EQUIPMENT |
ITEM |
LOCATION |
QTY |
WT. |
COST |
Rapier
|
Equipped
|
1
|
2
|
20
|
Studded Leather
|
Equipped
|
1
|
20
|
25
|
Outfit (Traveler's)
|
Equipped
|
1
|
5
|
1
|
Backpack, Common
|
Equipped
|
1
|
2
|
2
|
Holy Text (Cheap)
(A small, light book with no illustrations, printed or written on thin paper, and with a cover made of canvas or thin leather.)
|
Backpack, Common
|
1
|
1
|
1
|
Holy Water (Flask)
(Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.)
☐
|
Backpack, Common
|
1
|
1
|
25
|
|
ITEM |
LOCATION |
QTY |
WT. |
COST |
Waterskin
|
Backpack, Common
|
1
|
0
|
1
|
Belt Pouch
|
Equipped
|
1
|
0,5
|
1
|
Holy Symbol (Wooden)
|
Equipped
|
1
|
0
|
1
|
Brass Knife
|
Carried
|
1
|
1
|
2
|
Dagger
|
Carried
|
1
|
1
|
2
|
TOTAL WEIGHT CARRIED/VALUE |
33,66 lbs. |
152 gp |
|
|
WEIGHT ALLOWANCE |
Light |
38 |
Medium |
76 |
Heavy |
115 |
MONEY |
Coin (Gold Piece): 1 Coin (Platinum Piece): 7
Unspent Funds = 0.00 |
Cleric of Besmara |
Domain
|
Granted Power
|
Oceans Subdomain
|
| Tactics Subdomain
|
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+2
|
+0
|
-2
|
-4
|
-6
|
Dam |
1d4 |
1d4 |
1d4 |
1d4 |
1d4 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
|
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 |
+2
|
-2
|
+2
|
-4
|
-2
|
-6
|
Dam |
1d4
|
1d4
|
1d4
|
1d4
|
1d4
|
1d4
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+2
|
+0
|
-2
|
-4
|
-6
|
Dam |
1d4 |
1d4 |
1d4 |
1d4 |
1d4 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+2
|
+0
|
-2
|
-4
|
-6
|
Dam |
1d4 |
1d4 |
1d4 |
1d4 |
1d4 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
|
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
LANGUAGES |
Common, Polyglot
|
PROFICIENCIES |
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hook Hand, Javelin, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rapier, Rock, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow
|
Traits |
Buccaneer's Blood |
[Paizo Publishing - Skull & Shackles Player's Guide, p.5] |
One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you've always longed to follow in your forebear's footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see "The Life of a Pirate" in Pathfinder Adventure Path #55 for details on the Infamy system). You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.
|
Hurricane Savvy |
[Paizo Publishing, LLC - Pirates of the Inner Sea, p.15] |
You are used to sailing in the terrible winds that roll out from the Eye of Abendego, and can apply the skills you've learned to any storm. You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.
|
SPECIAL ATTACKS |
Channel Positive Energy
(Su)
|
[Paizo Publishing, LLC - Core Rulebook, p.40] |
You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 5 times per day. |
SPECIAL QUALITIES |
Aura of Chaos
(Ex)
|
[Paizo Publishing, LLC - Core Rulebook] |
You project a faint chaotic aura. |
Bonus Feat
|
[Paizo Publishing, LLC - Core Rulebook, p.27] |
Humans select one extra feat at 1st level. |
Orisons
|
[Paizo Publishing, LLC - Core Rulebook, p.41] |
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. |
Seize the Initiative
(Su)
|
[Paizo Publishing, LLC - Advanced Player's Guide, p.96] |
Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability 6 times per day. |
Skilled
|
[Paizo Publishing, LLC - Core Rulebook, p.27] |
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. |
Spontaneous Casting
|
[Paizo Publishing, LLC - Core Rulebook, p.41] |
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name). |
Surge
(Su)
|
[Paizo Publishing, LLC - Advanced Player's Guide, p.94] |
As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using 4 as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability 6 times per day. |
Weapon and Armor Proficiency
|
[Paizo Publishing, LLC - Core Rulebook] |
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity |
FEATS |
Opening Volley |
[Paizo Publishing, LLC - Ultimate Combat, p.112] |
Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn. |
Weapon Finesse |
[Paizo Publishing, LLC - Core Rulebook, p.136] |
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. |
|
LEVEL 0 |
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.
|
Source: CR p.249
|
Target Area: One living creature
|
Caster Level: 1
|
Create Water
|
|
Save: None
|
Time: 1 standard action
|
Duration: Instantaneous
|
Rng: Close (25 ft.)
|
Comp: V, S
|
SR: No
|
School: Conjuration
|
☐☐☐ |
Effect: This spell generates wholesome, drinkable water, just like clean rain water.
|
Source: CR p.262
|
Target Area: Up to 2 gallons of water
|
Caster Level: 1
|
Detect Magic
|
|
Save: None
|
Time: 1 standard action
|
Duration: Concentration, up to 1 minutes [D]
|
Rng: 60 ft.
|
Comp: V, S
|
SR: No
|
School: Divination
|
☐☐☐ |
Effect: You detect magical auras.
|
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.
|
Source: CR p.268
|
Target Area: Or Area one creature, one object, or a 5-ft. cube
|
Caster Level: 1
|
Guidance
|
DC: 13
|
Save: Will negates (harmless)
|
Time: 1 standard action
|
Duration: 1 minute or until discharged
|
Rng: Touch
|
Comp: V, S
|
SR: Yes
|
School: Divination
|
☐☐☐ |
Effect: This spell imbues the subject with a touch of divine guidance.
|
Source: CR p.292
|
Target Area: Creature touched
|
Caster Level: 1
|
Light
|
|
Save: None
|
Time: 1 standard action
|
Duration: 10 minutes
|
Rng: Touch
|
Comp: V, M/DF
|
SR: No
|
School: Evocation
|
☐☐☐ |
Effect: This spell causes a touched object to glow like a torch.
|
Source: CR p.304
|
Target Area: Object touched
|
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.
|
Source: CR p.312
|
Target Area: One object of up to 1 lb.
|
Caster Level: 1
|
Purify Food and Drink
|
DC: 13
|
Save: Will negates (object)
|
Time: 1 standard action
|
Duration: Instantaneous
|
Rng: 10 ft.
|
Comp: V, S
|
SR: Yes (object)
|
School: Transmutation
|
☐☐☐ |
Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
|
Source: CR p.328
|
Target Area: 1 cu. ft. of contaminated food and water
|
Caster Level: 1
|
Read Magic
|
|
Save:
|
Time: 1 standard action
|
Duration: 10 minutes
|
Rng: Personal
|
Comp: V, S, F
|
SR:
|
School: Divination
|
☐☐☐ |
Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
|
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.
|
Source: CR p.334
|
Target Area: Creature touched
|
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: Ignites flammable objects.
|
Source: APG p.246
|
Target Area: one Fine object
|
Caster Level: 1
|
Stabilize
|
DC: 13
|
Save: Will negates (harmless)
|
Time: 1 standard action
|
Duration: Instantaneous
|
Rng: Close (25 ft.)
|
Comp: V, S
|
SR: Yes (harmless)
|
School: Conjuration
|
☐☐☐ |
Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
|
Source: CR p.348
|
Target Area: One living creature
|
Caster Level: 1
|
Virtue
|
|
Save: None
|
Time: 1 standard action
|
Duration: 1 min.
|
Rng: Touch
|
Comp: V, S, DF
|
SR: Yes (harmless)
|
School: Transmutation
|
☐☐☐ |
Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
|
Source: CR p.365
|
Target Area: Creature touched
|
Caster Level: 1
|
LEVEL 1 |
Abundant Ammunition
|
|
Save: None
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng:
|
Comp: V, S, M/DF (a single piece of ammunition)
|
SR: No
|
School: Conjuration
|
☐☐☐ |
Effect: Replaces nonmagical ammunition every round.
|
Source: UC p.222
|
Target Area: one container touched
|
Caster Level: 1
|
Air Bubble
|
DC: 14
|
Save: Will negates (harmless)
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng: Touch
|
Comp: S, M/DF (a small bladder filled with air)
|
SR: Yes (harmless)
|
School: Conjuration
|
☐☐☐ |
Effect: Creates a small pocket of air around your head or an object.
|
Source: UC p.222
|
Target Area: one creature or one object no larger than a Large twohanded weapon
|
Caster Level: 1
|
Ant Haul
|
DC: 14
|
Save: Fortitude negates (harmless)
|
Time: 1 standard action
|
Duration: 2 hours
|
Rng: Touch
|
Comp: V, S, M/DF (a small pulley)
|
SR: Yes (harmless)
|
School: Transmutation
|
☐☐☐ |
Effect: Triples carrying capacity of a creature.
|
Source: APG p.202
|
Target Area: creature touched
|
Caster Level: 1
|
Bane
|
DC: 14
|
Save: Will negates
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng: 50 ft.
|
Comp: V, S, DF
|
SR: Yes
|
School: Enchantment
|
☐☐☐ |
Effect: Bane fills your enemies with fear and doubt.
|
Source: CR p.246
|
Target Area: 50-ft.-radius burst, centered on you
|
Caster Level: 1
|
Bless
|
|
Save: None
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng: 50 ft.
|
Comp: V, S, DF
|
SR: Yes (harmless)
|
School: Enchantment
|
☐☐☐ |
Effect: Bless fills your allies with courage.
|
Source: CR p.249
|
Target Area: The caster and all allies within a 50-ft. burst, centered on the caster
|
Caster Level: 1
|
Bless Water
|
DC: 14
|
Save: Will negates (object)
|
Time: 1 minute
|
Duration: Instantaneous
|
Rng: Touch
|
Comp: V, S, M
|
SR: Yes (object)
|
School: Transmutation
|
☐☐☐ |
Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water.
|
Source: CR p.249
|
Target Area: Flask of water touched
|
Caster Level: 1
|
Cause Fear
|
DC: 14
|
Save: Will partial
|
Time: 1 standard action
|
Duration: 1d4 rounds or 1 round; see text
|
Rng: Close (25 ft.)
|
Comp: V, S
|
SR: Yes
|
School: Necromancy
|
☐☐☐ |
Effect: The affected creature becomes frightened.
|
Source: CR p.252
|
Target Area: One living creature with 5 or fewer HD
|
Caster Level: 1
|
Command
|
DC: 14
|
Save: Will negates
|
Time: 1 standard action
|
Duration: 1 round
|
Rng: Close (25 ft.)
|
Comp: V
|
SR: Yes
|
School: Enchantment
|
☐☐☐ |
Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
|
Source: CR p.256
|
Target Area: One living creature
|
Caster Level: 1
|
Compel Hostility
|
|
Save: see text
|
Time: 1 standard action
|
Duration: 1 rounds
|
Rng: Personal
|
Comp: V, S, M (a drop of your blood)
|
SR: see text
|
School: Enchantment
|
☐☐☐ |
Effect: Compels opponents to attack you instead of your allies.
|
Source: UC null
|
Target Area: You
|
Caster Level: 1
|
Comprehend Languages
|
|
Save:
|
Time: 1 standard action
|
Duration: 10 minutes
|
Rng: Personal
|
Comp: V, S, M/DF
|
SR:
|
School: Divination
|
☐☐☐ |
Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
|
Source: CR p.258
|
Target Area: You
|
Caster Level: 1
|
Cure Light Wounds
|
DC: 14
|
Save: Will half (harmless); see text
|
Time: 1 standard action
|
Duration: Instantaneous
|
Rng: Touch
|
Comp: V, S
|
SR: Yes (harmless); see text
|
School: Conjuration
|
☐☐☐ |
Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.
|
Source: CR p.263
|
Target Area: Creature touched
|
Caster Level: 1
|
Curse Water
|
DC: 14
|
Save: Will negates (object)
|
Time: 1 minute
|
Duration: Instantaneous
|
Rng: Touch
|
Comp: V, S, M
|
SR: Yes (object)
|
School: Necromancy
|
☐☐☐ |
Effect: This spell imbues a flask [1 pint] of water with negative energy, turning it into unholy water.
|
Source: CR p.263
|
Target Area: Flask of water touched
|
Caster Level: 1
|
Dancing Lantern
|
|
Save: None
|
Time: 1 standard action
|
Duration: 1 hours [D]
|
Rng: Touch
|
Comp: V, S, F (a lantern)
|
SR: No
|
School: Transmutation, FireSchool
|
☐☐☐ |
Effect: Animates a lantern that follows you.
|
Source: APG p.214
|
Target Area: Animates one lantern
|
Caster Level: 1
|
Deadeye's Lore
|
|
Save:
|
Time: 1 round
|
Duration: 1 hours
|
Rng: Personal
|
Comp: V, S
|
SR:
|
School: Divination
|
☐☐☐ |
Effect: Gain a +4 bonus on Survival and move full speed while tracking.
|
Source: UC p.227
|
Target Area: You
|
Caster Level: 1
|
Deathwatch
|
|
Save: None
|
Time: 1 standard action
|
Duration: 10 minutes
|
Rng: 30 ft.
|
Comp: V, S
|
SR: No
|
School: Necromancy
|
☐☐☐ |
Effect: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
|
Source: CR p.265
|
Target Area: Cone-shaped emanation
|
Caster Level: 1
|
Decompose Corpse
|
DC: 14
|
Save: Fortitude negates (object)
|
Time: 1 standard action
|
Duration: Instantaneous or 1 minute; see text
|
Rng: Touch
|
Comp: V, S, M
|
SR: Yes (object)
|
School: Necromancy
|
☐☐☐ |
Effect: Turn corpse into clean skeleton.
|
Source: UM p.216
|
Target Area: One corpse or corporeal undead
|
Caster Level: 1
|
Detect Chaos
|
|
Save: None
|
Time: 1 standard action
|
Duration: Concentration, up to 10 minutes [D]
|
Rng: 60 ft.
|
Comp: V, S, DF
|
SR: No
|
School: Divination
|
☐☐☐ |
Effect: You can sense the auras of chaotic creatures.
|
Source: CR p.266
|
Target Area: Cone-shaped emanation
|
Caster Level: 1
|
Detect Evil
|
|
Save: None
|
Time: 1 standard action
|
Duration: Concentration, up to 10 minutes [D]
|
Rng: 60 ft.
|
Comp: V, S, DF
|
SR: No
|
School: Divination
|
☐☐☐ |
Effect: You can sense the presence of evil.
|
Source: CR p.266
|
Target Area: Cone-shaped emanation
|
Caster Level: 1
|
Detect Good
|
|
Save: None
|
Time: 1 standard action
|
Duration: Concentration, up to 10 minutes [D]
|
Rng: 60 ft.
|
Comp: V, S, DF
|
SR: No
|
School: Divination
|
☐☐☐ |
Effect: You can sense the presence of good.
|
Source: CR p.267
|
Target Area: Cone-shaped emanation
|
Caster Level: 1
|
Detect Law
|
|
Save: None
|
Time: 1 standard action
|
Duration: Concentration, up to 10 minutes [D]
|
Rng: 60 ft.
|
Comp: V, S, DF
|
SR: No
|
School: Divination
|
☐☐☐ |
Effect: You can sense the auras of lawful creatures.
|
Source: CR p.267
|
Target Area: Cone-shaped emanation
|
Caster Level: 1
|
Detect Undead
|
|
Save: None
|
Time: 1 standard action
|
Duration: Concentration, up to 1 minutes [D]
|
Rng: 60 ft.
|
Comp: V, S, M/DF
|
SR: No
|
School: Divination
|
☐☐☐ |
Effect: You can detect the aura that surrounds undead creatures.
|
Source: CR p.269
|
Target Area: Cone-shaped emanation
|
Caster Level: 1
|
Diagnose Disease
|
|
Save: None
|
Time: 1 standard action
|
Duration: Instantaneous
|
Rng: Close (25 ft.)
|
Comp: V, S
|
SR: No
|
School: Divination
|
☐☐☐ |
Effect: Detect and identify diseases.
|
Source: UM p.216
|
Target Area: One creature, one object, or a 5-ft. cube
|
Caster Level: 1
|
Divine Favor
|
|
Save:
|
Time: 1 standard action
|
Duration: 1 minute
|
Rng: Personal
|
Comp: V, S, DF
|
SR:
|
School: Evocation
|
☐☐☐ |
Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls.
|
Source: CR p.273
|
Target Area: You
|
Caster Level: 1
|
Doom
|
DC: 14
|
Save: Will negates
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng: Medium (110 ft.)
|
Comp: V, S, DF
|
SR: Yes
|
School: Necromancy
|
☐☐☐ |
Effect: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
|
Source: CR p.274
|
Target Area: One living creature
|
Caster Level: 1
|
Endure Elements
|
DC: 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.
|
Source: CR p.277
|
Target Area: Creature touched
|
Caster Level: 1
|
Entropic Shield
|
|
Save:
|
Time: 1 standard action
|
Duration: 1 minutes [D]
|
Rng: Personal
|
Comp: V, S
|
SR:
|
School: Abjuration
|
☐☐☐ |
Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
|
Source: CR p.278
|
Target Area: You
|
Caster Level: 1
|
Forbid Action
|
DC: 14
|
Save: Will negates
|
Time: 1 standard action
|
Duration: 1 round
|
Rng: Close (25 ft.)
|
Comp: V
|
SR: Yes
|
School: Enchantment
|
☐☐☐ |
Effect: Target obeys your command to not do something.
|
Source: UM p.220
|
Target Area: One creature
|
Caster Level: 1
|
Gorum's Armor
|
DC: 14
|
Save: Fortitude negates (harmless)
|
Time: 1 standard action
|
Duration: 10 minutes
|
Rng: Touch
|
Comp: V, S, M
|
SR: Yes (harmless)
|
School: Transmutation
|
☐☐☐ |
Effect: Targeted object sprouts thousand of tiny iron spikes. These act as armor/shield spikes [enhanced at CL 5+], causing 1 point of piercing damage for each opponent's natural attack that hits.
|
Source: ISWG p.294
|
Target Area: One suit of metal armor or one metal shield
|
Caster Level: 1
|
Hide from Undead
|
DC: 14
|
Save: Will negates (harmless); see text
|
Time: 1 standard action
|
Duration: 10 minutes [D]
|
Rng: Touch
|
Comp: V, S, DF
|
SR: Yes
|
School: Abjuration
|
☐☐☐ |
Effect: Undead cannot see, hear, or smell creatures warded by this spell.
|
Source: CR p.296
|
Target Area: 1 creatures touched
|
Caster Level: 1
|
Infernal Healing
|
DC: 14
|
Save: Will negates (harmless)
|
Time: 1 round
|
Duration: 1 minute
|
Rng: Touch
|
Comp: V, S, M
|
SR: Yes (harmless)
|
School: Conjuration
|
☐☐☐ |
Effect: Anoint a wounded creature with devil's blood or unholy water giving it fast healing 1. Does not repair silver or good damage. Target detects as evil for the duration.
|
Source: ISWG p.295
|
Target Area: Creature touched
|
Caster Level: 1
|
Inflict Light Wounds
|
DC: 14
|
Save: Will half
|
Time: 1 standard action
|
Duration: Instantaneous
|
Rng: Touch
|
Comp: V, S
|
SR: Yes
|
School: Necromancy
|
☐☐☐ |
Effect: When laying your hand upon a creature, you channel negative energy that deals 1d8+1 points of damage.
|
Source: CR p.300
|
Target Area: Creature touched
|
Caster Level: 1
|
Know the Enemy
|
|
Save: None
|
Time: 1 minute
|
Duration: Instantaneous
|
Rng: Personal
|
Comp: V, S, DF
|
SR: No
|
School: Divination
|
☐☐☐ |
Effect: Gain +10 on a monster Knowledge check.
|
Source: UM p.226
|
Target Area: You
|
Caster Level: 1
|
Liberating Command
|
DC: 14
|
Save: Will negates (harmless)
|
Time: 1 immediate action
|
Duration: instantaneous
|
Rng: Close (25 ft.)
|
Comp: V
|
SR: Yes (harmless)
|
School: Transmutation
|
☐☐☐ |
Effect: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
|
Source: UC p.233
|
Target Area: one creature
|
Caster Level: 1
|
Magic Stone
|
DC: 14
|
Save: Will negates (harmless, object)
|
Time: 1 standard action
|
Duration: 30 minutes or until discharged
|
Rng: Touch
|
Comp: V, S, DF
|
SR: Yes (harmless, object)
|
School: Transmutation
|
☐☐☐ |
Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
|
Source: CR p.310
|
Target Area: Up to three pebbles touched
|
Caster Level: 1
|
**
Magic Weapon
|
DC: 14
|
Save: Will negates (harmless, object)
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng: Touch
|
Comp: V, S, DF
|
SR: Yes (harmless, object)
|
School: Transmutation
|
☐☐☐ |
Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
|
Source: CR p.310
|
Target Area: Weapon touched
|
Caster Level: 1
|
Magic Weapon
|
DC: 14
|
Save: Will negates (harmless, object)
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng: Touch
|
Comp: V, S, DF
|
SR: Yes (harmless, object)
|
School: Transmutation
|
☐☐☐ |
Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
|
Source: CR p.310
|
Target Area: Weapon touched
|
Caster Level: 1
|
Moment of Greatness
|
|
Save: None
|
Time: 1 standard action
|
Duration: 1 minutes or until discharged
|
Rng: 50ft.
|
Comp: V, S, M/DF (rabbit fur)
|
SR: Yes (harmless)
|
School: Enchantment
|
☐☐☐ |
Effect: Doubles a morale bonus.
|
Source: UC p.237
|
Target Area: The caster and allies within a 50-ft. burst centered on the caster
|
Caster Level: 1
|
Murderous Command
|
DC: 14
|
Save: Will negates
|
Time: 1 standard action
|
Duration: 1 round
|
Rng: Close (25 ft.)
|
Comp: V
|
SR: Yes
|
School: Enchantment
|
☐☐☐ |
Effect: Target is compelled to kill its ally.
|
Source: UM p.230
|
Target Area: One living creature
|
Caster Level: 1
|
**
Obscuring Mist
|
|
Save: None
|
Time: 1 standard action
|
Duration: 1 minutes [D]
|
Rng: 20 ft.
|
Comp: V, S
|
SR: No
|
School: Conjuration, WaterSchool
|
☐☐☐ |
Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
|
Source: CR p.317
|
Target Area: Cloud spreads in 20-ft. radius from you, 20 ft. high
|
Caster Level: 1
|
Obscuring Mist
|
|
Save: None
|
Time: 1 standard action
|
Duration: 1 minutes [D]
|
Rng: 20 ft.
|
Comp: V, S
|
SR: No
|
School: Conjuration, WaterSchool
|
☐☐☐ |
Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
|
Source: CR p.317
|
Target Area: Cloud spreads in 20-ft. radius from you, 20 ft. high
|
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.
|
Source: CR p.327
|
Target Area: Creature touched
|
Caster Level: 1
|
Protection from Good
|
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 good creatures, from mental control, and from summoned creatures.
|
Source: CR p.328
|
Target Area: Creature touched
|
Caster Level: 1
|
Protection from Law
|
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 lawful creatures, from mental control, and from summoned creatures.
|
Source: CR p.328
|
Target Area: Creature touched
|
Caster Level: 1
|
Ray of Sickening
|
DC: 14
|
Save: Fortitude partial; see text
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng: Close (25 ft.)
|
Comp: V, S, M
|
SR: Yes
|
School: Necromancy
|
☐☐☐ |
Effect: Ray makes the subject sickened.
|
Source: UM p.234
|
Target Area: Ray
|
Caster Level: 1
|
Reinforce Armaments
|
DC: 14
|
Save: Will negates (harmless, object)
|
Time: 1 standard action
|
Duration: 10 minutes
|
Rng: Touch
|
Comp: V, S, M/DF (a metal pin)
|
SR: Yes (harmless, object)
|
School: Transmutation
|
☐☐☐ |
Effect: Temporarily mitigates the fragile quality in targeted weapon or armor.
|
Source: UC p.241
|
Target Area: one armor suit or weapon touched
|
Caster Level: 1
|
Remove Fear
|
DC: 14
|
Save: Will negates (harmless)
|
Time: 1 standard action
|
Duration: 10 minutes; see text
|
Rng: Close (25 ft.)
|
Comp: V, S
|
SR: Yes (harmless)
|
School: Abjuration
|
☐☐☐ |
Effect: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.
|
Source: CR p.332
|
Target Area: 1 creatures, no two of which can be more than 30 ft. apart
|
Caster Level: 1
|
Remove Sickness
|
DC: 14
|
Save: Fortitude negates (harmless)
|
Time: 1 standard action
|
Duration: 10 minutes; see text
|
Rng: Close (25 ft.)
|
Comp: V, S
|
SR: Yes (harmless)
|
School: Conjuration
|
☐☐☐ |
Effect: Suppress disease, nausea, and the sickened condition.
|
Source: UM p.234
|
Target Area: One creature
|
Caster Level: 1
|
Restore Corpse
|
|
Save: None
|
Time: 1 standard action
|
Duration: Instantaneous
|
Rng: Touch
|
Comp: V, S
|
SR: No
|
School: Necromancy
|
☐☐☐ |
Effect: Skeletal corpse grows flesh.
|
Source: UM p.235
|
Target Area: Corpse touched
|
Caster Level: 1
|
Sanctify Corpse
|
|
Save: None
|
Time: 1 standard action
|
Duration: 24 hours
|
Rng: Touch
|
Comp: V, S, DF, M
|
SR: No
|
School: Evocation
|
☐☐☐ |
Effect: Prevent a corpse from becoming an undead creature.
|
Source: UM p.236
|
Target Area: Corpse touched
|
Caster Level: 1
|
Sanctuary
|
DC: 14
|
Save: Will negates
|
Time: 1 standard action
|
Duration: 1 rounds
|
Rng: Touch
|
Comp: V, S, DF
|
SR: No
|
School: Abjuration
|
☐☐☐ |
Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
|
Source: CR p.336
|
Target Area: Creature touched
|
Caster Level: 1
|
Shield of Faith
|
DC: 14
|
Save: Will negates (harmless)
|
Time: 1 standard action
|
Duration: 1 minutes
|
Rng: Touch
|
Comp: V, S, M
|
SR: Yes (harmless)
|
School: Abjuration
|
☐☐☐ |
Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks.
|
Source: CR p.342
|
Target Area: Creature touched
|
Caster Level: 1
|
Summon Minor Monster
|
|
Save: None
|
Time: 1 round
|
Duration: 1 rounds [D]
|
Rng: Close (25 ft.)
|
Comp: V, S, F/DF
|
SR: No
|
School: Conjuration
|
☐☐☐ |
Effect: Summon 1d3 Tiny animals
|
Source: UM p.241
|
Target Area: 1d3 summoned creatures
|
Caster Level: 1
|
Summon Monster I
|
|
Save: None
|
Time: 1 round
|
Duration: 1 rounds [D]
|
Rng: Close (25 ft.)
|
Comp: V, S, F/DF
|
SR: No
|
School: Conjuration
|
☐☐☐ |
Effect: This spell summons an extraplanar creature.
|
Source: CR p.350
|
Target Area: One summoned creature
|
Caster Level: 1
|
Sun Metal
|
DC: 14
|
Save: Fortitude negates (object)
|
Time: 1 standard action
|
Duration: 1 rounds [see text]
|
Rng: Touch
|
Comp: V, S
|
SR: Yes (object)
|
School: Transmutation
|
☐☐☐ |
Effect: Weapon touched bursts into flames.
|
Source: UC p.245
|
Target Area: one melee weapon
|
Caster Level: 1
|
Unbreakable Heart
|
DC: 14
|
Save: Will negates (harmless)
|
Time: 1 standard action
|
Duration: 1 rounds
|
Rng: Close (25 ft.)
|
Comp: V, S
|
SR: Yes (harmless)
|
School: Enchantment
|
☐☐☐ |
Effect: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place.
|
Source: ISWG p.296
|
Target Area: One creature
|
Caster Level: 1
|
* = Domain/Specialty Spell |