Created using PCGen 6.07.02-DEV on 11 mars 2017
Elendlara Tirisiel "Ormellona" Meliamne Vincent Neutral Good 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Druid2 (Treesinger, World Walker) 5 Elf Medium / 5 ft. 6' 4" 126 lbs. Low-Light Vision
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
2 6 143 Femelle light brown blonde (change with season), long
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
13 +1 13 +1
DEX
Dexterity
16 +3 16 +3
CON
Constitution
10 +0 10 +0
INT
Intelligence
12 +1 12 +1
WIS
Wisdom
16 +3 16 +3
CHA
Charisma
10 +0 10 +0

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
15




  
Walk 30 ft.
AC
Armour Class
16 : 13 : 13 = 10 + 3 + 0 + 3 + 0 + 0 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


5 +0 +6 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+3 = +3 + +0 + +0
+ +0
+ +0
+
Reflex
Dexterity
+3 = +0 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+6 = +3 + +3 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
+2 vs. enchantment spells and effects
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+2 = +1
+ +1 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +3 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+2 = +1
+ +1 + +0
+ +0
+ +0
+
CMB +2 +2 +2 +2 +2 +2
CMD 15 15 15 15 15 15
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+2
1d3+1
20/x2
5 ft.

*Darkwood Composite Longbow (+1 STR)
HAND TYPE SIZE CRITICAL
les deux
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +5
+5
+3
+1
-1
 Dam 1d8+1 1d8+1 1d8+1 1d8+1 1d8+1
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 (Composite Longbow STR (+1/Darkwood)), Strength bonus to damage, 10 hp/inch, hardness 5

Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Équippé
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Thrown splash weapon see p.202, Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.

Holy Water (Flask)
HAND TYPE SIZE CRITICAL
Équippé

M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 2d4 2d4 2d4 2d4 2d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 thown splash weapon see p.202, Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Hide Shirt (Darkleaf Cloth)
TYPEARMOR BONUSMAX DEX BONUS
Light
+3
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
5

SKILLS MAX
RANKS
2/2
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 3 = 3
+ 0
+ 0
  Appraise INT 1 = 1
+ 0
+ 0
  Bluff CHA 0 = 0
+ 0
+ 0
  Climb STR 1 = 1
+ 0
+ 0
  Craft (Untrained) INT 1 = 1
+ 0
+ 0
  Diplomacy CHA 0 = 0
+ 0
+ 0
  Disguise CHA 0 = 0
+ 0
+ 0
  Escape Artist DEX 3 = 3
+ 0
+ 0
  Fly DEX 3 = 3
+ 0
+ 0
  Handle Animal CHA 5 = 0
+ 2
+ 3
  Heal WIS 3 = 3
+ 0
+ 0
  Intimidate CHA 0 = 0
+ 0
+ 0
  Knowledge (Geography) INT 5 = 1
+ 1
+ 3
  Knowledge (Nature) INT 9 = 1
+ 2
+ 6
  Perception WIS 10 = 3
+ 2
+ 5
  Perform (Untrained) CHA 0 = 0
+ 0
+ 0
  Ride DEX 3 = 3
+ 0
+ 0
  Sense Motive WIS 3 = 3
+ 0
+ 0
  Stealth DEX 3 = 3
+ 0
+ 0
  Survival WIS 11 = 3
+ 2
+ 6
  Swim STR 5 = 1
+ 1
+ 3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
+2 trait bonus on Perception checks in natural settings.

+1 racial bonus to Knowledge (Nature) and Survival checks in forests

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.07.02-DEV on 11 mars 2017
Player: Vincent; Character Name: Elendlara Tirisiel "Ormellona" Meliamne
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Darkwood Composite Longbow (+1 STR)
((Composite Longbow STR (+1/Darkwood)), Strength bonus to damage, 10 hp/inch, hardness 5)
Equipped
1
1,5
530
 Outfit (Explorer's)
Equipped
1
8
0
 Hide Shirt (Darkleaf Cloth)
Equipped
1
9
770
 Spell Component Pouch
Equipped
1
2
5
 Holly and Mistletoe
Spell Component Pouch
1
0
0
 Belt Pouch
Equipped
1
0,5
1
 Backpack, Masterwork
Equipped
1
4
50
 Elven Trail Rations
Backpack, Masterwork
1
1
2
 Blanket
Backpack, Masterwork
1
3
0.5
 Pot (Iron)
Backpack, Masterwork
1
4
0.8
 Mess Kit
Backpack, Masterwork
1
1
0.2
 Flint and Steel
Backpack, Masterwork
1
0
1
 Soap
Backpack, Masterwork
1
0,5
0.01
 Scroll Case
Backpack, Masterwork
1
0,5
1
ITEM LOCATION QTY WT. COST
 Rope (Silk/50 ft.)
(4 hp, DC 24 Strength check to burst)
Backpack, Masterwork
1
5
10
 Antitoxin (Vial)
(+5 alchemical bonus to Fortitude saves against poison for 1 hour)
Backpack, Masterwork
1
0
50
 Antiplague (Vial)
Backpack, Masterwork
1
0
50
 Alchemist's Fire (Flask)
(Thrown splash weapon see p.202, Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)
Backpack, Masterwork
1
1
20
 Healer's Kit
Backpack, Masterwork
1
1
50
 Holy Water (Flask)
(thown splash weapon see p.202, Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.)
Backpack, Masterwork
1
1
25
 Wrist Sheath, Spring Loaded
(Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
1
5
 Wrist Sheath, Spring Loaded
(Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
1
5
 Durable Arrow
Equipped
9
0
1
 Arrow (Whistling)
Equipped
1
0,15
0.1
 Wand of Faerie Fire
(A pale glow surrounds and outlines the subjects who shed light as candles.)
Wrist Sheath, Spring Loaded
1
0,06
750
 Acid (Flask)
(Thrown splash weapon see p.202, Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)
Carried
1
1
10
 Silver Bracelet
((Jewelry))
Carried
1
0
0.7
 Club
Carried
1
3
0
TOTAL WEIGHT CARRIED/VALUE   49,21 lbs. 2346.31 gp
WEIGHT ALLOWANCE
Light 58 Medium 116 Heavy 175

MONEY
Unspent Funds = 999.0

Acid (Flask)
HAND TYPE SIZE CRITICAL
Porté
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Thrown splash weapon see p.202, Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Club
HAND TYPE SIZE CRITICAL REACH
Porté
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +2
-2
+2
-4
-2
-8
 Dam 1d6+1
1d6
1d6+1
1d6+1
1d6+1
1d6
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d6+1 1d6+1 1d6+1 1d6+1 1d6+1
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Druidic, Elven, Sylvan
PROFICIENCIES
Club, Dagger, Dart, Grapple, Longbow, Longsword, Quarterstaff, Rapier, Scimitar, Scythe, Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Splash Weapon, Unarmed Strike
Archetypes
Treesinger Elves live far longer than other common races, and a single elf may see whole empires rise and fall. Given the impermanence of the cultures around them, it's small wonder that some elves turn to the timeless growth of nature for solace, finding allies among the great trees themselves, and even leading the forest's plants into combat.
World Walker While all druids traverse the wilderness with ease, the world walkers take it upon themselves to travel the entire world. Some act as messengers and scouts for druidic circles, while others have a seemingly unquenchable wanderlust; each new land provides new mysteries to discover and new wisdom to be gained from mastering those mysteries.
Traits
Eyes of the Wild (Green Faith) [Paizo Inc. - Inner Sea Gods, p.220]
     Having spent much time immersed in the wilderness, you're now attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
SPECIAL ATTACKS
Spontaneous Casting [Paizo Inc. - Core Rulebook, p.49]
     You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Prestige Awards
Current Prestige Points (2x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.22]
     The character has 2 current prestige points.
Fame (6x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.9]
     The character has accumulated 6 Fame. Maximum Item Cost: 3000 gp
Free purchase up to 750 gp [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.3]
     Free purchase up to 750 gp (2 PP)
Hunting Lodge [Paizo Inc. - Pathfinder Society Field Guide, p.61]
     Hunting Lodge (2 PP): You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival to make Day Job rolls.
[]
    
[]
    
[]
    
[]
    
[]
    
[]
    
SPECIAL QUALITIES
Elven Immunities (Ex) [Paizo Inc. - Core Rulebook, p.22]
     Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Green Empathy (Ex) [Paizo Inc. - Advanced Race Guide, p.25]
     A treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent. To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time. A treesinger can also use this ability to influence an animal, but she takes a -4 penalty on the check.
Keen Senses (Ex) [Paizo Inc. - Core Rulebook, p.22]
     Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) [Paizo Inc. - Bestiary]
     You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense (Ex) [Paizo Inc. - Core Rulebook, p.50]
     You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons [Paizo Inc. - Core Rulebook, p.49]
     You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Plant Bond (Ex) [Paizo Inc. - Advanced Race Guide, p.25]
     A treesinger forms a mystic bond with plant life.
Plant Companion (Ex) [Paizo Inc. - Advanced Race Guide, p.25]
     The treesinger forms a close bond with a plant companion. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list of plant companions, this ability otherwise works like the standard druid's animal companion ability.
Weapon Familiarity (Ex) [Paizo Publishing - Core Rulebook, p.22]
     Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Woodcraft (Ex) [Paizo Inc. - Advanced Player's Guide, p.13]
     Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.
Woodland Stride (Ex) [Paizo Inc. - Core Rulebook]
     You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
FEATS
Summon Plant Ally [Paizo Inc. - Heroes of the Wild, p.23]
    You can call plant creatures to your aid in battle.
    When casting a summon nature's ally spell, you gain access to a list of plant creatures.

Created using PCGen 6.07.02-DEV on 11 mars 2017
Player: Vincent; Character Name: Elendlara Tirisiel "Ormellona" Meliamne
Druid Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 4 3 0 0 0 0 0 0 0 0
LEVEL 0
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Source:  CR p.262
Target Area:   Up to 4 gallons of water
Caster Level:   2
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 2 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge [arcana] skill checks to determine the school of magic involved in each. Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect. If the aura eminates from a magic item, you can attempt to identify its properties [see Spellcraft]. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power:

Original Strength | Duration of Lingering Aura

Faint | 1d6 rounds

Moderate | 1d6 minutes

Strong | 1d6 x 10 minutes

Overwhelming | 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.


Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   2
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy] check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   2
Flare
DC: 13
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Source:  CR p.284
Target Area:   Burst of light
Caster Level:   2
Guidance
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
☐☐☐
Effect:  This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Source:  CR p.292
Target Area:   Creature touched
Caster Level:   2
Know Direction
Save:
Time: 1 standard action
Duration: Instantaneous
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Source:  CR p.304
Target Area:   You
Caster Level:   2
Light
Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   2
Mending
DC: 13
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed [at 0 hit points or less] can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures [including constructs]. This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Source:  CR p.312
Target Area:   One object of up to 2 lb.
Caster Level:   2
Purify Food and Drink
DC: 13
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Source:  CR p.328
Target Area:   2 cu. ft. of contaminated food and water
Caster Level:   2
Read Magic
Save:
Time: 1 standard action
Duration: 20 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
☐☐☐
Effect:  You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level]. Read magic can be made permanent with a permanency spell.
Source:  CR p.330
Target Area:   You
Caster Level:   2
Resistance
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   2
Spark
DC: 13
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
☐☐☐
Effect:  You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Source:  APG p.246
Target Area:   one Fine object
Caster Level:   2
Stabilize
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Upon casting this spell, you target a living creature that has - 1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Source:  CR p.348
Target Area:   One living creature
Caster Level:   2
Virtue
Save: None
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Source:  CR p.365
Target Area:   Creature touched
Caster Level:   2
LEVEL 1
Abstemiousness
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 1 hour
Rng: Touch
Comp: V
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Sometimes lrori smiles on his worshipers, granting them a reprieve from physical hunger. 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. Not everyone can achieve the physical stamina of the monk, but sometimes Irori smiles on his worshipers and allows them a reprieve from physical hungers and wants. 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 as such will not alone prevent someone from starving, but it can extend even limited reserves for extended periods.
Source:  ISG p.228
Target Area:   a handful of berries, grains, nuts or rice
Caster Level:   2
Air Bubble
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 2 minutes
Rng: Touch
Comp: S, M/DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded-assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device-and fired. When shooting such a firearm underwater, the shot still takes the standard -2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.
Source:  UC p.222
Target Area:   one creature or one object no larger than a Large twohanded weapon
Caster Level:   2
Alter Winds
DC: 14
Save: Will negates
Time: 1 minute
Duration: 2 hours
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation, AirSchool
☐☐☐
Effect:  You subtly enhance or diminish the effects of natural winds within the spell's area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural [but not magical] wind effects are either increased or decreased by one step in intensity [Core Rulebook 439]. The maximum wind force you can affect with this spell is based on your caster level, as shown on the table below. Alter winds has no effect on magical wind effects.
Source:  APG p.201
Target Area:   immobile 10-ft.-radius emanation
Caster Level:   2
Ant Haul
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 4 hours
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The target's carrying capacity triples [see Table 7-4: Carrying Capacity on page 171 of the Core Rulebook]. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Source:  APG p.202
Target Area:   creature touched
Caster Level:   2
Aspect of the Falcon
Save:
Time: 1 standard action
Duration: 2 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
Source:  APG p.203
Target Area:   You
Caster Level:   2
Aspect of the Nightingale
Save:
Time: 1 standard action
Duration: 2 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform [sing] checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
Source:  ISG p.228
Target Area:   You
Caster Level:   2
Blend
Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Personal
Comp: S
SR: No
School: Illusion
☐☐☐
Effect:  You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends [as invisibility].
Source:  ARG p.29
Target Area:   You
Caster Level:   2
Blend with Surroundings
DC: 14
Save: Fortitude negates (harmless)
Time: 1 round
Duration: 20 minutes
Rng: Close (30 ft.)
Comp: V,S,M/DF
SR: Yes (harmless)
School: Illusion
☐☐☐
Effect:  This spell changes the appearance of the affected creature so that it better blends in with its surroundings. As chosen by you, the affected creature takes on the appearance of a statue, furniture, a tree, a bush, a rock, or another object of similar size. As long as the target stays still, it gains a +20 bonus on Stealth checks, and it can use Stealth even if it is being observed. The target's armor blends in perfectly with the illusory shape, and the target's armor check penalty on Stealth checks is negated for the duration of the spell. If the target moves at all while this spell is in effect, the spell ends.
Source:  DTT p.30
Target Area:   One creature
Caster Level:   2
Bristle
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 2 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell. All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose.
Source:  APG p.207
Target Area:   one creature
Caster Level:   2
Call Animal
Save: None
Time: 1 standard action
Duration: 2 hours [D]
Rng: see description
Comp: V, S, DF
SR: None
School: Enchantment
☐☐☐
Effect:  This spell calls the nearest wild animal of a particular type you designate [provided the animal's CR is equal to or less than your caster level] to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell's duration, you are aware of this fact, but the spell is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge [nature] skill check [DC 15] to know what animals can be found in an area. When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell. Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so. Once the spell's duration expires, the animal acts in accordance with its attitude. Most animals will likely wander off, but a hostile predatory animal may attack, especially if it is hungry or provoked. Domesticated animals or animals trained by someone else, including such creatures as familiars or animal companions, are unaffected by call animals.
Source:  APG p.209
Target Area:   one animal whose CR is equal or less than 2
Caster Level:   2
Calm Animals
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 2 minutes
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals [those with Intelligence scores of 1 or 2] can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Source:  CR p.252
Target Area:   Animals within 30 ft. of each other
Caster Level:   2
Charm Animal
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 2 hours
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like charm person, except that it affects a creature of the animal type.
Source:  CR p.254
Target Area:   One animal
Caster Level:   2
Cheetah's Sprint
Save:
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V
SR:
School: Transmutation
☐☐☐
Effect:  A wild surge of energy courses through your body and propels you into a sprint. If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.
Source:  HotW p.31
Target Area:   You
Caster Level:   2
Cloak of Shade
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 2 hours [D]
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature [see page 444 of the Core Rulebook for heat dangers]. The cloak of shade also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. Cloak of shade has no effect on environmental heat from sources other than the sun.
Source:  APG p.211
Target Area:   one creature per level
Caster Level:   2
Cure Light Wounds
DC: 14
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   2
Damp Powder
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: instantaneous
Rng: Close (30 ft.)
Comp: V, S, M/DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire that ammunition fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon before reloading and firing it. If aware of this spell's effect prior to firing the altered ammunition [a DC 16 Spellcraft check to identify the spell being cast or similar effect], the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.
Source:  UC p.226
Target Area:   1 loaded firearm
Caster Level:   2
Deadeye's Arrow
Save: None
Time: 1 standard action
Duration: Instantaneous or 1 round [see text]
Rng: Medium or see text
Comp: V, S, M
SR: Yes
School: Evocation
☐☐☐
Effect:  You create an arrow made of crackling electricity, which you may use for one of two effects. Attack: You may throw the arrow up to Medium range or fire it from a bow up to the bow's maximum range. Either use is a ranged touch attack. The arrow deals 1d6 points of electricity damage + 1 point per level 5. Beacon: You throw or fire the arrow straight up. When it reaches maximum range or a solid surface [such as the roof of a cave] it explodes in a peal of thunder and forms a forked bolt of electricity resembling Erastil's holy symbol, which lingers for 1 round. The thunder and lightning are as loud and bright as natural thunder and lightning, but they do not harm any nearby creatures.
Source:  ISG p.232
Target Area:   Arrow of electricity
Caster Level:   2
Deadeye's Lore
Save:
Time: 1 round
Duration: 2 hours
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.
Source:  UC p.227
Target Area:   You
Caster Level:   2
Decompose Corpse
DC: 14
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous or 1 minute; see text
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Necromancy
☐☐☐
Effect:  Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a �2 penalty on all rolls and to its Armor Class and CMD for 1 minute.
Source:  UM p.216
Target Area:   One corpse or corporeal undead
Caster Level:   2
Detect Aberration
Save: None
Time: 1 standard action
Duration: concentration, up to 20 minutes [D]
Rng: Long (480 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  This spell functions like detect animals or plants, except it detects creatures of the aberration type.
Source:  APG p.215
Target Area:   cone-shaped emanation
Caster Level:   2
Detect Animals or Plants
Save: None
Time: 1 standard action
Duration: Concentration, up to 20 minutes [D]
Rng: Long (480 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen. 3rd Round: The condition [see below] and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. [Chart omitted]
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   2
Detect Snares and Pits
Save: None
Time: 1 standard action
Duration: Concentration, up to 20 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. Detect snares and pits does detect certain natural hazards- quicksand [a snare], a sinkhole [a pit], or unsafe walls of natural rock [a deadfall]. It does not reveal other potentially dangerous conditions. The spell does not detect magic traps [except those that operate by pit, deadfall, or snaring; see the spell snare], nor mechanically complex ones, nor those that have been rendered safe or inactive. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of hazards. 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The general type and trigger for one particular hazard closely examined by you. Each round, you can turn to examine a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Source:  CR p.268
Target Area:   Cone-shaped emanation
Caster Level:   2
Diagnose Disease
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area carries any sort of disease or infestation [including molds, slimes, and similar hazards], or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature�s disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Source:  UM p.216
Target Area:   One creature, one object, or a 5-ft. cube
Caster Level:   2
Dream Feast
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, OF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  The next time the target sleeps [within the next 8 hours], she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious meal, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects. If you sleep with this spell prepared, you may automatically expend it while you sleep to gain the spell's benefit. This expenditure does not count as spellcasting for the purpose of determining available spell slots [you could go to sleep at midnight, expend this spell during an 8-hour period of sleep, and still prepare your full allotment of spells in the morning].
Source:  ISG p.232
Target Area:   Creature touched
Caster Level:   2
Endure Elements
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   2
Entangle
DC: 14
Save: Reflex partial; see text
Time: 1 standard action
Duration: 2 minutes [D]
Rng: Long (480 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Source:  CR p.278
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   2
Expeditious Construction
DC: 14
Save: none
Time: 1 standard action
Duration: instantaneous
Rng: Close (30 ft.)
Comp: V, S, M
SR: no
School: Conjuration
☐☐☐
Effect:  

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 x 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.


Source:  ArcA p.7
Target Area:   a low wall 10 feet long per 3 levels [minimum 10 feet] [S]
Caster Level:   2
Expeditious Excavation
DC: 14
Save: see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S, M
SR: No
School: Transmutation, EarthSchool
☐☐☐
Effect:  You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling. Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size. The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.
Source:  APG p.220
Target Area:   dirt in a 5-ft. cube
Caster Level:   2
Face of the Devourer
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 2 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  You transform the target's face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its misshapen mouth. You do not choose what shape the target's face takes, and the shape is different every time you cast the spell. This transformation does not interfere with the target's senses or its ability to breathe, though it might prevent it from speaking. The target gains a +4 circumstance bonus on Intimidate checks. If the target does not normally have a bite attack, it gains a bite attack as a natural weapon for the duration of the spell. This bite attack deals 1d6 points of damage if the target is Medium, 1d4 points of damage if the target is Small, or 1d8 points of damage if the creature is Large. The target may use this bite as a primary attack or a secondary attack.
Source:  ISG p.233
Target Area:   Creature touched
Caster Level:   2
Faerie Fire
Save: None
Time: 1 standard action
Duration: 2 minutes [D]
Rng: Long (480 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness [though a 2nd-level or higher magical darkness effect functions normally], blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Source:  CR p.280
Target Area:   Creatures and objects within a 5-ft.-radius burst
Caster Level:   2
Feather Step
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 20 minutes
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
Source:  APG p.221
Target Area:   one creature
Caster Level:   2
Firebelly
Save: Reflex half; see text
Time: 1 standard action
Duration: 2 minutes
Rng: Personal
Comp: V, s, DF
SR: Yes; see text
School: Abjuration
☐☐☐
Effect:  A magical fire warms your belly, granting fire resistance 5 and making your gut hot to the touch [but not enough to damage you or anything else]. As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of fire damage [Reflex half, SR applies]. Each time you use this breath weapon, reduce the remaining duration of the spell by 1 minute.
Source:  ISG p.234
Target Area:   You
Caster Level:   2
Flare Burst
DC: 14
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point.
Source:  APG p.223
Target Area:   10-ft.-radius burst of light
Caster Level:   2
Frostbite
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
Source:  UM p.221
Target Area:   Up to 2 creatures touched
Caster Level:   2
Gentle Breeze
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 hour [D]
Rng: Close (30 ft.)
Comp: V, S
SR: yes (harmless)
School: Evocation
☐☐☐
Effect:  You create a light wind that blows only against the target, from a direction of your choice. The breeze grants the target a +2 circumstance bonus on saves against very hot conditions, severe heat, and saves against clouds, vapors, and gases [such as cloudkill, stinking cloud, and inhaled poisons]. There must be air present to use this spell.
Source:  ACG p.183
Target Area:   one creature or object
Caster Level:   2
Goodberry
Save: None
Time: 1 standard action
Duration: 2 days
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  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.
Source:  CR p.291
Target Area:   2d4 fresh berries touched
Caster Level:   2
Hairline Fractures
DC: 14
Save: Fortitude negates (object)
Time: 1 standard action
Duration: 2 rounds
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  With a single touch, you create temporary hairline fractures in a piece of stone or a creature with the earth subtype. If you cast this spell on a section of stone, you reduce its hardness to 5 and its hit points to 10/inch of thickness. If you cast this spell on a creature with the earth subtype, that creature takes a -2 penalty to AC for the spell's duration. Make whole reverses this spell's effect.
Source:  ISG p.235
Target Area:   5-foot-square section of stone or a creature with the earth subtype
Caster Level:   2
Heightened Awareness
Save:
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Personal
Comp: V, M/DF
SR:
School: Divination
☐☐☐
Effect:  You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.
Source:  ACG p.183
Target Area:   you
Caster Level:   2
Hide from Animals
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Touch
Comp: S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Source:  CR p.296
Target Area:   2 creatures touched
Caster Level:   2
Hydraulic Push
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Evocation, WaterSchool
☐☐☐
Effect:  You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.
Source:  APG p.228
Target Area:   one creature or object
Caster Level:   2
Ice Armor
Save: None
Time: 1 minute
Duration: 2 hours or until destroyed
Rng: O ft.; see text
Comp: V, S, F
SR: No
School: Transmutation
☐☐☐
Effect:  You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing [though it can hasten the effects of exposure in cold environments]. It offers the same protection as a breastplate, except it has hardness O and 30 hit points. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer [who may be you]; otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes; when the armor's bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor without penalty.
Source:  ISG p.236
Target Area:   A suit of armor made of ice
Caster Level:   2
Jump
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 2 minutes [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 [the maximum] at caster level 9th.
Source:  CR p.303
Target Area:   Creature touched
Caster Level:   2
Keen Senses
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 2 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject gains a +2 competence bonus on Perception checks and gains low-light vision. Subjects that have low-light vision double the distance they can see under the effects of this spell.
Source:  APG p.230
Target Area:   creature touched
Caster Level:   2
Liberating Command
DC: 14
Save: Will negates (harmless)
Time: 1 immediate action
Duration: instantaneous
Rng: Close (30 ft.)
Comp: V
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level 20. This spell has no effect if the target could not get free by using the Escape Artist skill [for example, if he were under the effects of a hold person spell or paralyzed by Strength damage].
Source:  UC p.233
Target Area:   one creature
Caster Level:   2
Longstrider
Save:
Time: 1 standard action
Duration: 2 hours [D]
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation
☐☐☐
Effect:  This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Source:  CR p.305
Target Area:   You
Caster Level:   2
Magic Fang
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 2 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell.
Source:  CR p.308
Target Area:   Living creature touched
Caster Level:   2
Magic Stone
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets [range increment 50 feet]. The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage [including the spell's enhancement bonus], or 2d6+2 points against undead.
Source:  CR p.310
Target Area:   Up to three pebbles touched
Caster Level:   2
Monkey Fish
Save:
Time: 1 standard action
Duration: 2 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.
Source:  ACG p.188
Target Area:   you
Caster Level:   2
Nature's Paths
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 8 hours [D]
Rng: Touch
Comp: V,S,M/DF
SR: Yes (harmless)
School: Divination
☐☐☐
Effect:  The target instinctively knows the shortest, easiest, and fastest way through the wilderness. For the purpose of determining overland speed, the target treats any trackless terrain as though there were a trail or road, and any terrain with a road or trail as though there were a highway. Up to 2 creatures traveling with the target can also benefit from the effect. The spell functions only outdoors and does not function in magically altered terrain.
Source:  HotW p.31
Target Area:   One creature
Caster Level:   2
Nauseating Dart
DC: 14
Save: Fortitude partial (see text)
Time: 1 standard action
Duration: instantaneous
Rng: Close (30 ft.)
Comp: S, DF
SR: no
School: Conjuration
☐☐☐
Effect:  You spit a poisonous stinger around the size of a quill at a creature within range, as though you had fired a dart from a blowgun. You must succeed at a ranged attack to hit your target. The stinger deals 1d2 points of piercing damage and poisons the target, causing it to become nauseated for 1 round unless it succeeds at a Fortitude save.
Source:  ACG p.189
Target Area:   one poisonous stinger
Caster Level:   2
Negate Aroma
DC: 14
Save: Fortitude negates
Time: 1 standard action
Duration: 2 hours [D]
Rng: Close (30 ft.)
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents. When cast, the targeted creatures or objects lose all natural and unnatural odors. A creature under the effect of negate aroma cannot be tracked, located, or pinpointed by the scent special quality. In addition, this spell prevents the target creature from using the stench special ability and similar odor-based abilities [such as those possessed by troglodytes]. Negate aroma does not prevent the target from acquiring outside smells or odors. Dowsing the creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized or washed away.
Source:  APG p.234
Target Area:   2 creatures or objects touched
Caster Level:   2
Obscuring Mist
Save: None
Time: 1 standard action
Duration: 2 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away 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]. A moderate wind [11+ mph], such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind [21+ mph] disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Source:  CR p.317
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level:   2
Pass without Trace
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 2 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means.
Source:  CR p.318
Target Area:   2 creatures touched
Caster Level:   2
Produce Flame
Save: None
Time: 1 standard action
Duration: 2 minutes [D]
Rng: 0 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level [maximum +5]. Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack [with no range penalty] and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.
Source:  CR p.326
Target Area:   Flame in your palm
Caster Level:   2
Ray of Sickening
DC: 14
Save: Fortitude partial; see text
Time: 1 standard action
Duration: 2 minutes
Rng: Close (30 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  This spell functions as ray of exhaustion, except the target is sickened if it fails its save and unaffected if it makes its save.
Source:  UM p.234
Target Area:   Ray
Caster Level:   2
Read Weather
Save:
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, F
SR:
School: Divination
☐☐☐
Effect:  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. This spell allows you to precisely forecast the weather at your current location for the next 48 hours, providing you with advance warning of storms, blizzards, tornadoes, and other such meteorological phenomena. It applies only to the weather that would arise normally and naturally, and does not take into account any magical occurrences that might change the weather of an area.
Source:  ISG p.238
Target Area:   You
Caster Level:   2
Remove Sickness
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 20 minutes; see text
Rng: Close (30 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.
Source:  UM p.234
Target Area:   One creature
Caster Level:   2
Restore Corpse
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect:  You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.
Source:  UM p.235
Target Area:   Corpse touched
Caster Level:   2
Shield Companion
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 2 hours [D]
Rng: Close (30 ft.)
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  
Source:  AnAr p.23
Target Area:   your animal companion, familiar, or fiendish servant
Caster Level:   2
Shillelagh
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: 2 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger [a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6], +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
Source:  CR p.342
Target Area:   One touched nonmagical oak club or quarterstaff
Caster Level:   2
Speak with Animals
Save:
Time: 1 standard action
Duration: 2 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Source:  CR p.346
Target Area:   You
Caster Level:   2
Stone Fist
Save:
Time: 1 standard action
Duration: 2 minutes [D]
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation, EarthSchool
☐☐☐
Effect:  This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage [1d4 if you are Small]. In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8. Stone to flesh immediately dispels stone fist. Should you be the target of transmute rock to mud, this spell immediately ends and you take 4d6 points of damage.
Source:  APG p.247
Target Area:   You
Caster Level:   2
Summon Minor Ally
Save: None
Time: 1 round
Duration: 2 rounds [D]
Rng: Close (30 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions as summon nature�s ally I, except you can summon 1d3 Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.
Source:  UM p.241
Target Area:   1d3 summoned creatures
Caster Level:   2
Summon Nature's Ally I
Save: None
Time: 1 round
Duration: 2 rounds [D]
Rng: Close (30 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant]. The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components [such as wish]. The spell conjures one of the creatures from the 1st Level list on Table 10-6. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted. When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. [Chart not included]
Source:  CR p.354
Target Area:   One summoned creature
Caster Level:   2
Tears to Wine
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: 20 minutes
Rng: 10 ft.
Comp: V, S, M
SR: yes (object)
School: Transmutation
☐☐☐
Effect:  

Legend claims runelords used this spell to literally benefit from drinking the tears of their captured foes. This spell turns nonmagic liquids-including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids-into mead or wine of average quality. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions.

Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 [the maximum] at caster level 15th.


Source:  ArcA p.22
Target Area:   1 cu. ft. of liquit [see text]
Caster Level:   2
Thorn Javelin
DC: 14
Save: none
Time: 1 standard action
Duration: 2 minutes [D]
Rng: 0 Ft.
Comp: V, S
SR: no
School: Conjuration
☐☐☐
Effect:  A wooden thorn the size of a javelin [appropriate for your size] appears in your open hand. You can wield this thorn as a javelin, and you are proficient in its use. Any creature struck by the javelin must succeed at a Fortitude save or be sickened for 1 round. If you throw the javelin, another one appears in your hand. Any javelin that leaves your grasp disappears at the end of your turn. Each javelin attack you make reduces the spell's remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after that attack resolves.
Source:  ACG p.196
Target Area:   javelin-like thorn
Caster Level:   2
Thunderstomp
DC: 14
Save: none
Time: 1 standard action
Duration: instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: yes
School: Evocation
☐☐☐
Effect:  You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability score modifier [Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and sorcerers]. This does not provoke an attack of opportunity. This spell has no effect if you cannot reach the ground or floor, or if your target is not in contact with the ground or floor.
Source:  ACG p.196
Target Area:   one creature
Caster Level:   2
Touch of Bloodletting
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 2 rounds
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  This spell causes any existing wounds that the target possesses to bleed profusely. If the creature's current total hit points are less than its maximum, this spell causes the creature to take 1 point of bleed damage each round and become exhausted for the duration of the spell. A successful DC 15 Heal check or any spell that cures hit point damage negates the effects of this spell.
Source:  ISG p.243
Target Area:   living creature touched
Caster Level:   2
Touch of the Sea
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 2 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation, WaterSchool
☐☐☐
Effect:  You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form [although magic items with a continuous effect continue to function]. This spell does not grant the target any ability to breathe water.
Source:  APG p.250
Target Area:   creature touched
Caster Level:   2
Tracking Mark
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Long (480 ft.)
Comp: S, OF
SR: Yes
School: Evocation
☐☐☐
Effect:  You gain a supernatural ability to detect tracks and other clues left behind by the target. You treat the DCs of all Survival checks made to track the target as if they were 5 lower than normal, and you gain a +5 bonus on Perception checks made to notice the target if it is using Stealth or recognize it if it is using Disguise.
Source:  ISG p.243
Target Area:   One creature
Caster Level:   2
Wave Shield
Save:
Time: 1 immediate action
Duration: 1 round or until discharged
Rng: Personal
Comp: V
SR:
School: Abjuration
☐☐☐
Effect:  You create a rushing torrent of water in the rough outline of a shield. The water protects you from one physical or fire attack, granting you DR/- and fire resistance equal to half your caster level [minimum 1] on that attack. Once the spell has reduced the damage of one attack against you, it is discharged.
Source:  ACG p.199
Target Area:   you
Caster Level:   2
Weaken Powder
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: instantaneous
Rng: Close (30 ft.)
Comp: V, S, M/DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Ammunition in the target firearm generates less of an explosive charge when fired. With such ammunition, the firearm's range increment is halved and the firer takes a -2 penalty on damage rolls. If aware of this spell's effect prior to firing the altered ammunition [a DC 16 Spellcraft check to identify the spell being cast or similar effect], the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.
Source:  UC p.249
Target Area:   1 loaded firearm
Caster Level:   2
Whispering Lore
Save: None
Time: 1 full-round action
Duration: 20 minutes
Rng: Personal
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it whispers information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment, you gain the bonus on Knowledge [nature] checks. If you are within an underground environment, you gain the bonus on Knowledge [dungeoneering] checks. If you are within an urban environment, you gain the bonus on Knowledge [local] checks. If you are on a plane other than the Material Plane, you gain the bonus on Knowledge [planes] checks. If you enter a new terrain, you lose the previous terrain's skill bonus and gain the new bonus.
Source:  ARG p.29
Target Area:   You
Caster Level:   2
* = Domain/Specialty Spell


Created using PCGen 6.07.02-DEV on 11 mars 2017
Player: Vincent; Character Name: Elendlara Tirisiel "Ormellona" Meliamne
Prepared Spells
Druid
Level 0
Create Water (DC:)
Guidance (DC:13)
Light (DC:)
Stabilize (DC:13)
Level 1
Aspect of the Falcon (DC:)
Thunderstomp (DC:14)
Whispering Lore (DC:)
* = Domain/Specialty Spell

Created using PCGen 6.07.02-DEV on 11 mars 2017
Player: Vincent; Character Name: Elendlara Tirisiel "Ormellona" Meliamne
Elendlara Tirisiel "Ormellona" Meliamne
Elendlara Tirisiel "Ormellona" Meliamne's portrait
Elf
RACE
143
AGE
6' 4"
HEIGHT
126 lbs.
WEIGHT
light brown
EYE COLOR
fair
SKIN COLOR
blonde (change with season)
HAIR COLOR
long
HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE
Description

Other trait

 

Arcane dabbler from Elves of Golarion, Cantrip 1st arcane 1/day Prestidigitation

 

Home
From Kyonin. ,
Biography

Elf Homeland: Forest

Elf Parents: Both parents are alive

Siblings: 2, 1 younger, 1 older

Middle-Class Birth

Parents Artisan

Major Childhood Event: Competition Champion?

Druid Background: Fey Meeting - Treant?

Influential Associates: The Craftperson

 

(11) Malign Associate 4CP

(1) Commoner

(4) Religion 2CP

Secret Regret?

 

(3) A few Significant Relationships

 

Drawback (17) Justice