect the presence of psychically significant items in your vicinity. Such items are those that might have significant psychic imprints or histories that can be read by the psychometry occult skill unlock (see page 196), or items under the effects of the charge object or implant false reading spells. Items within range that contain significant psychic energy spark a recognition in your mind’s eye, but no other information is imparted. This spell doesn’t automatically detect magic items or strongly aligned items, though such items often have storied histories and might have had previous owners who possessed psychic abilities.Heroes of the Darklands pg. 9 Grasp Divination \ \
arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, oracle 0, psychic 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no
Casting time: 1 immediate action
Range: personal
Duration: instantaneous
Targets: you
Componenent: V
DescriptionYou can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.April Augmented: 2018 Inform Divination \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: Will Negates (harmless)
SR: no
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute
Targets: one creature
Componenent: S
DescriptionThe target of this spell gains a +1 competence bonus to a single intelligence based skill of your choice for 1 minute. This effect does not stack with itself. This is typically enough to inform your party’s stalker on why exactly their latest plan is a stupid idea.PFRPG Core Rulebook pg. 304 Know Direction Divination \ \
bard 0, druid 0, hunter 0, occultist 0, psychic 0, shaman 0, skald 0-level
Casting time: 1 standard action
Range: personal
Duration: instantaneous
Targets: you
Componenent: V, S
DescriptionWhen you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.PFRPG Core Rulebook pg. 330 Read Magic Divination \ \
adept 0, antipaladin 1, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Casting time: 1 standard action
Range: personal
Duration: 10 min./level
Targets: you
Componenent: V, S, F (a clear crystal or mineral prism)
DescriptionYou 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.Advanced Player's Guide pg. 244 Sift Divination \ \
bard 0, inquisitor 0, medium 0, occultist 0, psychic 0, skald 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: 30 ft.
Duration: instantaneous
Area: one 10-ft. cube
Componenent: V, S
DescriptionYou examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Enchantment - 1 | Daze
PFRPG Core Rulebook pg. 264 Daze Enchantment (Compulsion) [Mind-Affecting] \ \
arcanist 0, bard 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
Save: Will Negates
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Targets: one humanoid creature of 4 HD or less
Componenent: V, S, M (a pinch of wool or similar substance)
DescriptionThis spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Evocation - 11 | Breeze
Paizo Blog - Ultimate Cantrips Breeze Evocation [Air] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: Will Negates (harmless)
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour (D)
Targets: one creature or object
Componenent: V, S, M (a miniature fan)
DescriptionYou create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.PFRPG Core Rulebook pg. 263 Dancing Lights Evocation [Light] \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, witch 0, wizard 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
DescriptionDepending 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.April Augmented: 2018 Finger Gun Evocation \ \
arcanist 0, magus 0, sorcerer 0, wizard 0-level
Save: none
SR: no
Casting time: 1 swift action
Range: personal
Duration: 10 minutes, or until all shots are discharged
Targets: you; see text
Componenent: V, S
DescriptionUpon finishing the casting of this spell, the caster gains a number of ‘shots’ equal to the amount of fingers they have. As a standard action, by making a gun with their hand, they may shoot one of these shots towards a creature. Treat this as a ranged touch attack with a range increment of 30 feet that deals 1d3 points of non-lethal force damage. These shots last for 10 minutes or until used.PFRPG Core Rulebook pg. 284 Flare Evocation [Light] \ \
arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: Fortitude Negates
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: burst of light
Componenent: V
DescriptionThis cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.When augmentedFlare Burst: affects all creatures within a 10' radius burst of target square.Alchemical Reagents Material Component - Flash Powder: Increase save DC by +2 Legendary Sorcerers pg. 36 Flash of Hellfire Evocation [Evil, Fire] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: none
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: ray of hellfire
DescriptionYou unleash a small burst of the fires of hell in the form of a ray. You must succeed on a ranged touch attack with the ray to deal damage to the target. The ray deals 1d3 fire damage but if the target is good-aligned the ray deals an extra 1 unholy damage similar to the Hellfire Ray spell.Legendary Sorcerers pg. 36 Four-Fingered Punch Evocation [Acid, Cold, Electricity, Fire] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: none
SR: yes
Casting time: 1 standard action
Range: touch
Duration: instantaneous (see text)
Targets: creature touched
DescriptionYour hand glows with a small amount of light as you charge it with energy. You must succeed a melee touch attack to affect the target. The touch deals 1d3 acid, cold, electricity, or fire damage, chosen at the time of casting.PFRPG Core Rulebook pg. 304 Light Evocation [Light] \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: object touched
Componenent: V, M/DF (a firefly)
DescriptionThis spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light 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 (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.Paizo Blog - Ultimate Cantrips Penumbra Evocation [Darkness] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: Will Negates (harmless)
SR: yes
Casting time: 1 standard action
Range: touch
Duration: 10 minutes/level (D)
Targets: creature or object touched
Componenent: V, S, M (a bit of soot)
DescriptionThis spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness. You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.PFRPG Core Rulebook pg. 330 Ray of Frost Evocation [Cold] \ \
arcanist 0, magus 0, sorcerer 0, wizard 0-level
Save: none
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: ray
Componenent: V, S
DescriptionA ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.When augmentedAlchemical ReagentsFocus Component - Liquid Ice: The spell deals +1 point of damage. Material Component - Liquid Ice: The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage. Paizo Blog - Ultimate Cantrips Scoop Evocation [Force] \ \
-level
Save: none
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Effect: 6 inch diameter container of force
Componenent: V, S
DescriptionYou will a small vessel of force into existence. As a move action, you can direct the container up to 15 feet per round in any direction, though the spell ends if the distance between you and the container ever exceeds the spell’s range. You can dip the container to pick up or drop a liquid as a move action. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds. You can also gather up a pint of liquid or small objects spread cross a surface with 1 minute of careful concentration.Advanced Player's Guide pg. 246 Spark Evocation [Fire] \ \
arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, occultist 0, oracle 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
Save: Fortitude Negates (object)
SR: yes (object)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one Fine object
Componenent: V or S
DescriptionYou can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Illusion - 5 | Ghost Sounds
PFRPG Core Rulebook pg. 289 Ghost Sound Illusion (Figment) \ \
adept 0, arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: Will Disbelief
SR: no
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: illusory sounds
Componenent: V, S, M (a bit of wool or a small lump of wax)
DescriptionGhost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.Ultimate Combat pg. 230 Haunted Fey Aspect Illusion (Glamer) \ \
arcanist 0, bard 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Casting time: 1 standard action
Range: Personal
Duration: 1 round/level (D)
Targets: You
Componenent: S
DescriptionYou surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.Inner Sea Intrigue pg. 60 Oath of Anonymity Illusion (Glamer) \ \
arcanist 0, bard 0, inquisitor 0, medium 0, paladin 1, skald 0, sorcerer 0, wizard 0-level
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level
Targets: you
Componenent: V
DescriptionYou swear an oath not to reveal your identity, magically preventing anyone from discovering it so long as you avoid revealing your face or other easily identifiable features. The spell distorts your voice and subtly alters your body language and the appearance of your gear and any animals you use, whether as companions, mounts, or otherwise. This spell does not make you appear to be a different creature type, nor does it change your apparent height or body type. This spell provides you with a +10 bonus on Disguise checks to conceal your identity, but not on checks to impersonate anyone in particular. This spell distorts the appearance of your voice, gear, and animals in the same way each time, essentially creating an alternate persona that can be recognized by those who have observed it before.April Augmented: 2017 Shadow Puppets Illusion \ \
arcanist 0, bard 0, skald 0, sorcerer 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: 5 ft.
Duration: concentration
Effect: visual figment that cannot extend beyond 5 feet
Componenent: S, F (a source of light)
DescriptionThis spell functions like silent image, but can only produce shadows on two dimensional surfaces, such as walls or floors.Black Markets pg. 27 Vacuous Vessel Illusion (Glamer) \ \
arcanist 0, bard 0, skald 0, sorcerer 0, wizard 0-level
Save: Will Negates, see text
SR: yes, see text
Casting time: 1 swift action
Range: touch
Duration: 1 round/level (D)
Targets: container touched
Componenent: V
DescriptionThis spell makes a single bag, chest, sack, or other container look and feel empty. The container must be no larger than 1 cubic foot per caster level or the spell fails. Anyone peering into or reaching into the container must succeed at a Will save or perceive the container as being completely empty. All items within the container when the spell was cast are still present, but they can’t be noticed unless removed from the bag—such as by someone who can perceive them, or who upends the container. Casting vacuous vessel on another container or placing a new item in the existing container immediately dismisses the currently active spell. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Necromancy - 5 | Bleed
PFRPG Core Rulebook pg. 249 Bleed Necromancy \ \
arcanist 0, cleric 0, inquisitor 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, sorcerer 0, spiritualist 0, warpriest 0, witch 0, wizard 0-level
Save: Will Negates
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one living creature
Componenent: V, S
DescriptionYou 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.PFRPG Core Rulebook pg. 273 Disrupt Undead Necromancy \ \
arcanist 0, inquisitor 0, magus 0, sorcerer 0, wizard 0-level
Save: none
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: ray
Componenent: V, S
DescriptionYou direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.Faction Guide pg. 61 Sotto Voce Necromancy [Fear, Mind-Affecting, Sonic] \ \
arcanist 0, bard 1, cleric 0, oracle 0, skald 1, sorcerer 0, warpriest 0, wizard 0-level
Save: Will Negates
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Targets: one humanoid creature of 4 HD or less
Componenent: V
DescriptionYour dry, rasping whisper fills a living creature of 4 or fewer Hit Dice with unnatural dread. The affected creature must make a Will save or be shaken for 1 round. This spell originated among the followers of the Whispering Way, but necromancers and other intimidating folk outside that group are known to use it.PFRPG Core Rulebook pg. 360 Touch of Fatigue Necromancy \ \
adept 0, arcanist 0, mesmerist 0, occultist 0, shaman 0, sorcerer 0, witch 0, wizard 0-level
Save: Fortitude Negates
SR: yes
Casting time: 1 standard action
Range: touch
Duration: 1 round/level
Targets: creature touched
Componenent: V, S, M (a drop of sweat)
DescriptionYou channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.Legendary Sorcerers pg. 38 Touch of Shadow Necromancy [Cold, Shadow] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: none
SR: yes
Casting time: 1 standard action
Range: touch
Duration: instantaneous (see text)
Targets: creature touched
Componenent: V, S
DescriptionYou wreathe your hand in freezing shadow-fire and touch your target. You must secceed at a melee touch attack to affect the target. the touch deals 1d4 cold damage and the target's vision is clouded by shadow imposing a 20% miss chance on the next attack roll. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Transmutation - 9 | Chameleon Scales
Kobolds of Golarion pg. 26 Chameleon Scales Transmutation \ \
alchemist 1, arcanist 0, druid 0, hunter 0, investigator 1, ranger 1, sorcerer 0, wizard 0-level
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level (D)
Targets: you
Componenent: V, S, DF
DescriptionYou temporarily alter the color of your skin, hide, or scales to another option legal for your race. You take no penalty for using Disguise to appear as a member of a different race as long as that race has the same type and color of skin, hide, or scales as you.Paizo Blog - Ultimate Cantrips Jolt Transmutation [Electricity] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: none
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: spark of electricity
Componenent: V, S
DescriptionYou cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.PFRPG Core Rulebook pg. 306 Mage Hand Transmutation \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Componenent: V, S
DescriptionYou 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.Mending Transmutation \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: Will Negates (harmless, object)
SR: yes (harmless, object)
Casting time: 10 minutes
Range: 10 ft.
Duration: instantaneous
Targets: one object up to 1 lb./level
Componenent: V, S
DescriptionThis spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.PFRPG Core Rulebook pg. 313 Message Transmutation [Language-Dependent] \ \
arcanist 0, bard 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 min./level
Targets: one creature/level
Componenent: V, S, F (a piece of copper wire)
DescriptionYou can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.PFRPG Core Rulebook pg. 317 Open/Close Transmutation \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0-level
Save: Will Negates (object)
SR: yes (object)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: object weighing up to 30 lbs. or portal that can be opened or closed
Componenent: V, S, F (a brass key)
DescriptionYou can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.Paizo Blog - Ultimate Cantrips Root Transmutation [Earth] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: Will Negates (harmless)
SR: yes
Casting time: 1 standard action
Range: touch
Duration: 1 minute (D)
Targets: creature touched
Componenent: V, S, M (a pinch of dirt)
DescriptionThis spell strengthens the subject’s connection to the ground below, bolstering its defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing on earth, sand, stone, or a similar rocky substance.Seekers of Secrets pg. 17 Scrivener's Chant Transmutation \ \
arcanist 0, bard 0, cleric 0, oracle 0, skald 0, sorcerer 0, warpriest 0, wizard 0-level
Save: Will Negates (harmless, object)
SR: yes (object)
Casting time: 1 standard action
Range: 5 ft.
Duration: concentration, up to 1 min./level
Targets: one or more written objects
DescriptionThis spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Legendary Sorcerers pg. 38 Vicious Claw Transmutation \ \
arcanist 0, druid 0, sorcerer 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: melee
Duration: instantaneous
Effect: claw attack
Componenent: V, S
DescriptionYou shift your appendage into a vicious claw and lash out at the target. You must succeed at a melee attack at normal AC to deal damage to the target. The claw deals 1d4 slashing and piercing damage. This is considered a natural weapon attack, and benefits from the finesse property. The attack is considered magic for the purposes of damage resistance. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Universal - 2 | Arcane Mark
PFRPG Core Rulebook pg. 244 Arcane Mark Universal \ \
arcanist 0, magus 0, psychic 0, shaman 0, sorcerer 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
Save: none
SR: no
Casting time: 1 standard action
Range: touch
Duration: permanent
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.
Componenent: V, S
DescriptionThis spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).PFRPG Core Rulebook pg. 325 Prestidigitation Universal \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: see text
SR: no
Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour
Area: see text
Effect: see text
Targets: see text
Componenent: V, S
DescriptionPrestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. |
Total - 22 | Cost: 1 VSP |
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Abjuration - 2 | Abjuring Step
Ultimate Combat pg. 221 Abjuring Step Abjuration [Force] \ \
alchemist 1, arcanist 1, bard 1, investigator 1, magus 1, occultist 1, psychic 1, skald 1, sorcerer 1, wizard 1-level
Casting time: 1 standard action
Range: personal
Duration: 1 round/level or until discharged
Targets: you
Componenent: V, S, M (a rabbit's Foot)
DescriptionThis spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.PFRPG Core Rulebook pg. 277 Endure Elements Abjuration \ \
adept 1, alchemist 1, arcanist 1, bloodrager 1, cleric 1, druid 1, hunter 1, investigator 1, oracle 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1-level
Save: Will Negates (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: touch
Duration: 24 hours
Targets: creature touched
Componenent: V, S
DescriptionA creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.When augmentedCommunal: This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched. |
Conjuration - 4 | Arcane Pocket
Black Markets pg. 27 Arcane Pocket Conjuration (Creation) \ \
arcanist 1, sorcerer 1, wizard 1-level
Save: none
SR: no
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level
Effect: extradimensional space up to 1 cu. ft./level
Componenent: V, F (a pocket and a silver button)
DescriptionWith a touch, you conjure an extradimensional space inside a pouch or pocket. The pocket acts as a bag of holding, except it can hold only 10 pounds per caster level. Regardless of what is placed into the pocket, it weighs 3 pounds. Unlike a bag of holding, the pocket created by this ability cannot be overloaded or ruptured—any additional material simply spills out of the top—nor does it have any special interaction with other kinds of extradimensional spaces. An arcane pocket grants you a +1 bonus on Sleight of Hand checks to conceal its contents. The pocket becomes nonmagical, spilling all of its contents onto the ground unharmed, if it leaves your possession or you create a new arcane pocket.PFRPG Core Rulebook pg. 263 Cure Light Wounds Conjuration (Healing) \ \
adept 1, alchemist 1, bard 1, cleric 1, druid 1, hunter 1, inquisitor 1, investigator 1, occultist 1, oracle 1, paladin 1, ranger 2, shaman 1, skald 1, spiritualist 1, warpriest 1, witch 1-level
Save: Will Half (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: creature touched
Componenent: V, S
DescriptionWhen laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.When augmentedGradeModerate Wounds: cures 2d8 points of damage +1 point per caster level (maximum +10). Serious Wounds: cures 3d8 points of damage +1 point per caster level (maximum +15). Critical Wounds: cures 4d8 points of damage +1 point per caster level (maximum +20). Modifiers Inflict: Uses negative energy, healing undead targets as if they were living, and harming other targets as if they were undead. Mass: changes range to "Close (25'+5'/2cl)", target to "one creature/level, no two of which can be more than 30' apart", and increases healing granted through high caster level by +20 (such that Mass Cure Light Wounds heals 1d8+25, Mass Cure Moderate Wounds heals 2d8+30, etc.). Mythic EffectsMythic Cure: The damage cured doubles, and each target is cured of a single point of ability damage per 2d8 of HP healing the spell grants. The type of ability damage cured is chosen separately by each target. Mythic Mass Cure spells additionally dazzle undead targets that fail their saving throws for a number of rounds equal to caster level.Mythic Inflict: instead of curing ability damage, living targets are sicked for a number of rounds equal to half the bonus HP healing from high caster level, if they fail their saving throw. Mythic Mass Inflict spells sicken living targets for a number of rounds equal to their caster level and additionally grant undead targets a profane bonus to attack rolls, weapon damage rolls, and saving throws equal to half the d8s of healing the spell grants them. This profane bonus lasts a single round. PFRPG Core Rulebook pg. 306 Mage Armor Conjuration (Creation) [Force] \ \
arcanist 1, bloodrager 1, occultist 1, psychic 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, witch 1, wizard 1-level
Save: Will Negates (harmless)
SR: no
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level (D)
Targets: creature touched
Componenent: V, S, F (a piece of cured leather)
DescriptionAn invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.Mythic EffectsThe armor bonus increases to +6. There is a 50% chance that any critical hit or sneak attack made against the target is negated and treated as a normal hit, as if the target were wearing moderate fortification armor.PFRPG Core Rulebook pg. 315 Mount Conjuration (Summoning) \ \
arcanist 1, bloodrager 1, magus 1, occultist 1, sorcerer 1, summoner 1, summoner (unchained) 1, witch 1, wizard 1-level
Save: none
SR: no
Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 2 hours/level (D)
Effect: one mount
Componenent: V, S, M (a bit of horse hair)
DescriptionYou summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle. |
Divination - 5 | Comprehend Languages
PFRPG Core Rulebook pg. 258 Comprehend Languages Divination \ \
adept 1, alchemist 1, arcanist 1, bard 1, cleric 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, oracle 1, psychic 1, shaman 1, skald 1, sorcerer 1, spiritualist 1, warpriest 1, witch 1, wizard 1-level
Casting time: 1 standard action
Range: personal
Duration: 10 min./level
Targets: you
Componenent: V, S, M/DF (pinch of soot and salt)
DescriptionYou can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.Advanced Class Guide pg. 179 Discern Next of Kin Divination [Mind-Affecting] \ \
arcanist 1, bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, skald 1, sorcerer 1, spiritualist 1, witch 1, wizard 1-level
Save: Will Negates, see text
SR: yes
Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 minute/level (D)
Targets: one creature
Componenent: V, S, F (a copper piece)
DescriptionYou can scan the thoughts of one individual and learn the names and locations of the target’s living relatives, as well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round you concentrate on the target. For example, you might learn that the target’s father’s name is Jarn, the father lives on a nearby farm, and the target and his father don’t get along. Since this spell reads the target’s mind, you can learn only what the target knows or believes.Occult Adventures pg. 177 Mind Thrust I Divination [Mind-Affecting] \ \
psychic 1-level
Save: Will Half
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature
Componenent: S
DescriptionYou divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.When augmentedMind Thrust II: as Mind Thrust I, except it deals 1d8 points of damage per caster level (maximum 5d8).Mind Thrust III: as Mind Thrust II, except the maximum is 10d8. Mind Thrust IV: as Mind Thrust II, except the maximum is 15d8 and causes the target to be fatigued for 1 round on a failed save. Mind Thrust V: as Mind Thrust IV, except that a failed saving throw inflicts exhaustion instead of fatigue and a successful saving throw inflicts fatigue. Mind Thrust VI: as Mind Thrust IV, except it deals a maximum of 20d8 in damage, and inflicts exhaustion and stunned for 1 round on a failed saving throw. Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it. Inner Sea Intrigue pg. 63 True Skill Divination \ \
alchemist 1, arcanist 1, bard 1, investigator 1, magus 1, medium 1, psychic 1, skald 1, sorcerer 1, wizard 1-level
Casting time: 1 standard action
Range: personal
Duration: 1 min./level
Targets: you
Componenent: V, S
DescriptionWhen faced with an important situation, you grant yourself a magical edge to ensure your success. When casting this spell, select one skill for which you can attempt a skill check. The next time you attempt a skill check using the selected skill (before the spell’s duration ends), you gain an insight bonus on the check equal to 1/2 your caster level (minimum 1).Blood of the Ancients pg. 17 Skim Divination \ \
alchemist 1, arcanist 1, bard 1, cleric 1, inquisitor 1, investigator 1, magus 1, occultist 1, oracle 1, psychic 1, shaman 1, skald 1, sorcerer 1, warpriest 1, witch 1, wizard 1-level
Casting time: 1 standard action
Range: personal
Duration: 1 hour/level
Targets: you
Componenent: V, S, M/DF (a dog-eared page)
DescriptionThis spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). |
Enchantment - 2 | Deja Vu
Occult Adventures pg. 163 Deja Vu Enchantment (Compulsion) [Mind-Affecting] \ \
arcanist 1, bard 1, mesmerist 1, psychic 1, skald 1, sorcerer 1, wizard 1-level
Save: none
SR: yes
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 2 rounds
Targets: one creature
Componenent: V
DescriptionYou reach into the target’s mind and put its thought processes into a temporary loop. Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that. The creature must take the same type of actions in the same order (for example, making a full attack, casting a specific spell, withdrawing, attempting a bull rush combat maneuver, or activating a magic item) and must act against the same target or targets, but doesn’t have to make exactly the same choices (such as using Power Attack when attacking, moving exactly 15 feet, or choosing “drop” for the command spell). If the circumstances would prevent the target from repeating an action, such as if the target of its attack is dead or the target cannot cast the same spell again, the target instead becomes confused until the spell ends. A creature currently affected by deja vu can’t be targeted with another deja vu spell. A creature affected by deja vu can’t delay, and if it readies an action on its first turn, it must ready the same action on its second turn.Advanced Class Guide pg. 187 Memorize Page Enchantment [Mind-Affecting] \ \
arcanist 1, bard 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer 1, witch 1, wizard 1-level
Save: Will Negates (harmless)
SR: yes (harmless)
Casting time: 10 minutes
Range: touch
Duration: instantaneous
Targets: one living creature
Componenent: V, S, F (the page to be memorized)
DescriptionThe target gains a perfect memory of the page you used as a focus component. The target can visualize this page as easily as looking at it in person, including minute details visible to close scrutiny by the naked eye. The memory of the page includes text and images, such as a drawing or a map. Someone unfamiliar with the language on the page (or even an illiterate person) could relay what is written simply by copying the shapes of the letters so another person can read them.The maximum number of pages that a particular target can memorize through repeated castings of this spell is equal to the target’s Intelligence modifier (minimum 1 any attempts beyond this limit have no effect, although the target’s memory of a page could be erased (using modify memory or a similar effect) to effectively make room for a different one. A creature that memorizes magical writing (such as a scroll or a page from a spellbook) cannot borrow, duplicate, or retain any of the magic in the writing. However, this would allow a wizard to copy a spell into his spellbook so he could prepare the spell from his book (assuming the spell takes up only one page in a spellbook). |
Evocation - 4 | Faerie Fire
PFRPG Core Rulebook pg. 280 Faerie Fire Evocation [Light] \ \
druid 1, hunter 1, mesmerist 1-level
Save: none
SR: yes
Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: 1 min./level (D)
Area: creatures and objects within a 5-ft.-radius burst
Componenent: V, S, DF
DescriptionA pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.Mythic EffectsOutlined creatures are dazzled. The spell outlines figment illusions in the burst, revealing them as such. This effect applies only to figments with a caster level equal to or less than your tier.Augmented (2nd): If you expend two uses of mythic power, each creature in the burst must succeed at a Fortitude save or be blinded for 1 round. PFRPG Core Rulebook pg. 284 Flare Evocation [Light] \ \
arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: Fortitude Negates
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: burst of light
Componenent: V
DescriptionThis cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.When augmentedFlare Burst: affects all creatures within a 10' radius burst of target square.Alchemical Reagents Material Component - Flash Powder: Increase save DC by +2 PFRPG Core Rulebook pg. 326 Produce Flame Evocation [FIre] \ \
druid 1, hunter 1, shaman 1-level
Save: none
SR: yes
Casting time: 1 standard action
Range: 0'
Duration: 1 min./level (D)
Effect: flame in your palm
Componenent: V, S
DescriptionFlames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.When augmentedPale Flame: Add Material Component (Caphorite Shard This spell functions as per produce flame, except that the flames never glow brighter than dim light, including any fires started by this spell. These flames cast light only half the distance of a torch and cannot be seen from more than 100 feet away. The flames deal 2d6 points of fire damage + 1 point per caster level (maximum +5). Against plants, this damage increases to 2d6 points + 2 points per caster level (maximum +10).Legendary Psychics pg. 26 Purification I-V Evocation \ \
psychic 1, spiritualist 1-level
Save: Will Negates (harmless)
SR: yes
Casting time: 1 standard action
Range: personal
Duration: instantaneous
Targets: you
Componenent: V, S
DescriptionYou summon positive (or negative, if appropriate) energy to expel harmful effects from your body. This spell cures 1d8 points of damage + 1 point per caster level (maximum +5) and ends any and all of the following adverse conditions affecting you: dazzled, fatigued, and sickened.When augmentedPurification II: as Purification I, except it cures 2d8 + 1/CL (max +10) instead and additionally removes the confused condition and applies the effects of the Remove Disease spell.Purification III: as Purification II, except it cures 3d8 + 1/Cl (max +15) instead and additionally removes the blinded and deafened conditions and applies the effects of the Neutralize Poison spell. Purification IV: as Purification III, except it cures 4d8 + 1/Cl (max +20) instead and additionally removes the exhausted and nauseated conditions. Purification V: as Purification IV, except it cures 5d8 + 1/Cl (max +25) instead and additionally removes all ability damage. When when applying the effects of neutralize poison or remove disease with this spell, take 20 on the caster level check. Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it. |
Illusion - 0 | - |
Necromancy - 2 | Spectral Servant I
Legendary Psychics pg. 27 Spectral Servant I-IV Necromancy \ \
psychic 1, spiritualist 1-level
Save: none
SR: no
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Effect: one invisible, mindless, shapeless, undead servant
Componenent: V, S
DescriptionA spectral servant is an invisible, mindless, shapeless, undead spirit that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. It can understand one language you speak (chosen when cast) but cannot speak or read. It can see and hear as well as a normal person, but possesses no other senses. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.When augmentedSpectral Servant II: functions as Spectral Servant I, except that it has a range of "medium (100'+10'/cl)". The servant's Str increases to 8 and it is capable of attempting any skill check which can be made untrained. It has 12 HP and a base speed of 20'.Spectral Servant III: functions as Spectral Servant II, except that it has a range of "long (400'+40'/cl)". The servant gains an intelligence score and all of its ability scores are set to 10. It can perform complex tasks and follow procedures, but does not react to changing situations beyond how it has been instructed. You can communicate with your servant telepathically while within 100' of it. It can read, but not speak. The servant has 18 HP and a base speed of 25'. Spectral Servant IV: functions as Spectral Servant III, except that it has a range of "1 mile". The servant is capable of speech and can read, write and speak any language you know. As a swift action, you have the ability to see through your servant's eyes, but are blind while doing so. You may end this effect as a free action. The servant has 24 HP and a base speed of 30'. Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it. Curse of the Crimson Throne (PFRPG) pg. 453 Unlock Flesh Necromancy \ \
arcanist 1, sorcerer 1, witch 1, wizard 1-level
Save: Fortitude Negates
SR: yes
Casting time: 1 standard action
Range: touch
Duration: 1 round/level (living creature) or instantaneous (undead target see below
Area: creature touched
DescriptionBy touching a creature with a bladed instrument, you cause the creature’s flesh to loosen and slide against its skeletal moorings. A living creature touched becomes staggered by the disturbing and uncomfortable sensation for 1 round per level. Each round on its turn, the subject can attempt a new saving throw to end the effect. This is a standard action that does not provoke attacks of opportunity. A corporeal undead creature targeted by this spell instead takes 1d6 points of damage per caster level (maximum 5d6 at 5th level) as wet, oozing chunks of flesh slough off its desiccated bones (a successful Fortitude save halves this damage). Incorporeal creatures, or creatures that do not have flesh, are immune to this spell’s effects. |
Transmutation - 3 | Ant Haul
Advanced Player's Guide pg. 201 Ant Haul Transmutation \ \
alchemist 1, arcanist 1, cleric 1, druid 1, hunter 1, investigator 1, medium 1, occultist 1, oracle 1, psychic 1, ranger 1, redmantisassassin 1, sorcerer 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1-level
Save: Fortitude Negates (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: touch
Duration: 2 hours/level
Targets: creature touched
Componenent: V, S, M/DF (a small pulley)
DescriptionThe target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.When augmentedCommunal: divide duration in 2-hour intervals among multiple creatures touched.Occult Adventures pg. 161 Charge Object Transmutation \ \
medium 1, mesmerist 1, occultist 1, psychic 1, spiritualist 1-level
Save: none, see text
SR: no
Casting time: 10 minutes
Range: touch
Duration: permanent
Targets: object touched
Componenent: V, S
DescriptionYou charge an item with minor psychic energy. The item can be detected by the detect psychic significance spell. If you wish, you can imprint the item with your ownership history. Spells such as object reading and uses of the psychometry occult skill unlock (see page 196) can reveal any information about yourself you impart into the object, including your name, alignment, profession, and a summary of your experiences with the item. You can’t impart false information into the object, but you can omit any details you’d prefer not to divulge. If the target object is already psychically charged, you can add more information to it, but you can’t use charge object to erase existing psychic information.PFRPG Core Rulebook pg. 291 Goodberry Transmutation \ \
druid 1, hunter 1, shaman 1-level
Save: none
SR: yes
Casting time: 1 standard action
Range: touch
Duration: 1 day/level
Targets: 2d4 fresh berries touched
DescriptionCasting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.Mythic EffectsEach berry provides a full day’s nourishment and counts as 1 hour of complete rest for the purpose of removing exhaustion, fatigue, or nonlethal damage.Augmented (2nd): You can cast the spell to affect only one berry, imbuing into that berry any harmless druid spell you have prepared. The spell remains stored in the berry for the duration of the goodberry spell or until the berry is consumed. A creature that eats the berry gains the benefits of that spell as if you had cast it upon her. The maximum level of the imbued spell is equal to half your tier, and you must expend one use of mythic power for each spell level of the imbued spell (in addition to the one use needed to cast mythic goodberry). Similar to imbue with spell ability, you can’t prepare a spell in that spell’s slot until the berry is consumed or the mythic goodberry spell ends. |
Total - 11 | Cost: 3 VSP |
---|---|
Abjuration - 1 | Endure Elements, Communal
PFRPG Core Rulebook pg. 277 Endure Elements Abjuration \ \
adept 1, alchemist 1, arcanist 1, bloodrager 1, cleric 1, druid 1, hunter 1, investigator 1, oracle 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1-level
Save: Will Negates (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: touch
Duration: 24 hours
Targets: creature touched
Componenent: V, S
DescriptionA creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.When augmentedCommunal: This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched. |
Conjuration - 1 | Restful Cloak
Adventurer's Armory 2 pg. 21 Restful Cloak Conjuration (Healing) \ \
cleric 2, druid 2, hunter 2, occultist 2, oracle 2, paladin 2, ranger 2, shaman 2, warpriest 2-level
Casting time: 1 standard action
Range: personal
Duration: 1 hour/level
Targets: you
Componenent: V, S, F (cloak)
DescriptionA cloak you are wearing transforms into a canvas tent large enough to hold four Medium creatures, firmly pitched in a flat area adjacent to you (if there is no such area, this spell simply fails). A creature regains 1 hit point for each hour it rests in the tent, in addition to any other benefits of resting. Additionally, a fatigued creature resting within the tent for 1 hour loses the fatigued condition, but a creature cannot recover from being fatigued more than once per casting of restful tent. At the end of the spell’s duration, the tent transforms back into a cloak. If the tent is moved prior to the expiration of the spell’s duration, the spell immediately ends. |
Divination - 3 | Mind Thrust II
Occult Adventures pg. 177 Mind Thrust I Divination [Mind-Affecting] \ \
psychic 1-level
Save: Will Half
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature
Componenent: S
DescriptionYou divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.When augmentedMind Thrust II: as Mind Thrust I, except it deals 1d8 points of damage per caster level (maximum 5d8).Mind Thrust III: as Mind Thrust II, except the maximum is 10d8. Mind Thrust IV: as Mind Thrust II, except the maximum is 15d8 and causes the target to be fatigued for 1 round on a failed save. Mind Thrust V: as Mind Thrust IV, except that a failed saving throw inflicts exhaustion instead of fatigue and a successful saving throw inflicts fatigue. Mind Thrust VI: as Mind Thrust IV, except it deals a maximum of 20d8 in damage, and inflicts exhaustion and stunned for 1 round on a failed saving throw. Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it. Occult Adventures pg. 179 Object Reading Divination \ \
medium 1, mesmerist 2, occultist 1, psychic 2, spiritualist 2-level
Save: none
SR: no
Casting time: 1 standard action
Range: touch
Duration: concentration, up to 1 round/level (D)
Targets: one touched object
Componenent: V, S
DescriptionYou read the psychic impressions left upon an object by emotionally or psychically charged events in the item’s history, or the information imprinted by the charge object or implant false reading spells. This spell returns the same information as the psychometry occult skill unlock (see page 196), but gives 1 piece of information when cast and requires 1 round of concentration per additional piece of information instead of 1 minute. You must still attempt an Appraise check to see how much information you gain. You gain a +10 competence bonus on the check.PFRPG Core Rulebook pg. 339 See Invisibility Divination \ \
adept 2, alchemist 2, arcanist 2, bard 3, bloodrager 2, inquisitor 2, investigator 2, mesmerist 3, occultist 2, psychic 2, skald 3, sorcerer 2, spiritualist 2, summoner 2, summoner (unchained) 2, witch 2, wizard 2-level
Casting time: 1 standard action
Range: personal
Duration: 10 min./level (D)
Targets: you
Componenent: V, S, M (talc and powdered silver)
DescriptionYou can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency spell.When augmentedPermanency: See Invisibility can be made permanent with the Permanency spell, costing 5,000 gp and requiring a minimum of 10th caster level |
Enchantment - 1 | Id Insinuation I
Occult Adventures pg. 173 Id Insinuation I-IV Enchantment (Compulsion) [Mind-Affecting] \ \
psychic 2-level
Save: Will Negates
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration + 1 round
Targets: one creature
Componenent: S
DescriptionBy invading the mind of a creature with your psychic presence, you can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. A successful Will save negates this effect.When augmentedId Insinuation II: 2 target creatures; functions as id insinuation I, In addition, on the first round of the effect, the targets of this spell must roll twice to determine the result of their confused condition. You select which roll is used.Id Insinuation III: 3 target creatures; functions as id insinuation II, except afflicted targets roll twice for the first 2 rounds. Id Insinuation IV: 4 target creatures; functions as id insinuation I, In addition, on the first round of the effect, you can select the result of each creature’s confused condition without having to roll, but this doesn’t allow you to make any decisions about how that result is applied. On the following rounds of the effect, the targets of this spell must roll twice to determine their confused effect. You select which roll is used. Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it. |
Evocation - 4 | Burst of Radiance
Champions of Purity pg. 29 Burst of Radiance Evocation [Good, Light] \ \
arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, sorcerer 2, warpriest 2, wizard 2-level
Save: Reflex Partial
SR: yes
Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: instantaneous
Area: 10-ft.-radius burst
Componenent: V, S, M/DF (a piece of flint and a pinch of silver dust)
DescriptionThis spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.PFRPG Core Rulebook pg. 263 Darkness Evocation [Darkness] \ \
adept 2, antipaladin 2, arcanist 2, bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, oracle 2, shaman 2, skald 2, sorcerer 2, warpriest 2, wizard 2-level
Save: none
SR: no
Casting time: 1 standard action
Range: touch
Duration: 1 min./level (D)
Targets: object touched
Componenent: V, M/DF (bat fur and a piece of coal)
DescriptionThis spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed. This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.Mythic EffectsThe illumination level in the area drops to darkness regardless of the existing lighting conditions. Non-mythic spells and effects can’t increase the light level in the area. Creatures with darkvision and the power to see in darkness have difficulty seeing through this darkness, and can see as well as a human can in dim light. Creatures in the area of darkness take a –2 penalty on saves against fear.PFRPG Core Rulebook pg. 326 Produce Flame Evocation [FIre] \ \
druid 1, hunter 1, shaman 1-level
Save: none
SR: yes
Casting time: 1 standard action
Range: 0'
Duration: 1 min./level (D)
Effect: flame in your palm
Componenent: V, S
DescriptionFlames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.When augmentedPale Flame: Add Material Component (Caphorite Shard This spell functions as per produce flame, except that the flames never glow brighter than dim light, including any fires started by this spell. These flames cast light only half the distance of a torch and cannot be seen from more than 100 feet away. The flames deal 2d6 points of fire damage + 1 point per caster level (maximum +5). Against plants, this damage increases to 2d6 points + 2 points per caster level (maximum +10).Legendary Psychics pg. 26 Purification I-V Evocation \ \
psychic 1, spiritualist 1-level
Save: Will Negates (harmless)
SR: yes
Casting time: 1 standard action
Range: personal
Duration: instantaneous
Targets: you
Componenent: V, S
DescriptionYou summon positive (or negative, if appropriate) energy to expel harmful effects from your body. This spell cures 1d8 points of damage + 1 point per caster level (maximum +5) and ends any and all of the following adverse conditions affecting you: dazzled, fatigued, and sickened.When augmentedPurification II: as Purification I, except it cures 2d8 + 1/CL (max +10) instead and additionally removes the confused condition and applies the effects of the Remove Disease spell.Purification III: as Purification II, except it cures 3d8 + 1/Cl (max +15) instead and additionally removes the blinded and deafened conditions and applies the effects of the Neutralize Poison spell. Purification IV: as Purification III, except it cures 4d8 + 1/Cl (max +20) instead and additionally removes the exhausted and nauseated conditions. Purification V: as Purification IV, except it cures 5d8 + 1/Cl (max +25) instead and additionally removes all ability damage. When when applying the effects of neutralize poison or remove disease with this spell, take 20 on the caster level check. Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it. PRPG Core Rulebook pg. 332 Remove Disease Conjuration (Healing) \ \
adept 3, alchemist 3, cleric 3, druid 3, hunter 3, inquisitor 3, investigator 3, oracle 3, ranger 3, shaman 3, spiritualist 3, warpriest 3, witch 3-level
Save: Fortitude Negates (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: creature touched
Componenent: V, S
DescriptionRemove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others. Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. |
Illusion - 0 | - |
Necromancy - 0 | - |
Transmutation - 1 | Ant Haul, Communal
Advanced Player's Guide pg. 201 Ant Haul Transmutation \ \
alchemist 1, arcanist 1, cleric 1, druid 1, hunter 1, investigator 1, medium 1, occultist 1, oracle 1, psychic 1, ranger 1, redmantisassassin 1, sorcerer 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1-level
Save: Fortitude Negates (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: touch
Duration: 2 hours/level
Targets: creature touched
Componenent: V, S, M/DF (a small pulley)
DescriptionThe target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.When augmentedCommunal: divide duration in 2-hour intervals among multiple creatures touched. |
Total - 3 | Cost: 5 VSP |
---|---|
Abjuration - 0 | - |
Conjuration - 0 | - |
Divination - 1 | Mind Thrust III
Occult Adventures pg. 177 Mind Thrust I Divination [Mind-Affecting] \ \
psychic 1-level
Save: Will Half
SR: yes
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature
Componenent: S
DescriptionYou divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.When augmentedMind Thrust II: as Mind Thrust I, except it deals 1d8 points of damage per caster level (maximum 5d8).Mind Thrust III: as Mind Thrust II, except the maximum is 10d8. Mind Thrust IV: as Mind Thrust II, except the maximum is 15d8 and causes the target to be fatigued for 1 round on a failed save. Mind Thrust V: as Mind Thrust IV, except that a failed saving throw inflicts exhaustion instead of fatigue and a successful saving throw inflicts fatigue. Mind Thrust VI: as Mind Thrust IV, except it deals a maximum of 20d8 in damage, and inflicts exhaustion and stunned for 1 round on a failed saving throw. Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it. |
Enchantment - 0 | - |
Evocation - 1 | Purification III
Legendary Psychics pg. 26 Purification I-V Evocation \ \
psychic 1, spiritualist 1-level
Save: Will Negates (harmless)
SR: yes
Casting time: 1 standard action
Range: personal
Duration: instantaneous
Targets: you
Componenent: V, S
DescriptionYou summon positive (or negative, if appropriate) energy to expel harmful effects from your body. This spell cures 1d8 points of damage + 1 point per caster level (maximum +5) and ends any and all of the following adverse conditions affecting you: dazzled, fatigued, and sickened.When augmentedPurification II: as Purification I, except it cures 2d8 + 1/CL (max +10) instead and additionally removes the confused condition and applies the effects of the Remove Disease spell.Purification III: as Purification II, except it cures 3d8 + 1/Cl (max +15) instead and additionally removes the blinded and deafened conditions and applies the effects of the Neutralize Poison spell. Purification IV: as Purification III, except it cures 4d8 + 1/Cl (max +20) instead and additionally removes the exhausted and nauseated conditions. Purification V: as Purification IV, except it cures 5d8 + 1/Cl (max +25) instead and additionally removes all ability damage. When when applying the effects of neutralize poison or remove disease with this spell, take 20 on the caster level check. Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it. PFRPG Core Rulebook pg. 316 Neutralize Poison Conjuration (Healing) \ \
adept 3, alchemist 4, bard 4, cleric 4, druid 3, hunter 3, inquisitor 4, investigator 4, oracle 4, paladin 4, ranger 3, shaman 4, skald 4, spiritualist 4, warpriest 4, witch 4-level
Save: Will Negates (harmless, object)
SR: yes (harmless, object)
Casting time: 1 standard action
Range: touch
Duration: instantaneous or 10 min./level; see text
Targets: creature or object of up to 1 cu. ft./level touched
Componenent: V, S, M/DF (charcoal)
DescriptionYou detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect. |
Illusion - 0 | - |
Necromancy - 1 | Object Possession, Lesser
Occult Adventures pg. 180 Possession Necromancy \ \
arcanist 5, medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer 5, spiritualist 4, summoner 5, witch 5, wizard 5-level
Save: Will Negates
SR: yes
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 hour/level (D)
Targets: one creature
Componenent: V, S
DescriptionYou attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities. As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, use the effects of greater possession instead. When augmentedPossession, Greater: as Possession, but when you possess a host, you enter the host’s body and your physical body vanishes. You are ejected to the closest empty square upon expiration of the spell or upon the host’s death.Object Possession, Lesser: range: touch; target: unattended tiny or small object; duration: 1 min./level (D saving throw/spell resistance: none/no; as possession, except you possess an object instead of a creature. A possessed object becomes capable of animation, gaining the statistics of an animated object of its size (including 1 CP worth of abilities; Pathfinder RPG Bestiary 14). You can’t use any spells or other abilities while possessing an object. A spiritual tether connects your body to the possessed object, in a manner similar to a silver cord (see page 244). If the possessed object and your body are ever farther than close range (25 ft. + 5 ft./2 levels) from one another, this tether breaks, returning your consciousness to your body. Object Possesion: target: unattended large or smaller object (minimum tiny duration: 10 min./level (D as Object Possession, Lesser, except that the animated object gains CP as appropriate to their size. Additionally, as a standard action you can return your consciousness to your body; on your next turn, you can attempt to possess a different object as a standard action instead of ending the spell. Object Possession, Greater: target: unattended gargantuan or smaller object or construct (minimum tiny as Object Possession, except silver cord range becomes medium (100 ft. + 10 ft./level). If target is a construct, it instead functions as Control Construct. |
Transmutation - 0 | - |
Total - 1 | Cost: 9 VSP |
---|---|
Abjuration - 0 | - |
Conjuration - 1 | Breathe of Life
PFRPG Core Rulebook pg. 251 Breath of Life Conjuration (Healing) \ \
cleric 5, oracle 5, shaman 5, spiritualist 5, warpriest 5-level
Save: Will Negates (harmless)
SR: yes (harmless)
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: creature touched
Componenent: V, S
DescriptionThis spell cures 5d8 points of damage + 1 point per caster level (maximum +25).Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. Creatures slain by death effects cannot be saved by breath of life. Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life. Mythic EffectsThe spell heals 5d12 points of damage + 1 point per caster level (maximum +25). It can revive a creature that died of hp damage within the past 2 rounds. If the target was slain by a death effect that allows a saving throw, this spell allows the creature to attempt another save against that effect. If this save is successful, the creature is revived with –10 hp plus the amount healed by this spell.Augmented (9th): If you expend two uses of mythic power, you can target up to one creature per caster level within 30 feet of you. Alternatively, you can target one creature that has been dead for a number of rounds up to your caster level. |
Divination - 0 | - |
Enchantment - 0 | - |
Evocation - 0 | - |
Illusion - 0 | - |
Necromancy - 0 | - |
Transmutation - 0 | - |
Universal - 0 | - |
Statblocks for your Trinkets, businesses, building, castles, empires.
Allows all Eldorian Technology attuned to it to function within a range of 40' from it, as an anchor.
Grants a +3 Competence bonus to all Intelligence, Wisdom, and Charisma-based check and skills, a +2 Insight bonus to all Intelligence-based skills, and a +3 Circumstance bonus to Perception with all 5 senses.
Can Store, Transmit, and Receive data, allowing storage of up to 180,000 pages, and transmission within 160'. The stored data can be interacted with mentally by the user, allowing them to save their memories, as if they were video.
This device grants the benefit of a Translator Routine which contains a Slang form of Ancient Necril, Expert Androffan, Developed Echidna, Developed NeoCommon, Developed Neo-Necril, and slots for 16 more languages.
The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
The device can be activated and used through both mental and verbal commands, allowing it to be used through purely mental actions or verbally from range. When verbally commanded, only a single gizmo can be activated with each action.
In addition to these passive benefits, it grants the user the following active functions:
Grants a +3 Competence bonus to all Strength, Dexterity, and Constitution-based check and skills. Battery Use: Whenever the user attempts an Strength, Dexterity, or Constitution-based check or skill check, the user can deplete 1 battery as a free, mental action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.
The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
The device can be activated and used through both mental and verbal commands, allowing it to be used through purely mental actions or verbally from range. When verbally commanded, only a single gizmo can be activated with each action.