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Wayfinder Spell-like Abilities |
Light
|
Save: None |
Time: 1 standard action,
at will
|
Duration: 50 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 |
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Target Area: Object touched |
Caster Level: 5 |
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Witch 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 | 5 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
LEVEL 0 | |||||||||
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 |
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Target Area: One personal rune or mark, all of which must fit within 1 sq. ft. |
Caster Level: 5 |
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Bleed
|
DC: 15 |
Save: Will negates |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (35 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 |
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Target Area: One living creature |
Caster Level: 5 |
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Dancing Lights
|
Save: None |
Time: 1 standard action |
Duration: 1 minute [D] |
Rng: Medium (150 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 |
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Target Area: Up to four lights, all within a 10-ft.-radius area |
Caster Level: 5 |
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Daze
|
DC: 15 |
Save: Will negates |
Time: 1 standard action |
Duration: 1 round |
Rng: Close (35 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 |
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Target Area: One humanoid creature of 4 HD or less |
Caster Level: 5 |
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Detect Magic
|
Save: None |
Time: 1 standard action |
Duration: Concentration, up to 5 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 |
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Target Area: Cone-shaped emanation |
Caster Level: 5 |
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Detect Poison
|
Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (35 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 |
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Target Area: Or Area one creature, one object, or a 5-ft. cube |
Caster Level: 5 |
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Guidance
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 minute or until discharged |
Rng: Touch |
Comp: V, S |
SR: Yes |
School: Divination |
☐☐☐ |
Effect: This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. |
Source: CR p.292 |
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Target Area: Creature touched |
Caster Level: 5 |
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Light
|
Save: None |
Time: 1 standard action |
Duration: 50 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: 5 |
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Mending
|
DC: 15 |
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 |
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Target Area: One object of up to 5 lb. |
Caster Level: 5 |
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Message
|
Save: None |
Time: 1 standard action |
Duration: 50 minutes |
Rng: Medium (150 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 |
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Target Area: 5 creatures |
Caster Level: 5 |
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Putrefy Food and Drink
|
DC: 15 |
Save: Will negates (object) |
Time: 1 standard action |
Duration: Instantaneous |
Rng: 10 ft. |
Comp: V, S |
SR: Yes (object) |
School: Transmutation |
☐☐☐ |
Effect: This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a saving throw. |
Source: APG p.237 |
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Target Area: 5 cu. ft. of food and water or one potion; see text |
Caster Level: 5 |
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Ray of Frost
|
Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (35 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: 5 |
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Read Magic
|
Save: |
Time: 1 standard action |
Duration: 50 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 |
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Target Area: You |
Caster Level: 5 |
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Resistance
|
DC: 15 |
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 |
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Target Area: Creature touched |
Caster Level: 5 |
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Stabilize
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (35 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 |
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Target Area: One living creature |
Caster Level: 5 |
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Touch of Fatigue
|
DC: 15 |
Save: Fortitude negates |
Time: 1 standard action |
Duration: 5 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 |
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Target Area: Creature touched |
Caster Level: 5 |
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LEVEL 1 | |||||||||
Beguiling Gift
|
DC: 16 |
Save: Will negates |
Time: 1 standard action |
Duration: 1 round |
Rng: 5 ft. |
Comp: V, S, F |
SR: Yes |
School: Enchantment |
☐☐☐ |
Effect: You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Will save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell's duration has expired, although it may find a cursed item difficult to be rid of. |
Source: APG p.205 |
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Target Area: one creature |
Caster Level: 5 |
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Cause Fear
|
DC: 16 |
Save: Will partial |
Time: 1 standard action |
Duration: 1d4 rounds or 1 round; see text |
Rng: Close (35 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 |
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Target Area: One living creature with 5 or fewer HD |
Caster Level: 5 |
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Chill Touch
|
DC: 16 |
Save: Fortitude partial or Will negates; see text |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S |
SR: Yes |
School: Necromancy |
☐☐☐ |
Effect: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level. |
Source: CR p.255 |
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Target Area: Up to 5 creatures touched |
Caster Level: 5 |
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Cure Light Wounds
|
DC: 16 |
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 |
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Target Area: Creature touched |
Caster Level: 5 |
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Detect Secret Doors
|
Save: None |
Time: 1 standard action |
Duration: Concentration, up to 5 minutes [D] |
Rng: 60 ft. |
Comp: V, S |
SR: No |
School: Divination |
☐☐☐ | |
Effect: You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors 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.268 |
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Target Area: Cone-shaped emanation |
Caster Level: 5 |
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Ear-Piercing Scream
|
DC: 16 |
Save: Fortitude partial (see text) |
Time: 1 standard action |
Duration: Instantaneous; see text |
Rng: Close (35 ft.) |
Comp: V, S |
SR: Yes |
School: Evocation |
☐☐☐ |
Effect: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels [maximum 5d6]. A successful save negates the daze effect and halves the damage. |
Source: UM p.218 |
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Target Area: One creature |
Caster Level: 5 |
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Frostbite
|
Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S |
SR: Yes |
School: Transmutation |
☐☐☐ | |
Effect: Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level. |
Source: UM p.221 |
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Target Area: Up to 5 creatures touched |
Caster Level: 5 |
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Fumbletongue
|
DC: 16 |
Save: Will negates |
Time: 1 standard action |
Duration: 1d4 rounds |
Rng: Close (35 ft.) |
Comp: V, S |
SR: Yes |
School: Enchantment |
☐☐☐ |
Effect: This enchantment causes a creature to be unable to speak intelligibly. Any effort the target makes to talk, in any language, comes out as a useless mix of unconnected words and noises. Even magic words are affected to some extent; the target has a 20% spell failure chance for any spell it attempts to cast with verbal components, and a 20% chance to incorrectly use a command word to activate a magic item. This spell has no effect on telepathic communication, or the vocalizations of creatures that lack a spoken language. |
Source: UM p.221 |
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Target Area: One creature |
Caster Level: 5 |
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Icicle Dagger
|
Save: None |
Time: 1 standard action |
Duration: 5 minutes |
Rng: 0 ft. |
Comp: V, S |
SR: No |
School: Conjuration |
☐☐☐ | |
Effect: You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn. |
Source: UM p.224 |
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Target Area: One icicle |
Caster Level: 5 |
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Mage Armor
|
DC: 16 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 5 hours [D] |
Rng: Touch |
Comp: V, S, F |
SR: No |
School: Conjuration |
☐☐☐ |
Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. |
Source: CR p.306 |
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Target Area: Creature touched |
Caster Level: 5 |
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Mount
|
Save: None |
Time: 1 round |
Duration: 10 hours [D] |
Rng: Close (35 ft.) |
Comp: V, S, M |
SR: No |
School: Conjuration |
☐☐☐ | |
Effect: You summon a light horse or a pony [your choice] to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle. |
Source: CR p.315 |
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Target Area: One mount |
Caster Level: 5 |
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Obscuring Mist
|
Save: None |
Time: 1 standard action |
Duration: 5 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 |
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Target Area: Cloud spreads in 20-ft. radius from you, 20 ft. high |
Caster Level: 5 |
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Peacebond
|
DC: 16 |
Save: Will negates (object) |
Time: 1 standard action |
Duration: 5 minutes |
Rng: Close (35 ft.) |
Comp: S |
SR: Yes (object) |
School: Abjuration |
☐☐☐ |
Effect: You lock a weapon in place on its owner's body, or within the weapon's sheath or holster. Anyone who then tries to draw the weapon must spend a standard action and succeed at a Strength check [DC equal to the saving throw DC] to do so, provoking attacks of opportunity whether the attempt succeeds or fails. |
Source: UC p.238 |
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Target Area: one sheathed or slung weapon |
Caster Level: 5 |
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Snowball
|
DC: 16 |
Save: Fortitude partial |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (35 ft.) |
Comp: V,S |
SR: No |
School: Conjuration |
☐☐☐ |
Effect: You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 5d6 points of cold damage on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round. |
Source: POTN p.26 |
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Target Area: One ball of ice and snow |
Caster Level: 5 |
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Unseen Servant
|
Save: None |
Time: 1 standard action |
Duration: 5 hours |
Rng: Close (35 ft.) |
Comp: V, S, M |
SR: No |
School: Conjuration |
☐☐☐ | |
Effect: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 [so it can lift 20 pounds or drag 100 pounds]. It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim [though it can walk on water]. Its base speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. [It gets no saves against attacks.] If you attempt to send it beyond the spell's range [measured from your current position], the servant ceases to exist. |
Source: CR p.364 |
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Target Area: One invisible, mindless, shapeless servant |
Caster Level: 5 |
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Wave Shield
|
Save: |
Time: 1 immediate action |
Duration: 1 round or until discharged |
Rng: Personal |
Comp: V |
SR: |
School: Abjuration |
☐☐☐ | |
Effect: You create a rushing torrent of water in the rough outline of a shield. The water protects you from one physical or fire attack, granting you DR/- and fire resistance equal to half your caster level [minimum 1] on that attack. Once the spell has reduced the damage of one attack against you, it is discharged. |
Source: ACG p.199 |
||||||||
Target Area: you |
Caster Level: 5 |
||||||||
Unshakable Chill
|
DC: 19 |
Save: Fortitude negates (see text) |
Time: 1 standard action |
Duration: 50 minutes; see text |
Rng: Close (35 ft.) |
Comp: V, S, M |
SR: Yes |
School: Necromancy |
☐☐☐ |
Effect: The target is filled with an unshakable chill for the duration of the spell, and suffers from the effects of severe cold [Core Rulebook 442]. Severe cold means if the initial saving throw fails, the target takes 1d6 points of nonlethal cold damage and must save every 10 minutes [using the DC of severe cold instead of this spell�s DC] or take additional damage. |
Source: UM p.246 |
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Target Area: One creature |
Caster Level: 5 |
||||||||
LEVEL 2 | |||||||||
Cure Moderate Wounds
|
DC: 17 |
Save: Will half (harmless) or Will half; see text |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless) or yes; see text |
School: Conjuration |
☐☐☐ |
Effect: This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level [maximum +10]. |
Source: CR p.263 |
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Target Area: Creature touched |
Caster Level: 5 |
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False Life
|
Save: |
Time: 1 standard action |
Duration: 5 hours or until discharged; see text |
Rng: Personal |
Comp: V, S, M |
SR: |
School: Necromancy |
☐☐☐ | |
Effect: You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level [maximum +10]. |
Source: CR p.280 |
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Target Area: You |
Caster Level: 5 |
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Flurry of Snowballs
|
DC: 17 |
Save: Reflex half |
Time: 1 standard action |
Duration: Instantaneous |
Rng: 30 ft. |
Comp: V,S |
SR: No |
School: Evocation |
☐☐☐ |
Effect: You send a flurry of snowballs hurtling at your foes. Any creature in the area takes 4d6 points of cold damage from being pelted with the icy spheres. |
Source: POTN p.26 |
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Target Area: Cone-shaped burst |
Caster Level: 5 |
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Frost Fall
|
DC: 20 |
Save: Fortitude partial |
Time: 1 standard action |
Duration: 2 rounds |
Rng: Close (35 ft.) |
Comp: V, S |
SR: Yes |
School: Evocation |
☐☐☐ |
Effect: The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The area remains chilled for the spell's duration. Any creature that starts your turn within the spell's area takes 1d6 points of cold damage [Fortitude saving throw for half ] but does not become staggered even on a failed saving throw. |
Source: UC p.230 |
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Target Area: 5-foot radius burst |
Caster Level: 5 |
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Ice Slick
|
DC: 20 |
Save: Reflex half |
Time: 1 standard action |
Duration: Instantaneous [see text] |
Rng: Close (35 ft.) |
Comp: V, S |
SR: Yes (see text) |
School: Evocation |
☐☐☐ |
Effect: You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. Any creature in the area when the spell is cast takes 1d6 points of cold damage + 1 point per caster level 10 and falls prone; creatures that succeed at a Reflex save take half damage and don’t fall prone. Spell resistance applies to this initial effect.\nA creature can walk within or through the area of ice at half its normal speed with a successful DC 10 Acrobatics check. Failure by 4 or less means the creature can’t move that round [and must succeed at a Reflex save or fall]; failure by 5 or more means it falls [see the Acrobatics skill on page 87 of the Pathfinder RPG Core Rulebook for details]. Creatures that do not move on their turn do not need to attempt this check.\nA 5-foot square of ice has hardness 0 and 3 hit points. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute per level. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely. |
Source: MC p.26 |
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Target Area: 5-ft.-radius burst |
Caster Level: 5 |
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Inflict Moderate Wounds
|
DC: 17 |
Save: Will half |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S |
SR: Yes |
School: Necromancy |
☐☐☐ |
Effect: This spell functions like inflict light wounds, except that you deal 2d8 points of damage + 1 point per caster level [maximum +10]. |
Source: CR p.300 |
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Target Area: Creature touched |
Caster Level: 5 |
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See Invisibility
|
Save: |
Time: 1 standard action |
Duration: 50 minutes [D] |
Rng: Personal |
Comp: V, S, M |
SR: |
School: Divination |
☐☐☐ | |
Effect: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency spell. |
Source: CR p.339 |
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Target Area: You |
Caster Level: 5 |
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Stricken Heart
|
DC: 17 |
Save: none |
Time: 1 standard action |
Duration: instantaneous |
Rng: Touch |
Comp: V, S |
SR: yes |
School: Necromancy |
☐☐☐ |
Effect: This spell covers your hand with a writhing black aura. As part of casting the spell, you can make a melee touch attack that deals 2d6 points of negative energy damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. Creatures immune to precision damage are immune to the staggered effect. |
Source: ACG p.194 SOURCELINK:http://paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/strickenHeart.html |
||||||||
Target Area: creature touched |
Caster Level: 5 |
||||||||
Winter's Grasp
|
Save: None |
Time: 1 standard action |
Duration: 5 rounds |
Rng: Medium (150 ft.) |
Comp: V,S,M/DF (ground glass) |
SR: No |
School: Conjuration |
☐☐☐ | |
Effect: Ice encrusts the ground. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks attempted in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage, and takes a –2 penalty on saving throws against all spells with the cold descriptor for 1 round. |
Source: POTN p.26 |
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Target Area: 20-ft.-radius spread |
Caster Level: 5 |
||||||||
Resist Energy (Cold Only)
|
DC: 17 |
Save: Fortitude negates (harmless) |
Time: 1 standard action |
Duration: 50 minutes |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless) |
School: Abjuration |
☐☐☐ |
Effect: This abjuration grants a creature limited protection from cold damage. |
Source: UM p.334 |
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Target Area: Creature touched |
Caster Level: 5 |
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LEVEL 3 | |||||||||
Ice Spears
|
DC: 21 |
Save: Reflex half and see below |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (35 ft.) |
Comp: V, S, M |
SR: No |
School: Conjuration |
☐☐☐ |
Effect: Favored by the spellcasters of Irrisen, this potent spell can disrupt spellcasters, topple enemies, and break even seemingly unstoppable charges. Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends [or that is within 10 feet of the ground below] takes 2d6 points of piercing damage and 2d6 points of cold damage per square-creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt. &nlIf you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a -2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points. |
Source: ISM p.57 |
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Target Area: 1 ice spears |
Caster Level: 5 |
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Remove Curse
|
DC: 18 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless) |
School: Abjuration |
☐☐☐ |
Effect: Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check [1d20 + caster level] against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it. Remove curse counters and dispels bestow curse. |
Source: CR p.332 |
||||||||
Target Area: Creature or object touched |
Caster Level: 5 |
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Sleet Storm
|
Save: None |
Time: 1 standard action |
Duration: 5 rounds |
Rng: Long (600 ft.) |
Comp: V, S, M/DF |
SR: No |
School: Conjuration, WaterSchool |
☐☐☐ | |
Effect: Driving sleet blocks all sight [even darkvision] within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls [see the Acrobatics skill for details]. The sleet extinguishes torches and small fires. |
Source: CR p.344 |
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Target Area: Cylinder 40 |
Caster Level: 5 |
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* = Domain/Specialty Spell |
Wayfinder Spells |
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Winter Witch | ||||||||||
Witch | ||||||||||
* = Domain/Specialty Spell |
Prepared Spells | ||||||||||||||||||||||||||||||||||||
Witch | ||||||||||||||||||||||||||||||||||||
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* = Domain/Specialty Spell |
Wayfinder | ||||||||||
Witch | ||||||||||
* = Domain/Specialty Spell |
Marjatta | |||||||||||||||||||||||||
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Description | |||||||||||||||||||||||||
Home | |||||||||||||||||||||||||
From Irrisen. , | |||||||||||||||||||||||||
Biography | |||||||||||||||||||||||||
Background
Human Homeland: City (Whitethrone) Parents: (63) Only your father is alive Siblings: (88) 5 siblings, 3 olders (1 female, 2 male), 2 younger (1 female, 1 male) [seems too much, might change that] Circumstance of Birth: (93 left to die?) Noble Birth Parents: Nobility (24) Gentry Major Childhood Event (10) Betrayal Witch Background: (7) Apprenticed [change to initiated?] Influential Associates: (40) The Liege Lord
Minor Theft 2CP Adventurer Pressured or Manipulated 2 CP No Guild +2 CP
(5) A Few Significant Relationships
Drawback: rolled justice… replace by Power? |
Notes | |
---|---|
Notes | Buy Urea Power Component (2 gp) +1CL to cold spells
--
Weapon Focus? (for touch spells) Weapon Finesse (for touch?) Rime Spell (+1 lvl) Widen Spell (+3 lvl) Reach Spell? (+ 1/3 lvl) ? (feat that let familiar get improved critical when delivering touch spells)
Improved Familiar @7 to get an Ice Mephit
--
Use Liquid Ice as a Power Component (Adventurer’s Armory): Ray of Frost (F): The spell deals +1 point of damage. Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
-- some water or air spell in general (summon monster 2, 4)
At level 2: (Death Knell?), Frost Fall (2d6 Cold, 1 r staggered, then 1d6 cold in area) Winter’s Grasp (PotN, floor ice, d6 damage in the area, −2 vs cold for those in the area) and Ice Slick (Monster Codex) (1d6+level cold damage, prone, add ice to floor), Flurry of Snowball (cone, 4d6), Eldritch Conduit might help for the cone, River Whip? Mirror Hideaway (ACG) If poison spells: Pernicious Poison (II), Poison (IV), Spit Venom (III), Rain of Frogs (III), Aggravate Affliction (III, Source Pathfinder #82: Secrets of the Sphinx pg. 75) Spectral Touch ? 4th — resist energy (cold only, from winter patron, not a witch spell)
3: Ice spears (damage, trip, obstacles), Hydrophobia?, Water Walk, Vampiric Touch?, Strangling Hair, Sleet Storm (block sight, icy ground), Irriseni Mirror Sight (not in a source I own)
4: Blast Barrier (ISM), Ice Storm (damage then difficult terrain), Ride The Waves (water, gain swim and breath underwater) Mirror Transport ACG Total 7th level (CL 6) — ice storm (from winter patron) (damage then difficult terrain) Total 8th — wall of ice (Winter Witch prestige class) added to spell list Total 9th — wall of ice (from winter patron) added to familiar
5th 10th —Icy Prison (prestige class) 11th — cone of cold (patron)
6th Ice Crystal Teleport 12th — freezing sphere 7th – Ice Body 14th — control weather 16th — polar ray 18th — polar midnight. (also as 7th spell Freezing Sphere (got it at 6th so no point))
ITEMS
Snowfall Orb (14,000; control weather 1/day to snow/cold) Voidfrost Robe 11,000 gp, body, Cold resistance 5 and +1 CL for cold spells
Decanter of Endless Water (9,000 gp)
Amulet of the Blooded (Aberant: +5ft on melee touch) 15000 gp, elemental gives a 4d6 attack Frost Fist Amulet Truefrost Elixir (1500 gp, but Source Pathfinder #70: The Frozen Stars pg. 63)
--
Delivering touch spells: Amulet of the Blooded, reach spell metamagic, use hair hex,
Touch spells : 0 - touch of fatigue (fort save) 1 - chill touch, frostbite, Inflict Light Wounds (will save) 2 - Inflict Moderate Wounds (will save), Pernicious Poison, Stricken Heart (no save), Touch of Idiocy (no save) 3 - Healing Thief, Vampiric Touch (no save) 4 - Poison (save) |