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Innate Spell-like Abilities |
Shatter
|
DC: 18 |
Save: Will negates (object); Will negates (object) or Fortitude half; see text |
Time: 1 standard action,
1/Day
|
Duration: Instantaneous |
Rng: Close (45 ft.) |
Comp: V, S, M/DF |
SR: Yes |
School: Evocation, EarthSchool |
Effect: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature [of any weight], shatter deals 1d6 points of sonic damage per caster level [maximum 10d6], with a Fortitude save for half damage. |
Source: CR p.341 |
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Target Area: Or Target 5-ft.-radius spread; or one solid object or one crystalline creature |
Caster Level: 9 |
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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 |
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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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Sorcerer Spells | ||||||||||
LEVEL | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
KNOWN | 8 | 6 | 5 | 4 | 3 | 0 | 0 | 0 | 0 | 0 |
PER DAY | 0 | 8 | 8 | 7 | 5 | 0 | 0 | 0 | 0 | 0 |
LEVEL 0 | |||||||||
Acid Splash
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Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (45 ft.) |
Comp: V, S |
SR: No |
School: Conjuration, EarthSchool |
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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 |
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Target Area: One missile of acid |
Caster Level: 9 |
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Detect Magic
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Save: None |
Time: 1 standard action |
Duration: Concentration, up to 9 minutes [D] |
Rng: 60 ft. |
Comp: V, S |
SR: No |
School: Divination |
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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: 9 |
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Detect Poison
|
Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (45 ft.) |
Comp: V, S |
SR: No |
School: Divination |
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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: 9 |
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Mage Hand
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Save: None |
Time: 1 standard action |
Duration: Concentration |
Rng: Close (45 ft.) |
Comp: V, S |
SR: No |
School: Transmutation |
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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 |
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Target Area: One nonmagical, unattended object weighing up to 5 lbs. |
Caster Level: 9 |
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Message
|
Save: None |
Time: 1 standard action |
Duration: 90 minutes |
Rng: Medium (190 ft.) |
Comp: V, S, F |
SR: No |
School: Transmutation, AirSchool |
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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: 9 creatures |
Caster Level: 9 |
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Read Magic
|
Save: |
Time: 1 standard action |
Duration: 90 minutes |
Rng: Personal |
Comp: V, S, F |
SR: |
School: Divination |
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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: 9 |
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Spark
|
DC: 16 |
Save: Fortitude negates (object) |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (45 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 |
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Target Area: one Fine object |
Caster Level: 9 |
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Touch of Fatigue
|
DC: 16 |
Save: Fortitude negates |
Time: 1 standard action |
Duration: 9 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: 9 |
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LEVEL 1 | |||||||||
Break
|
DC: 17 |
Save: Fortitude negates (object) |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (45 ft.) |
Comp: V, S, M |
SR: Yes (object) |
School: Transmutation |
|
Effect: You can attempt to break or at least damage any one Medium or smaller object within range. If the target fails its Fortitude saving throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save. |
Source: APG p.207 |
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Target Area: one Medium or smaller object |
Caster Level: 9 |
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Charm Person
|
DC: 17 |
Save: Will negates |
Time: 1 standard action |
Duration: 9 hours |
Rng: Close (45 ft.) |
Comp: V, S |
SR: Yes |
School: Enchantment |
|
Effect: This charm makes a humanoid creature regard you as its trusted friend and ally [treat the target's attitude as friendly]. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. [Retries are not allowed.] An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. |
Source: CR p.254 |
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Target Area: One humanoid creature |
Caster Level: 9 |
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Chill Touch
|
DC: 17 |
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 9 creatures touched |
Caster Level: 9 |
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Comprehend Languages
|
Save: |
Time: 1 standard action |
Duration: 90 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 |
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Target Area: You |
Caster Level: 9 |
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Vanish
|
DC: 17 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 5 rounds [D] |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless) |
School: Illusion |
|
Effect: This spell functions like invisibility, except the effect only lasts for 1 round per caster level [maximum of 5 rounds]. Like invisibility, the spell immediately ends if the subject attacks any creature. |
Source: APG p.253 |
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Target Area: creature touched |
Caster Level: 9 |
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Cause Fear
|
DC: 17 |
Save: Will partial |
Time: 1 standard action |
Duration: 1d4 rounds or 1 round; see text |
Rng: Close (45 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: 9 |
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LEVEL 2 | |||||||||
Alter Self
|
Save: |
Time: 1 standard action |
Duration: 10 minutes [D] |
Rng: Personal |
Comp: V, S, M |
SR: |
School: Transmutation |
||
Effect: When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength. |
Source: CR p.240 |
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Target Area: You |
Caster Level: 10 |
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Detect Thoughts
|
DC: 18 |
Save: Will negates; see text |
Time: 1 standard action |
Duration: Concentration, up to 9 minutes [D] |
Rng: 60 ft. |
Comp: V, S, F/DF |
SR: No |
School: Divination |
|
Effect: You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts [from conscious creatures with Intelligence scores of 1 or higher]. 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher [and at least 10 points higher than your own Intelligence score], you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence [Int 1 or 2] have simple, instinctual thoughts. Each round, you can turn to detect thoughts 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: 9 |
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Mirror Image
|
Save: |
Time: 1 standard action |
Duration: 9 minutes |
Rng: Personal |
Comp: V, S |
SR: |
School: Illusion |
||
Effect: This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image is cast, 1d4 images plus one image per three caster levels [maximum eight images total] are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment. An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect [although the normal miss chances still apply]. |
Source: CR p.314 |
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Target Area: You |
Caster Level: 9 |
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See Invisibility
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Save: |
Time: 1 standard action |
Duration: 90 minutes [D] |
Rng: Personal |
Comp: V, S, M |
SR: |
School: Divination |
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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: 9 |
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Bull's Strength
|
DC: 18 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 9 minutes |
Rng: Touch |
Comp: V, S, M/DF |
SR: Yes (harmless) |
School: Transmutation |
|
Effect: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
Source: CR p.251 |
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Target Area: Creature touched |
Caster Level: 9 |
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LEVEL 3 | |||||||||
Heroism
|
DC: 19 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 90 minutes |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless) |
School: Enchantment |
|
Effect: This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. |
Source: CR p.295 |
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Target Area: Creature touched |
Caster Level: 9 |
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Monstrous Physique I
|
Save: |
Time: 1 standard action |
Duration: 10 minutes [D] |
Rng: Personal |
Comp: V, S, M |
SR: |
School: Transmutation |
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Effect: When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet [average maneuverability], swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume has the aquatic subtype, you gain the aquatic and amphibious subtypes. Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size bonus to your Strength and a +2 natural armor bonus. |
Source: UM p.229 |
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Target Area: You |
Caster Level: 10 |
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Vampiric Touch
|
Save: None |
Time: 1 standard action |
Duration: Instantaneous/1 hour; see text |
Rng: Touch |
Comp: V, S |
SR: Yes |
School: Necromancy |
||
Effect: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels [maximum 10d6]. You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score [which is enough to kill the subject]. The temporary hit points disappear 1 hour later. |
Source: CR p.364 |
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Target Area: Living creature touched |
Caster Level: 9 |
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Rage
|
Save: None |
Time: 1 standard action |
Duration: Concentration + 9 rounds [D] |
Rng: Medium (190 ft.) |
Comp: V, S |
SR: Yes |
School: Enchantment |
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Effect: Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. |
Source: CR p.329 |
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Target Area: 3 willing living creatures, no two of which may be more than 30 ft. apart |
Caster Level: 9 |
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LEVEL 4 | |||||||||
Monstrous Physique II
|
Save: |
Time: 1 standard action |
Duration: 10 minutes [D] |
Rng: Personal |
Comp: V, S, M |
SR: |
School: Transmutation |
||
Effect: This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet [good maneuverability], swim 60 feet, darkvision 60 feet, low-light vision, scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature has the undersized weapons special quality, you gain that quality. Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous humanoid, you gain a +4 size bonus to your Dexterity, a �2 penalty to your Strength, and a +1 natural armor bonus. Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus to your Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. |
Source: UM p.229 |
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Target Area: You |
Caster Level: 10 |
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Summon Monster IV
|
Save: None |
Time: 1 round |
Duration: 9 rounds [D] |
Rng: Close (45 ft.) |
Comp: V, S, F/DF |
SR: No |
School: Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool |
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Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. |
Source: CR p.352 |
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Target Area: One summoned creature |
Caster Level: 9 |
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Stoneskin
|
DC: 20 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 90 minutes or until discharged |
Rng: Touch |
Comp: V, S, M |
SR: Yes (harmless) |
School: Abjuration, EarthSchool |
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Effect: The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level [maximum 150 points], it is discharged. |
Source: CR p.349 |
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Target Area: Creature touched |
Caster Level: 9 |
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* = Domain/Specialty Spell |
Racial Innate | ||||||||||
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Wayfinder Spells |
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Wayfinder | ||||||||||
Sorcerer | ||||||||||
* = Domain/Specialty Spell |
Prepared Spells | ||||||||||
Sorcerer | ||||||||||
* = Domain/Specialty Spell |
Melici | |||||||||||||||||||||||||
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Description | |||||||||||||||||||||||||
Melici is a tiefling and her demon-spawn heritage is evident; she has many features associated with succubus: little horns on the brows (le front?), vestigial wings. Like all demon-spawn the simetry of her body is broken but it is not much apparent in her, she only has eyes of two different colors one has a reddish hue and the other is more yellowish.
She looks quite frail but it is a deception from her demonic heritage, she has no trouble moving arround with her full backpack and a couple of weapons. In a similar way her skin is harder than human’s. | |||||||||||||||||||||||||
Home | |||||||||||||||||||||||||
From Jalmeray. , | |||||||||||||||||||||||||
Biography | |||||||||||||||||||||||||
Melici doesn’t know her parents, who either died or abondonned her. She thinks her tiefling heritage is probably to blame. She thinks she was born in Jalmeray, or at least that’s where she spent most of her childhood. Tieflings in Jalmeray are the lowest cast; the life wasn’t pleasant. Being in a caste made her not have too much trouble (compared to if she was in another place). The gifts of her heritage, and the beginning of her arcane gifts help her out of trouble. At the same time, her demon rage also got her in a fare share of trouble. As she felt out of place, and wanted more freedom that what Jalmeray could provide her, she started dreaming of getting out of the Island. The Pathfinder Society provided a way for her to get out, and also provided the end of training as a sorcerer (she mostly self taught).
Approached by the Sczarni? During her training (her first time?) at the Grand Lodge she was approached by a member of the Sczarni faction. She didn’t felt much sympathy for any of the factions (including Sczarni) but joined anyway, hoping to gain something out of it.
She then moved in Absalom taking the training. She was ready for her first steps for the Pathfinder Society.
After her first steps in the society, she acquired a guard dog. He managed to survive this far. She wanted someone to bark orders at, an occasionnal punchbag and also wanted to show that there was something stupider than her, that’s why she named it Stoopeed.
During one of her adventure she went back to Jalmeray. As a member of the society she was treated better than before, and even managed to gain favors.
She recently bought a trained leopard native to Jalmeray. It is trained for hunting. She wants to have it trained to attack better, but there’s no way to do that unless she finds a fellow Pathfinder that have the time for it.
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Notes | |
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Possible feats | Feats Improved Fiendish resistance (to gain either 5 cold or acid cold resistance) goes well with the darksire amulet if cold (no effect on acid). Problem with the mighty fist amulet and the darksire. 5 acid is not much. Additionnal traits: Bad Reputation (+2 intimidate), Dirty Fighting? (trait that gives +1 damage when flanking), Diabolical Dabller?? augmented resistance (stacks also with spells) Additionnal Traits (dirty fighting, augmented resistance?) at 7? @7 Weapon Focus (Claw)? Power Attack for the Bonus Feat at 7 from bloodline. @9 Minor Spell Expertise? (Mage Armor? Vanish??) Major: Suggestion? Dominate Person? @11 Quicken Spell.
Spell Focus (Conjuration) : not useful at first level? What spells are affected by it? Dust of Twilight (level 2). Combat Casting (especially if many touch spells) (but cast then go. Defensive Combat Training (at level 5: +3 CMD, level 7: +4, etc.) (many str buff affects CMD too) Improved Initiative? Spell Penetration? not many SR spell (almost none) Toughness? (+1 hp/level) Fiend Sight for Darkvision 120 ft then See In Darkness (less useful without Darkness spell) If Intimidating: Intimidating Prowess (allow to add also Str) Only add a +3 (plus str enhancement: Bull Strength, Alter Self…) Boar Style 3 feat allow Intimidate as a move action but cost 4 feats… Tenebrous Spell. Goes well with Darkness, Deeper Darkness (cleric spell…), Fiend Sight, Monstrous Mask is fun but Skill Focus (Intimidate) is better if not wanting the second feat that goes with it. Ancestral Scorn. |
Spells to get | Spells
Aspects: Summon monster like demons, demons spell like, breaking spell like. poison spells? Poison is a cleric and druid spell.
0— Detect Magic? Detect Poison?Read Magic? (necessary to cast spell from scrolls if no rank in Spellcraft) Mage Hand? (many fiend have tk) Bleed?, Flare? Spark, Touch of Fatigue, 1— (Cause Fear is gained at level 3) Summon Monster I (if not at level 1, can only get it at level 3). Break APG, Vanish (Is invisibility longer duration really needed? Yes because summon=do not become visible, No good at first level, with summon spells, useful at third, remove once it has Invisibility), Charm Person? (switch at higher level? Charm Monster only at level 9. Retrain Charm Person at level 9?) Expeditious Retreat (Schir) Eventually (not demon SLA) Shield (wand of shield? Shield is 1 min/level anyway) Burning Hands? (useful vs swarms) Mage Armor can be used on self and Summons, Shocking grasp make sense because of the immunity to electricity. 1– Vanish (Retrain when has Invisibility, at level XX) , Break APG. One at level 5, the other is a switch of Summon Monster 1 at level 4. Another spell at level 7 (Shield? to Quick spell it?) Sure Casting? 1st level (Pathfinder Society Primer) 2– Summon Monster II (Picked at 4. Replaced at level 6. for Mirror Image), Alter Self (as Succubus; also a way to get a +2 size str or dex. At level 5), (Bull’s Strength gained at level 5), Mirror Image (vrock, switch for at 6), Detect Thought (succubus, at level 7), See Invisibility (Schir, at level 9?), Invisibility (not a priority when has Vanish, which demon has it? quasit? (maybe) at level 11?) No: Arcane Lock (Schir) False Life? (Vampiric Touch more fitting) Eventually: Darkness, Dust of Twilight, Unnatural Lust?, Pernicious Poison (weaken against poison, good combo with Summoned Viper, −4 is not much to lower saves. TOUCH spell)? Accelerate Poison? Disfiguring Touch, Seducer’s Eye (bonus to charisma related stuff) Skinsend? 3– Summon Monster III (at 6th. Switch at 8), (Rage gained at level 7, morale bonus), Vampiric Touch (succubus, at 7th?), Fly (marilith)/Monstrous Physique I(more uses, less good flying, at 8th? retrain when has Monstrous Physique II), Haste (useful on summons, one demon has it), Dispel Magic, Tongues (succubus, useful to tell commands to charm/dominated/suggested people), Suggestion (succubus), Heroism (vrock, morale bonus but not on same thing as Rage) Distracting cacophony, Elemental Aura? 4– Summon Monster IV (8th, switched at 10th), (Stoneskin at level 9, has a costly component…) , Enervation (nabasu 9th?), Charm Monster (succubus, 10th?), Confusion? (13th?) Monstrous Physique II (retrain Montrous Physique I, 11th?) Fear? (a cone), Shocking Image? Boneshatter (damage + fatigue, close range. 13th?) Malfunction? Detonate (has a costly material component) 5– (Dismissal at level 11) Summon Monster V, Dominate Person (succubus), Symbol of Pain, Telekinesis (as many demons have it), Contact Other Plane?, Suffocation?, Summoner Conduit? Blight 6– (transformation at level 13) Summon Monster VI, True Seeing (balor, glabrezu), Unwilling Shield?, Greater Dispel Magic (balor) 7– (Greater Teleport at level 15) Summon Monster VII, 8– (Unholy Aura at level 17) Summon Monster VIII, Frightful aspect? 9– (Summon Monster IX at level 19) Gate? Dominate Monster (Balor), Implosion (Balor, cleric spell…), Wish (glabrezu, take it at level 20?) |
Items to get | Armor Frost-forged haramaki (~1,000 gp) then +1 (+1,000 gp) then add only special properties
Weapons: +masterwork javelin. Enchant with returning later on. Distance too maybe. Or maybe on a spear (more damage less range, also melee). Evil outsider bane? (+1; +2 vs evil outsider and +2d6 damage). Called rather than returning? (+1) but need a swift to call so no arcane strike. If eldricht heritage (protean), then conductive (+1) to combine attack and tanglefoot. Lesser designating (+2) mw heavy mace or adamantine mw longspear? (or another material) (amulet of mighty fists is a good reason to avoid having too many (expensive) magical weapon)
Belt: This slot consists of belts and other items that can be worn around the waist. Some stats boosting. Strength to avoid having to cast Bull Str? or another, con for HP or dex for AC? The belt with bonus and an effect are fun (but expensive). For CON, Cord of Stubborn Resolve? (10,000), +Elemental Earth Belt (+4; 24,000 gp) If STR, Belt of Mighty Throwing (Lesser: 14,000 gp; Greater: 42,000 gp) Gorgon (+4, 23,000 gp)
Body: This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body. +++Robe of arcane heritage (16,000 gp) (resell at level 20?).
Chest: This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest. Tunic of Careful Casting (5,000, +2 on Concentration) Shirt of Immolation (8,000 gp, auto fire damage on grapple.) Snakeskin Tunic (8,000 gp, gives a +2 Dex, +1 armor to DC (useless), +2 resistance to poison (no stack with cloak) so stack with a non dex belt).
Eyes: This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes.
Feet: This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet. +Jaunt Boots (7,200 gp; 3/day 15 feet step instead of 5)
Hands: This slot consists of gauntlets, gloves, and other items that can worn on the hands. Deliquescent Gloves (8,000 gp; corrosive (+d6 acid) but on only one hand/claw. Probably cheaper than Amulet of Mighty Fists for a little boost in damage at higher level) Gloves of Arcane Striking (probably not worth it) Gloves of Arrow Snaring (4,000 gp, 2/day)
Head: This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head. Circlet of Persuasion ? (4,500 gp) Helm of the Mammoth Lord (8,500 gp) + Gore attack
Headband: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead. +2 charisma headband ++ Shifter’s Headband
Neck: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak. ++ Amulet of Mighty Fists (+1 = 4,000. Shock for damage, +1 for to hit/maybe ok if +1 ioun stone). Frost? (acid). Furious (+1; +2 to enhancement when raging/under rage spell) Invigorating (+2. maybe not that useful) Not shock because of shock spell, if it is of no use, this ability won’t be either. Vicious? Wounding?? Spell storing (combined with shock spell, does not work with Vampiric Touch so no?) Amulet of Natural Armor (some shift spell provides Nat armor, but this one is an enhancement to it) Potion of barkskin? Darksire Amulet (ARG, +5 to cold/electricity/fire energy resistance) 9,000 [means no Amulet of Mighty Fists!]
Shoulders: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders. Cloak of Fangs: +1 resistance to save + 5/day primary bite attack as a swift (so no Arcane Strike!). ++Eagle Cape (7,000 gp) Wyvern Cloak (78,600 gp)
Wrists: This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists. Spellguard Bracers (5,000 gp, +2 Concentration but only on casting defensively) Vambraces of Defense (6,000 gp, +1 deflection as a ring of protection+1/day deflect arrow)
Slotless ++Pale green Ioun stone Cracked (4,000 gp; +1 competence to attacks, then normal, 30,000 gp; great in a wayfinder) +Griffon Mane outfit (bonus to fly; at level 6 or 7?) (+50 gp/lb.: scholar/courtier 6 lbs=+300) Igniting Wayfinder? (3PP to replace light by spark) page of spell knowledge shield/mage armor (when the wands are empty) (1,000 gp) The onguent for Tieflings. (does not stack with the mask…) Spell Tatoo? (scroll cost ×4) Caster’s Tatoo: still & silent spell (but no mention of like a metamagic rod, so no augmentation of the casting time) (6,000 gp)
Ring ring of protection (2,000+, no other way to gain deflection? there is the Vambraces of Defense but only a +1 deflection) Ring of Rat Fangs (5,000 gain a primary bite attack d4) Ring of energy shroud 19,500 gp Ring of Forcefangs? (9,000 gp) ++Ring of Continuation (56,000 gp)
Amulet of the Blooded (12,500 gp) +2 to sorcerer level for bloodline powers. |
Polymorph | Alter Self: Medium Lizardfolk ((bite, 2 claws) Troglodyte (bite, 2 claws) Small Grippli? 30 spd, 20 climb locatha 10 spd, 60 swim
Monstrous Physique: Small aquatic: Charda (bestiary 2) 1 bite d6, 4 claws d4, Medium Gargoyle (bite, 2 claws, horn) Large Calikang ISWG (breath weapon, etc.) Girtablilu B3 (woman torso on scorpion body, 2 arms, 2 claws (grab), sting (Dex poison)) |