Ardan SpellSword | Character Sheet | Pathfinder 1e | Statblocks & Sheets | World Anvil

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Ardan SpellSword CG
Character Name Alignment
Magus 12
Character Level
Elf (Sidhe) M
Race Size
Male 51
Gender Age
6ft 2in 148lb
Height Weight
Black Green
Hair Eyes
Taz
Player
Tuatha de Dannan -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES

 
 
 
 
 
 
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 ( +0 ) +0
Dex
Dexterity
22 +6 ( +0 ) +0
Con
Constitution
12 +1 ( +0 ) +0
Int
Intelligence
23 +6 ( +0 ) +0
Wis
Wisdom
12 +1 ( +0 ) +0
Cha
Charisma
12 +1 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
108
0
0
Initiative
Dex
Modifier
+12
+6
+6
BAB
+9/4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
24
+0
+0
+6
Size
Natural
Deflection
Misc
+0
+2
+0
+6
Touch
24
Flat Footed
18
Flat Footed + Touch
18
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +9 +8 CON +1 +0 +0 +0
Reflex +10 +4 DEX +6 +0 +0 +0
Will +9 +8 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+9 +8 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
23 10 +6 +1 +6 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Elven
Elfin
Orc
Sylvan
Draconic
Goblin

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
17
12
9
6
2
0
0
0
0
0
Per Day
4
4
4
3
1
0
0
0
0
Bonus
-
2
2
1
1
1
0
0
0
0
DC
17
18
19
20
0
0
0
0
0
SKILLS
CS Skill Total AB Mod Ranks Misc
  Acrobatics +6 (DEX)  +6 +0 +0
  Appraise +6 (INT)  +6 +0 +0
  Bluff +1 (CHA)  +1 +0 +0
Climb +1 (STR)  +1 +0 +0
Craft: Blacksmith +21 (INT)  +6 +12 +3
  Diplomacy +1 (CHA)  +1 +0 +0
  Disguise +1 (CHA)  +1 +0 +0
  Escape Artist +6 (DEX)  +6 +0 +0
Fly +21 (DEX)  +6 +12 +3
  Heal +1 (WIS)  +1 +0 +0
Intimidate +1 (CHA)  +1 +0 +0
Knowledge: Arcana +21 (INT)  +6 +12 +3
Knowledge: Dungeoneering +21 (INT)  +6 +12 +3
  Knowledge: Engineering +6 (INT)  +6 +0 +0
  Knowledge: Geography +6 (INT)  +6 +0 +0
  Knowledge: History +6 (INT)  +6 +0 +0
  Knowledge: Local +6 (INT)  +6 +0 +0
  Knowledge: Nature +6 (INT)  +6 +0 +0
  Knowledge: Nobility +6 (INT)  +6 +0 +0
Knowledge: Planes +21 (INT)  +6 +12 +3
  Knowledge: Religion +6 (INT)  +6 +0 +0
  Perception +3 (WIS)  +1 +0 +2
Profession: Sailor +1 (WIS)  +1 +0 +0
Ride +6 (DEX)  +6 +0 +0
  Sense Motive +1 (WIS)  +1 +0 +0
Spellcraft* +21 (INT)  +6 +12 +3
  Stealth +18 (DEX)  +6 +0 +12
  Survival +1 (WIS)  +1 +0 +0
Swim +1 (STR)  +1 +0 +0
Use Magic Device* +16 (CHA)  +1 +12 +3

* only usable when trained (rank 1 and higher)
Feats

Weapon Finesse

With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls

Weapon Focus (Spiral Rapier)

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Craft Wondrous Item

You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Improved Weapon Finesse
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on Damage rolls

Craft Magic Arms and Armor
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Weapon Specialization

You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Craft Wand

You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

Improved Familiar
When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
Forge Ring
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.

Traits

Elven Immunities

Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses

Elves receive a +2 racial bonus on Perception checks.

Elven Magic

Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Low-Light Vision

Elves can see twice as far as humans in conditions of dim light.

Arcane Focus

Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Spiral Rapier +1 {18-20}x2 Piercing Contact None 1d6
Blocking, Disarm +

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

Magic Item stuff and money

scroll costs
0 12.5 gp
1st 25 gp
2nd 150 gp
3rd 375 gp
4th 700 gp
5th 1,125 gp
6th 1,650 gp
wand making costs spell level X caster level X 750gp
 
Magnifying Glass of True Seeing (Slotless)
Like Truesight Goggles, but doesn’t have to be strapped on, bears the symbol of the ship Glory Rose, a Man-o-war lost and presumed sunk in Wyndsmere some 30 years ago. This glass also sheds light in a 15-foot radius and can use that light (or other ambient light) to create a moonbeam effect once per 24 hours.
 
 
Broach of Shielding (neck)(not wearing)
It can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
 
Amulet of Natural Armor (neck) +3
This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
 
Headband of Vast Intelligence +2 (Stealth) (headband)
This intricate gold headband is decorated with several small blue and deep purple gemstones.
The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.
 
Gloves of Apprentice’s Cheating (hands)
These nondescript white gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility. The wearer of these gloves can employ mage hand and prestidigitation at will.
 
Belt of Incredible Dexterity (belt) +2
The belt grants the wearer an enhancement bonus to Dexterity of +2
 
Armiger’s Panoply (wrists)(wearing)
An armiger’s panoply is a magic item set made up of one pair of bracers and a large leather sack. The bracers are normally forearm guards made in the style of masterwork padded or quilted cloth armor. They are often made of silk or high quality linen, though they can also be crafted of leather or even chain links. A command word is normally inscribed on the inside of one of the bracers.
The sack can be used to store a single suit of armor, including a shield. The armor retains its normal weight when stored. If items other than a suit of armor and a shield are put in the sack, they immediately fall through.
 
Three times per day, the wearer of the bracers can speak the panoply’s command word to have the suit of armor and shield stored in the sack teleport onto the wearer. The sack must be within 500 feet of the wearer of the bracers in order to function.
 
If the wearer is already in a suit of armor, it is teleported into the sack at the same time the new armor is teleported onto the user’s body. As long as the armor to be worn is the same size as the user, it fits perfectly and doesn’t interfere with anything else worn or hindering the user, including any grapple or tight space the wearer might be trapped in.
 
Bracers of Armor +2 (wrists)(non-wearing)
These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals.
Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
 
Alternatively, bracers of armor can be enchanted with armor special abilities. See Table: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.
 
Masterwork Spiral Rapier +1 Corrosive Bust
new Spiral Rapier made of star metal (goal)
 
upgrading Bracers of Armor to +4 cost 6000 gp takes 12 days
upgrading Headband of Vast Intelligence cost 6,000gp time 6 days
Cloak of Resistance +3 cost 4,500 gp takes 9 days
 
magic item research to do list
safe com lines (high must be ASP)
magic sign that can change what is written on it
oil of drunkenness (low)
Magic Flashlight/Headlamp
ardan's snow mansion (a spell that can only be used in a snow fill inevoment, uses the snow to make a mansion)
ele lute

The statblocks of your class features

Arcane Pool

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
 
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 
1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
 
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
 
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
 
At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Diminished Spellcasting

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense

At 1st level, when a Kensai is wielding his chosen weapon, he gains the canny defense ability. Adds 1 of Intelligence bonus (if any) per magus class level as a dodge bonus to her Armor Class while
wielding his chosen weapon. If a Kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Spellstrike

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Perfect Strike

At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Wand Wielder

The magus can activate a wand or staff in place of casting a spell when using spell combat.

Spell-Scars

The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat.
The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

Spell Blending

When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.

Fighter Training

Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.

Iaijutsu

t 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

Critical Perfection (Ex)

At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.

Fighter Training

Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.

Wand Mastery

Whenever the magus uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Prepared spells

level 0
read magic
Prestidigitation
Arcane Mark
Ray of Frost
Mage Hand
level 1
Shield
Shocking Grasp
Mage armor
Level 2
Frigid Touch
Bull’s Strength
arcane points 6

Statblocks for your spells.

Level 0 Spells

Acid Splash

You fire a small orb of acid at the target.


conjuration \ creation \

Casting time: 1 standard action
Range: 25ft +5ft/2 levels
Duration: Instantaneous
Area: none
Effect: One orb of acid
Targets: one

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.
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).

Dancing Lights


Evocation \ \

Casting time: 1 standard action
Range: 100ft + 10ft per level
Duration: 1 minite
Effect: Up to four lights, all within a 10-ft.-radius area
Targets: none
Domain: Light

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.
PPC: Agents of Evil

Detect Fiendish Presence

Detect traces left by fiend and evil taint


Divination \ \

Casting time: 1 standard action
Range: Self
Duration: concentration, up to 10 min. /lvl
Area: 60 ft cone shaped emanation

Description

This spell functions like detect evil, except that it detects only outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells. It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords.
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

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.

Flare


evocation [light]; \ \ bard 0, druid 0, magus 0, psychic 0, sorcerer/wizard 0

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: burst of light

Description

Components V
Saving Throw Fortitude negates; Spell Resistance yes

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Grasp


divination; \ \ arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, magus 0, psychic 0, skald 0, sorcerer/wizard 0, warpriest 0, witch 0

Casting time: 1 immediate action
Range: personal
Duration: instantaneous
Targets: you

Description

Components V
Saving Throw none; Spell Resistance no       You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.   Section 15: Copyright Notice Pathfinder Player Companion: Heroes of the Darklands © 2017, Paizo Inc.; Authors: Robert Brookes, Eleanor Ferron, Michelle Jones, Alex Riggs, and Nicholas Wasko.
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

Mage Hand

You point your finger at an object and can lift it and move it at will from a distance.


Transmutation \ \

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

Description

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

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.

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.

Disrupt Undead


Necromancy \ \

Casting time: 1 standard action
Range: 25 ft + 5 ft per 2 level
Duration: instantaneous
Effect: Ray

Description

You direct a ray of positive energy.   You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Ghost Sound


Illusion \ Figment \

Casting time: 1 standard action
Range: 25 ft + 5 ft per 2 level
Duration: 1 round per level
Effect: illusory sounds

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.

Open-Close


Transmutation \ \

Casting time: 1 standard action
Range: 25 ft + 5 ft per 2 level
Duration: instantaneous

Description

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

Ray of Frost


Evocation \ \

Casting time: 1 standard action
Range: 25 ft + 5 ft per 2 level
Duration: Instantaneous
Effect: Ray

Description

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Level 1 Spells

PRPG Core Rulebook pg. 342

Shield


abjuration \ \ [Force]

Casting time: 1 standard action
Range: personal
Duration: 1 min./level (D)
Targets: You

Description

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Frostbite


Transmutation \ \

Casting time: 1 standard action
Range: Touch
Duration: Instantaneous

Description

Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level. Spell Resistance yes

Shocking Grasp


Evocation \ \

Casting time: 1 standard action
Range: Touch
Duration: Instantaneous

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). Spell Resistance yes

Magic Missile


Evocation \ \

Casting time: 1 standard action
Range: 100 ft + 10 ft per level
Duration: Instantaneous
Targets: up to five creatures, no two of which can be more than 15 ft. apart D

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.

Corrosive Touch


Conjuration \ \

Casting time: 1 standard action
Range: Touch
Duration: Instantaneous

Description

Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).

Mage’s Perusal


Divination \ \

Casting time: 1 standard action
Range: Touch

Description

You gain a brief but incomplete understanding of one book’s contents, equivalent to having skimmed its pages for 1 hour. This insight is not sufficient to translate unknown languages, decipher codes, or memorize text, but it does allow the caster to learn what topics the book discusses— invaluable to an adventurer who must make a snap decision when performing research or deciding whether or not to abscond with a volume. In addition, you instantly benefit from any bonuses or effects the book would normally grant to anyone who reads it for 1 hour.

Secluded Grimoire


Conjuration \ \

Casting time: 1 Round
Range: Touch
Targets: Spellbook touched

Description

This spell sends a spellbook into a random but safe location on the Ethereal Plane, where it remains indefinitely. When you cast this spell, the target spellbook dissolves into quickly fading lines of energy and runes that reflect all of the spells stored within. Thereafter, you can retrieve the spellbook by concentrating as a standard action, causing it to reappear in your hands. You cannot cast this spell on another spellbook if you currently have a spellbook in the Ethereal Plane. No other creatures or objects accompany the spellbook you send away, and the duration of any spells currently affecting the spellbook continue normally.

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.

Feather Fall


Transmutation \ \
-level
SR: yes (object)

Casting time: 1 immediate action
Range: 25 ft. + 5 ft./2 levels
Duration: until landing or 1 round/level
Targets: one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart

Description

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.   The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.   This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.   Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
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.
SRD

Vanish


illusion \ (glamer) \
bard 1, magus 1, psychic 1, sorcerer/wizard 1-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: touch
Duration: 1 round/level (up to 5 rounds) (D)
Targets: creature touched
Componenent: V, S

Description

This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature. 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.
PRPG Core Rulebook pg. 330

Reduce Person


transmutation \ \

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level (D)
Targets: one humanoid creature

Description

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.   A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.   All equipment worn or carried by a creature is similarly reduced by the spell.   Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).   Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.   Reduce person can be made permanent with a permanency spell.

Expeditious Retreat


\ \
-level

Casting time: 1 standard action
Duration: 1 min./level

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).

Mythic Effects

The speed bonus from the spell increases to 40 feet. Add your tier to Acrobatics checks to avoid attacks of opportunity from movement, and when your movement provokes an attack of opportunity, add your tier to your AC against that attack.

Level 2 Spells

Frigid Touch


Evocation \ \
2-level
SR: Yes

Casting time: 1 standard action
Range: Touch

Description

Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead.
Pathfinder Roleplaying Game Core Rulebook.

Cat's Grace


Transmutation \ flowing , Wood \

Casting time: 1 standard action
Range: Touch
Duration: 1 min./level
Targets: creature touched

Description

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

When augmented

Cat’s Grace, Mass   School transmutation; Level bard 6, druid 6, magus 6, psychic 6, sorcerer/wizard 6, summoner 4, unchained summoner 6; Elemental School wood 6   CASTING   Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart   DESCRIPTION   This spell functions like cat’s grace, except that it affects multiple creatures.

Effortless Armor


Transmutation \ \
2-level

Casting time: 1 standard action

Description

Armor you wear no longer reduces your speed. You also reduce the armor’s armor check penalty by 1 + 1 per five caster levels (maximum 5).

Bull’s Strength


\ \
-level

Casting time: 1 standard action
Range: Touch
Duration: 1 minute per level

Description

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
PFRPG Core

Acid Arrow

 Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.


Conjuration \ Creation \ acid

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: 1 round
Area: 1
Effect: one arrow of acid
Targets: 1
Domain: 1
Deity: 1
Bloodline: 1
Patron: 1

Description

An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.

When augmented

1

Mythic Effects

1

Elemental Touch


evocation \ \
2-level
SR: No

Casting time: 1 standard action
Duration: 1 round/level
Targets: self
Componenent: V, S, M (a bit of the chosen element: earth, water, air, or fire)

Description

Upon completing the casting of this spell, elemental energy infuses your hands.   Choose an energy type: acid, cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along with a special effect described below. You also deal energy damage and the related special effect when you attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can never apply to multiple weapons.   Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The target must make a Fortitude save or be sickened for the duration of the ongoing acid damage. Cold: The target must make a Fortitude save or be fatigued. A creature that is already fatigued suffers no additional effect. Electricity: The target must make a Fortitude save or be staggered for 1 round. Fire: Your hands ignite and shed light as a torch. Your touch may cause targets to catch on fire. Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.

Mirror Image


illusion \ \
2-level

Casting time: 1 standard action
Duration: 1 min./level
Targets: self
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).

Bear’s Endurance


\ \
-level

Casting time: 1 standard action
Duration: 1 min./level

Description

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.

Bull’s Strength


\ \
-level

Casting time: 1 standard action
Range: Touch
Duration: 1 minute per level

Description

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Level 3 Spells

Lightning Bolt


evocation \ [electricity \ bloodrager 3, magus 3, sorcerer/wizard 3, witch 3;

Casting time: 1 standard action
Range: 120 ft.
Duration: instantaneous
Area: Area 120-ft. line

Description

Components V, S, M (fur and a glass rod)
Saving Throw Reflex half; Spell Resistance yes     You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.   The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Vampiric Touch


evocation \ \
3-level
Save: None
SR: Yes

Casting time: 1 standard action
Range: Touch
Duration: instantaneous/1 hour; see text
Targets: living creature touched
Componenent: V, S

Description

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the subject’s current hit points + the subject’s Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.

Mythic Effects

The spell’s damage increases to 1d8 points of damage per 2 caster levels (maximum 10d8). Your melee touch attack to deliver the spell threatens a critical hit on a 19 or 20. This expanded threat range doesn’t stack with other effects or abilities that increase the threat range. If the damage kills the target, you gain fast healing 5 for a number of rounds equal to the Hit Dice of the target.
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.

Keen Edge


transmutation \ \
3-level

Casting time: 1 standard action
Range: 25 ft. + 5 ft./2 levels
Duration: 10 min./level
Targets: one weapon or 50 projectiles, all of which must be together at the time of casting
Componenent: V, S

Description

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.   Multiple effects that increase a weapon’s threat range (such as the keen special weapon property and the Improved Critical feat) don’t stack. You can’t cast this spell on a natural weapon, such as a claw.
Core Rulebok

Fireball

1d6 damage per level, 20-ft. radius.


Conjuration \ Fire \
3-level
Save: Reflex half
SR: yes

Casting time: 1 standard action
Range: long
Duration: Instantaneous
Area: 20-ft.-radius spread
Componenent: V, S, M

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.

Force Punch


evocation \ \
-level
Save: Fortitude partial
SR: Yes

Casting time: 1 standard action
Range: Touch

Description

This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage

When augmented

Augmented (3rd): If you expend two uses of mythic power, you can cast this spell as a ranged touch attack with a range of close (25 feet + 5 feet per 2 caster levels), and the target is treated as two size categories smaller for the purpose of determining the total distance pushed.

Mythic Effects

The damage dealt increases to 1d6 points of force damage per caster level (maximum 10d6). If moving the target would push it into another creature’s space and it has at least 10 feet of distance remaining, you can attempt to overrun the other creature, adding your tier on the combat maneuver check. For each creature you overrun with the target, reduce the distance the target moves by 5 feet. If moving the target would push it into a solid obstacle (such as a wall or tree), the target takes damage as if it had fallen the distance pushed.

Level 4 Spells

Arcana Theft


Abjuration \ \
4-level
Save: None
SR: Yes

Casting time: 1 standard action
Range: Touch
Duration: instantaneous

Description

This spell functions as a targeted dispel magic spell, except it only affects creatures and it requires a melee touch attack. If the melee touch attack is successful and the spell successfully dispels one spell affecting the target, that spell is instead transferred to you, treating you as the original target. You do not receive a new saving throw or spell resistance check against this spell and must accept its affects even if they are not beneficial. This does not alter the spell’s duration; for example, if the spell only has 4 rounds of duration remaining when it is stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues for 1 hour per caster level of the original caster, after which it ends. The stolen spell does not revert to the original target.
PRPG Core

Invisibility, Greater

As invisibility, but subject can attack and stay invisible.


Ilusion \ Glamer \
4 (3)-level
Save: Will negates (harmless)
SR: yes (harmless) or yes (harmless, object)

Casting time: 1 standard action
Range: personal or touch
Duration: 1 round/level (D)
Targets: you or creature touched
Componenent: V, S

Description

This spell functions like invisibility, except that it doesn’t end if the subject attacks.

Stoneskin


abjuration \ \
-level

Casting time: 1 standard action
Range: touch
Duration: 10 min./level or until discharged
Componenent: V, S, M (granite and diamond dust worth 250 gp)

Description

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Wreath of Blades


Abjuration \ \
-level
Save: Reflex half (special, see below)
SR: no

Casting time: 1 standard action
Range: 5-foot-radius emanation centered on you
Duration: 1 round/level
Componenent: V, S, F (four mithral daggers, each worth at least 502 gp each)

Description

The daggers serving as focus of this spell take on a deadly sharpness as they animate and spin around you, creating a 5-foot-radius emanation of spinning mithral blades that moves with you. Any creature that starts its turn within the area of the spinning blades takes 1d4 points of damage for every two caster levels (maximum 10d4 at 20th level) and the damage bypasses DR/silver. Furthermore, the daggers ward off some attacks, in a way similar to the warding weapon spell. While subject to this spell, you do not provoke attacks of opportunity for casting spells, even from creatures with the Disruptive feat. Creatures with the Spellbreaker feat can easily bypass this defensive property, though they still take damage from the spell. Your casting (even failing to cast defensively) still provokes attacks of opportunity from creatures with that feat. Lastly, the blades that serve as the focus for this spell can be enchanted for greater effect. When all of the blades share the same enhancement bonus and special weapon qualities, a creature that is damaged by this spell is also treated as if hit by one of these weapons. For example, if a 12th-level magus casts this spell using four +1 frost mithral daggers as focus, the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as long as the daggers were commanded to be sheathed in ice. No matter the modifications made to the focus weapons, they must always be mithral daggers. No other type of weapons can serve as a focus for this spell.

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

stuffs

Backpack, bedroll, belt pouch, flint and steel, ink, Ink pen, iron pot, mess kit hemp rope(50 ft), spell component pouch, torches (10), Trail rations (5 days), Waterskin, Spellbook, Hammock, tent (small), Signal whistle, Moonrod, masterwork smithing tools, dress uniform

Created by

G_Man_No_99.

System

Pathfinder 1e

Statblock Type

Character Sheet

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