Razgriz the Magister
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Razgriz the Magister
Aasimar wizard 14 (exploiter wizard archetype)/ sorcerer 1
Neutral Good medium humanoid outsider (native)
Initiative +1; Senses darkvision 60 ft Perception +14
DEFENSE
AC 12, touch 12, flat-footed 10 (+1 Dex)
hp 112
Fort +4, Ref +4, Will +9; +4 vs death effects (racial), +2 vs energy drain, negative energy, and spells or spell-like abilities of the necromancy school (racial); further +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (racial); Add Charisma to all Will saves instead of Wisdom (Aboleth Bloodline)
Defensive Abilities Resist negative energy 5
OFFENSE
Speed 30 ft. fly 30 ft. (average)
Melee Staff of Power +10/+5
Special Attacks Aboleth Bloodline: Slime Glob (ranged touch, 30 ft. range) 7d4+7 acid on hit, plus 7 splash (8/day)
Aboleth Bloodline: Tentacles (melee touch, 15 ft. reach) 15d6 acid damage, attack with four tentacles as full-round action (5 rounds/day, non consecutive)
TACTICS
Ability Mastery (Feat): Once per day,in the morning, Razgriz focuses his thoughts for 10 minutes on [a suit of magic armor or a wondrous item that has a transmutation spell of 2nd level or higher listed in its construction requirements and that occupies a slot on your body] (his headband of vast intelligence). At the end of the meditation, he gains a +2 enhancement bonus to one ability score of his choice (Charisma becomes 21). This benefit lasts for 24 hours (until the next morning).
(He must wear the item in order to gain this benefit; if the item is removed before this feat's benefit ends, the benefit is immediately lost and cannot be regained until 24 hours have passed since the feat's last activation. He can gain only one benefit from this feat at a time.)
Aboleth Bloodline: Razgriz has a +4 inherent bonus to Intelligence. It increases to +6 at 17th level. In addition, Animals will not attack him unless they succeed on a Will save (DC 10 + half his level + Charisma modifier). At 11th level, the bonus to Intimidate checks increases to +4 and to +6 at 17th level.
STATISTICS
Str 12, Dex 12, Con 14, Int 28, Wis 16, Cha 21
Base Atk +10; CMB +17; CMD 28
Feats: Angelic Blood, Angel Wings, Angelic Flesh, Leadership (Score: 26; 15 from level, 5 from Charisma, 2 from Traits, 4 from Leadership feat story modifiers), Improved Familiar (faerie dragon, Skill Focus (Knowledge Arcana), Ability Mastery, Far-Roaming Familiar, Knowledge is Power, Craft Wondrous Items, Arcane Exploits: Familiar, Unfettered, Bloodline Discovery, Item Creation (Brew Potion), Natural-Born Leader (social trait), Ethical Leader (aasimar trait)
Languages Common, Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, Aboleth, Abyssal, Aquan, Terran, Auran, Ignan, Giant, Goblin, Infernal, Sylvan, Tengu, Undercommon, Necril, Aklo, Orc, Treant, Dark Folk, Gnoll, Sphinx
Skills Knowledges (Dungeoneering, Engineering, Geography, Local, Nature, Nobility, Planes, Religion) +22, Knowledge (History) +24, Knowledge (arcana) +28, Linguistics +27, Appraise +17, Spellcraft +17, Intimidate +14 Diplomacy +13, Fly +10, Perception +10
(10 skill ranks in all knowledges, 15 in Linguistics, 5 in Appraise, 5 in Spellcraft, 5 in Intimidate, 5 in Diplomacy, 6 in Fly, 7 in Perception)
Neutral Good medium humanoid outsider (native)
Initiative +1; Senses darkvision 60 ft Perception +14
DEFENSE
AC 12, touch 12, flat-footed 10 (+1 Dex)
hp 112
Fort +4, Ref +4, Will +9; +4 vs death effects (racial), +2 vs energy drain, negative energy, and spells or spell-like abilities of the necromancy school (racial); further +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (racial); Add Charisma to all Will saves instead of Wisdom (Aboleth Bloodline)
Defensive Abilities Resist negative energy 5
OFFENSE
Speed 30 ft. fly 30 ft. (average)
Melee Staff of Power +10/+5
Special Attacks Aboleth Bloodline: Slime Glob (ranged touch, 30 ft. range) 7d4+7 acid on hit, plus 7 splash (8/day)
Aboleth Bloodline: Tentacles (melee touch, 15 ft. reach) 15d6 acid damage, attack with four tentacles as full-round action (5 rounds/day, non consecutive)
TACTICS
Ability Mastery (Feat): Once per day,in the morning, Razgriz focuses his thoughts for 10 minutes on [a suit of magic armor or a wondrous item that has a transmutation spell of 2nd level or higher listed in its construction requirements and that occupies a slot on your body] (his headband of vast intelligence). At the end of the meditation, he gains a +2 enhancement bonus to one ability score of his choice (Charisma becomes 21). This benefit lasts for 24 hours (until the next morning).
(He must wear the item in order to gain this benefit; if the item is removed before this feat's benefit ends, the benefit is immediately lost and cannot be regained until 24 hours have passed since the feat's last activation. He can gain only one benefit from this feat at a time.)
Aboleth Bloodline: Razgriz has a +4 inherent bonus to Intelligence. It increases to +6 at 17th level. In addition, Animals will not attack him unless they succeed on a Will save (DC 10 + half his level + Charisma modifier). At 11th level, the bonus to Intimidate checks increases to +4 and to +6 at 17th level.
STATISTICS
Str 12, Dex 12, Con 14, Int 28, Wis 16, Cha 21
Base Atk +10; CMB +17; CMD 28
Feats: Angelic Blood, Angel Wings, Angelic Flesh, Leadership (Score: 26; 15 from level, 5 from Charisma, 2 from Traits, 4 from Leadership feat story modifiers), Improved Familiar (faerie dragon, Skill Focus (Knowledge Arcana), Ability Mastery, Far-Roaming Familiar, Knowledge is Power, Craft Wondrous Items, Arcane Exploits: Familiar, Unfettered, Bloodline Discovery, Item Creation (Brew Potion), Natural-Born Leader (social trait), Ethical Leader (aasimar trait)
Languages Common, Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, Aboleth, Abyssal, Aquan, Terran, Auran, Ignan, Giant, Goblin, Infernal, Sylvan, Tengu, Undercommon, Necril, Aklo, Orc, Treant, Dark Folk, Gnoll, Sphinx
Skills Knowledges (Dungeoneering, Engineering, Geography, Local, Nature, Nobility, Planes, Religion) +22, Knowledge (History) +24, Knowledge (arcana) +28, Linguistics +27, Appraise +17, Spellcraft +17, Intimidate +14 Diplomacy +13, Fly +10, Perception +10
(10 skill ranks in all knowledges, 15 in Linguistics, 5 in Appraise, 5 in Spellcraft, 5 in Intimidate, 5 in Diplomacy, 6 in Fly, 7 in Perception)
Last edited by Razgriz on Sat Nov 26, 2016 6:27 pm; edited 4 times in total
Razgriz- Posts : 8
Join date : 2016-11-18
Spellcasting
Razgriz is extremely protective of his arcane knowledge, and has come up with several layers of defense on his spell book.
Details on the nature of spells on his (non-combat) spell book below:
Details on the nature of spells on his (non-combat) spell book below:
- Spellbook of Razgriz:
- Level 0 Spells:
- Idyllic Sleep:
- CASTING
Casting Time 1 standard action
Components V, S, M (fine sand, rose petals, or a live cricket)
EFFECT
Range touch
Target one willing, living creature
Duration 8 hours (D)
DESCRIPTION
The target can get a good night’s sleep even in horrible conditions. Even wearing armor, lying on a slimy dungeon floor surrounded by corpses, a character can sleep soundly and only awakens* when the spell ends or is dismissed. This sleep is not a compulsion, however—it affects only willing targets.
- Cleanse of Alcohol:
- CASTING
Casting Time 1 round
Components V, S
EFFECT
Range touch
Target personal or one creature
DESCRIPTION
The target of a cleanse of alcohol spell finds himself completely cured of any effect caused by indulging in alcohol.
- Conjurer's Toolbelt:
- CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Effect conjures a nonmagical tiny object
Duration 1 min./level
DESCRIPTION
This spell creates a small tool that appears in your hand. The tool may not weigh more than 1 lb. and can be no larger than one cubic foot in size. The tool can be just about anything within the aforesaid limit and appropriate to the campaign. You could, for example, create a hacksaw, lock pick, crowbar, hammer, etc. The tool persists until it is broken, dispelled, or the duration of this spell expires. The tool will be of ordinary manufacture.
- Arcane Mark:
- CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
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).
- Decrypt:
- CASTING
Casting Time 1 round
Components V, S
EFFECT
Range touch
Target document touched
DESCRIPTION
You gain insight into an encrypted message. This spell gives you a +5 circumstance bonus to one Linguistics skill check you might need to interpret or read a document. While this doesn’t insure success, it does make the interpretation of encrypted messages much easier. This spell can be specifically used to counter the encrypt spell if you know the command word, and it automatically removes encryption created by the spell (though this doesn’t make the language it was written in any easier to interpret) when you state the command word along with its casting.
- Summarize:
- CASTING
Casting time 1 standard action
Components V, S
EFFECT
Range touch
Duration instantaneous
DESCRIPTION
This spell allows you to quickly summarize a text of up to 250 pages. If a text is over 250 pages, two or more castings of the spell are needed to summarize the entire text. The caster chooses the form of the summary at the time of casting: mental or audible. The summary, in the form of a short paragraph, is either mentally understood at the end of casting or audibly spoken at the end of the spell’s casting.
- Awaken:
- CASTING
Casting Time 1 immediate action
Components S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
DESCRIPTION
You snap your fingers, and one sleeping creature within range immediately awakens, as though slapped awake.
- Shelve:
- CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target five books per caster level
DESCRIPTION
This spell automatically places a book or scroll where it belongs within the confines of a library. This spell will work even if the library does not have a shelving system, as the spell will determine the proper place based on the will of the owner. Once the spell is cast, the caster needs only tap the book or scroll she wants shelved, and the spell will place it there. The book is moved telekinetically, not via teleportation, so closed doors and the like will block the spell from functioning. The items affected by this spell can only move to shelves within 200 feet of the caster.
- Signal:
- CASTING
Casting Time 1 standard action
Components V
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect loud sound
DESCRIPTION
You create a loud noise that can be easily heard by anybody within 1,000 ft. (no Perception check required). The noise can penetrate up to two feet of stone or six inches of iron. You can decide on the general sound of the noise, but it must be short and simple. For example a bell, a sword clashing, or a scream would all be possible, but a melody, multiple sounds of battle, or intelligible speech would not be possible.
- Unarm Foe:
- CASTING
Casting Time 1 standard action
Components S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw none; Spell Resistance yes
DESCRIPTION
This spell allows you to attempt to disarm a creature with a minor blast of force. You make a Combat Maneuver check with your CMB equal to your caster level check plus relevant caster ability modifier. If successful, the defender is disarmed. The object falls to the ground at the defender’s feet.
- Alter Taste:
- CASTING
Casting Time 1 standard action
Components V, S, M (pinch of salt or spice)
EFFECT
Range 10 ft.
Target one meal of 1 cu. ft./level
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
This spell changes the taste of one meal to a taste that is pleasant for the creature consuming it. Note that this spell only disguises the taste of the meal and does not alter any other quality of it. While it will alter the taste of rotten meat, for instance, the meat will still be rotten. Furthermore, all parts of the meal taste the same no matter what is eaten. Thus soup, salad, main course, dinner roll and so on will all taste exactly alike since the spell masks any and all flavors with the taste. Each creature that tastes the meal will experience a different taste sensation depending on what his or her preference is. Thus, one creature might taste warm bread while another tastes raw meat.
This spell changes the taste of anything that is part of the meal at the time the spell is cast; if something is added later, such as gravy or poison, then the spell cannot alter that and the creature receives the proper taste of the added item. Creatures are instantly aware of this spell’s effect upon the first bite and can choose to disbelieve the spell’s effects at any time.
- Clandestine Conversation:
- CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target two creatures
Duration 10 minutes/level (D)
DESCRIPTION
The targets can converse without anyone overhearing what they are saying. Creatures who can read lips might still be able to determine what is said, but no Perception check can possibly allow one to overhear the conversation. While under the effect of this spell, a target creature can speak to someone not affected by this spell, but everyone can hear that conversation normally. Only when one target creature speaks to the other target creature does the conversation remain private.
- Animate Tools:
- CASTING
Casting Time 10 minutes
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one tool or one set of related tools
Duration 8 hours
DESCRIPTION
The spell causes a tool — or a group of tools used together to perform a task — to animate and perform a task you designate. These tools follow your directions to the best of their abilities, but can only be used for their intended purpose. This spell allows you to complete an amount of work equivalent to a single person working for eight hours. The tools use your Craft or Profession check as appropriate. The tools may aid another. There are many other common uses of this spell that require no check, such as commanding a broom to sweep the floor or a shovel to dig a trench.
Only mundane tasks can be accomplished with this spell. It has no effect on crafting magic items. Under no circumstance can tools be used to attack a creature, though items can damage a structure if that is their intended purpose (such as a pick or an axe).
- Clean:
- CASTING
Casting Time 1 standard action
Components V, S, M (bit of soap)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one object or one 10-ft.-by–10-ft. room
DESCRIPTION
You wave your hands in a circular motion over an object (or in the air to clean a room) and all dirt on the target immediately vanishes as though the object or room was just scrubbed thoroughly clean.
- Encrypt:
- CASTING
Casting Time 1 round
Components V, S
EFFECT
Range touch
Target document touched
Duration instantaneous
DESCRIPTION
You speak a command word and alter the writing on a scroll or piece of paper to make it unintelligible.
Properly interpreting the encrypted text requires a Linguistics check (DC 25 + your caster level + your relevant caster ability modifier). This spell is assisted by the decrypt spell which can easily remove the encryption placed on the hidden message or information if the command word is spoken at the time of casting.
- Smoke Image:
- CASTING
Casting Time 1 standard action
Components M (smoke)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect visual smoke image that cannot extend beyond one 5-ft. cube (S)
Duration concentration
DESCRIPTION
This spell shapes existing smoke (such as that from a pipe) into any shape, creature or object the spellcaster can visualize. The image is composed entirely of smoke and, if disturbed by any force or action, dissipates back into smoke.
- Level 1 Spells:
- Polypurpose Panacea:
- CASTING
Casting Time 1 standard action
Components S
EFFECT
Range personal
Target you
Duration see below
DESCRIPTION
This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The panacea has no side effects (for example, the intoxication panacea does not cause a hangover). When you use polypurpose panacea, choose one of the following effects.
Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For the duration, you gain a +2 resistance bonus against pain-related spells.
Clarity: You get a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute. You must choose to use the bonus before making the roll to which it applies.
Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal animals, and so on. You can tell these are not real, but they are distracting, and you take a –2 penalty on Perception checks for the duration.
Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.
Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your control and lasts for an hour.
Resistance: You gain a +1 resistance bonus on saves for 1 minute.
Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the panacea ends you continue sleeping normally.
Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk (GameMastery Guide 237). Magical and alchemical methods (such as detect poison) still detect you as inebriated. Time spent under the effect of this panacea do not count toward the time necessary to sober up (it merely delays your intoxication).
Tenacity: You gain 1 temporary hit point for 1 minute.
Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness. You gain a +5 resistance bonus against sleep-related spells such as lullaby and sleep. This use of the panacea merely delays your need for sleep and does not count as rest or sleep. You can use it multiple times in succession, but as each effect wears off, you are as tired as you would be had you not used the panacea.
- Expeditious Construction:
- CASTING
Casting Time 1 standard action
Components V, S, M (a handful of earth or stone)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect a low wall 10 feet long per 3 levels (minimum 10 feet) (S)
Duration instantaneous
DESCRIPTION
You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet). Each square of the structure can appear only in unoccupied spaces atop earthen or stone surfaces able to support it. The wall grants cover as per a low wall and can be climbed with a successful DC 5 Climb check.
Large and larger creatures don’t need to attempt a Climb check to climb over it.
At your discretion, you can make the structure half as long but thicker by forming it into a berm consisting of a steep slope on each side. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter a square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must attempt a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters attempt a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by 2.
- Secluded Grimoire:
- CASTING
Casting Time 1 round
Components V, S
EFFECT
Range touch
Target spellbook touched
Duration instantaneous
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.
- Unseen Servant:
- CASTING
Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
DESCRIPTION
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
- Clarion Call:
- CASTING
Casting Time 1 standard action
Components V, S, M (a piece of brass)
EFFECT
Range touch
Target creature touched
Duration 10 minutes/level
DESCRIPTION
The subject of this spell gains two benefits. First, the affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in a booming voice that carries easily over great distances, lowering the DC of any check to hear what is said by –15. This spell is particularly prized by battlefield commanders and champions who wish to make themselves clearly heard or gain the attention of their allies or foes.
- Crafter's Fortune:
- CASTING
Casting Time 1 standard action
Components V, S, F (a tool)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 day/level or until discharged (D)
DESCRIPTION
The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.
- Transcribe:
- CASTING
Casting Time 1 standard action
Components V, S, M (a scroll, book or tablet)
EFFECT
Range close (25 ft. + 5 ft./level)
Duration 1 minute/level
DESCRIPTION
This spells copies a conversation onto the material component of the spell. A clay tablet, single page or piece of scroll can hold up to one minute of conversation.
If the caster runs out of material component before the spell ends, the spell ends immediately.
- Awe:
- CASTING
Casting Time 1 swift action
Components V, S
EFFECT
Range personal
Target you
Duration instantaneous
DESCRIPTION
With this spell, you call forth a display of your power, which manifests in ways all can see and none can mistake. The exact effect varies depending on the situation and your mood – thunder may echo and lightning may flash from your staff, you may be wreathed in flames or deep shadows, or a great light may surround you. Many effects are possible, but regardless of the spell’s manifestation, it grants you a +10 bonus on a single Intimidate check made immediately after the spell is cast.
- Alter Liquid:
- CASTING
Casting Time 1 standard action
Components V, S, M/DF (a wild grape or crabapple)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target up to 1 pint of nonmagical liquid/level (maximum 5 pints); individual volumes within 30 feet of each other.
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
DESCRIPTION
This spell transmutes one kind of nonmagical liquid into another. The liquid you affect must normally be liquid at about room temperature (65° F), you must have line of effect to it, and you can alter liquids in open containers, but not in sealed containers. You can select multiple targets for this spell so long as the maximum volume is not exceeded, but you cannot select a target with a greater volume than your limit and partially affect it. For example, a 1st-level caster (1 pint maximum) could not affect any of the liquid in a 1-gallon container. The spell can transmute any type of mundane liquid (including fresh or salt water, wine, vinegar, alcohol, or lamp oil) but cannot affect or create acid, mercury, or any type of venom or poison. Transmuted liquids created by the spell have typical characteristics such as color, taste, smell, and potency. For example, if you turn water to ale, you get typical ale rather than any extra-strong or distinctive variety.
- Minor Lasting Image:
- CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 1 square foot
Duration permanent
Saving Throw Will disbelief (if interacted with); Spell Resistance no
DESCRIPTION
You create a very small, immobile illusion of any object, force, or creature you visualize. The illusion does not create sound, smell, texture, or temperature, nor does it move. The resulting illusion matches your visualization exactly, even if the image in your mind differs somehow from the real object, force, or creature—if such exists at all.
- Level 2 Spells:
- Masterwork Transformation:
- CASTING
Casting Time 1 hour
Components V, S, M (see below)
EFFECT
Range touch
Target one weapon, suit of armor, shield, tool, or skill kit touched
Duration instantaneous
DESCRIPTION
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.
The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).
- Telekinetic Assembly:
- CASTING
Casting Time 1 minute
Components V, S, F (a miniature of the target siege engine, costing 10 gp)
EFFECT
Range close (25 ft + 5 ft./2 levels)
Target one disassembled siege engine
Duration instantaneous
DESCRIPTION
You assemble a siege engine, using up to one fewer worker per two caster levels you possess. You can do without one additional worker if you have any ranks in Knowledge (engineering), plus one additional worker per 5 ranks you have in that skill. If your caster level combined with Knowledge (engineering) fails to eliminate the need for workers, this spell fails.
- Memory Crystal:
- CASTING
Casting Time 1 standard action
Components V, S, M (crystal or gem worth 50 gp)
EFFECT
Range touch
Target 1 crystal or gem touched
Duration permanent (D)
DESCRIPTION
You store personal memories into a small crystal or gem. The memory must be one that you experienced or saw firsthand (which means you store the memory of hearing a tale told to you that you didn't experience, but not of the tale itself). The stored memory can last no longer than ten minutes, but can hold only one memory.
You can recall the memory at any time. The recalled memory takes the form of a mental picture of the memory viewed in front of you as though literally through your eyes. As a result of this, others near you can also possibly see the memory.
In order to recall a memory from a memory crystal that was not created by the person attempting the recall, the character must make a Spellcraft check (DC = 10 + the creator's caster level).
The caster of the memory crystal can dispel the memory from the gem at will, making it a normal crystal or gem again (this is a free action). You can put a new memory into the crystal or gem at that time by casting this spell again (this erases the former memory). Others must use a dispel magic spell targeted on the memory crystal in order to destroy the memories stored within.
- Oathbind:
- CASTING
Casting Time 1 round
Components V, S, M/DF (a drop of each participant's blood)
EFFECT
Range see text
Target see text
Duration permanent (D)
DESCRIPTION
Whenever two or more parties enter into a binding, written contract, this spell enables all of the parties to instantaneously become aware of a breach in that contract as long as the offender and the affected parties are on the same plane of existence. The spell only affects willing participants that have signed the contract and is typically employed as a means of ensuring trustworthiness rather than enforcing the terms of the contract. At the time of the casting, all of the willing participants that signed the contract must be within the same enclosed space as the contract. (The exclusion of unwilling participants does not negate the spell.) From that point forward, all of the spell's recipients receive a brief, visual image showing the individual that broke the terms of the contract, and how he violated the terms of the agreement.
Alternatively, a recipient can dismiss the spell's effects upon him at any time, although all of the remaining recipients become aware of his action as if he violated the contract. The GM has sole discretion when determining if the spell's conditions have been met and the precise nature of the information provided by the spell.
- Phantom Familiar:
- CASTING
Casting Time 1 standard action
Components V, S, M (special dust worth 50 gp)
EFFECT
Range touch
Target your familiar
Duration permanent (D)
DESCRIPTION
You make your familiar - including clothing, armor, weapons, and equipment - look different. It can seem 1 foot shorter or taller, thin, fat, or in between. You can change its apparent creature type to any magical beast or animal. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or have it look like an entirely different creature. You can change this appearance as a standard action.
If you use this spell to create a disguise, the familiar gets a +10 bonus to its Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
- Level 3 Spells:
- Shelter Out of Time:
- CASTING
Casting Time 10 minutes
Components V, S, M (multicolored sand)
EFFECT
Range touch
Target one 5 ft. cube of space
Duration 6 hours/level
DESCRIPTION
During the spell, you inscribe runes around a single square of space. All creatures and objects within that square at the conclusion of the casting of this spell are instantly transferred to a temporary extradimensional space in which time does not pass. Creatures or objects that are only partially within the space are not transferred. Once the spell ends, the extradimensional space disappears, and any creatures or objects in the extradimensional space appear in the nearest unoccupied space to the original square exactly the same as when they left. You cannot dismiss this spell once it has been cast.
- Plant Spy:
EFFECT
Range touch
Duration 1 day/level (D)
DESCRIPTION
You make a plant into a spy of sorts. For the duration of the spell, all visible and auditory activities that occur within fifty feet of the plant are “stored” magically within the plant. At any time afterward, you (and only you) can touch the plant and experience the information stored within it. Once you have accessed the information, you cannot do so again. The plant’s “senses” are the same as a normal human’s (regardless of the race of the caster)—it cannot see in the dark, it cannot see invisible creatures, and so on.
- Blood Biography:
- CASTING
Casting Time 1 minute
Components V, S, M/DF (a scrap of parchment)
EFFECT
Range touch
Targets one creature's blood or one bloodstain
Duration instantaneous
DESCRIPTION
You learn the answers to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures are entitled to a Saving Throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of paper, and so on).
Who are you? (The name by which the creature is most commonly known)
What are you? (Gender, race, profession/role)
How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim's knowledge)
When was your blood shed?
These answers always appear in a language you can read even if the creature cannot speak that or any language.
- Spirit Bonds:
- CASTING
Casting Time 1 hour
Components V, M (soothing incense worth 300 gp)
EFFECT
Range personal
Target you; see text
Duration 24 hours or until discharged
DESCRIPTION
You heighten your awareness of up to one willing creature or object per 3 caster levels, each of which must be within 30 feet of you during the entire hour you spend preparing spells and casting spirit bonds. By concentrating on one of these creatures or objects as a full-round action, you can learn its direction and relative distance from your location, provided that it is on the same plane. In the case of a creature, you can also learn the state of its emotion or health aura as a full-round action. In the case of an object, you can also get a sense of how damaged it is, similar to reading the health aura of a creature, or, in the case of a magic item that must be activated, you can learn when it was last activated (a full-round action in either case).
Additionally, at any time during the spell’s duration, you can deliver a single message to any of the creatures that participated in the spell. This message is delivered telepathically regardless of range and can be up to 25 words in length. Delivering a message in this way severs your connection with that character, and you can no longer learn information about that creature through this spell, but doing so does not impact the remaining duration you have linked to other creatures or objects.
- Level 4 Spells:
- Detect Scrying:
- CASTING
Casting Time 1 standard action
Components V, S, M (a piece of mirror and a miniature brass hearing trumpet)
EFFECT
Range 40 ft.
Area 40-ft.-radius emanation centered on you
Duration 24 hours
DESCRIPTION
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.
If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his direction and distance from you.
- Akashic Communion:
- CASTING
Casting Time 10 minutes
Components V, S, M/DF (a square of reflective silver worth 100 gp)
EFFECT
Range personal
Duration 1 minute/level
DESCRIPTION
You attempt to obtain a glimpse of some specific event from the Akashic Record, the extraplanar repository of all experiences that have ever occurred. This allows you to attempt one Knowledge skill check of your choice per 3 caster levels you have, each with a +10 insight bonus. You are treated as trained in any Knowledge skills used for these checks, and can use this spell to reroll a Knowledge skill check you have already failed. The GM rolls these Knowledge checks in secret, as the Akashic Record is incredibly remote, and impressions gleaned from the distant repository are sometimes skewed when received. On a natural 1, the resulting answer is wildly inaccurate.
This spell provides experiential guidance based on your ability to understand the flashes of insight gleaned from the Akashic Record, rather than the perfect knowledge available to those who travel to the extraplanar repository of knowledge. If you lag, discuss the answers, or go off to do anything else, the spell ends. Once you have used this spell to gain information on a specific topic or event, you cannot use it for Knowledge checks regarding that topic or event again until you have gained a caster level.
- Conversing Wind:
- DESCRIPTION
This spell functions as whispering wind, except it can carry responses and doesn't end after delivering its first message.
After the wind completes its initial message, it waits for 1 round, then copies what it hear, and returns at the same speed and by the same route. It delivers what it heard to the location where the spell was originally cast. The wind continues back and forth in this way until the duration ends or the spell is dismissed.
Whispering Wind
EFFECT
Range 1 mile/level
Area 10-ft.-radius spread
Duration no more than 1 hour/level or until discharged (destination is reached)
DESCRIPTION
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.
You can prepare the spell to bear a message of no more than 25 words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.
- Wall of Stone:
- CASTING
Casting Time 1 standard action
Components V, S, M/DF (a small block of granite)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect stone wall whose area is up to one 5-ft. square/level (S)
DESCRIPTION
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
- Meticulous Match:
- CASTING
Casting Time 10 minutes
Components V, S
EFFECT
Range touch
Target two objects touched
Saving Throw Fort negates (object); Spell Resistance yes (object)
DESCRIPTION
You compare two similar items and know if they are identical to one another or not. The spell can indicate an identical match, a categorical match, or no match. For instance, blood samples are identical if they are from the same creature. They are categorical if they are from the same species. There is no match if they are from different species, or if one sample is merely stage blood.
Alternatively, you can compare dissimilar items and know if they have a potential relationship. For instance, you can compare a creature's tooth against a bite mark and know if that creature could have caused the bite mark.
This spell is not infallible—an identical match can result from comparing items or creatures that are duplicates of one another.
For instance, a knife might have an identical match with a stab wound if an identical knife was used to inflict the wound, and twins might have identical blood or tissues.
- Extract Knowledge:
- CASTING
Casting Time 1 full-round action
Components V, S
EFFECT
Range touch
DESCRIPTION
You touch the disembodied brain of the corpse of any sentient being and instantly know details related to one specific person, place, or thing as the subject knew them in life. This applies only to information directly related to the particular subject at hand. After the application of this spell, the brain melts away into useless goo. Access to the information gained through this spell fades from the caster’s mind after 24 hours.
- Level 5 Spells:
- Mage's Private Sanctum:
- CASTING
Casting Time 10 minutes
Components V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 30-ft. cube/level (S)
Duration 24 hours (D)
DESCRIPTION
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.
The spell does not prevent creatures or objects from moving into and out of the area.
Mage's private sanctum can be made permanent with a permanency spell.
- Permanency:
- CASTING
Casting Time 2 rounds
Components V, S, M (see tables below)
DESCRIPTION
This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell. See the wiki for details on costs.
- Sending:
- CASTING
Casting Time 10 minutes
Components V, S, M/DF (fine copper wire)
EFFECT
Range see text
Target one creature
Duration 1 round; see text
DESCRIPTION
You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)
- Ethereal Library:
- CASTING
Casting Time 10 minutes
Components V, M (an expertly crafted miniature replica of your library costing 5,000 gp; see text)
EFFECT
Range touch
Target one book per 2 levels
Duration 30 days or until discharged
DESCRIPTION
Your spellbook exists simultaneously on the Ethereal and Material Plane. The spell requires an expertly crafted miniature replica of your library, constructed by a carpenter, dollmaker or toymaker with no fewer than 8 ranks in her particular craft. The replica must include furniture and its materials cost no less than 5,000 gp. Once finished, you begin casting the spell. Ethereal library creates miniature copies of the books that then appear in the corresponding location in the replica. The replica along with the duplicates vanishes into the Ethereal plane. Meanwhile, the copies of the books remaining on the Material plane appear blank to everyone else but you. The effect can be removed by a dispel magic, returning the books to their normal state, or seen through by true seeing, enabling the caster to read the books normally. When the spell expires, the replica returns to the Material Plane, and the books resume their original appearance. The replica can be used multiple times, however the chance of permanently losing the library and its contents on the Ethereal plane cumulatively increases by 1% per usage.
- Level 6 Spells:
- Guards and Wards:
- CASTING
Casting Time 30 minutes
Components V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood), F (a small silver rod)
EFFECT
Range anywhere within the area to be warded
Area up to 200 sq. ft./level (S)
Duration 2 hours/level (D)
Saving Throw see text; Spell Resistance see text
DESCRIPTION
This powerful spell is primarily used to defend a stronghold or fortress by creating a number of magical wards and effects. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.
Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: none. Spell Resistance: no.
Arcane Locks: All doors in the warded area are arcane locked. Saving Throw: none. Spell Resistance: no.
Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Spell Resistance: no.
Confusion: Where there are choices in direction- such as a corridor intersection or side passage- a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is a mind-affecting effect. Saving Throw: none. Spell Resistance: yes.
Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: no.
In addition, you can place your choice of one of the following five magical effects.
Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: none. Spell Resistance: no.
A magic mouth in two places. Saving Throw: none. Spell Resistance: no.
A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Spell Resistance: no.
A gust of wind in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: yes.
A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates. Spell Resistance: yes.
The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful mage's disjunction destroys the entire guards and wards effect.
- Curse Terrain, Greater:
- CASTING
Components V, S, M (the heart of a creature that dwelled in the area and powdered onyx worth 1,500 gp)
EFFECT
Area 5-mile radius emanating from the touched point
DESCRIPTION
By touching the ground, you curse the land with six unnatural hazards. This functions as lesser curse terrain, but with the effects of the greater perilous demesne curse.
- Wall of Iron:
- CASTING
Casting Time 1 standard action
Components V, S, M (a small iron sheet plus gold dust worth 50 gp)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect iron wall whose area is up to one 5-ft. square/level; see text
DESCRIPTION
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
A wall of iron is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.
- Unconscious Agenda:
- CASTING
Casting Time 10 minutes
Components V
EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Target One humanoid
Duration One week/level or until discharged (D)
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This spell plants a subconscious directive in the target’s mind that forces him to act as you dictate when specific circumstances arise. The target humanoid can be either conscious or unconscious, but must understand your language. Upon casting this spell you must state a course of action you wish the target to take. This course of action must be described in 20 words or less. You must then state the condition under which you wish the target to take this action, also describing it in 20 words or less. Actions or conditions more elaborate than 20 words cause the spell to fail. Unconscious agenda cannot compel a target to kill himself, though it can compel him to perform exceedingly dangerous acts, face impossible odds, or undertake almost any other course of activity. You cannot issue new commands to the target after the spell is cast.
If the target fails his save against this spell, he is not compelled to act in any way, has no knowledge of the details of the spell affecting him, and has no memory of the last 10 minutes (although he might come to notice the missing time or the presence of the caster). He can function as he wishes until the events you detailed as the condition take place. Upon experiencing the prerequisite condition, the target is forced to perform the course of action you described as per the spell dominate person. For the next hour, the target acts as you dictated, doing all it can to fulfill your command. If, at the end of the hour, the target still has not completed your command, the target is released from the enchantment and the spell ends. Once the course of action is completed the spell ends. The target has full memory of acts performed during this hour.
For example, a wizard might cast unconscious agenda upon a farmer, giving him the order “murder the king” to be acted upon “when you hear church bells strike noon.” Thus, the next time the target hears church bells strike noon, the enchantment activates and for the next hour he does all he can to murder the king in the most effective way possible, with the spell ending either when the king is dead or the hour passes. How the target acts is wholly relative to the individual and the circumstances. This could lead the target to perform an assassination attempt or, if he’s some distance away from where he thinks the king is, ride for one hour at full speed towards the land’s capital.
It’s difficult to detect an unconscious agenda. Casting detect magic on someone affected by this spell only reveals an aura of enchantment magic if the caster of detect magic has a higher caster level then the caster of unconscious agenda. Even if the spell is detected, it can only be removed by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect unconscious agenda.
- Energy Siege Shot, Greater:
- CASTING
Casting Time 10 minutes
Component V, S, M (a ball of pitch)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one Large siege engine
Duration 10 minute/level
DESCRIPTION
This spell transforms any ammunition fired by the target ranged siege engine into ammunition made of pure energy. When casting the spell, the caster picks a one of the following energy types: acid, cold, electricity, fire, sonic, or force. The ammunition within the siege engine now deals that type of energy damage on a hit, though the amount of damage dealt by the ammunition does not change, nor does it change any of the other effects of the ammunition. Unlike other forms of energy damage, this energy damage does full damage to objects.
Based on the type of energy the caster chose while casting, the ammunition also gains one of the following effects.
Acid: The ammunition deals half its damage in a splash to all creatures and unattended objects within 15 feet of the target hit by the siege engine. Creatures can halve the splash damage with a Reflex saving throw. The DC of the splash is the same as the DC of the spell.
Cold: The ammunition creates an ice sheen within a 20-foot-radius burst around the target of the siege engine’s attack. That sheen lasts 1d6 rounds. Creatures within the ice sheen are entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
Electricity: Creatures hit by the siege engine attack or within 15 feet of the attack are staggered for 1 round.
Fire: Creatures and wood objects within 15 feet of the attack may catch on fire.
Sonic: Creatures hit by the attack or within 20 feet of the attack must succeed at a Fortitude saving throw or be deafened for one hour. The DC of this effect is the same as the spell DC.
Force: No extra effect.
Energy Siege Shot, Greater
School transmutation [variable]; Level sorcerer/wizard 6, summoner 6
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one siege engine of any size
DESCRIPTION
This spell functions like energy siege shot, except it can target siege engines of any size, not just Large siege engines.
- Level 7 Spells:
- Teleport:
- CASTING
Casting Time 1 standard action
Components V
EFFECT
Range personal and touch
Target you and touched objects or other touched willing creatures
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)
- Control Weather:
- CASTING
Casting Time 10 minutes; see text
Components V, S
EFFECT
Range 2 miles
Area 2-mile-radius circle, centered on you; see text
Duration 4d12 hours; see text
DESCRIPTION
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather--where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
- Mage's Magnificent Mansion:
- CASTING
Casting Time 1 standard action
Components V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect extra-dimensional mansion, up to three 10-ft. cubes/level (S)
Duration 2 hours/level (D)
DESCRIPTION
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
- Magic Army:
- CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range long (400 ft. + 40 ft./level)
Targets weapons carried by allies
Duration 1 hour/level
DESCRIPTION
You imbue all manufactured weapons carried by allies within range with magic, granting each weapon a +1 enhancement bonus on attack rolls and damage rolls per 5 caster levels (maximum +4).
- Champion of the Tome:
- CASTING
Casting Time 1 hour
Components V, S
EFFECT
Range touch
Target one touched book
Duration until discharged (D)
DESCRIPTION
Whenever any creature other than you approaches within 10 feet of the protected spellbook, a magical warrior instantly materializes in a space adjacent to the spellbook and between it and the intruder. If that space is otherwise occupied, it appears in the next closest space.
Dressed in a shimmering suit of plate mail and armed with a greataxe, the warrior otherwise appears as your exact duplicate. Its attack bonus, saving throws and the number of attacks it receives are identical to those of a fighter of the same level as you. A successful hit inflicts 1d12+7 points of damage, and its greataxe is considered a +3 weapon for purposes of overcoming damage reduction (it counts as a cold iron or silver weapon). The warrior’s armor class is 18 + your Int modifier, and it possesses the same number of hit points as you at the time that the spell was cast. It functions as a construct for all other purposes. Furthermore, it cannot be dispelled, however it must remain within 70 ft. of the book, otherwise it dissipates. Once triggered, the warrior remains for 1/round per caster level or until slain, whichever happens first.
Razgriz- Posts : 8
Join date : 2016-11-18
"The Eyes of Razgriz": Puck, the Faerie Dragon
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 26, touch 24, flat-footed 22 (+3 Dex, +1 dodge, +10 natural, +2 size)
hp 22
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 20
OFFENSE
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
STATISTICS
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SPECIAL ABILITIES
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. Puck can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Spells
Puck casts spells as a 3rd-level sorcerer.
FAMILIAR ABILITIES
Alertness (Ex): While Puck is within Razgriz's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Puck takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: Razgriz may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. He may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): Razgriz has an empathic link with Puck to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su):Puck can deliver touch spells for Razgriz. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): Puck and his master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Other Dragons (Ex): Puck can communicate with animals of approximately the same kind as itself (including dire varieties): Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): Puck gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): Razgriz may scry on his familiar (as if casting the scrying spell) once per day.
ABOUT FAERIE DRAGONS
Related to pseudodragons, faerie dragons are whimsical, playful pranksters that spend most of their time either relaxing in cool forest glades or engaged in some sort of prank. Although such mischief is usually spontaneous, some faerie dragons have been known to spend months or even years in preparation of one truly spectacular joke. Travelers making their way through lands known to be inhabited by these good-natured - but sometimes annoying - tricksters are advised to keep up their guard lest they face all manner of creative annoyances (horses painted with berry juice, squirrels placed inside bedrolls, and clothing decorating high branches being a few examples).
Unlike true dragons, faerie dragons do not grow larger with age, but their scales do change color, starting with red and moving through the rainbow to reach dark violet at old age. Faerie dragons grow in power as spellcasters as they age (typically gaining levels in sorcerer), learning more powerful spells to complement their innate abilities. The spells of faerie dragons tend to focus on tools that can be used to create or enhance pranks, and illusion and enchantment spells are particularly popular.
Faerie dragons avoid combat unless there is no other option. If forced to fight, faerie dragons attempt to confound enemies rather than kill them, using both spells and breath weapon to weaken and scatter foes before fleeing. The only exception to this is when a faerie dragon's clan or allies are in danger. As capricious as these tiny dragons can be, many prove quick to bond with goodly creatures, especially fey and others they find interesting or hilarious - adventurers often fall into this latter camp, particularly those most outraged by a faerie dragon's tricks.
Razgriz- Posts : 8
Join date : 2016-11-18
Re: Razgriz the Magister
"I like Puck, my wolf looks up on me, my cat looks down on me, Puck treats me as equal" - Johan Berg, on Puck
Johan Berg- Posts : 20
Join date : 2016-11-18
"The Right Hand of Razgriz": Assistant Royal Enforcer Jacques Baür
Human Fighter 6
NG Medium humanoid (human)
Init +5 ; Senses Perception +5
DEFENSE
AC 22, touch 10, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 54
Fort +7, Ref +2, Will +2; +2 Will save vs. fear effects
OFFENSE
Speed 20 ft.
Melee [A Glowing, Magical Weapon] +10/+5 (1d8+4/19–20)
Ranged mwk light crossbow +7 (1d8+1/19–20)
STATISTICS
Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Base Atk +6; CMB +9; CMD 20
Feats Skill Focus (gardening), Improved Initiative, Shield Focus, Cleave, Great Cleave, Improved Bull Rush, Shield Master, Weapon Training (blades, heavy), Great Fortitude
Skills Intimidate +6, Perception +5, Profession (gardener) +12
Languages Common
Combat Gear [A Glowing, Magical Weapon], Full plate, potion of cure light wounds x3, potion of owl's wisdom, gardener's tools, magnifying lens
DESCRIPTION
Jacques Baür is Gutenbeere's Assistant Royal Enforcer, second only to Jon Weak. While Jon handles the more important matters that require a Royal Enforcer's presence, Jacques tends to the lighter, day-to-day operations and management of the citizens' complaints. He doesn't seem to mind not being at the top of the food chain, however. The Assistant Enforcer frequently spars with the city's militia youth, training the recruits to defend themselves against a wide variety of weapons using his magical, shape-shifting sword (stories of how he acquired this prized artifact vary wildly). Jacques is tending to his garden during his off days, at the behest of his unofficial employer and mentor, Razgriz, and more often than not is spotted visiting the Magistrate's tower for light-hearted conversation over goodberry tea, a habit that makes him the envy of Gutenbeere's nobility and arcane scholars.
Razgriz- Posts : 8
Join date : 2016-11-18
The REAL "Right hand of Razgriz": Aetherblade
The population of Gutenbeere are well-acquainted with the city's officials, especially the Royal Enforcer's entourage, who they encounter frequently during their patrols around the city's streets. The most eye-catching member of these patrols is Jacques Baür largely due to the magic sword he is seen carrying around in his sheath. Jacques Baür is also known as the Right Hand of Razgriz, the person the Magister sends when confronted with a personal problem that needs his intervention. However, nobody, not even the higher-ranked nobles except the Triumverate themselves knows that Jacques' status as the Magister's favorite is just a pretense, a decoy to mask and protect Razgriz's real enforcer; the magic sword that Jacques carries around.
Long ago, a magic item was created in an old, powerful forge. His original maker put so much effort in this creation, it was said he looked 30 years older when it was finished, due to the amount of exhaustion he suffered. The item was infused with powerful magics that laid dormant in the ancient forge, triggered by its craftsman's will to create something astounding.
Not long after, it was bought by a rich, arrogant noble who wished to show off his purchase, lying about how he retrieved it from a slain monster. The noble, however, was ridiculed himself in front of his peers when he realized while he was showing off his newly bought item, that his clothes had been soiled.
Believing the item was cursed, he gifted it to an apprentice wizard who wished to use the item to overthrow his kind and powerful mentor. On the final days of his planning, however, he was absolutely unable to get a peaceful night's rest, and could not muster the concentration to properly prepare his foul spells. He was defeated and kicked out of the mage's tower.
The would-be master threw away the item in a fit of anger. It was then picked up by a lowlife who believed his discovery was an answer from the gods, that he could finally commit burglaries and get away with it. During his first nightly break-in, however, the owner of the shop he was attempting to rob suddenly woke up and confronted him with a musket.
Many such events transpired, but one thing was always a constant. Those who ended up owning the item were caught flat-footed during their misdeeds. They all falsely believed the item they had come across was cursed, but the real reason was something else entirely. In truth, the item had an intelligence and moral compass of its own. It tricked its owners into failing; it soiled the clothes of the merchant using trickery; it burdened the usurper wizard apprentice with nights of magical restlessness; it woke up the shopkeeper with a simple spell. Amused by its success, the item continued to undermine immoral owners. Soon it developed an ego of its own too; it began to believe humans as stupid and decided to abandon them to their own devices.
It was eventually found by Razgriz in a dragon's hoard, acting as king of the other intelligent magic items. Only Razgriz was able to come close to it, as the others were attacked by the item's bodyguards. Intrigued by the aasimar's willpower, the item decided to feign interest and after a while play a prank on the wizard and abandon him to put him to shame. Its plan went south. Many times it tried to trick the old wizard, and every time its attempts were foiled. The item began to feel impressed, since it thought it was the only clever being in existence, after leaving so many humans dumbfounded. Razgriz proposed an alliance; that they worked together to subvert the world's wrongdoings and put an end to crooks of all shorts, be they noble, arcane or simple rogues.
Razgriz gave the item a name: Aetherblade. It is not a blade necessarily, but that is its preferred shape. It can shapeshift into anything close to a blade's size; a weapon, a magic crystal or a set of thieves' tools.
The item believes itself to be superior to anyone but Razgriz himself; it might mock other users, berate them for their lack of intelligence or play pranks on them to prove its point that they are easily made fools. Jacques is a frequent victim of such pranks, mostly in private, since the sword shares Razgriz's idea that it can be a spy of sorts under the guise of a simple +1 glowing sword.
Aetherblade
NG Tiny item
Senses; 120 ft. ; darkvision
DEFENSE
hardness 12 hp 30 (sword; hardness and hp varies by shape)
Fort, Ref, Will = equal to owner's
OFFENSE
Special: Aetherblade can shapechange into any one-handed weapon or tool it wants, taking whatever shape is appropriate to the situation.
STATISTICS
Int 20, Wis 14, Cha 14
Languages Common, Celestial, Draconic, Elvish, Dwarvish, Gnomish
Special Abilities:
-Telepathy (Su): Communicate with wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
-Senses: Senses allow an intelligent magic item to see and hear out to the listed distance.
-Read Languages (Ex): Can read script in any language, regardless of its known languages.
Read Magic (Sp): An intelligent magic item with this ability can read magical writings and scrolls as if through read magic. This ability does not allow the magic item to activate scrolls or other items. An intelligent magic item can suppress and resume this ability as a free action.
-Can cast these 0-level spells at will: Restlessness, Prestidigitation, Awaken
-Can cast Goodberry 1/day
-Can cast Lifebond 1/day
-Can change shape into another form of the same size.
-Wielder of the item can add their Intelligence to any attack or damage rolls made when attacking.
In addition to these, Aetherblade has a number of abilities shared with its actual owner, Razgriz:
-Aetherblade never attempts to take control of Razgriz. Razgriz can enhance and improve Aetherblade's magical abilities as if possessing the appropriate item creation feat for creating an item of its type. (Improving existing magic items.)
-Cohort Item Advancements: Over time, a cohort item becomes more tightly bound to the character it serves. Each time the character gains a level, her item cohort gains an item advancement. When a character first completes her bond, if her character level is greater than 7th, her item cohort instantly gains an item advancement for every level above 7th. The character can select each item advancement up to 5 times, and their effects increase as outlined for each ability.
If an item cohort is separated from the character it serves for a number of days exceeding the character's Leadership score, it loses these item advancements until the character spends 24 hours re-bonding with the item.
Called: The item gains the called magical weapon special ability. This functions identically for an item of any kind, not just weapons. Range: Anywhere on the same plane.
Empathic: The item establishes a permanent empathic link with its owner as the familiar ability of the same name. Current: Permanent telepathic bond + ability to scry on item, as per the scry on familiar ability.
Last edited by Razgriz on Wed Dec 21, 2016 6:02 pm; edited 1 time in total
Razgriz- Posts : 8
Join date : 2016-11-18
"Tha Razgriz Corps": Green Thumb Disciples
The Magister of Gutenbeere, in spite of his suspicious ways and otherwordly appearance, has a surprisingly noble and base human goal: to develop means to mass-produce a miraculous and magical sustenance named "goodberry" and to make it available to the wide world. The origins of how he came up with such a dream are known only to his closest friends, but he has come far in ways of accomplishing it. His dream is such that he has even attracted others who'd share in his vision and would wish to accompany him and help him in any way they can. They call themselves the "Green Thumb Disciples" and they come from all walks of life; some human, others gnome or elf, the one thing they share is their affinity for the art of gardening and preservation of flora.
Rank 1: Growers, numbered 135
The bulk of the Green Thumb Disciples, however their work is the most important one: To ensure that the planted crops grow healthy and strong. Most of these folk have their own personalities, abilities and strengths/weaknesses, they are primarily fighters, druids or monks but they all share the following abilities and feats:
-Profession (Gardening)
-Skill Focus (Profession: Gardening)
-Trait: Mentored
-Trait: Simple Disciple
Rank 2: Greenfingers, numbered 13
These accomplished horticulturists have 10 Growers each under their supervision, ensuring that they are provided with everything they need and helping them in their tasks. They also are entrusted with the care of the special Goodberry shrubberies, from which Razgriz takes samples for his experiments. Almost all of the Greenfingers are druids (with the exception of Drognar, a half-orc who somehow manages to compete toe-to-toe with Nature's casters without having any special magical abilities) who can cast Goodberry, are trained in Profession: Gardening and know several orisons (cantrips) that help them in their art.
Notable orisons:
Blossom
Alleviate
Detect Poison
Purify Food and Drink
Rank 3: Reapers, numbered 7
The "Seven Reapers of Razgriz" are the military aspect of his Green Thumb Disciples. These no-nonsense battle-hardened veterans might not have the talent of gardening but they share in the others' dream insofar that they choose to protect them from harm while they realize their ambitions, for many are the misfits who see opportunity in exploiting the honest gardeners. When a Grower is bullied by an insensitive, rude citizen, the miscreant soon faces the scorn of a Reaper.
Reapers do not possess the feats shared by the Growers or Greenfingers, but what they lack in agronomy, they make up for in sheer destructive power.
Reapers consist of 7 level-3 characters:
-3 druids who can each cast a destructive level 2 spell:
Aggressive Thundercloud
Summon Nature's Ally
Frostfield
-2 rangers, one melee-focused and one range-focused
-1 paladin of Silvanus
-1 half-orc barbarian (Drognar's mean-tempered sister)
Rank 4: "The Four Seasons", numbered 4
Stories of how exactly Razgriz managed to convince four hedge witches to join his cause are numerous and vary from unrealistic to downright fanfiction. What is evident is that each of these represent a season, and during that season she appears mysteriously to aid the Green Thumb Disciples, only to vanish as soon as the next season's heralding animal appears.
The 'Four Seasons' are actually four level-4 witches. Details are at this moment unknown, as their abilities have not been documented yet by any of Gutenbeere's scribes.
Rank 5: "?", numbered 3(?)
The mansion's attendants have spotted three more figures residing in the Magister's private sanctum. Their faces were obscured by the shadows of the spell, however, so details are not known at the moment. Rumors of their exact nature pop up from time to time, though, always with a hint of exaggeration, pessimism and paranoia.
Rank 1: Growers, numbered 135
The bulk of the Green Thumb Disciples, however their work is the most important one: To ensure that the planted crops grow healthy and strong. Most of these folk have their own personalities, abilities and strengths/weaknesses, they are primarily fighters, druids or monks but they all share the following abilities and feats:
-Profession (Gardening)
-Skill Focus (Profession: Gardening)
-Trait: Mentored
-Trait: Simple Disciple
Rank 2: Greenfingers, numbered 13
These accomplished horticulturists have 10 Growers each under their supervision, ensuring that they are provided with everything they need and helping them in their tasks. They also are entrusted with the care of the special Goodberry shrubberies, from which Razgriz takes samples for his experiments. Almost all of the Greenfingers are druids (with the exception of Drognar, a half-orc who somehow manages to compete toe-to-toe with Nature's casters without having any special magical abilities) who can cast Goodberry, are trained in Profession: Gardening and know several orisons (cantrips) that help them in their art.
Notable orisons:
Blossom
Alleviate
Detect Poison
Purify Food and Drink
Rank 3: Reapers, numbered 7
The "Seven Reapers of Razgriz" are the military aspect of his Green Thumb Disciples. These no-nonsense battle-hardened veterans might not have the talent of gardening but they share in the others' dream insofar that they choose to protect them from harm while they realize their ambitions, for many are the misfits who see opportunity in exploiting the honest gardeners. When a Grower is bullied by an insensitive, rude citizen, the miscreant soon faces the scorn of a Reaper.
Reapers do not possess the feats shared by the Growers or Greenfingers, but what they lack in agronomy, they make up for in sheer destructive power.
Reapers consist of 7 level-3 characters:
-3 druids who can each cast a destructive level 2 spell:
Aggressive Thundercloud
Summon Nature's Ally
Frostfield
-2 rangers, one melee-focused and one range-focused
-1 paladin of Silvanus
-1 half-orc barbarian (Drognar's mean-tempered sister)
Rank 4: "The Four Seasons", numbered 4
Stories of how exactly Razgriz managed to convince four hedge witches to join his cause are numerous and vary from unrealistic to downright fanfiction. What is evident is that each of these represent a season, and during that season she appears mysteriously to aid the Green Thumb Disciples, only to vanish as soon as the next season's heralding animal appears.
The 'Four Seasons' are actually four level-4 witches. Details are at this moment unknown, as their abilities have not been documented yet by any of Gutenbeere's scribes.
Rank 5: "?", numbered 3(?)
The mansion's attendants have spotted three more figures residing in the Magister's private sanctum. Their faces were obscured by the shadows of the spell, however, so details are not known at the moment. Rumors of their exact nature pop up from time to time, though, always with a hint of exaggeration, pessimism and paranoia.
Razgriz- Posts : 8
Join date : 2016-11-18
Re: Razgriz the Magister
Silver "Silvi" Grenning, "Arcane genius"
She is studying the ways of gentlemanly magic, from the foremost master of the arcane arts, in the entire continent.
The most enthusiastic apprentice to Razgriz, unique in her understanding of magic and the raw untaped potential and ability she posses on it.
Can cast spells directly from spell book, spells she casts are more than double the strength of other spellcasters, willing to learn any spell from any teacher, she always craves more knowledge.
The only disadvantage she has is her unending thirst for understanding more arcane mysteries, that Master Razgriz has warned her about many times.
Lvl 4 Arcanist(Collegiate Initiate)
Human|Innotvative variant(+2 arcana, +2 spellcraft, +2 all cha checks o persuade for the advancement of science and knowledge) |Powerful Magic variant(+2 to overcome spell resistance)
female |Neutral Good |height 197 cm. |weight 73 kg. |Age 19 |Deity:--
HP 19, AC 11, touch 11, flat-footed 10
Fort +2, Ref +2, Will +4; speed 30 ft;
Initiative +1; BaB +2
Quarterstaff +1 (dmg 1d8-1)
STR 8, DEX 13, CON 12, INT 18, WIS 10, CHA 14
Appraise +11
Craft(Alchemy) +11
Knowledge(Arcana) +13
Knowledge(Nature) +11
Profession(Alchemist) +7
Spellcraft +13
Traits |Cross-Disciplined(1/day +1 caster level on 1 spell) |Inspired by greatness (a signature spell +1 caster level) |Gifted Adept (a signature spell +1 caster level) |Precosious Spellcaster (1 lvl 0 spell, and 1 lvl 1 spell are cast at +1 caster level) |Signature spell (a signature spell +1 caster level) |Magical Lineage (a signature spell, gets a -1 adjusted level after metamagic manipulation)
Feats |Mage's Tatoo +1 caster level (Evoc) |Spell Focus +1 DC (Evoc) |Spell Penetration +2 versus spell ressistance |Intensified Spell Increases number of dmg dice in spell by +5
- Collegiate Initiate abilities:
- Aura of Good (Ex)
- Halcyon Spell Lore (Su):
At each level, she picks one extra known spell from the druid spell list, or any good cleric spell, of a level she can cast
She can cast this spell, expending a number of points from the arcane reservoire equal to half the spell's level, (minimum1)
Spells Known (Spell book & Mind) a number of lvl 0, 1 and2 spells, and whatever Master Razgriz teaches, she thirsts for knowledge
- Spells prepared:
- Druid/Cleric:
- lvl 1:
- Abstemiousness:
- This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day. The spell does not create food, and thus will not alone prevent someone from starving, but it can extend even limited reserves for lengthy periods.
- Goodberry:
- Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
- Read Weather:
- This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on. This forecast reveals only the weather that would arise naturally, and does not take into account any magical occurrences that might change the weather.
- lvl 2:
- Ancestral Communion:
- You contact the spirits of your ancestors and use their great wisdom to bolster your own knowledge. Consulting with the spirits is a full-round action. If you consult with the spirits before making a Knowledge check, you gain a +4 insight bonus on the check. If you have already failed at a Knowledge check, you may consult with your ancestors and make another attempt. The insight bonus on these checks increases to +6 at caster level 7th and +8 at caster level 11th. You may consult with the spirits for this purpose as often as you like while the spell remains in effect. Only you can hear the spirits speak to you.
- Arcanist(Sorc/Wiz):
- lvl 0:
- Arcane Mark:
- 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.
- Prestidigitation:
- 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.
- Mage Hand:
- 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.
- Read Magic:
- You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
- Detect Magic:
- You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. [pathfinder detect magic for more info]
- Daze:
- This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. 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.
- lvl1:
- Charm Person:
- 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.
- Hypnotism:
- Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that fails its saving throw does not remember that you enspelled it.
- Vanish:
- 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.
- Signature Intensified (Burning Hands):
- Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips.
Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4)[10d4].
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
- lvl 2:
- Seducer's Eye's:
- You gain a bonus on Charisma-based skill checks equal to 1 +1 for every 4 caster levels you possess (to a maximum of +5), but only when interacting with those who might conceivably find you sexually attractive. You do not gain this bonus against those you or your allies are attacking or threatening.
- Burning Arc:
- Range close (25 ft. + 5 ft./2 levels)
Targets one primary target plus one additional target/3 levels (each of which must be within 15 ft. of the primary target)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
This spell causes an arc of flame to leap from your fingers, burning a number of enemies nearby. It deals 1d6 points of fire damage per caster level (maximum 10d6). For every additional target the discharge arcs to, reduce the number of damage dice by half (rounded down). Therefore, at 9th level, your burning arc deals 9d6 points of fire damage to the primary target, then 4d6 points of fire damage to a secondary target, then 2d6 points of fire damage to an additional target.
Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You may choose secondary targets as you like, but they must all be within 15 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
- Arcanist Abilities:
- Arcane Reservoir (Su):
- An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
- Consume Spells (Su):
- At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
- Spell Improvisation (Su):
- The arcanist can expend 2 points from her arcane reservoir as a swift action when casting a prepared spell to instead cast a spell of the same level or lower from her spellbook. She can use this ability a number of times per day equal to 3 + her Charisma modifier. The arcanist must be able to reference her spellbook when using this ability.
Spell Slots per day
Arcane Reservoire 7/7
lvl 0 unlimited
lvl 1 5/5
lvl 2 3/3
Numbers:
versus spell resistance +8 (+9 if expends reservoire)
DC 14 +spell lvl (+1 if Evoc) (+1 if expends reservoire)
Caster level (+1 1/day) (+1 Detect Magic) (+2 Burning Hands) (+1 Evocation) (+1 if expends reservoire)
attacks:
Burning Hands (7d4) (+1d4 1/day) (+1d4 expends reservoire)
Burning Arc (5d6 1st target, 2d6 2nd)/(6d6 1st target, 3d6 2nd, 1d6 3rd 1/day)/(6d6 1st target, 3d6 2nd, 1d6 3rd if expends reservoire)/(6d6 1st target, 3d6 2nd, 1d6 3rd if expends reservoire)
Johan Berg- Posts : 20
Join date : 2016-11-18
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