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Penelope Beaumont NG
Character Name Alignment
Spiritualist 12
Character Level
Elf M
Race Size
Female 120
Gender Age
5'5 110lb
Height Weight
Honey Dark Blue
Hair Eyes
Audra Atchley
Player
Pharasma/Besmara The Shackles
Deity Homeland
Necromancy 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 ( +0 ) +0
Dex
Dexterity
12 +1 ( +0 ) +0
Con
Constitution
12 +1 ( +0 ) +0
Int
Intelligence
12 +1 ( +0 ) +0
Wis
Wisdom
20 +5 ( +0 ) +0
Cha
Charisma
14 +2 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
87
0
+2
Initiative
Dex
Modifier
+1
+1
+0
BAB
+9/4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
13
+2
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
11
Flat Footed
12
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +11 +8 CON +1 +2 +0 +0
Reflex +7 +4 DEX +1 +2 +0 +0
Will +15 +8 WIS +5 +2 +0 +0
Saving Throw Notes

+2 vs Enchantment
Immune to Magical Sleep

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+9 +9/4 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
20 10 +9/4 +0 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30ft
-
60ft
-
-
-
Languages

Common
Elven
Polyglot

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6
6
5
4
4
0
0
0
0
0
Per Day
-
5
5
4
3
0
0
0
0
0
Bonus
-
1
1
1
0
0
0
0
0
0
DC
17 (18)
18 (19)
19 (20)
20 (21)
0
0
0
0
0
Spell List

0: Detect Magic, Guidance, Light, Mage Hand, Message, Telekinetic Projectile
1: Chill Touch, Identify, Mage Armor, Positive Pulse, Remove Sickness, Telempathic Projection.
2: Boneshaker, Invisibility, Life Pact, Spiritual Weapon, Summon Eidolon.
3: Dispel Magic, Fly, Rigor Mortis, Waves of Blood
4: Aura of Doom, Phantasmal Killer, Shadowform, TBD

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +2 (DEX)  +1 +1 +0
Bluff +6 (CHA)  +2 +1 +3
Climb +9 (STR)  +0 +6 +3
  Diplomacy +6 (CHA)  +2 +4 +0
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +1 (DEX)  +1 +0 +0
Fly +1 (DEX)  +1 +0 +0
Heal +9 (WIS)  +5 +1 +3
Intimidate +6 (CHA)  +2 +1 +3
Knowledge: Arcana +6 (INT)  +1 +2 +3
Knowledge: Dungeoneering +6 (INT)  +1 +2 +3
Knowledge: Local +8 (INT)  +1 +4 +3
Knowledge: Nature +5 (INT)  +1 +1 +3
Knowledge: Planes +6 (INT)  +1 +2 +3
Knowledge: Religion +6 (INT)  +1 +2 +3
  Perception +13 (WIS)  +5 +6 +2
  Ride +1 (DEX)  +1 +0 +0
Sense Motive +10 (WIS)  +5 +2 +3
Spellcraft* +7 (INT)  +1 +3 +3
  Stealth +4 (DEX)  +1 +3 +0
  Survival +5 (WIS)  +5 +0 +0
  Swim +2 (STR)  +0 +2 +0
Use Magic Device* +7 (CHA)  +2 +2 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +1 (INT)  +1 +0 +0
Craft: Tattoo +5 (INT)  +1 +1 +3
Knowledge: Engineering +5 (INT)  +1 +1 +3
Knowledge: Geography +5 (INT)  +1 +1 +3
Knowledge: History +5 (INT)  +1 +1 +3
Knowledge: Nobility +5 (INT)  +1 +1 +3
Linguistics* +6 (INT)  +1 +2 +3
Profession: Sailor +17 (WIS)  +5 +9 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
? Bluff +2
? Diplomacy +1
? Heal +3
? Knowledge-Arcana +3
? Knowledge-Planes +3
? Perception +2 Elf/+1 Besmara
? Sailor +2, +2, +2
? Sense Motive +3, +1
? Spellcraft +3, (+2 via Elf vs Magic Items)
? Swim +2, +1, +10, +2
? Use Magic Device +3
Feats

Wiscrani Ear
Waterway Caster
Besmara's Blessing
Toughness (5th)
Combat Casting (7th)
Athletic (9th)
Spell Specialization-Necromancy (11th)

Special Abilities

Low Light Vision
Etheric Tether

Traits

Immune to Magical Sleep (Elf)
+2 vs Enchantment
Keen Senses
Elven Magic

WEAPONS
Name AB Critical Type Range Ammo Dmg
Name +AttackBonus Critical DamageType Range Ammo Damage
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
NameBonusTypeCheckPenaltySpellFailureWeightProperties

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Calliope Beaumont CG
Character Name Alignment
Phantom 12
Character Level
Elf M
Race Size
F -
Gender Age
- -
Height Weight
- -
Hair Eyes
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 N/A +1
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
14 +2 N/A +2
Int
Intelligence
7 -2 N/A -2
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
16 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
0
0
0
Initiative
Dex
Modifier
+4
+4
+0
BAB
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+0
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
14
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +2 +0 CON +2 +0 +0 +0
Reflex +4 +0 DEX +4 +0 +0 +0
Will +0 +0 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
10 +1 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
-
-
-
-
-
-
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +4 (DEX)  +4 +0 +0
  Bluff +3 (CHA)  +3 +0 +0
  Climb +1 (STR)  +1 +0 +0
  Diplomacy +3 (CHA)  +3 +0 +0
  Disguise +3 (CHA)  +3 +0 +0
  Escape Artist +4 (DEX)  +4 +0 +0
  Fly +4 (DEX)  +4 +0 +0
  Heal +0 (WIS)  +0 +0 +0
  Intimidate +3 (CHA)  +3 +0 +0
  Knowledge: Arcana -2 (INT)  -2 +0 +0
  Knowledge: Dungeoneering -2 (INT)  -2 +0 +0
  Knowledge: Local -2 (INT)  -2 +0 +0
  Knowledge: Nature -2 (INT)  -2 +0 +0
  Knowledge: Planes -2 (INT)  -2 +0 +0
  Knowledge: Religion -2 (INT)  -2 +0 +0
  Perception +0 (WIS)  +0 +0 +0
  Ride +4 (DEX)  +4 +0 +0
  Sense Motive +0 (WIS)  +0 +0 +0
  Stealth +4 (DEX)  +4 +0 +0
  Survival +0 (WIS)  +0 +0 +0
  Swim +1 (STR)  +1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise -2 (INT)  -2 +0 +0
  Knowledge: Engineering -2 (INT)  -2 +0 +0
  Knowledge: Geography -2 (INT)  -2 +0 +0
  Knowledge: History -2 (INT)  -2 +0 +0
  Knowledge: Nobility -2 (INT)  -2 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)

Statblocks for your spells.

Level 0 Spells

SRD

Telekinetic Projectile

You fling an object weighing up to 5 pounds at the target.


evocation \ \
occultist 0, psychic 0, spiritualist 0-level
Save: no
SR: no

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

Description

You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.
PRPG Core Rulebook pg. 313

Message


transmutation \ \ language-dependent

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 min./level
Targets: 1 creature

Description

You 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.
SRD

Mage Hand

5-pound telekinesis


Transmutation \ \
0-level
Save: None
SR: No

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

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
PRPG Core Rulebook pg. 267

Detect Magic

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


divination \ \

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

Description

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

Light


evocation \ light \ bard 0, cleric 0, druid 0, sorcerer/ wizard 0 Components V, M/DF (a firefly)

Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: object touched

Description

Saving Throw none; Spell Resistance no   This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, 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.
SRD

Guidance

This spell imbues the subject with a touch of divine guidance.


divination \ \

Casting time: 1 standard action
Range: Touch
Duration: 1 minute
Targets: creature touched

Description

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Level 1 Spells

SRD

Mage Armor


Conjuration \ creation \ Force

Casting time: 1 standard action
Range: Touch
Duration: 1 hour/level (D)
Effect: Will negates (harmless)
Targets: creature touched
Bloodline: Draconic

Description

An 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.
Paizo, Inc.

Positive Pulse


Necromancy \ \
1-level
Save: Will
SR: Yes

Casting time: 1 Standard Action
Range: Close (25ft + 5ft/2 levels)
Duration: Instantaneous +1 round
Area: 5 foot radius burst
Effect: A wave of positive energy
Componenent: Verbal, Somatic

Description

This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 1d6 points of damage, plus 1 point for every 2 caster levels (maximum +5). Haunts manifesting in the spell’s area also take this damage.   This spell does not heal creatures healed by positive energy; such creatures instead gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and effects directly caused by haunts. This bonus lasts for 1 round. 1d6+5

Chill Touch


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

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

Description

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

Identify


divination \ \
1-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: 3 rounds/level (D)
Area: cone-shaped emanation
Componenent: V, S, M (wine stirred with an owl's feather)

Description

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Paizo.com

Remove Sickness


Conjuration \ Healing \
1-level
Save: Fortitude
SR: Yes

Casting time: 1 Standard Action
Range: close (25 ft +5 ft/2 levels)
Duration: 10 minutes/level
Targets: One Creature
Componenent: Verbal, Somatic

Description

You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.

Level 2 Spells

SRD

Invisibility

become invisible


illusion \ (glamer) \
alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2; Domain trickery 2; Bloodline arcane 2; Elemental School void 2-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: personal or touch
Duration: 1 min./level (D)
Targets: you or a creature or object weighing no more than 100 lbs./level
Componenent: V, S, M/DF (an eyelash encased in gum arabic)

Description

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

Life Pact

You bind the life forces of the targets into a mystical pact.


necromancy \ \
cleric/oracle 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, witch 2-level
Save: Will negates (harmless)
SR: Yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Targets: one willing living creature/level, no two of which can be more than 30 ft. apart
Componenent: V, S, DF/M (a drop of blood from each target)

Description

You bind the life forces of the targets into a mystical pact. If any target is reduced to fewer than 0 hit points, that target automatically triggers the power of the pact. The triggering target drains 1 hit point from all other targets who have at least 1 hit point and are within 30 feet of the triggering target; these hit points are applied to the triggering target as magical healing. This healing can prevent the triggering creature from dying, if the attack would cause the target’s to have an amount of negative hit points equal to its Constitution score. This healing cannot raise the triggering creature above 1 hit point; any excess hit points drained from other targets are wasted.   The pact can be triggered once per round. It’s not triggered by death effects or effects that do not deal hit point damage.
Advanced Player’s Guide

Summon Eidolon

Instantly summons your eidolon for duration of spell


Conjuration \ Summoning \
2-level
Save: None
SR: No

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level (D)
Targets: one eidolon
Componenent: V, S, M (a silver coin)

Description

You open a rift between dimensions that summons your eidolon.   Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.   If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.

Level 3 Spells

PFRPG Core

Dispel Magic


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

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: instantaneous
Area: one spellcaster, creature, or object
Targets: one spellcaster, creature, or object
Domain: Magic 3
Bloodline: Arcane 3
Componenent: V, S

Description

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

Rigor Mortis


Transmutation (pain) \ \
4 (3 Spiritualist)-level
Save: Fortitude partial
SR: Yes

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

Description

The joints of a creature affected by this spell stiffen and swell, making movement painful and slow. The target takes 1d6 points of nonlethal damage per caster level. Additionally, the target takes a –4 penalty to Dexterity and its movement speed decreases by 10 feet; these additional effects last for 1 minute per caster level, though another creature can spend 1 minute and attempt a DC 25 Heal check to end them early. A successful save halves the nonlethal damage and negates the penalty to Dexterity and movement. 12d6

Level 4 Spells

Paizo, Inc.

Shadowform


Illusion \ \
4 Spiritualist-level
Save: Will Negates
SR: yes

Casting time: 1 Standard Action
Range: Touch
Duration: 1 Round/Level
Targets: Creature Touched
Componenent: Verbal, Somatic

Description

You replace the target’s body with mystic shadow material drawn from the Shadow Plane, rendering the target’s physical form only quasi-real. Whenever a foe tries to directly attack the target of the spell (for instance, with a weapon or a targeted spell), that foe must attempt a Will save to disbelieve. If successful, the opponent can attack the target normally and is unaffected by shadowform for 1 round. If the foe fails, the target takes only one-fifth the normal amount of damage from the foe’s successful attack or effect, and if the attack has a special effect other than damage, that effect is one-fifth as strong as normal (if applicable) or only 20% as likely to occur. Objects automatically succeed at their Will saves against this spell.
www.d20pfsrd.com/magic/all-spells/a/aura-of-doom/

Aura of Doom


Necromancy \ Emotion, Fear, Mind-Affecting \
4-level
Save: Will Negates
SR: Yes

Casting time: 1 Standard Action
Range: Personal
Duration: 10 minutes/level
Area: 20 ft radius emanation centered on you
Effect: You emanate an almost palpable aura of horror.
Targets: All non-allies within this spell’s area, or that later enter the area

Description

You emanate an almost palpable aura of horror. All non-allies within this spell’s area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.
Paizo, Inc.

Phantasmal Killer


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

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

Description

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

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System

Pathfinder 1e

Statblock Type

Character Sheet

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