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Fair Bargain TN
Character Name Alignment
Bard(Savage Skald) 14
Character Level
Halfling S
Race Size
Male 33
Gender Age
3'3 (99cm) 38lbs (17kg)
Height Weight
Black Brown
Hair Eyes
Frogdrake/Jussi
Player
Gozreh Friac'seoue
Deity Homeland
- 295,000
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 ( +0 ) +0
Dex
Dexterity
22 +6 ( +0 ) +0
Con
Constitution
10 +0 ( +0 ) +0
Int
Intelligence
12 +1 ( +0 ) +0
Wis
Wisdom
13 +1 ( +0 ) +0
Cha
Charisma
22 +6 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
80
0
0
Initiative
Dex
Modifier
+6
+6
+0
BAB
+10
ARMOUR CLASS
Total AC
Armour
Shield
Dex
27
+6
+0
+6
Size
Natural
Deflection
Misc
+1
+2
+2
+0
Touch
21
Flat Footed
21
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +12 +4 CON +0 +5 +3 +0
Reflex +21 +9 DEX +6 +5 +1 +0
Will +18 +9 WIS +1 +5 +1 +2
Saving Throw Notes

+1 to all from Halfling Luck, +4 to all from Automatic Bonus Progression.
+2 to saves vs Fear

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+10 +10 +1 -1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
26 10 +10 +1 +6 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20
20
30ft
-
-
-
Languages

Halfling, Frialian, Vanaran

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6
6
5
5
4
2
0
0
0
0
Per Day
-
5
5
4
4
2
0
0
0
0
Bonus
-
2
2
1
1
1
0
0
0
0
DC
16
17
18
19
20
21
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +12 (DEX)  +6 +3 +3
Bluff +22 (CHA)  +6 +9 +7
Climb +2 (STR)  +2 +0 +0
Diplomacy +10 (CHA)  +6 +0 +4
Disguise +10 (CHA)  +6 +0 +4
Escape Artist +4 (DEX)  +4 +0 +0
  Fly +6 (DEX)  +6 +0 +0
  Heal +0 (WIS)  +0 +0 +0
Intimidate +21 (CHA)  +6 +8 +7
Knowledge: Arcana +11 (INT)  +1 +1 +9
Knowledge: Dungeoneering +7 (INT)  +1 +0 +6
Knowledge: Local +11 (INT)  +1 +1 +9
Knowledge: Nature +18 (INT)  +1 +8 +9
Knowledge: Planes +11 (INT)  +1 +1 +9
Knowledge: Religion +11 (INT)  +1 +1 +9
Perception +14 (WIS)  +0 +9 +5
  Ride +6 (DEX)  +6 +0 +0
Sense Motive +4 (WIS)  +0 +0 +4
Spellcraft* +14 (INT)  +1 +5 +8
Stealth +27 (DEX)  +6 +14 +7
Survival +15 (WIS)  +1 +9 +5
  Swim +2 (STR)  +2 +0 +0
Use Magic Device* +27 (CHA)  +6 +14 +7
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +9 (INT)  +1 +5 +3
Knowledge: Engineering +7 (INT)  +1 +0 +6
Knowledge: Geography +11 (INT)  +1 +1 +9
Knowledge: History +7 (INT)  +1 +0 +6
Knowledge: Nobility +7 (INT)  +1 +0 +6
Perform: Wind Instruments +27 (CHA)  +6 +14 +7
Perform: Oratory +14 (CHA)  +6 +1 +7
Perform: Act +10 (CHA)  +6 +0 +4
Perform: Dance +16 (CHA)  +6 +3 +7
Sleight of Hand* +14 (DEX)  +6 +5 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Favored Class (Bard): +1 skill point (Selected 14 times)
+4 to all Cha based checks and Sense Motive, +6 vs Fey

Poor Maneuverability Fly -4: (+14), +2 small
Feats

Point Blank Shot (lvl 1): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Arc Slinger (lvl 3): When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot’s damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).

Precise Shot (lvl 5): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Toughness (lvl 7):You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Intimidating Performance(lvl 9): When you start a performance (or a raging song) as a move or swift action, you can use a standard action to demoralize a foe, attempting a Perform check appropriate to your performance in place of the Intimidate check. Your performance must be one with an audible component.

Lingering Performance(lvl 11): The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Great Fortitude (lvl 13): You get a +2 bonus on all Fortitude saving throws.

Special Abilities

Weapon familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

Automatic Bonus Progression:
Mental Prowess: Cha +4, +2 Wis
Physical Prowess: Dex +4, +2 Str
Resistance +5 (Saves)
Toughening +2 (Natural Armor to AC)
Deflection +2 (Deflection to AC)

Traits

Child of Nature (Religion): The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.

Bountiful Herb-Lore (Basic/Magic): Once per day after 15 minutes of foraging, you can sprinkle nutritious herbs into a magical consumable item (such as a potion of cure light wounds). If the item is consumed within 1 minute, it provides nourishment as if it were a normal meal to the creature that partakes of it.

Pride (Drawback): When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Sling +20 x2 Bludgeoning 100ft Stones 1d3+5
Point Blank Shot (Sling) +21 x2 Bludgeoning 30ft Stones 1d3+6
Shortsword +12 19-20 x2 Slashing/Piercing Melee N/A 1d4+2
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Masterwork Studded Leather+5Light015%10lbsAttuned
Arms & Equipment

Wand of Cure Light Wounds (44 charges) (750gp)
Wand of Mount (50 charges) (750gp)
Wand of Endure Elements (34 charges) (750gp)
Gloves of Elvenkind (7500gp)
Bag of Holding type II (5000gp)
Horn of Fog (2000gp)
Ring of Feather Falling (2200gp)
Mystery Rod of Poison

Class Features

Level 4: Cha increased by 1
Level 8: Dex increased by 1
Level 12: Dex increased by 1

Possessions & Property

1022gp 1sp 4cp

Masterwork Musical Instrument (Horn of Blasting) (100gp)
Spell Component Pouch (5gp)
Explorer's Outfit (8gp)
Waterskin (1gp)
10-foot pole
Cold Iron Weapon Blanch (x3) (60gp)
Sling Bullets (x100) (5sp) (15 used)
Belt harness for his warhorn
Bedroll (1sp)
Tent (10gp)
Signal Whistle (8sp)
Silk Role 100ft (20gp)
Flint and Steel (1gp)
Iron Pot (8sp)
Spellbook (empty) (15gp)
Inkpen (1sp)
Ink (2oz) (16gp)
Chalk x5 (5cp)
Belt Pouches x2 (2gp)

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

Robe of the Faerie Queen

Aura: Moderate Transmutation;  Caster Level: 14;  Body Slot: Body;  Price: 4800gp;  Weight: 1lbs 

When donned, this sheer, sleeved robe fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color of the wearer’s choice, and a second command word ends the glow.   8th Level: The mantle magnifies and sharpens the wearer’s beauty such that her +4 competence bonus now applies on all Charisma checks, Charisma-based skill checks, and Sense Motive checks against any creature. Against fey, the bonus increases to +6.   10th Level: The mantle’s wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (Will DC 14 negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours.   12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area.   14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability).


Construction Requirements:
Cost 132,000 gp; Feats Craft Wondrous Item; Spells eagle’s splendor, faerie fire, fly, mage’s magnificent mansion, sunburst, suggestion; Special creator must be fey

 

Sling

Damage (S) Damage (M) Type Critical Range
1d3+3 Bludgeoning x2 50ft

Weight: -

This is Fair Bargain's attuned weapon.


 

Masterwork Studded Leather Armor

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
6 5 0 15% 30 20

Special: Fair Bargain's attuned armor (+3 AC)
Cost: 175gp
Weight: 10lbs

 

Shortsword

Damage (S) Damage (M) Type Critical Range
1d4 Slashing/Piercing 19-20 x2 Melee

Special: Masterwork, sized for a small creature.
Cost: 310gp
Weight: 1lbs

 
PFRPG Core

Horn of Blasting

Aura: Moderate Evocation;  Caster Level: 8;  Body Slot: N/A;  Price: 20100gp;  Weight: 1lb 

This spiraling animal horn can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they’re held, worn, or carried by creatures (Fortitude DC 16 negates). If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it.   This horn is originally Maer's warhorn, enchanted by the fey. It is also a Masterwork Musical Instrument.


Construction Requirements:
Feats Craft Wondrous Item, shout; Cost 10,000 gp

 

The statblocks of your class features

Bardic Performances

36 rounds/day


Prerequisite(s)

Bard

Benefits

Bardic Performances: Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.   Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.   Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (6), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.   Inspire Courage (Su) (+3): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.   Inspire Competence (Su) (+4): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.   Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.   Incite Rage (Su): At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard’s performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components.   Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.   Song of the Fallen (Sp): At 10th level, a savage skald can duplicate the effect of a Horn of Valhalla. This effect requires 10 continuous rounds of performance and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the bard continues his performance. This ability requires audible components.   Silver Horn Barbarian: Brass Horn Barbarian   Berserkergang (Ex): At 12th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.   Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.

Versatile Performance


Prerequisite(s)

Bard

Benefits

Versatile Performance (Wind: Diplomacy, Handle Animal): A bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill.   Wind Instruments (Diplomacy, Handle Animal)   Oratory (Sense Motive, Diplomacy):   Act (Bluff, Disguise):   Dance: Acrobatics, Fly

Bardic Knowledge


Prerequisite(s)

Bard

Benefits

Bardic Knowledge: A bard adds half his class level (6) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Lore Master

Take 20 2/day


Prerequisite(s)

Bard

Benefits

At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Well Versed


Prerequisite(s)

Bard

Benefits

At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Fair Bargain's backstory

Hailing from a Talarak tribe in Friac'seoue, Maer came of age just as the plague first arrived on the continent. While one might accept the shared malady to dim even the fractious tribes' appetite for war, it was not so for Maer's tribe. Already having had rocky relations with catfolk clans neighboring, many of these hinterland tribes blamed eachother for the plague. Seizing upon an excuse to drive their neighbors off good grazing land, Maer's tribe went to war.
As a warrior and horncaller in these skirmishes, Maer's stature among the tribe rose. Nevertheless, not all in the tribe agreed with such a belligerent stance, not least of whom was Maer's own sister, Selina, who claimed to have talked to the catfolk who suffered from the same plague. The chieftess' brother did not take kindly to this idea, and accused Selina of lying, or even attempting to spread the plague for their rival tribes' benefit. Maer, incensed, struck the chieftess' brother and challenged him to a duel.
 
This action did not go over well, as Maer was instead exiled from the tribe. He wandered the wilds for a time, until he came upon a nymph. The nymph promised him that his status would be restored, and he would have revenge on the man who arranged his exile. All he had to do was follow her, and grant her a favor.
 
The nymph drew him into the Godless Realm, took all that he had, and then abandoned him. He would've died there, if another denizen of the Godless Realm had not arrived. The fey asked him what he would give for his life, and he answered "my name". The fey judged this a fair bargain, and saved his life, transporting him into the shadow plane.
 
Though Maer wished to be returned to the prime, Silent Sunset would or could not offer such service. Instead, Maer was stranded, and drafted into the service of this strange shadow plane creature. Silent Sunset turned out to be a fixer of sorts, handling things as menial as driving off black caps to more expensive services. Maer was another in a long line of tools, if a reluctant one.
 
He had begun to lose hope of finding a way out of Pariltakb when an extraordinary beast broke the barriers between the planes and burst into the city. The thunderbird had arrived, and it wanted to leave a message. And Maer wanted out, no matter where. So the thunderbird offered to whisk him to the prime, if he would deliver a message. Maer judged this a fair bargain.
 
Though Silent Sunset was not especially happy to have Maer leave, the fey made a last offering to the halfling. Informing him where the nymph from so long ago might reside now, Silent Sunset bid him farewell, and told him to "take justice, if he wants it".
 
Now, Fair Bargain is looking for the Avian Ambassadors, and considering if Silent Sunset's last offering is worth following up on.

Statblocks for your spells.

Level 0 Spells

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

Prestidigitation


universal \ \

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
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.
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) )
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.
SRD

Ghost Sound

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.


illusion \ (figment) \
bard 0, magus 0, psychic 0, sorcerer/wizard 0-level
Save: Will disbelief
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: illusory sounds
Componenent: V, S, M (a bit of wool or a small lump of wax)

Description

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.   The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.   Ghost sound can enhance the effectiveness of a silent image spell.   Ghost sound can be made permanent with a permanency spell.   Can this create intelligible speech? Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can’t make out what the “people” are saying. After all, it is a cantrip, and shouldn’t be as good as ventriloquism (which is a higher-level spell).

Level 1 Spells

Abundant Ammunition


conjuration \ summoning \ bard 1, cleric 1, psychic 1, ranger 1, sorcerer/wizard 1 CASTING

Casting time: 1 standard action
Duration: 1 minute/level
Targets: one container touched

Description

Components V, S, M/DF (a single piece of ammunition)
Saving Throw none; Spell Resistance no
  DESCRIPTION   When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.

Silent Image


illusion \ Figment \
bard 1, magus 1, psychic 1, sorcerer/wizard 1-level
Save: Will disbelief (if interacted with)
SR: no

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: concentration
Effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Description

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Remove Fear


Abjuration \ \
bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Domain: liberation 1
Componenent: V, S

Description

You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.   Remove fear counters and dispels cause fear.
SRD

Grease

A grease spell covers a solid surface with a layer of slippery grease.


conjuration \ (creation) \
bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1; Elemental School earth 1-level
Save: see text
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level (D)
Targets: one object or 10-ft. square
Componenent: V, S, M (butter)

Description

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.   The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

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.
PFRPG Core

Expeditious Retreat


Transmutation \ \
alchemist 1, bard 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1-level

Casting time: 1 standard action
Range: personal
Targets: you
Componenent: V, S

Description

This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Level 2 Spells

Advanced Player's Guide

Cacophonous Call


Enchantment \ Compulsion \
bard 2-level
Save: Will Negates
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, M (a scrap of sheet music)

Description

You fill your target’s mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save.
Ultimate Combat

Tongues


Divination \ \
alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, medium 2, mesmerist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3-level
Save: Will negates (harmless)
SR: no

Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: creature touched
Bloodline: Aberrant 3

Description

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.   Tongues can be made permanent with a permanency spell.
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)

Tactical Acumen


Enchantment \ Compulsion \ Mind-affecting
bard 2, inquisitor 2, magus 2, medium 2, occultist 2, paladin 1, psychic 2, sorcerer/wizard 2-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: 30 ft.
Duration: 1 round/level (D)
Area: The caster and all allies within a 30-ft.-radius burst, centered on the caster
Componenent: V, S, M/DF (a small piece of a map)

Description

Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).
SRD

Hold Person

The subject becomes paralyzed and freezes in place.


Enchantment \ Compulsion, Mind Affecting \

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Effect: Saving Throw Will negates; see text; Spell Resistance yes
Targets: one humanoid creature

Description

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

When augmented

Hold Person, Mass   School enchantment (compulsion) [mind-affecting]; Level mesmerist 6, psychic 7, sorcerer/wizard 7, witch 7   Targets one or more humanoid creatures, no two of which can be more than 30 ft. apart   This spell functions like hold person, except as noted above.
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.

Level 3 Spells

PFRPG Core

Fear


Necromancy \ Emotion, Fear \ Mind-affecting
antipaladin 4, bard 3, bloodrager 4, inquisitor 4, shaman 4, sorcerer/wizard 4, witch 4-level
Save: Will partial
SR: yes

Casting time: 1 standard action
Range: 30ft
Duration: 1 round/level or 1 round; see text
Area: cone-shaped burst
Bloodline: Draconic 4, Ghoul 4
Componenent: V, S, M (the heart of a hen or a white feather)

Description

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
SRD

Haste

One creature/level moves faster, receives +1 on attack rolls, AC, and Ref lex saves


Transmutation \ \
3 (2)-level
Save: Fortitude negates (harmless)
SR: Yes (harmless)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Targets: one creature/level, no two of which can be more than 30 ft. apart
Componenent: V, S, M (a shaving of licorice root)

Description

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.   When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)   A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.   All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.

Mythic Effects

Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature’s normal speed for that movement type.   Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature’s normal speed. If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.
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.

Good Hope


Enchantment \ Compulsion \
Bard 3-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 min./level
Targets: one living creature/level, no two of which may be more than 30 ft. apart
Componenent: V, S

Description

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.   Good hope counters and dispels crushing despair.
Core

Phantom Steed


Conjuration \ Creation \
Bard 3, Bloodrage 3, Magus 3, Sorcerer/Wizard 3, Summoner 2-level
Save: none
SR: no

Casting time: 10 minutes
Range: 0ft
Duration: 1 hour/level (D)
Effect: one quasi-real, horse-like creature
Componenent: V, S

Description

You conjure a Large, quasi-real, horse-like creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.   The mount is AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider’s weight plus up to 10 pounds per caster level.   These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.   8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.   10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).   12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.   14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.

Level 4 Spells

PRPG Core

Dimension Door

Teleports you a short distance.


Conjuration \ Teleportation \
4 (3)-level
Save: none and Will negates (object)
SR: no and yes (object)

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: instantaneous
Targets: you and touched objects or other touched willing creatures
Domain: Travel 4
Bloodline: Arcane 4
Componenent: V

Description

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.   If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.   If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.

Mythic Effects

The duration of this spell changes to 1 round per 2 caster levels, and it creates A temporary, invisible, one-way portal in your square to your destination. You immediately pass through the portal and arrive at the destination, but you can’t take any other creatures with you.   When casting the spell, you can designate a number of creatures equal to your caster level.   These creatures can see and use the portal, passing through it to arrive at the destination (this isn’t an action). A creature that passes through the portal can’t take any other actions until its next turn.
PFRPG Core

Freedom of Movement


Abjuration \ \
alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: personal or touch
Duration: 10 min./level
Targets: you or creature touched
Domain: liberation 4, luck 4
Bloodline: Destined 4
Componenent: V, S, M (a leather strip bound to the target), DF

Description

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.   The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
Advanced Player's Guide

Discordant Blast


evocation [sonic] \ \
bard 4-level
Save: none
SR: yes

Casting time: 1 standard action
Range: 10 ft. or 30 ft.
Duration: instantaneous
Area: see text
Componenent: V, S

Description

You create a wave of thunder and force, either in a 10-foot radius burst centered on you or in 30-foot cone-shaped burst.   Creatures in the area take 3d6 points of sonic damage and are pushed away as if bull rushed. Make a combat maneuver check and apply its results to each creature in the area. Your CMB for this bull rush is equal to your caster level plus your Charisma modifier. This bull rush does not provoke an attack of opportunity. A discordant blast cannot penetrate a silence spell (or any similar magical silence effect).

Mythic Effects

The damage dealt increases to 5d6 points of sonic damage, and you gain a +2 bonus on combat maneuver checks to the bull rush opponents. The spell can penetrate non-mythic magical silence and dispels any non-mythic silence effect of 4th level or lower.
Pathfinder Roleplaying Game: Advanced Class Guide

Feast On Fear


Necromancy \ \ Emotion, Fear, Mind-Affecting
Bard 4, Shaman 5, Sorcerer/Wizard 5, Witch 5-level
Save: Fort negates
SR: Yes

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

Description

Each round as a standard action, you can target a single living creature of up to 9 HD and strike it with terrifying waves of power. If the target fails its saving throw, it becomes panicked for 1d4 rounds, and you gain 5 temporary hit points (which disappear after 1 hour). After the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time.   These temporary hit points stack if they are from different creatures.

Level 5 Spells

Advanced Player's Guide

Frozen Note


Enchantment \ Compulsion \ Mind-affecting, Sonic
Bard 5-level
Save: Will partial; see text
SR: yes

Casting time: 1 standard action
Area: 30-ft.-radius emanation centered on you
Targets: any number of creatures within area
Componenent: V

Description

You produce and sustain a single perfect musical note that holds nearby creatures, friend as well as foe, utterly spellbound until you stop singing. Affected creatures are both paralyzed and oblivious to their surroundings so long as you maintain the note.   Maintaining this note requires your absolute attention; if you take damage or take any other action, including moving from your current square, the spell instantly ends. Creatures that succeed in their initial Saving Throw must make a new one for each round they spend within the area of the spell until they fail and become captivated. Creatures with 4 or more Hit Dice greater than your caster level are not affected by this spell. However, those with 4 or more Hit Dice less than your caster level do not receive a Saving Throw to resist it. The note is so clear and flawless that less than extraordinary attempts to avoid hearing it merely grant targets a bonus on their saving throws. Targets get a +2 circumstance bonus on their Saving Throw for each barrier between your voice and their ears. This includes such things as a creature stopping up its ears with wax, closing all windows and doors in a nearby building, or even crawling into a barrel and pulling down the top.   If a target that had previously made its Saving Throw loses the benefit of one or more of its barriers it must immediately make a new Saving Throw. Similarly, any target that had previously failed its Saving Throw gets a new save each time it gains the protection of a barrier.
PFRPG Core

Persistent Image


Illusion \ Figment \
Bard 5, Sorcerer/Wizard 5-level
Save: Will disbelief (if interacted with
SR: no

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: 1 min./level (D)
Effect: figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Bloodline: Efreeti 5
Componenent: V, S, F (a bit of fleece)

Description

This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.
PFRPG Core

Shadow Evocation


Illusion \ Shadow \ Shadow
bard 5, sorcerer/wizard 5-level
Save: Will disbelief (if interacted with)
SR: Yes

Range: see text
Duration: see text
Effect: see text
Componenent: V, S

Description

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.   Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.   Objects automatically succeed on their Will saves against this spell.

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


Created by

Frogdrake.

System

Pathfinder 1e

Statblock Type

Character Sheet

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