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Xenos "Darkfang" Wraith CN
Character Name Alignment
Witch 1
Character Level
Dhampir M
Race Size
Male 41
Gender Age
5 ft 4 in 165 lbs
Height Weight
White White
Hair Eyes
Giella -
Deity Homeland
- 0 XP
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
13 +1 N/A +1
Dex
Dexterity
12 +1 N/A +1
Con
Constitution
11 +0 N/A +0
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
13 +1 N/A +1
Cha
Charisma
17 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
7
0
0
Initiative
Dex
Modifier
+2
+1
+1
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
22
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+10
+1
+0
Touch
22
Flat Footed
21
Flat Footed + Touch
21
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +0 +0 CON +0 +0 +0 +0
Reflex +3 +0 DEX +1 +0 +2 +0
Will +5 +2 WIS +1 +0 +2 +0
Saving Throw Notes

Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects; +1 trait bonus on all saving throws against scrying and mindreading effects that allow saving throws.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+2 +0 +1 +0 +1
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
24 10 +0 +1 +1 +0 +12
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20ft
-
-
-
-
-
Languages

Abyssal, Common, Elven

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
16
26
0
0
0
0
0
0
0
0
Per Day
3
1
0
0
0
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +1 (DEX)  +1 +0 +0
  Bluff +6 (CHA)  +3 +1 +2
  Climb +1 (STR)  +1 +0 +0
  Diplomacy +4 (CHA)  +3 +1 +0
  Disguise +3 (CHA)  +3 +0 +0
  Escape Artist +1 (DEX)  +1 +0 +0
  Fly +1 (DEX)  +1 +0 +0
  Heal +1 (WIS)  +1 +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 +5 (WIS)  +1 +0 +4
  Ride +1 (DEX)  +1 +0 +0
  Sense Motive +4 (WIS)  +1 +0 +3
  Spellcraft* +6 (INT)  +2 +1 +3
  Stealth +1 (DEX)  +1 +0 +0
  Survival +1 (WIS)  +1 +0 +0
  Swim +1 (STR)  +1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +5 (INT)  +2 +0 +3
  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)
Skill Notes
-1 Diplomacy to gather information about him
Feats

Alertness;
Witch Knife

Special Abilities

Beast of Ill-Omen;
Cantrips;
Darkvision (Ex
Death Patron;
Familiar's alertness ability Active (Ex
Hex;
Light sensitivity;
Low-Light Vision (Ex
Manipulative (Ex
Negative Energy Affinity;
Resist Level Drain;
Spell-Like Ability (Sp)(detect undead x3
Undead Resistance;
Witch's Familiar;
Witch Patron Spells;

Traits

Bastard;
Wanderer's Shroud

WEAPONS
Name AB Critical Type Range Ammo Dmg
Dagger +1 19/20 x2 S/P 10ft none 1d4+1
Quarterstaff +1 x2 B melee none 1d6+1

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Bleed

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


Necromancy \ \

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

Description

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
PRPG Core Rulebook pg. 244

Arcane Mark

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.


universal \ \

Casting time: 1 standard action
Range: touch
Duration: 30 days on living creature, permanent otherwise
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.

Description

This 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).
SRD

Daze

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.


Enchantment \ Compulsion \ Mind-Affecting

Casting time: 1 standard action - Components V, S, M (a pinch of wool or similar substance)
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one humanoid creature of 4 HD or less

Description

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. Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

When augmented

Daze, Mass School enchantment (compulsion) [mind-affecting]; Level bard 4, inquisitor 4, psychic 3, sorcerer/wizard 4, summoner/unchained summoner 4, witch 4   CASTING   Components V, S   EFFECT   Range medium (100 ft. + 10 ft./level) Targets one or more humanoid creatures, no two of which may be more than 30 ft. apart   DESCRIPTION   This spell functions as daze, except as noted above.
PFRPG Core

Detect Magic

Detects spells and magic items within 60 ft.


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
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6 x 10 minutes
Overwhelming1d6 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.  
↓Spells or Object/Aura Power→FaintModerateStrongOverwhelming
Functioning spell (spell level)3rd or lower4th-6th7th-9th10th+ (deity-level)
Magic item (caster level)5th or lower6th-11th12th-20th21st+ (artifact)
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.
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.
PRPG Core Rulebook pg. 312

Mending


Transmutation \ \ Saving Throw Will negates (harmless, object Spell Resistance yes (harmless, object)

Casting time: 10 minutes
Range: 10 ft
Duration: Duration instantaneous
Targets: one object up to 1 lb./level

Description

This 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.    
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

Read Magic

You can decipher magical inscriptions on objects.


Divination \ \

Casting time: 1 Standard Action
Range: Personal
Duration: 10 Minutes/level
Targets: You

Description

Components: V, S, F (a clear crystal or mineral prism)   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.
Advanced Player's Guide

Spark

Magical Lighter, catch something on fire


Evocation \ \ Fire

Casting time: 2 standard action
Range: close ( 25 ft + 5/2 lvl)
Duration: Instant.
Effect: A spark of fire
Targets: 1 Fine object

Description

You 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.

Stabilize


conjuration (healing \ \ cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0

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

Description

Components V,S
Saving Throw Will negates (harmless Spell Resistance yes (harmless)

Upon 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.
PFRPG Core

Dancing Lights


evocation \ light \
0-level
Save: none
SR: no

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

Description

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

Detect Poison


divination \ \
0/1-level
Save: none
SR: no

Casting time: 1 standard action
Range: close (25 ft, 5 ft/2 levels)
Duration: instantaneous
Area: 5 ft cube
Targets: one creature, one object

Description

You 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.
Advanced Player's Guide

Putrefy Food and Drink


transmutation \ poison \
0-level
Save: Will negates (object)
SR: yes (object)

Casting time: 1 standard action
Range: 10 ft
Duration: instantaneous
Targets: 1 cu. ft./level of food and water or one potion; see text

Description

This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.   Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a Saving Throw.
PFRPG Core

Resistance


abjuration \ \
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 minature cloak)

Description

You 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.

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.

Level 1 Spells

Bungle


enchantment \ (compulsion) \ psychic 1, sorcerer/wizard 1, witch 1

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration + 2 rounds or until triggered
Targets: one humanoid creature

Description

Components V, S
Saving Throw Will negates; Spell resistance yes       The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.   Section 15: Copyright Notice Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
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.

Charm Person


enchantment (charm) [mind-affecting]; \ \ bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1;

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Targets: one humanoid creature
Domain: charm 1;Subdomain slavery 1;

Description

Components V, S
Saving Throw Will negates; Spell Resistance yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.   The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
SRD

Command

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.


Enchantment \ Compulsion \ language-dependent, mind-affecting

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one living creature
Domain: devil (evil, law) 1, toil 1, tyranny 1
Deity: Gruumsh

Description

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.   Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.   Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.   Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.   Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.   Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.   If the subject can’t carry out your command on its next turn, the spell automatically fails.
SRD

Icicle Dagger


conjuration \ conjuration (creation) [cold] \
bloodrager 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1-level
Save: none
SR: no

Casting time: 1 standard action
Range: 0 ft.
Duration: 1 minute/level
Targets: one icicle
Componenent: V, S

Description

You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.
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.
PFRPG Ultimate Intrigue

Aphasia


Enchantment \ Compulsion \
bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1-level
Save: Will negates (see text)
SR: yes

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

Description

You render the target unable to understand any language, including spoken language, written language, sign language, gestures attempting to mimic a crude language, or even truespeech and telepathy. The affected creature is unable to communicate, use command words, cast spells with verbal components, or use any other abilities that requires language.   At the end of each of its turns, the subject can attempt a new saving throw to end the effect.   Tongues counters and dispels aphasia, and a creature with the tongues spell active is immune to aphasia. Oracles with the tongues curse ignore aphasia in combat.
PFRPG Core

Cause Fear


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

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

Description

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

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.

Comprehend Languages


divination \ \
alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1-level

Casting time: 1 standard action
Range: personal
Duration: 10 min/level
Targets: you
Domain: knowledge 1
Componenent: V, S, M/DF (pinch of soot and salt)

Description

You 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.
PFRPG Ultimate Magic

Decompose corpse


necromancy \ \
cleric/oracle 1, druid 1, psychic 1, sorcerer/wizard 1, witch 1-level
Save: Fortitude negates (object)
SR: yes (object)

Casting time: 1 standard action
Range: touch
Duration: instantaneous or 1 minute; see text
Targets: one corpse or corporeal undead
Componenent: V, S, M (a pinch of dried toadstool)

Description

Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2 penalty on all rolls and to its Armor Class and CMD for 1 minute.

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


Created by

Federico_Vassalli.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed