Created using PCGen 6.07.02-DEV on 30 juin 2017
Veit Loderr Vincent Lawful Good Torag 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Cleric1 2 Dwarf Medium / 5 ft. 4' 1" 178 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
1 3 69 Mâle ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
14 +2 14 +2
DEX
Dexterity
10 +0 10 +0
CON
Constitution
15 +2 15 +2
INT
Intelligence
10 +0 10 +0
WIS
Wisdom
18 +4 18 +4
CHA
Charisma
10 +0 10 +0

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
10




  
Walk 20 ft.
AC
Armour Class
19 : 10 : 19 = 10 + 8 + 1 + 0 + 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
+0 = +0 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+0


45 -8 +0 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+5 = +2 + +2 + +0
+ +0
+ +1
+
Reflex
Dexterity
+1 = +0 + +0 + +0
+ +0
+ +1
+
Will
Wisdom
+7 = +2 + +4 + +0
+ +0
+ +1
+
CONDITIONAL MODIFIERS:
+2 trait bonus vs. charm and compulsion effects.
+2 vs. poison, spells, and spell-like abilities
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+2 = +0
+ +2 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+0 = +0
+ +0 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+2 = +0
+ +2 + +0
+ +0
+ +0
+
CMB +2 +2 +2 +2 +2 +2
CMD 12 16 12 12 16 12
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
+4 dodge bonus to AC against humanoid creatures of the giant subtype.
+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
+4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+2
1d3+2
20/x2
5 ft.

*Shield, Light Steel
TOTAL ATTACK BONUS DAMAGE CRITICAL
-10
1d3+1
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
non directrice
0 ft.

M
 

*Masterwork Warhammer
HAND TYPE SIZE CRITICAL REACH
directrice
B
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +3
-1
+3
-3
-1
-7
 Dam 1d8+2
1d8+1
1d8+3
1d8+2
1d8+2
1d8+1

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 +0
-2
-4
-6
-8
 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.

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.
*Half-Plate
TYPEARMOR BONUSMAX DEX BONUS
Heavy
+8
+0
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-7
40

SKILLS MAX
RANKS
1/1
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX -8 = 0
+ 0
+ -8
  Acrobatics (Jump) DEX -12 = 0
+ 0
+ -12
  Appraise INT 0 = 0
+ 0
+ 0
  Appraise (Precious metals and gemstones) INT 2 = 0
+ 0
+ 2
  Bluff CHA 0 = 0
+ 0
+ 0
  Climb STR -6 = 2
+ 0
+ -8
  Craft (Armor) INT 4 = 0
+ 1
+ 3
  Craft (Untrained) INT 0 = 0
+ 0
+ 0
  Diplomacy CHA 4 = 0
+ 1
+ 3
  Disguise CHA 0 = 0
+ 0
+ 0
  Escape Artist DEX -8 = 0
+ 0
+ -8
  Fly DEX -8 = 0
+ 0
+ -8
  Heal WIS 4 = 4
+ 0
+ 0
  Intimidate CHA 0 = 0
+ 0
+ 0
  Knowledge (Religion) INT 4 = 0
+ 1
+ 3
  Perception WIS 4 = 4
+ 0
+ 0
  Perception (Notice unusual stonework) WIS 6 = 4
+ 0
+ 2
  Perform (Untrained) CHA 0 = 0
+ 0
+ 0
  Ride DEX -8 = 0
+ 0
+ -8
  Sense Motive WIS 4 = 4
+ 0
+ 0
  Stealth DEX -8 = 0
+ 0
+ -8
  Survival WIS 4 = 4
+ 0
+ 0
  Swim STR -6 = 2
+ 0
+ -8
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.

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 30 juin 2017
Player: Vincent; Character Name: Veit Loderr
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Shield, Light Steel
Equipped
1
6
9
 Masterwork Warhammer
Equipped
1
5
312
 Outfit (Explorer's)
Equipped
1
8
0
 Half-Plate
Equipped
1
50
600
 Holy Symbol (Iron)
Equipped
1
1
5
 Backpack, Common
Equipped
1
2
2
 Holy Text (Typical)
(A typical holy text for an experienced adventuring priest. Durable, with a leather cover, chapter illustrations and quality paper.)
Backpack, Common
1
2
25
ITEM LOCATION QTY WT. COST
 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, Common
1
1
20
 Rope (Silk/50 ft.)
(4 hp, DC 24 Strength check to burst)
Backpack, Common
1
5
10
 Rations (Trail/Per Day)
Backpack, Common
1
1
0.5
 Bullet, Sling
Equipped
10
0,5
0.01
 Sling
Carried
1
0
0
 Gauntlet
Equipped
1
0
0
TOTAL WEIGHT CARRIED/VALUE   86 lbs. 983.6 gp
WEIGHT ALLOWANCE
Light 58 Medium 116 Heavy 175

MONEY
Unspent Funds = 117.0

Cleric of Torag
Domain
Granted Power
Good
You have pledged your life and soul to goodness and purity.
Protection
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Sling
HAND TYPE SIZE CRITICAL
Porté
B
M
20/x2
  Range 30 ft.'
50 ft.'
100 ft.'
150 ft.'
200 ft.'
 Bonus +0
+0
-2
-4
-6
 Dam 1d4+2 1d4+2 1d4+2 1d4+2 1d4+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

*Gauntlet
HAND TYPE SIZE CRITICAL REACH
Équippé
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
-6
 Dam 1d3+2
1d3+1
1d3+2
1d3+2
1d3+2
1d3+1

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, Dwarven
PROFICIENCIES
Battle Aspergillum, Battleaxe, Bayonet, Blowgun, Boar Spear, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hanbo, Javelin, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Pick (Heavy), Quarterstaff, Rock, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Warhammer
Traits
Birthmark [Paizo Inc. - Advanced Player's Guide, p.328]
     You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Focused Mind [Paizo Inc. - Advanced Player's Guide, p.329]
     Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
SPECIAL ATTACKS
Channel Positive Energy (Su) [Paizo Inc. - Core Rulebook, p.40]
     You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 3 times per day.
Prestige Awards
Current Prestige Points (4x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.22]
     The character has 4 current prestige points.
Fame (4x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.9]
     The character has accumulated 4 Fame. Maximum Item Cost: 0 gp
[]
    
[]
    
[]
    
[]
    
[]
    
[]
    
SPECIAL QUALITIES
Aura (Ex) [Paizo Inc. - Core Rulebook, p.]
     A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) [Paizo Inc. - Core Rulebook]
     You project a faint good aura.
Aura of Law (Ex) [Paizo Inc. - Core Rulebook]
     You project a faint lawful aura.
Darkvision (Ex) [Paizo Inc. - Bestiary]
     Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) [Paizo Inc. - Core Rulebook, p.21]
     Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) [Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) [Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) [Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Orisons [Paizo Inc. - Core Rulebook, p.41]
     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.
Resistant Touch (Sp) [Paizo Inc. - Core Rulebook, p.46]
     As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 7 times per day.
Spontaneous Casting [Paizo Inc. - Core Rulebook, p.41]
     You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Stability (Ex) [Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) [Paizo Inc. - Core Rulebook, p.21]
     Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) [Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Touch of Good (Sp) [Paizo Inc. - Core Rulebook, p.44]
     You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day.
Weapon Familiarity (Ex) [Paizo Inc. - Core Rulebook, p.21]
     Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
FEATS
Armor Proficiency, Heavy [Paizo Inc. - Core Rulebook, p.118]
    You are skilled at wearing heavy armor.
    When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Created using PCGen 6.07.02-DEV on 30 juin 2017
Player: Vincent; Character Name: Veit Loderr
Cleric 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 3 2+1 0 0 0 0 0 0 0 0
LEVEL 0
Bleed
DC: 14
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Source:  CR p.249
Target Area:   One living creature
Caster Level:   1
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 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 2 gallons of water
Caster Level:   1
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 1 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:   1
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 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:   1
Guidance
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination, VoidElementalSchool
☐☐☐
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:   1
Light
Save: None
Time: 1 standard action
Duration: 10 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:   1
Mending
DC: 14
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 1 lb.
Caster Level:   1
Purify Food and Drink
DC: 14
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:   1 cu. ft. of contaminated food and water
Caster Level:   1
Read Magic
Save:
Time: 1 standard action
Duration: 10 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:   1
Resistance
DC: 14
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:   1
Spark
DC: 14
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 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:   1
Stabilize
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 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:   1
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:   1
LEVEL 1
Abundant Ammunition
Save: None
Time: 1 standard action
Duration: 1 minutes
Rng:
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect:  When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken [including masterwork ammunition or shuriken], at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.
Source:  UC p.222
Target Area:   one container touched
Caster Level:   1
Air Bubble
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 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:   1
Ant Haul
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 2 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:   1
Bane
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.
Source:  CR p.246
Target Area:   50-ft.-radius burst, centered on you
Caster Level:   1
Bless
Save: None
Time: 1 standard action
Duration: 1 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.
Source:  CR p.249
Target Area:   The caster and all allies within a 50-ft. burst, centered on the caster
Caster Level:   1
Bless Water
DC: 15
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This transmutation imbues a flask [1 pint] of water with positive energy, turning it into holy water.
Source:  CR p.249
Target Area:   Flask of water touched
Caster Level:   1
Blessed Fist
DC: 15
Save: none
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S
SR: yes
School: Transmutation
☐☐☐
Effect:  The target is considered to be armed even when unarmed, so it doesn't provoke attacks of opportunity when it attacks foes with unarmed strikes. Its unarmed strikes can deal lethal or nonlethal damage [target's choice]. If the target already has this ability [such as from the monk unarmed strike ability or the Improved Unarmed Strike feat], its unarmed strikes gain a +1 enhancement bonus on attack rolls and damage rolls, and they count as good-aligned weapons for the purposes of overcoming damage reduction.
Source:  ACG p.175
Target Area:   creature touched
Caster Level:   1
Cause Fear
DC: 15
Save: Will partial
Time: 1 standard action
Duration: 1d4 rounds or 1 round; see text
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
Source:  CR p.252
Target Area:   One living creature with 5 or fewer HD
Caster Level:   1
Command
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect:  You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails.
Source:  CR p.256
Target Area:   One living creature
Caster Level:   1
Compel Hostility
Save: see text
Time: 1 standard action
Duration: 1 rounds
Rng: Personal
Comp: V, S, M
SR: see text
School: Enchantment
☐☐☐
Effect:  Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature's spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.
Source:  UC p.226
Target Area:   You
Caster Level:   1
Comprehend Languages
Save:
Time: 1 standard action
Duration: 10 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Divination
☐☐☐
Effect:  You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page [250 words] per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic [such as the secret page and illusory script spells]. It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
Source:  CR p.258
Target Area:   You
Caster Level:   1
Cure Light Wounds
DC: 15
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:   1
Dancing Lantern
Save: None
Time: 1 standard action
Duration: 1 hours [D]
Rng: Touch
Comp: V, S, F
SR: No
School: Transmutation, FireSchool
☐☐☐
Effect:  You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell [CL 9th, 2,500 gp].
Source:  APG p.214
Target Area:   Animates one lantern
Caster Level:   1
Deadeye's Lore
Save:
Time: 1 round
Duration: 1 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:   1
Deathwatch
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: 30 ft.
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect:  Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile [alive and wounded, with 3 or fewer hit points left], fighting off death [alive with 4 or more hit points], healthy, undead, or neither alive nor dead [such as a construct]. Deathwatch sees through any spell or ability that allows creatures to feign death.
Source:  CR p.265
Target Area:   Cone-shaped emanation
Caster Level:   1
Decompose Corpse
DC: 15
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:   1
Detect Chaos
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Evil
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras [creatures, objects, or spells] in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming [see below], and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or [in the case of a cleric] class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a creature or magic item]. If detect evil 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

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil 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.


Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Good
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Law
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Undead
Save: None
Time: 1 standard action
Duration: Concentration, up to 1 minutes [D]
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming [see below], and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead 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, as given on the table below.

HD | Strength | Lingering Aura Duration

1 or lower | Faint | 1d6 rounds

2-4 | Moderate | 1d6 minutes

5-10 | Strong | 1d6 x 10 minutes

11 or higher | Overwhelming | 1d6 days

Each round, you can turn to detect undead 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.


Source:  CR p.269
Target Area:   Cone-shaped emanation
Caster Level:   1
Diagnose Disease
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 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:   1
Divine Favor
Save:
Time: 1 standard action
Duration: 1 minute
Rng: Personal
Comp: V, S, DF
SR:
School: Evocation
☐☐☐
Effect:  Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have [at least +1, maximum +3]. The bonus doesn't apply to spell damage.
Source:  CR p.273
Target Area:   You
Caster Level:   1
Doom
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 minutes
Rng: Medium (110 ft.)
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Source:  CR p.274
Target Area:   One living creature
Caster Level:   1
Endure Elements
DC: 15
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:   1
Entropic Shield
Save:
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Abjuration
☐☐☐
Effect:  A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance [similar to the effects of concealment]. Other attacks that simply work at a distance are not affected.
Source:  CR p.278
Target Area:   You
Caster Level:   1
Forbid Action
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect:  You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the target not take actions that fall into one of the following options. Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe or an area that includes a foe. Cast: Target cannot cast spells or use spell-like abilities. Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting. Draw: Target cannot ready or prepare any item, weapon, component, or equipment. Move: The target can take no act that would cause it to end up in a different location. The target does not resist being moved by others [and thus can be picked up or dragged, or can float along on a raft], but does not consciously attempt to move [including not directing a mount to move]. The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell�s demand to not move is still free to cast spells, make attacks, or shout for help.
Source:  UM p.220
Target Area:   One creature
Caster Level:   1
Gorum's Armor
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 10 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Targeted object sprouts thousand of tiny iron spikes. These act as armor/shield spikes [enhanced at CL 5+], causing 1 point of piercing damage for each opponent's natural attack that hits.
Source:  ISWG p.294
Target Area:   One suit of metal armor or one metal shield
Caster Level:   1
Hide from Undead
DC: 15
Save: Will negates (harmless); see text
Time: 1 standard action
Duration: 10 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures [such as skeletons or zombies] are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature [even with a spell], the spell ends for all recipients.
Source:  CR p.296
Target Area:   1 creatures touched
Caster Level:   1
Inflict Light Wounds
DC: 15
Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Source:  CR p.300
Target Area:   Creature touched
Caster Level:   1
Ironbeard
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.
Source:  ARG p.19
Target Area:   One Creature
Caster Level:   1
Know the Enemy
Save: None
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus.
Source:  UM p.226
Target Area:   You
Caster Level:   1
Liberating Command
DC: 15
Save: Will negates (harmless)
Time: 1 immediate action
Duration: instantaneous
Rng: Close (25 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:   1
Magic Stone
DC: 15
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:   1
Magic Weapon
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike [instead, see magic fang]. A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
Source:  CR p.310
Target Area:   Weapon touched
Caster Level:   1
Moment of Greatness
Save: None
Time: 1 standard action
Duration: 1 minutes or until discharged
Rng: 50 ft.
Comp: V, S, M/DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell's effect, the spell is discharged for that subject.
Source:  UC p.237
Target Area:   The caster and allies within a 50-ft. burst centered on the caster
Caster Level:   1
Murderous Command
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect:  You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.
Source:  UM p.230
Target Area:   One living creature
Caster Level:   1
Obscuring Mist
Save: None
Time: 1 standard action
Duration: 1 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:   1
Protection from Chaos
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   1
** Protection from Evil
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw [if one was allowed to begin with] against any spells or effects that possess or exercise mental control over the creature [including enchantment [charm] effects and enchantment [compulsion] effects]. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force [such as a ghost or spellcaster using magic jar], but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   1
Protection from Evil
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw [if one was allowed to begin with] against any spells or effects that possess or exercise mental control over the creature [including enchantment [charm] effects and enchantment [compulsion] effects]. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force [such as a ghost or spellcaster using magic jar], but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   1
Ray of Sickening
DC: 15
Save: Fortitude partial; see text
Time: 1 standard action
Duration: 1 minutes
Rng: Close (25 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:   1
Refine Improvised Weapon
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 1 hours [D]
Rng: Touch
Comp: V, S, DF
SR: yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  You transform an improvised weapon into an equivalent simple or martial weapon of masterwork quality. This effect does not alter the weapon's shape or appearance in any way. For example, if this spell is cast on a chair leg, a butter knife, or a pitchfork, the items function as a masterwork club, a masterwork dagger, or a masterwork trident, respectively, but the items look no different than they did before the spell was cast.
Source:  ACG p.190
Target Area:   one improvised weapon
Caster Level:   1
Reinforce Armaments
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 10 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality [see page 146]. A suit of armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell's duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell's duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their hardness is doubled for the duration of the spell.
Source:  UC p.241
Target Area:   one armor suit or weapon touched
Caster Level:   1
Remove Fear
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (25 ft.)
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear.
Source:  CR p.332
Target Area:   1 creatures, no two of which can be more than 30 ft. apart
Caster Level:   1
Remove Sickness
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (25 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:   1
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:   1
Sanctify Corpse
Save: None
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, DF, M
SR: No
School: Evocation
☐☐☐
Effect:  This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes [such as a shadow, vampire, or wraith], that effect is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day. Sanctify corpse can be made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.
Source:  UM p.236
Target Area:   Corpse touched
Caster Level:   1
** Sanctuary
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 rounds
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
☐☐☐
Effect:  Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Source:  CR p.336
Target Area:   Creature touched
Caster Level:   1
Sanctuary
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 rounds
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
☐☐☐
Effect:  Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Source:  CR p.336
Target Area:   Creature touched
Caster Level:   1
Shield of Faith
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have [maximum +5 deflection bonus at 18th level].
Source:  CR p.342
Target Area:   Creature touched
Caster Level:   1
Stunning Barrier
Save: none and Will negates (see text)
Time: 1 standard action
Duration: 1 rounds or until discharged
Rng: Personal
Comp: V, S
SR: no and yes (see text)
School: Abjuration
☐☐☐
Effect:  You are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round [Will negates]. Once the field has stunned an opponent, the spell is discharged.
Source:  ACG p.194
Target Area:   you
Caster Level:   1
Summon Minor Monster
Save: None
Time: 1 round
Duration: 1 rounds [D]
Rng: Close (25 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions as summon monster 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. As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these animals.
Source:  UM p.241
Target Area:   1d3 summoned creatures
Caster Level:   1
Summon Monster I
Save: None
Time: 1 round
Duration: 1 rounds [D]
Rng: Close (25 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons an extraplanar creature [typically an outsider, elemental, or magical beast native to another plane]. It 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. The spell conjures one of the creatures from the 1st Level list on Table 10-5. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. 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 with expensive material components [such as wish]. When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10-5 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. [Table Not Included]
Source:  CR p.350
Target Area:   One summoned creature
Caster Level:   1
Sun Metal
DC: 15
Save: Fortitude negates (object)
Time: 1 standard action
Duration: 1 rounds [see text]
Rng: Touch
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon's wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.
Source:  UC p.245
Target Area:   one melee weapon
Caster Level:   1
Unbreakable Heart
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 rounds
Rng: Close (25 ft.)
Comp: V, S
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place.
Source:  ISWG p.296
Target Area:   One creature
Caster Level:   1
* = Domain/Specialty Spell


Created using PCGen 6.07.02-DEV on 30 juin 2017
Player: Vincent; Character Name: Veit Loderr
Prepared Spells
Cleric
Level 0
Read Magic (DC:)
Spark (DC:14)
Stabilize (DC:14)
Level 1
Bless (DC:)
Magic Weapon (DC:15)
*Protection from Evil (DC:15)
* = Domain/Specialty Spell