Created using PCGen 6.07.02-DEV on 8 mai 2017
Xandra Vincent Lawful Good 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Arcanist1 (Magaambyan Initiate) 0 Human (Zenj) Medium / 5 ft. 0' 0" 0 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
1 3 22 Femelle green grey (dye), long
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
10 +0 10 +0
DEX
Dexterity
12 +1 12 +1
CON
Constitution
12 +1 12 +1
INT
Intelligence
17 +3 17 +3
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
15 +2 15 +2

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
8




  
Walk 30 ft.
AC
Armour Class
11 : 11 : 10 = 10 + 0 + 0 + 1 + 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
+1 = +1 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+0


0 +0 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+1 = +0 + +1 + +0
+ +0
+ +0
+
Reflex
Dexterity
+1 = +0 + +1 + +0
+ +0
+ +0
+
Will
Wisdom
+3 = +2 + +1 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+0 = +0
+ +0 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+1 = +0
+ +1 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+0 = +0
+ +0 + +0
+ +0
+ +0
+
CMB +0 +0 +0 +0 +0 +0
CMD 11 11 11 11 11 11
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+0
1d3
20/x2
5 ft.

*Quarterstaff
TOTAL ATTACK BONUS DAMAGE CRITICAL
-8;-8
1d6/
20/x2/2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
deux armes
0 ft.
B/B
M
 

*Quarterstaff (Head 1 only)
HAND TYPE SIZE CRITICAL REACH
deux armes
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus Indisponible
Indisponible
+0
Indisponible
-4
-8
 Dam 1d6
1d6
1d6
1d6
1d6
1d6

*Quarterstaff (Head 2 only)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+0
1d6
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
deux armes
0 ft.
B
M
 

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.
SKILLS MAX
RANKS
1/1
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 1 = 1
+ 0
+ 0
  Appraise INT 3 = 3
+ 0
+ 0
  Bluff CHA 2 = 2
+ 0
+ 0
  Bluff (Fool someone) CHA 3 = 2
+ 0
+ 1
  Bluff (fool someone) CHA 3 = 2
+ 0
+ 1
  Climb STR 0 = 0
+ 0
+ 0
  Craft (Untrained) INT 3 = 3
+ 0
+ 0
  Diplomacy CHA 7 = 2
+ 1
+ 4
  Disguise CHA 2 = 2
+ 0
+ 0
  Escape Artist DEX 1 = 1
+ 0
+ 0
  Fly DEX 1 = 1
+ 0
+ 0
  Heal WIS 4 = 1
+ 1
+ 2
  Intimidate CHA 2 = 2
+ 0
+ 0
  Knowledge (Arcana) INT 7 = 3
+ 1
+ 3
  Knowledge (Nature) INT 7 = 3
+ 1
+ 3
  Perception WIS 1 = 1
+ 0
+ 0
  Perform (Untrained) CHA 2 = 2
+ 0
+ 0
  Profession (Herbalist) WIS 5 = 1
+ 1
+ 3
  Ride DEX 1 = 1
+ 0
+ 0
  Sense Motive WIS 1 = 1
+ 0
+ 0
  Spellcraft INT 7 = 3
+ 1
+ 3
  Stealth DEX 1 = 1
+ 0
+ 0
  Survival WIS 1 = 1
+ 0
+ 0
  Swim STR 0 = 0
+ 0
+ 0
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

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 8 mai 2017
Player: Vincent; Character Name: Xandra
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Quarterstaff
Equipped
1
4
0
 Outfit (Scholar's)
Equipped
1
6
0
 Spell Component Pouch
Equipped
1
2
5
 Backpack, Common
Equipped
1
2
2
 Inkpen
Backpack, Common
1
0
0.1
 Paper (Sheet)
(hardness 0, 1 hit point, and break DC 5)
Backpack, Common
10
0
0.4
ITEM LOCATION QTY WT. COST
 Bolts, Crossbow (10)
Equipped
1
1
1
 Healer's Kit
Equipped
1
1
50
 Dagger
Carried
1
1
2
 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
 Crossbow, Light
Carried
1
4
35
 Spellbook (Arcanist's/Blank)
Carried
1
3
15
TOTAL WEIGHT CARRIED/VALUE   25 lbs. 124.1 gp
WEIGHT ALLOWANCE
Light 33 Medium 66 Heavy 100

MONEY
Unspent Funds = 90.0

Dagger
HAND TYPE SIZE CRITICAL REACH
Porté
PS
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +0
-4
+0
-6
-4
-8
 Dam 1d4
1d4
1d4
1d4
1d4
1d4
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +1
-1
-3
-5
-7
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

Acid (Flask)
HAND TYPE SIZE CRITICAL
Porté
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +1
-1
-3
-5
-7
 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.

Crossbow, Light
HAND TYPE SIZE CRITICAL
Porté
P
M
19-20/x2
  Range 30 ft.'
80 ft.'
160 ft.'
240 ft.'
320 ft.'
 Bonus +1
+1
-1
-3
-5
 Dam 1d8 1d8 1d8 1d8 1d8
 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
Celestial, Common, Elven, Gnome, Polyglot
PROFICIENCIES
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hanbo, Hook Hand, Javelin, Khakkhara, Kumade, Kunai, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rock, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Stonebow, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Weighted Spear
Archetypes
Magaambyan Initiate Aspiring students of the Magaambya often spend decades researching arcane magic while learning to follow in the footsteps of the academy's founder, Old-Mage Jatembe. Those particularly gifted in the art of sculpting spells are often schooled privately in the art of learning traditional, esoteric, and righteous spells with the hopes that such knowledge will pave the way for the initiate's acceptance into the school proper as a Magaambyan arcanist (Pathfinder Campaign Setting: Paths of Prestige 34). Many Magaambyan initiates find themseles overwhelmed by the school's extensive records of evils throughout the world, and some initates end up leaving the Magaambya before completing their training to oppose such evils.
Traits
Trustworthy [Paizo Publishing - Ultimate Campaign, p.61]
     People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
SPECIAL QUALITIES
Arcane Reservoir (Su) [Paizo Inc. - Advanced Class Guide, p.9]
     You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 4 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 3. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.
Arcanist Spells Prepared [Paizo Inc. - Advanced Class Guide]
     Spell slots per day - 1st = 3, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0
Aura of Good (Ex) [Paizo Inc. - Arcane Anthology]
     The power of a Magaambyan initiate's aura of good (see the detect good spell; Pathfinder RPG Core Rulebook 267) is equal to her class level.
Bonus Feat [Paizo Inc. - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Flame Arc (Su) [Paizo Inc. - Advanced Class Guide, p.11]
     You can unleash an arc of flame by expending one point from your arcane reservoir. This creates a 30-foot line of flame that deals 1d6+2 points of fire damage to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw (DC 12) to halve the damage.
Halcyon Spell Lore (Su) [Paizo Inc. - Arcane Anthology]
     A Magaambyan initiate's studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those that she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that she can cast. She cannot choose a spell with this ability that already appears on her arcanist spell list. At 1st level, a Magaambyan initiate can cast a spell that she has chosen with this ability by expending a number of points from her arcane reservoir equal to half the spell's level (minimum 1) to expend a spell slot of the spell's level to cast the spell as if it were on her spell list and prepared. Upon reaching 4th level and at every even-numbered arcanist level after that, a Magaambyan initiate can choose to lose a spell that she has chosen with this ability in exchange for a new spell that meets the same requirements of the same spell level. This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels.
Skilled [Paizo Inc. - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spell Mastery [Paizo Inc. - Arcane Anthology]
    

At 5th level, a Magaambyan initiate gains Spell Mastery as a bonus feat. Her arcanist levels count as wizard levels for the purpose of satisfying Spell Mastery's prerequisites, both when selecting this bonus feat and when selecting feats gained from character advancement. If she uses her arcanist level to satisfy Spell Mastery's prerequisites, she can prepare spells selected with this feat as arcanist spells without referring to a spellbook, but not as wizard spells. The Magaambyan initiate may also choose to select Spell Mastery as a feat gained from character advancement, allowing her to select the feat multiple times.

In addition, if the Magaambyan initiate gains levels in the Magaambyan arcanist prestige class (Paths of Prestige 34), her prestige class levels stack with her arcanist levels for the purpose of determining the number of points in her arcane reservoir (though not the effectiveness of arcane exploits based on class level). A Magaambyan initiate who takes levels in Magaambyan arcanist and gains the spontaneous spell mastery class feature can use that ability to instantly lose one of her prepared spells and immediately prepare a different arcanist spell of the same level or lower that she has mastered with Spell Mastery, rather than spontaneous spell mastery's normal effect. She is still limited to the same number of times per day she can use spontaneous spell mastery.

This ability replaces the exploit gained at 5th level.

Weapon and Armor Proficiency [Paizo Inc. - Advanced Class Guide]
     Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail
FEATS
Expanded Preparation [Paizo Inc. - Advanced Class Guide, p.146]
    You can prepare more spells than other arcanists can.
    You gain an extra spell prepared of the highest level you can currently cast as an arcanist when selecting this feat. This is in addition to the number of spells you can normally prepare from your spellbook. You can instead add two spells prepared, but both of these spells must be at least 1 level lower than the highest-level spell you can currently cast as an arcanist when selecting this feat. You must choose which benef it you gain when you take this feat, and the extra spells prepared do not change level when you gain access to higher-level spells.
Extra Arcanist Exploit [Paizo Inc. - Advanced Class Guide, p.146]
    Your repertoire of arcanist exploits expands.
    

You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.

Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit.


Created using PCGen 6.07.02-DEV on 8 mai 2017
Player: Vincent; Character Name: Xandra
Arcanist 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 2 0 0 0 0 0 0 0 0
LEVEL 0
Acid Splash
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: No
School: Conjuration, EarthSchool
☐☐☐
Effect:  You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Source:  CR p.239
Target Area:   One missile of acid
Caster Level:   1
Arcane Mark
Save: None
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object [see that spell description for details].
Source:  CR p.244
Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.
Caster Level:   1
Bleed
DC: 13
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
Dancing Lights
Save: None
Time: 1 standard action
Duration: 1 minute [D]
Rng: Medium (110 ft.)
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  Depending on the version selected, you create up to four lights that resemble lanterns or torches [and cast that amount of light], or up to four glowing spheres of light [which look like will-o'-wisps], or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire [no concentration required]: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.
Source:  CR p.263
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   1
Daze
DC: 13
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Source:  CR p.264
Target Area:   One humanoid creature of 4 HD or less
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
Disrupt Undead
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Source:  CR p.273
Target Area:   Ray
Caster Level:   1
Flare
DC: 13
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 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:   1
Ghost Sound
DC: 13
Save: Will disbelief
Time: 1 standard action
Duration: 1 rounds [D]
Rng: Close (25 ft.)
Comp: V, S, M
SR: No
School: Illusion
☐☐☐
Effect:  Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level [maximum 40 humans]. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
Source:  CR p.289
Target Area:   Illusory sounds
Caster Level:   1
Haunted Fey Aspect
Save:
Time: 1 standard action
Duration: 1 rounds [D]
Rng: Personal
Comp: S
SR:
School: Illusion
☐☐☐
Effect:  You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.
Source:  UC p.230
Target Area:   You
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
Mage Hand
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (25 ft.)
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Source:  CR p.306
Target Area:   One nonmagical, unattended object weighing up to 5 lbs.
Caster Level:   1
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 1 lb.
Caster Level:   1
Message
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Medium (110 ft.)
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
☐☐☐
Effect:  You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal [or a thin sheet of lead], or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
Source:  CR p.313
Target Area:   1 creatures
Caster Level:   1
Open/Close
DC: 13
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S, F
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity [such as a bar on a door or a lock on a chest], the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.
Source:  CR p.317
Target Area:   Object weighing up to 30 lbs. or portal that can be opened or closed
Caster Level:   1
Prestidigitation
DC: 13
Save: See text
Time: 1 standard action
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object [beyond just moving, cleaning, or soiling it] persists only 1 hour.
Source:  CR p.325
Target Area:   See text
Caster Level:   1
Ray of Frost
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Evocation, WaterSchool
☐☐☐
Effect:  A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Source:  CR p.330
Target Area:   Ray
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: 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:   1
Scrivener's Chant
DC: 13
Save: Will (harmless, object)
Time: 1 standard action
Duration: Concentration, up to 1 minutes
Rng: 5 ft.
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing [including spells and magical scrolls], though it can duplicate non-magical writing from a magical source.
Source:  SOS p.17
Target Area:   One or more written objects
Caster Level:   1
Spark
DC: 13
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
Touch of Fatigue
DC: 13
Save: Fortitude negates
Time: 1 standard action
Duration: 1 rounds
Rng: Touch
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Source:  CR p.360
Target Area:   Creature touched
Caster Level:   1
LEVEL 1
Color Spray
DC: 14
Save: Will negates
Time: 1 standard action
Duration: Instantaneous; see text
Rng: 15 ft.
Comp: V, S, M
SR: Yes
School: Illusion
☐☐☐
Effect:  A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. [Only living creatures are knocked unconscious.] 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray.
Source:  CR p.256
Target Area:   Cone-shaped burst
Caster Level:   1
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:   1
Enlarge Person
DC: 14
Save: Fortitude negates
Time: 1 round
Duration: 1 minutes [D]
Rng: Close (25 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity [to a minimum of 1], and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check [using its increased Strength] to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it-the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage [see Table: Tiny and Large Weapon Damage]. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession [including a projectile or thrown weapon] instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell.
Source:  CR p.277
Target Area:   One humanoid creature
Caster Level:   1
Feather Fall
DC: 14
Save: Will negates (harmless) or Will negates (object);
Time: 1 immediate action
Duration: Until landing or 1 rounds
Rng: Close (25 ft.)
Comp: V
SR: Yes (object)
School: Transmutation, AirSchool
☐☐☐
Effect:  The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round [equivalent to the end of a fall from a few feet], and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures [including gear and carried objects up to each creature's maximum load] or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
Source:  CR p.281
Target Area:   1 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart
Caster Level:   1
Monkey Fish
Save:
Time: 1 standard action
Duration: 1 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:   1
Protection from Evil
DC: 14
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
* = Domain/Specialty Spell


Created using PCGen 6.07.02-DEV on 8 mai 2017
Player: Vincent; Character Name: Xandra
Spellbook (Arcanist's/Blank)
Arcanist
Level 0
Acid Splash (DC:)
Arcane Mark (DC:)
Bleed (DC:13)
Dancing Lights (DC:)
Daze (DC:13)
Detect Magic (DC:)
Detect Poison (DC:)
Disrupt Undead (DC:)
Flare (DC:13)
Ghost Sound (DC:13)
Haunted Fey Aspect (DC:)
Light (DC:)
Mage Hand (DC:)
Mending (DC:13)
Message (DC:)
Open/Close (DC:13)
Prestidigitation (DC:13)
Ray of Frost (DC:)
Read Magic (DC:)
Resistance (DC:13)
Scrivener's Chant (DC:13)
Spark (DC:13)
Touch of Fatigue (DC:13)
Level 1
Color Spray (DC:14)
Endure Elements (DC:14)
Enlarge Person (DC:14)
Feather Fall (DC:14)
Monkey Fish (DC:)
Protection from Evil (DC:14)
* = Domain/Specialty Spell

Created using PCGen 6.07.02-DEV on 8 mai 2017
Player: Vincent; Character Name: Xandra
Prepared Spells
Arcanist
Level 0
Acid Splash (DC:)
Detect Magic (DC:)
Disrupt Undead (DC:)
Light (DC:)
Level 1
Color Spray (DC:14)
Protection from Evil (DC:14)
* = Domain/Specialty Spell