Remove these ads. Join the Worldbuilders Guild
Hilda Frimaforge Neutre Bonne
Character Name Alignment
Arcaniste 7
Character Level
Naine M
Race Size
Female 200
Gender Age
1.4m 90kg
Height Weight
- -
Hair Eyes
Patrick-M
Player
Dugmaren Brightmantle Raven Rock
Deity Homeland
Archétype : Mage Blanc 23000
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
10 +0 N/A +0
Con
Constitution
18 +4 N/A +4
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
14 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
57
0
0
Initiative
Dex
Modifier
+0
+0
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
10
+0
+0
+0
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
10
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +6 +2 CON +4 +0 +0 +0
Reflex +2 +2 DEX +0 +0 +0 +0
Will +5 +5 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+3 +3 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
13 10 +3 +0 +0 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
6m
6m
-
-
-
-
Languages

Commun, Nain, Orque, Elémentaire Aérien

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
7
5
3
3
0
0
0
0
0
0
Per Day
99
5
5
4
0
0
0
0
0
0
DC
15
16
17
18
0
0
0
0
0
Spell List

Préparés :
0 : Oraisons
1 :
Alarme
Bouclier de pierre (Terre)
Projectile magique
Rayon affaiblissant
Modification des vents

2 :
Endurance aux énergies destructives (partagé)
Disque de pierre (Terre)
Ténèbres

3 :
Sabot du tonnerre suprême (Terre)
Boule de feu
Armure de mage +50% (meta)

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +0 (DEX)  +0 +0 +0
  Bluff +2 (CHA)  +2 +0 +0
  Climb +0 (STR)  +0 +0 +0
  Diplomacy +2 (CHA)  +2 +0 +0
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +0 (DEX)  +0 +0 +0
Fly +0 (DEX)  +0 +0 +0
  Heal +0 (WIS)  +0 +0 +0
  Intimidate +2 (CHA)  +2 +0 +0
Knowledge: Arcana +11 (INT)  +3 +5 +3
Knowledge: Dungeoneering +11 (INT)  +3 +5 +3
Knowledge: Local +10 (INT)  +3 +4 +3
Knowledge: Nature +10 (INT)  +3 +4 +3
Knowledge: Planes +13 (INT)  +3 +7 +3
Knowledge: Religion +3 (INT)  +3 +0 +0
  Perception +0 (WIS)  +0 +0 +0
  Ride +0 (DEX)  +0 +0 +0
  Sense Motive +0 (WIS)  +0 +0 +0
Spellcraft* +13 (INT)  +3 +7 +3
  Stealth +0 (DEX)  +0 +0 +0
  Survival +0 (WIS)  +0 +0 +0
  Swim +0 (STR)  +0 +0 +0
Use Magic Device* +12 (CHA)  +2 +7 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +13 (INT)  +3 +7 +3
Knowledge: Engineering +10 (INT)  +3 +4 +3
Knowledge: Geography +10 (INT)  +3 +4 +3
Knowledge: History +10 (INT)  +3 +2 +5
Knowledge: Nobility +3 (INT)  +3 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Compétences = 7 (2 + INT + 1)
1 Skill par niveau
Réservoir arcanique = 10 (3 + niv)
DD sort = 10 + niv sort + INT (+1 si sort de la Terre)
DD exploitation arcaniste = 10 + niv/2 + CHA (+1 si de la Terre)
WEAPONS
Name AB Critical Type Range Ammo Dmg
Arbalète légère +0 {19-20}×2 P 24 m (16 c) 100 1d8
Bâton +0 {20}x2 C 1 1d6

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

Hilda Frimaforge Equipement

Maîtrise


Armes courantes seulement


QtéNomCoût achat (po)Poids (kg)Commentaire
2220PO
1Grimoire
1Trousse d'arcaniste2117Sac à dos, sac de couchage, bourse, silex, amorce, encre, plume à encre, marmite en fer, kit repas, savon, sacoche à composantes, outre
10Torches
5Jours de rations
10Parchemins2pa par parchemin
1Tenue adaptée au Froid83.5+5 aux jets de Vigueur contre l’exposition au froid
1Couvre-Chef traditionnel adapté au Froid
1Corde de chanvre (15m)15
1Cloche1Portable
1Arbalète légère352
1Bâton02
100Carreaux1 pour 100.5 pour 10
2Potion de Soins Légers50(1)

The statblocks of your class features

Hilda Frimaforge class features

Trais raciaux Nain


Entraînement défensif

Les nains gagnent un bonus d’esquive de +4 à la CA contre les monstres du sous-type géant.


Haine

Les nains gagnent un bonus racial de +1 aux jets d’attaque contre les créatures humanoïdes des sous-types orque et gobelinoïde grâce à une formation spéciale contre ces ennemis jurés.


Robuste

Les nains gagnent un bonus racial de +2 aux jet de sauvegarde contre le poison, les sorts et les pouvoirs magiques.


Stabilité

Les nains reçoivent un bonus racial de +4 à leur degré de manœuvres défensives (DMD) lorsqu’ils se tiennent sur le sol et qu’ils tentent de résister à une bousculade ou à un croc-en-jambe.


Armes familières

Les nains sont formés au maniement des haches d’arme, des pics de guerre lourds et des marteaux de guerre. Ils considèrent toutes les armes dont le nom comporte le mot « nain » comme des armes de guerre.


Détenteur du savoir

Les nains conservent des archives très complètes sur leur histoire et celle du monde qui les entoure. Ceux qui possèdent ce trait racial reçoivent un bonus racial de +2 aux tests de Connaissances (histoire) qui concernent leur race ou celle de leurs ennemis. Ils peuvent faire ces tests même sans entraînement.


Survivre à la surface

Certains nains sont restés si souvent à l’air libre qu’ils ont perdu leur capacité à voir dans le noir. En revanche, ils se sont habitués à un environnement extrême, ce qui leur permet de traiter le vent (pour savoir s’ils sont ralentis ou emportés) et la chaleur ou le froid (un des deux, au choix) avec un cran de moins que les autres.


Chantepierre

L’affinité que les nains ressentent pour la pierre donne des pouvoirs supplémentaires à certains d’entre eux. Les nains qui possèdent ce trait racial sont considérés comme étant d’un niveau de plus qu’ils ne le sont quand ils lancent des sorts du registre de la terre ou qu’ils utilisent des pouvoirs du domaine de la Terre, des pouvoirs de lignage d’ensorceleur élémentaire de terre ou lignage des profondeurs ou des révélations d’oracle du mystère des pierres. Ce trait ne leur donne pas accès aux pouvoirs basés sur le niveau en avance, il affecte seulement les pouvoirs qu’ils peuvent utiliser sans lui.


Caractéristiques d'Arcaniste


Sorts

Prépare les sorts à l'avance mais ne les dépense pas quand elle les lance.
DD = 10 + niveau du sort + INT (+1 si sort de la Terre)
L’arcaniste peut appliquer les dons de métamagie qu’il maîtrise à ses sorts préparés quand il les lance, comme le ferait un ensorceleur, avec la même augmentation de la durée d’incantation (voir Sorts spontanés et dons de métamagie). Cependant, il peut aussi préparer un sort avec un don de métamagie connu et le lancer sans augmentation de la durée d’incantation, comme le ferait un magicien. Il ne peut pas combiner ces deux options (un sort préparé avec un don de métamagie ne peut pas être modifié par un don de métamagie au moment de l’incantation, à moins que l’arcaniste ne dispose de l’exploitation d’arcaniste métamixage).


Réservoir arcanique

Points = 3 + niveau
Récupération/j = 3 + niv/2
Dépense (action libre) 1 point (max) => +1 NLS ou DD du sort lancé


 

Exploitation d'arcaniste

DD = 10 + niv/2 + CHA (+1 si de la Terre)


Soins Spontanés (Mage Blanc)

Dépense 1 point + 1 emplacmeent de sort => lance un sort de soin de prêtre (de niveau accessible).
Niveau 10 (ne pas prendre d'exploitation du niveau 9) => dépense 5 points + 1 emplacement de sort de niveau max 5 => lance Souffle de Vie


Arme arcanique (click)

Durée (minutes) = CHA

  • Dépenser 1 action simple + 1 point => l'arme portée (non transférable) devient magique (contre réduction de dégâts) et +1 (niveau 5 puis tous les 4 niveaux). Cumulable avec une arme déjà magique jusqu'à +5.
  • Dépenser en plus n points pour ajouter la propriété (n = bonus d'altération du pouvoir en question) : dansante, gardienne, longue portée, de feu, de feu intense, de froid, de froid intense, acérée, de foudre, de foudre intense, rapide, stockage de sort, ou de lancer.


Connaissances en métamagie

Choisir un don de métamagie supplémentaire.


Étude rapide

Dépense 1 action complexe + 1 point (déclenche attaque d'opportunité) = préparer un sort à la place d'un autre déjà préparé du même niveau.


 

Absorption de sorts

Dépenser pour la journée un emplacement de sort de niveau n. Ajouter alors n points à la réserve arcaniste.
Nb/j = CHA
Coût = 1 action de mouvement


Dons


Métamagie : Extension d'effet

Toutes les variables numériques et aléatoires d’un sort bénéficiant d'une extension d’effet augmentent de 50%, y compris les bonus à ces jets de dés.
Les jets de sauvegarde et les jets opposés ne sont pas affectés, ni les sorts sans variable numérique aléatoire. Un sort à extension d’effet nécessite un emplacement de sort de deux niveaux de plus que son niveau réel.


Création de baguettes magiques (click)

Le personnage peut fabriquer une baguette magique pour n’importe quel sort de niveau 4 ou moins qu’il connaît. Le processus de fabrication prend un jour par tranche de 1000 po du prix de base de l’objet. Le personnage doit acheter les matières premières nécessaires à la moitié de leur prix de base. À sa création, la baguette possède cinquante charges (Voir la page sur la création d'objets magiques).


Écriture de parchemins (click)

Le personnage peut se servir de tout sort connu pour écrire un parchemin, ce qui lui prend deux heures pour un parchemin dont le prix de base est de 250 po ou moins, ou un jour par tranche de 1000 po du prix de base. Le personnage doit acheter les matières premières nécessaires pour la moitié du prix de base.
Règles de création de parchemins magiques ici


Préparation étendue

Le personnage gagne un emplacement de sort supplémentaire du plus haut niveau qu’il peut lancer, qui se rajoute au nombre d’emplacements de sorts qu’il peut normalement préparer à partir de son grimoire. Le personnage peut, à la place, ajouter deux emplacements de sort mais ces deux sorts doivent être inférieurs d’au moins un niveau au plus haut niveau de sort d’arcaniste qu’il peut lancer. Le personnage doit choisir l’avantage qu’il gagne quand il prend ce don.


Création d'objets merveilleux

Fabrication = 1j / tranche de 1000 po du prix de base de l’objet.

Le personnage doit acheter les matières premières nécessaires à la moitié de leur prix de base.

Réparer = durée / 2.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Read Magic

You can decipher magical inscriptions on objects


divination \ \

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

Description

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

Detect Magic

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


divination \ \

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

Description

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

Rayon de givre

Rayon infligeant 1d3 points de dégâts.


Évocation \ \ Froid
Ens/Mag 0, Magus 0-level
SR: oui

Casting time: 1 action simple
Range: courte (7,50 m + 1,50 m/2 niveaux) (5 c + 1 c/2 niveaux)
Duration: Instantanée
Effect: Rayon
Componenent: V, G

Description

Un rayon de givre jaillit du doigt tendu du mage, qui doit réussir une attaque de contact à distance pour atteindre sa cible. Le rayon inflige 1d3 points de dégâts de froid.
SRD

Penumbra


evocation \ \ Darkness

Casting time: 1 standard action, V, S, M (a bit of soot)
Range: Touch
Duration: 10 min / level
Effect: Will negates (harmless Spell Resistance yes
Targets: creature or object touched

Description

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.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Dancing Lights


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

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

Description

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

Touch of fatigue


necromancy \ \
shaman 0, sorcerer/wizard 0, witch 0-level
Save: Fortitude negates
SR: yes

Casting time: 1 standard action
Range: touch
Duration: 1 round/ level
Targets: creature touch
Componenent: V, S, M (a drop of sweat)

Description

You 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.
PFSRD

Acid Splash

orb of acid


conjuration \ creation \ acid
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

Description

You 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.

Level 1 Spells

Core Rulebok

Magic Missile

1d4+1 damage; +1 missile per two levels above 1st (max 5).


Evocation \ Force \
1-level
Save: None
SR: Yes

Casting time: 1 standard action
Range: medium
Duration: Instantaneous
Targets: up to five creatures, no two of which can be more than 15 ft. apart
Componenent: V, S

Description

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
PRD

Alarm

Creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it.


Abjuration \ \
bard 1, inquisitor 1, ranger 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1-level

Casting time: 1 action
Range: 7.5m + 1.5m / 2 levels
Duration: 2h / level
Area: 6m radius from a center
Componenent: V, S, F/DF (a tiny bell and a piece of very fine silver wire)

Description

Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.   Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.   Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 18m of the warded area can hear it clearly. Reduce the distance by 3m for each interposing closed door and by 6m for each substantial interposing wall.   In quiet conditions, the ringing can be heard faintly as far as 55m away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.   Ethereal or astral creatures do not trigger the alarm.   Alarm can be made permanent with a permanency spell.
SRD

Shocking Grasp

Your successful melee touch attack deals 1d6 points of electricity damage


evocation \ [electricity] \
bloodrager 1, magus 1, sorcerer/wizard 1; Elemental School air 1, metal 1-level
Save: none
SR: Yes

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: creature or object touched
Componenent: V, S

Description

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
PFRPG Core

Burning Hands


evocation \ fire \ sorcerer/wizard 1 V, S

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

Description

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

Ray Of Enfeeblement

The subject takes a penalty to Strength equal to 1d6+1 per two caster levels.


Necromancy \ \
bloodrager 1, magus 1, sorcerer/wizard 1, witch 1-level
Save: Fortitude halves
SR: Yes

Casting time: 1 action
Range: 7.5m + 1.5m / 2 levels
Bloodline: accursed 1, daemon 1, ghoul 1
Componenent: V, S

Description

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5 ). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
d20PFSRD

Alter Winds

Enhance/diminish natural winds


Transmutation \ air \
druid 1, sorcerer/wizard 1-level
Save: Will negates
SR: yes

Casting time: 1 minute
Range: touch
Duration: 1 hour/level
Area: immobile 10-ft.-radius emanation
Effect: increase/decrease natural wind one step
Componenent: V, S

Description

You subtly enhance or diminish the effects of natural winds within the spell’s area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity. The maximum wind force you can affect with this spell is based on your caster level, as shown on the table below. Alter Winds has no effect on magical wind effects.  
Caster Level Wind Force
1st-3rd Light
4th-9th Moderate
10th-15th Strong
16th or higher Severe
PFRPG Ultimate Combat

Protection from Evil

+2 to AC and saves, plus additional protection against evil alignment


Abjuration [good] \ Purity \
1-level
Save: Will negates (harmless)
SR: No

Casting time: 1 Standard Action
Range: Touch
Duration: 1 min./level (D)
Effect: Magical 1 foot barrier around subject
Targets: Creature touched
Domain: Good
Componenent: V, S, M/DF

Description

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.   First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves 1d20+2 . Both these bonuses apply against attacks made or effects created by evil creatures.   Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.   Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.   Protection from Evil, Communal Level cleric/oracle 2, inquisitor 2, paladin 2, sorcerer/wizard 2, summoner/unchained summoner 2 Target creatures touched   DESCRIPTION   This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched.
PFRPG Core

Endure Elements

resist cold and hot environments


Abjuration \ \
1-level
Save: WILL negates
SR: Yes

Casting time: 1 standard action
Range: touch
Duration: 24 hours
Area: target creature touched
Componenent: V, S,

Description

A 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 (-45 and 60 degrees Celsius) 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.  

Stone Shield

A stone shield which provides you with cover from an enemy until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws


conjuration (creation) [earth] \ \
bloodrager 1, cleric 1, druid 1, magus 2, shaman 1, sorcerer/wizard 1, summoner 1-level
Save: None
SR: No

Casting time: 1 immediate action
Duration: 1 round
Effect: stone wall of 1.5m² area
Componenent: V, S, DF

Description

A 2.5cm thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.   You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall.   At 4th level, a qinggong monk may select this spell as a ki power costing 1 ki point to activate.

Level 2 Spells

AG

Endure Elements, Communal

This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.


Abjuration \ \
alchemist 3, cleric 2, druid 2, paladin 2, psychic 2, ranger 2, sorcerer/wizard 2-level
Save: Will negates
SR: Yes

Casting time: 1 action
Range: Touch
Duration: 24h
Targets: Creatures touched
Domain: sun 1
Componenent: V, S

Description

This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.   Text of "Endure Elements" :   A 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 (-45 and 60 degrees Celsius) 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.
Core Rulebok

Darkness

20-ft. radius of supernatural shadow.


Evocation \ Darkness \
2-level
Save: none
SR: no

Casting time: 1 standard action
Range: touch
Duration: 1 min./level
Targets: object touched
Componenent: V, M/DF

Description

This 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.

Stone Discus


conjuration \ (creation) [earth]; \ bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one or more stone discuses

Description

Components V, S, M (a pinch of earth or metal)
Saving Throw none; Spell Resistance no   DESCRIPTION   You create a stone discus, which flies at an enemy. You can create one discus, plus one additional discus at 7th and 11th caster levels. For each discus you create, you decide whether its edge is blunt (and deals bludgeoning damage) or sharp (and deals slashing damage). Each discus requires a ranged attack to hit and deals 4d6 points of damage. The discuses can be launched at more than one target, but all must be aimed at targets within 30 feet of each other and launched simultaneously.   At caster level 5th, the discuses count as magic and silver. At caster level 10th, they also count as cold iron. At caster level 15th, they also count as adamantine.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Mirror Image


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

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

Description

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

Level 3 Spells

UC

Resist Energy, Communal

This spell functions like resist energy, except you divide the duration in 10-minute intervals among the creatures touched


Abjuration \ \
alchemist 3, druid 3, inquisitor 3, occultist 3, paladin 3, psychic 3, ranger 3, sorcerer/wizard 3, summoner/unchained summoner 3-level
Save: Fortitude negates
SR: Yes

Casting time: 1 action
Range: Touch
Duration: 10 min./level
Targets: Creatures touched
Bloodline: celestial 2, draconic 2
Componenent: V, S, DF

Description

This spell functions like resist energy, except you divide the duration in 10-minute intervals among the creatures touched.     Text from "Resist Energy":   This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.   Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.   Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Fireball


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

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

Description

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

Greater Magic Weapon

Gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels


Transmutation \ Elemental School metal 3 \
antipaladin 3, bloodrager 3, cleric/oracle 4, inquisitor 3, magus 3, paladin 3, shaman 4, sorcerer/wizard 3-level
Save: Will negates
SR: Yes

Casting time: 1 standard action
Range: 7.5m + 1.5m / 2 levels
Duration: 1h/level
Targets: 1 weapon or 50 projectiles
Domain: war 1
Componenent: V, S, M/DF (powdered lime and carbon)

Description

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.   Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.     Text from "Magic Weapon" :   Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.   You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Thunderstomp, Greater

Trip opponents in a zone with magical combat maneuver


evocation [earth] \ \
bloodrager 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1-level
Save: No
SR: Yes

Casting time: 1 standard action
Range: 18m
Duration: instantaneous
Area: 18m in line
Targets: All creatures along the line of effect
Componenent: V, S

Description

This spell functions as thunderstomp, except as noted, and it affects all creatures in the area, regardless of size. When you attempt the combat maneuver check, apply its result to each creature within the area.     Text for "thunderstomp":   You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability score modifier (Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and sorcerers). This does not provoke an attack of opportunity. This spell has no effect if you cannot reach the ground or floor, or if your target is not in contact with the ground or floor.

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


Created by

Patrick-M.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed