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Darkvision (60)

Player Name

Character Name

Aasimar, Peri-Blooded

Minata

Race

Region

6 ft 1 in

Medium
Size

11th Arcanist

165 lbs

Height

Weight

Hair/Eyes

Neutral

Level/Class
ABILITY
MOD

STR

-4

DEX

15

+2

TEMP
SCORE

TEMP
MOD

Deity

HP

Age

SPEED

74

WOUNDS

Male

260 years

Alignment
ABILITY
SCORE

Yet Another

VISION

30

x4

ft
sq
BASE SPEED

NON-LETHAL

TEMP HP

INIT

+2

+2

30
15

AC

10+

Total

TOUCH

BASE

ABILITY

BAB
CMD

ABILITY

13

TOTAL

BAB

TOTAL

STR MOD

BAB

TEMP

MISC

Appraise

INT

14

10

Bluff

CHA

Climb

STR

-4

-4

Craft [Jewelry]

INT

15

10

-4
STR MOD

0
SIZE MOD

Touch

DEFLECT

ARMOR

MOD.

MISC
MOD.

Diplomacy

CHA

Disguise

CHA

Escape Artist

DEX

Fly

DEX

16

11

Heal

WIS

Intimidate

CHA

Knowledge (arcana)

INT

24

10

11

Knowledge (dungeoneering)

INT

14

10

Knowledge (engineering)

INT

15

10

Knowledge (geography)

INT

18

10

Knowledge (history)

INT

23

10

10

Knowledge (local)

INT

24

10

11

Knowledge (nature)

INT

23

10

10

Knowledge (nobility)

INT

14

10

Knowledge (planes)

INT

24

10

11

Knowledge (religion)

INT

24

10

11

Linguistics

INT

26

10

11

Perception

WIS

17

11

Ride

DEX

TEMP

+
HERO
POINTS

11
+

SIZE MOD

CONDITIONAL MOD

+ 10

MISC

Prestige Points

MISC
ATTACK BONUS

Critical

+1
TYPE

RANGE

AMMUNITION

x2
DAMAGE

Varies

Variable
SPECIAL PROPERTIES

Ray
TYPE

RANGE

Critical

Sense Motive

WIS

+7

x2

Spellcraft

INT

24

10

11

Stealth

DEX

13

11

Survival

WIS

Swim

STR

-4

-4

Use Magic Device

CHA

10

DAMAGE

Varies

Variable
SPECIAL PROPERTIES

ATTACK BONUS

Critical

+7
TYPE

RANGE

ATTACK BONUS
AMMUNITION

Ranged Touch

MISC

DEX MOD

0
NATURAL

TEMP

ARCANE
POOL

-4

AMMUNITION

x2
DAMAGE

Varies

Variable
SPECIAL PROPERTIES

CUSTOM TEXT

Weapon 4
TYPE

RANGE

#N/A

#N/A

SPECIAL PROPERTIES

AMMUNITION

ABIL
MOD

RANKS

MISC

RACIAL

0
SIZE
MOD.

MISC

RACIAL

TOTAL

10

SPELL
RESISTANCE

CMB

2
DEX
MOD.

RACIAL

ABILITY

BASE

WILL

BASE

REFLEX

FLATFOOTED

TOTAL

0
SHIELD
BONUS

BONUS

12

FORT

ARMOR

SKILL NAME

ABIL
SCORE

+6

12

ft
BURROW

MISC

DEX

+2

22

ft
FLY

Acrobatics

ENERGY RESISTANCE

CHA

ft
CLIMB

+10
DAMAGE REDUCTION

WIS

ft

SWIM

SKILLS

CLASS

INT

14

RUN

DEX MOD

CON

Character Generator

Gender

ATTACK BONUS

Critical

#N/A

#N/A
DAMAGE

#N/A

LANGUAGES

See Back Page

-----DWARVEN RACIAL TRAITS -----

Con: +2, Wis: +2, Cha: -2

Type: Humanoid (Dwarf)

Size: Medium

Darkvision 60 ft. - Dwarves can see in the


# dark up to 60 ft.

Defensive T
-----DWARVEN RACIAL TRAITS -----

Con: +2, Wis: +2, Cha: -2

Type: Humanoid (Dwarf)

Size: Medium

Darkvision 60 ft. - Dwarves can see in the


# dark up to 60 ft.

Defensive T

PROTECTION

ABILITIES

----- CLASS ABILITIES --------- GENERAL FEATS -----

ARMOR
ACP

TYPE

SPELL FAILURE

SPEED

ARMOR BONUS

WEIGHT

MAX DEX BONUS

SPECIAL PROPERTIES

#N/A
SHIELD

SHIELD BONUS

MAX DEX

WEIGHT

CHECK PENALTY

SPELL FAILURE

SPECIAL PROPERTIES

#N/A
OTHER POSSESSIONS
ITEM

QUAN

Spells

Ioun Stone; Nacreous Gray sphere, cracked (CON)

Belt of Incredible Dexterity +2

LOCATION

WGT

Carried

Carried

ITEM

QUAN

LOCATION

Familiar

* Weight is modified by its location

Armor, Shield and Slotted Items

Total Weight Carried (including coins)

SLOTS

EXPERIENCE / LEVEL

BELT

HEADBAND

BODY

NECK

Headband of Vast Intelligence +6

CHEST

RING (LEFT)

Ring of Wizardry II

EYES

RING (RIGHT)

Ring of Wizardry I

FEET

SHOULDERS

HANDS

WRIST

HEAD

Hand of Glory

#N/A

Current XP

12th Level

220,000

ENCUMBRANCE
10

20

30

LIGHT LOAD

MEDIUM
LOAD

HEAVY LOAD

OVERLOADED

WEALTH [0 lbs]
PP
MISC

GP

WGT

SP

CP

30

60

150

OVER HEAD

LIFT OFF
GROUND

PUSH/ DRAG

Aasimar, Peri-Blooded Traits (BoA 23)


Alternate Racial Traits: Truespeaker, Halo, Deathless Spirit
Native Outsider (ARG 85): Aasimars are outsiders with the
native subtype.
Languages (ARG 85): Aasimars begin play speaking Common and
Celestial
Spell-Like Ability (ARG 85): You can use pyrotechnics once per
day as a spell-like ability.
Deathless Spirit (ARG 84): You gain resistance 5 against
negative energy damage. You do not lose hit points when you
gain a negative level*, and you gain a +2 racial bonus on
saving throws against death effects, energy drain, negative
energy, and spells or spell-like abilities of the necromancy
school.
Halo (ARG 85): You can create light centered on your head at
will as a spell-like ability. When using your halo, you gains
a +2 circumstance bonus on Intimidate checks against evil
creatures and on saving throws against becoming blinded or
dazzled.
Truespeaker (ARG 85): You gain a +2 bonus on Linguistics* and
Sense Motive* checks, and you learn two languages each time
they gain a rank in Linguistics*.
Traits
Pyromancer (BoA 23): You gain a +1 trait bonus on damage rolls
for any spell you cast with the fire descriptor.
Magical Lineage (APG 329): Pick one spell when you choose this
trait. When you apply metamagic feats to this spell, treat
its actual level as 1 lower for determining the spell's final
adjusted level.
Benefits of Familiar
Alertness (Ex) (Core 83): The familiar provides you with the
Alertness Feat
Empathic Link (Su) (Core 83): The master can communicate
emphatically with the familiar, but cannot see through its
eyes. Because of the links limited nature, only general
emotions can be shared.
Speak with Master (Ex) (Core 83): A familiar and the master
can communicate verbally as if they were using a common
language.
Class Features
Archetype(s): Brown-Fur Transmuter (Custom)
Weapon Proficiency: You are proficient with all Simple
weapons.
Powerful Change (Custom): Whenever the brown-fur transmuter
casts a transmutation spell using one of her arcanist spell
slots, she can expend 1 point from her arcane reservoir as a
free action to bolster the spell. If the spell grants a bonus
to an ability score, the bonus then increases by 2. If it
grants a bonus to more than one ability score, only one of
the ability scores gains this bonus. The brown-fur transmuter
cannot expend more than 1 point from her arcane reservoir in
this way.
Exploit: Shift Caster (Custom): The arcanist can expend 1
point from her arcane reservoir to cast a spell while under
the effects of a polymorph spell. This ability works like
Natural Spell.
Exploit: Altered Shifting (Custom): 0
Share Transmutation (Custom): A brown-fur transmuter can
expend 1 point from her arcane reservoir to change any
transmutation spell with a range of personal to a range of
touch. Such a spell automatically fails on unwilling
creatures.
* Denotes bonuses or penalties already included in the calculations
YAPCG 8.108

ABILITIES (Cont)
Arcane Reservoir (Su) (ACG 9): You have a pool of magical
energy that you can draw upon to fuel your exploits and
enhance your spells. This reservoir can hold a maximum of
20 points. Each day, when preparing spells, your reservoir
starts with 14 points. When casting an Arcanist spell, you
can spend 1 point to increase either the caster level or the
DC by 1. You cannot spend more than 1 point on a given spell
in this way.
Exploits (ACG 9): By bending and breaking the laws of magic,
you have learned to exploit gaps and exceptions. (Unless
otherwise noted, save DC is 21)
Familiar (Ex) (ACG 11): You gain a familiar.
Potent Magic (Su) (ACG 11): When you expend a point from
your reservoir to increase the caster level or DC of a
spell, it increases by 2 instead of 1.
Bloodline Development (0) (ACG 10): You gain the 1st level
power of the Fey bloodline as though you were a 1st level
sorcerer. As a swift action, you can spend one reservoir
point to boost this power to level 11 for 6 rounds.
Laughing Touch (Sp) (normal) - 9 times a day, you can
cause a creature to burst out laughing for 1 round as
a melee touch attack. A laughing creature can only
take a move action but can defend itself normally.
An individual creature can only be affected by
laughing touch once every twenty four hours.
Laughing Touch (Sp) (boosted) - 9 times a day, you can
cause a creature to burst out laughing for 1 round as
a melee touch attack. A laughing creature can only
take a move action but can defend itself normally.
An individual creature can only be affected by
laughing touch once every twenty four hours.
Quick Study (Su) (ACG 11): You can prepare a spell in
place of an existing spell of the same level by expending
1 point from your reservoir. This is a full-round action
that provokes an attack of opportunity and you must be
able to reference your spellbook
School Understanding (0) (ACG 11): You gain access to one
1st level ability of the Admixture arcane school as
though you were a 1st level wizard, using your charisma
modifier in place of your intelligence modifier. As a
swift action, you can expend 1 point from your arcane
reservoir to increase your understanding, treating your
arcanist level as your wizard level for up to 6 rounds.
During this time you also gain the other 1st level
ability. If you already have an arcane school, your
arcanist levels stack to determine the school powers and
abilities.
Consume Spells (Su) (ACG 13): You can expend an available
Arcanist spell slot as a move action, making it unavailable
for the rest of the day. Doing this adds a number of points
to your arcane reservoir equal to the level of the slot
consumed.
Feats
Extra Reservoir (ACG 147): You gain three extra points in your
arcane reservoir each day, and your maximum points increases
by this amount.*
Extra Arcanist Exploit (ACG 146): You gain an extra arcanist
exploit.*
Extra Arcanist Exploit (ACG 146): You gain an extra arcanist
exploit.*
Extra Reservoir (ACG 147): You gain three extra points in your
arcane reservoir each day, and your maximum points increases

#
#

CLASS ABILITIES/MAGIC ITEMS


Arcane Reservoir (Su)
maximum points

Handwritten Notes

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.108

ABILITIES (Cont)

ABILITIES (Cont)

#
#

by this amount.*
Improved Familiar (Core 127): You can choose from additional
familiars
Forge Ring (Core 124): You can create magic rings
Alertness (Core 117): You get a +2 bonus on all Perception and
Sense Motive skill checks. Increases to +4 if you have 10 or
more ranks.*
Magic Items
Headband of Vast Intelligence +6 (Core 517): The headband
grants the wearer an enhancement bonus to Intelligence of
+6.*
Ring of Wizardry II (Core 484): Doubles the number of 2nd
level spells for arcane spellcasters
Ring of Wizardry I (Core 484): Doubles the number of 1st level
spells for arcane spellcasters
Ioun Stone; Nacreous Gray sphere, cracked (CON) (SoS 50):
Protects against the constitution penalties from aging*
Belt of Incredible Dexterity +2 (Core 502): You receive a +2
enhancement bonus to dexterity*
Languages
Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling,
Sylvan, Abyssal, Aquan, Auran, Drow Sign Language, D'ziriak,
Giant, Ignan, Goblin, Infernal, Necril, Orc, Polyglot,
Samsaran, Skald, Terran, Vishkanya, Undercommon, Aboleth,
Aklo, Gnoll, Sphinx, Tengu, Shadowtongue

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.108

CONDITIONAL MODIFIERS
Damage:
+1 trait - spells with the fire descriptor (Pyromancer)

Printed on 10/06/2015

Spell Sheet

Character Name:

Class: Arcanist (11th)

Level 0
Arcanist (11th)

Concentration Check: 1d20 + 21

Spells per day


1 2 3 4
7 7 6 6
## ## ## ##
## ## ## ##

5
5
##
##

6
0
##
##

7
0
##
##

8
0
##
##

9
0
##
##

Level 0
Arcanist (11th) 9
##
##

Spells Known
1 2 3 4
5 5 4 3
## ## ## ##
## ## ## ##

5
2
##
##

6
0
##
##

Description

9
0
##
##
R
Source

Description

Source

L
Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Level

Spell Name

Arcanist Spells

Level

Spell Name

DC

Arcane Mark

20

Level

Spell Name

DC

Light

20

Level

Spell Name

DC

Read Magic

20

Level

Spell Name

DC

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Spell Name

DC

Detect Poison

20

Level

Spell Name

DC

Message

20

Level

Spell Name

DC

Prestidigitation

20

Level

Spell Name

DC

Mage Hand

20

Level

Spell Name

DC

Spark

20

Level

Spell Name

DC

1
Prepared Spells

Prepared Spells

20

Level

0
Prepared Spells

Detect Magic

True Strike

21

Level

Spell Name

DC

Mage Armor

21

Level

Spell Name

DC

Color Spray

School
Area

0
Prepared Spells

DC

21

Comp

Range
Casting Time

School
universal
Area
Comp
Casting Time
V, S
1 SA
School
evocation [light]
Area
Comp
Casting Time
V, M, DF
1 SA
School
divination
Area
Comp
Casting Time
V, S, M, F
1 SA
School
divination
Area
Comp
Casting Time
V, S, M
1 SA
cone
School
divination
Area
Comp
Casting Time
V, S
1 SA
see text
School
transmutation [language-dependent]
Area
Comp
Casting Time
V, S, F
1 SA
School
universal
Area
Comp
Casting Time
Target, Effect, or see text
V, S
1 SA
School
transmutation
Area
Comp
Casting Time
V, S
1 SA
School
evocation [fire]
Area
Comp
Casting Time
V, S
1 SA
School
divination
Area
Comp
Casting Time
V, M, F
1 SA
School
conjuration (creation) [force]
Area
Comp
Casting Time
V, S, F
1 SA
School
illusion (pattern) [mind-affecting]
Area
Comp
Casting Time
cone
V, S, M
1 SA

Save

Duration

SR

Range
touch
Duration
permanent
Range
touch
Duration
120 min.
Range
personal
Duration
110 min.
Range
60 ft.
Duration

Save
none
SR
no
Save
none
SR
no
Save

concentration, up to 11 min.(s)

SR
Save
none
SR
no
Save
none
SR
no
Save
none
SR
no
Save
see text
SR
no
Save
none
SR
no
Save

Range
50 ft.
Duration
instantaneous
Range
210 ft.
Duration
110 min.
Range
10 ft.
Duration
1 hour
Range
50 ft.
Duration
concentration
Range
50 ft.
Fort neg (object)
Duration
SR
instantaneous yes (object)
Range
Save
personal
Duration
SR
see text
Range
Save
touch
Will neg (h)
Duration
SR
11 hour(s)
no
Range
Save
15 ft.
Will neg
Duration
SR
instantaneous; see text
yes

Page 6

7
0
##
##

8
0
##
##

Core
244

Magically marks an object

Description
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

Description
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.

Description
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.

Description
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.

Description
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. The spell transmits sound, not meaning

Description
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables
you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations.

Description
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.

Description
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.

Description
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll
(if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the
miss chance that applies to attackers trying to strike a concealed target.

Description
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.

Description
Each creature within the cone is affected according to its HD: 5 HD or more: Stunned for 1 round; 3-4 HD: Blind and
stunned for 1d4 rounds, then stunned for 1 round. 2 HD or less - The creature is unconscious for 2d4 rounds, then
blinded and stunned for 1d4 rounds, and then stunned for 1 round.

Source

Core
304
Source

Core
330
Source

Core
267
Source

Core
268
Source

Core
313
Source

Core
325
Source

Core
306
Source

APG
246
Source

Core
363
Source

Core
306
Source

Core
256

Printed on 10/06/2015

Spell Sheet

Character Name:

Class: Arcanist (11th)

Level 0
Arcanist (11th)

Concentration Check: 1d20 + 21


Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Level

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

DC

Ear-Piercing Scream

21

Level

Spell Name

DC

Shield

Level

Spell Name

DC

Alter Self

22

Level

Spell Name

DC

Angelic Aspect,
Lesser

22

Level

Spell Name

DC

2
Prepared Spells

Spell Name

21

Share Language

22

Level

Spell Name

DC

Blindness-Deafness

22

Level

Spell Name

DC

Glitterdust

22

Level

Spell Name

DC

Haste

23

Level

Spell Name

DC

Fireball

23

Level

Spell Name

DC

Polymorph Familiar

23

Level

Spell Name

DC

Blink

23

Level

Spell Name

DC

Familiar Melding

24

Spells per day


1 2 3 4
7 7 6 6
## ## ## ##
## ## ## ##

School
Range
Save
evocation [sonic]
50 ft.
Fort partial (see text)
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
1 round
yes
School
Range
Save
abjuration [force]
personal
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
11 min.(s)
School
Range
Save
transmutation (polymorph)
personal
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
11 min.(s)
School
Range
Save
transmutation [good]
personal
none
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
12 minute(s) (D)
no
School
Range
Save
divination
touch
Will neg (h)
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
24 hours
yes (h)
School
Range
Save
necromancy [curse]
210 ft.
Fort neg
Area
Comp
Casting Time
Duration
SR
V
1 SA
permanent
yes
School
Range
Save
conjuration (creation)
210 ft.
Will neg (blinding only)
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
11 round(s)
no
10ft burst
School
Range
Save
transmutation
50 ft.
Fort neg (h)
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
11 round(s)
yes (h)
School
Range
Save
evocation [fire]
840 ft.
Ref half
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
instantaneous
yes
20ft burst
School
Range
Save
transmutation (polymorph)
50 ft.
none
Area
Comp
Casting Time
Duration
SR
V, S
1 standard action
11 min (D)
yes (harmless)
School
Range
Save
transmutation
personal
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
11 round(s)
School
Range
Save
necromancy
210 ft.
Will neg (h)
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
yes
School
Range
Save
necromancy
50 ft.
Fortitude partial; see text
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
inst and 11 min
yes

5
5
##
##

6
0
##
##

7
0
##
##

8
0
##
##

9
0
##
##

Level 0
Arcanist (11th) 9
##
##

Spells Known
1 2 3 4
5 5 4 3
## ## ## ##
## ## ## ##

5
2
##
##

6
0
##
##

Description
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 5d6
points of sonic damage. A successful save negates the daze effect and halves the damage.

Description
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you.
The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a
force effect. The shield has no armor check penalty or arcane spell failure chance.

Description
You can assume the form of any Small or Medium creature of the humanoid type

Description
You take on an aspect of an angelic being, including some of its physical characteristics. You gain low-light vision,
resistance to acid 5, resistance to cold 5, and the benefits of protection from evil.

Description
You can share your facility for one particular language with another creature. For 24 hours the target can read,
understand, and communicate to the best of its ability in any 3 language(s) which you already know for 24 hours.

Description
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Description
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and
visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which
cannot be removed and continues to sparkle until it fades.

Description
When making a full attack action, a hasted creature may make one extra attack, gains a +1 bonus on attack rolls and
a +1 dodge bonus to AC and Reflex saves. All of the hasted creature's modes of movement (including land
movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed
using that form of movement.

Description
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points to every
creature within the area.

Description
This spell functions as beast shape I, except it grants your familiar the form of any Small animal. Your familiar retains
all of its special abilities and continues to grant you the special ability associated with its normal shape (such as a bat
familiar's bonus on Fly checks). At caster level 7th, this spell functions as beast shape II. At caster level 9th, it
functions as beast shape III. At caster level 11th, it functions as beast shape IV.

Description
Physical attacks against you and spells have a 50% miss chance (If the attack is capable of striking ethereal creatures
or the creature can see invisible creatures, the miss chance is only 20% (for concealment), For an attacker who can
both see and strike ethereal creatures, there is no miss chance.Your own attacks have a 20% miss chance, since you
sometimes go ethereal just as you are about to strike.

Description
You project your soul into your familiar, taking over its body while leaving its consciousness intact. When you
transfer your soul upon casting, your body is, as near as anyone can tell, dead.

11 hour(s) or until you return to your body

Prepared Spells

Level

Spell Name

Boneshatter

DC

24

Page 7

Description
The targets bones or exoskeleton shiver and splinter, dealing 11d6 points of damage to the target, who is also
exhausted for 11 minutes. If the target makes its save, it takes half damage and is fatigued rather than exhausted.
Objects made of bone, chitin, or similar material take half again as much (+50%) damage from this spell.

7
0
##
##

8
0
##
##

9
0
##
##

Source

UM
218
Source

Core
342
Source

Core
240
Source

CoP
28
Source

APG
243
Source

Core
250
Source

Core
290
Source

Core
294
Source

Core
283
Source

ACG
190
Source

Core
250
Source

UM
219
Source

OSI
26

Printed on 10/06/2015

Spell Sheet

Character Name:

Class: Arcanist (11th)

Level 0
Arcanist (11th)

Concentration Check: 1d20 + 21


Prepared Spells

Prepared Spells

Prepared Spells

Level

Spell Name

DC

Scorching Ash Form

24

Level

Spell Name

DC

Baleful Polymorph

25

Level

Spell Name

DC

5
Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Summon Monster V

25

Level

Spell Name

DC

Arcanist Spells
(Spellbook)

Level

Spell Name

DC

Acid Splash

20

Level

Spell Name

DC

Arcane Mark

20

Level

Spell Name

DC

Bleed

20

Level

Spell Name

DC

Area

Dancing Lights

20

Level

Spell Name

DC

Daze

22

Level

Spell Name

DC

Detect Magic

20

Level

Spell Name

DC

Detect Poison

20

Level

Spell Name

DC

Disrupt Undead

20

Level

Spell Name

DC

Flare

School
transmutation [fire]
Comp
Casting Time
S, M
1 SA
School
transmutation (polymorph)
Area
Comp
Casting Time
V, S
1 SA
School
conjuration (summoning)
Area
Comp
Casting Time
V, S, M, F, DF
1 rd
School
Area

20

Comp

Casting Time

Range
touch
Duration
11 minute(s)
Range
50 ft.
Duration
permanent
Range
50 ft.
Duration
11 round(s)
Range
Duration

School
conjuration (creation) [acid]
Area
Comp
Casting Time
V, S
1 SA
School
universal
Area
Comp
Casting Time
V, S
1 SA
School
necromancy
Area
Comp
Casting Time
V, S
1 SA
School
evocation [light]
Area
Comp
Casting Time
V, S
1 SA
School

Range
50 ft.
Duration
instantaneous
Range
touch
Duration
permanent
Range
50 ft.
Duration
instantaneous
Range
220 ft.
Duration
1 minute
Range
enchantment (compulsion) [mind-affecting]
50 ft.
Area
Comp
Casting Time
Duration
V, S, M
1 SA
1 round
School
Range
divination
60 ft.
Area
Comp
Casting Time
Duration
V, S, M
1 SA
concentration, up to 11 min.(s)
cone
School
Range
divination
50 ft.
Area
Comp
Casting Time
Duration
V, S
1 SA
instantaneous
see text
School
Range
necromancy
50 ft.
Area
Comp
Casting Time
Duration
V, S
1 SA
instantaneous
School
Range
evocation [light]
55 ft.
Area
Comp
Casting Time
Duration
V
1 SA
instantaneous

Page 8

Spells per day


1 2 3 4
7 7 6 6
## ## ## ##
## ## ## ##

Save
none
SR
no
Save

5
5
##
##

6
0
##
##

7
0
##
##

8
0
##
##

9
0
##
##

Level 0
Arcanist (11th) 9
##
##

Spells Known
1 2 3 4
5 5 4 3
## ## ## ##
## ## ## ##

5
2
##
##

6
0
##
##

Description
This spell functions like gaseous form, except the target becomes a visible swirl of hot ash and smoke instead of
harmless translucent gas. Any creature that begins its turn sharing a space with the target takes 2d6 points of fire
damage and must make a Fortitude save (DC 15, + 1 per previous check) or suffer the effects of smoke inhalation.

Description

Fort neg, Will partial; see text

SR
yes
Save
none
SR
no
Save

You can change the target into a small creature with no greater than 1 HD

Description
This spell summons an extraplanar creature. It appears where you designate and acts immediately, on your turn. It
attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions. The spell conjures one creatures from the 5th Level
list or 1d3 from the 4th level list or 1d3 from the lower leve lists (Table 10-1).

7
0
##
##

8
0
##
##

9
0
##
##

Source

ARG
131
Source

Core
246
Source

Core
352

Description

Source

Description

Source

SR
Save
none
SR
no
Save
none
SR
no
Save
Will neg
SR
yes
Save
none
SR
no
Save
Will neg
SR
yes
Save
none
SR
no
Save
none
SR
no
Save
none
SR
yes
Save
Fort neg
SR
yes

You fire a orb of acid (range touch) which does 1d3 points of damage. Lasts one round

Description

Core
239
Source

Core
244

Magically marks an object

Description
You cause a living creature that is below 0 hit points but stabilized to resume dying.

Description
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).

Description
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. Attackers get no special advantage against dazed target. After a creature has been
dazed by this spell, it is immune to the effects of this spell for 1 minute.

Description
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.

Description
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.

Description
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead
creature, it deals 1d6 points of damage to it.

Description
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is
dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already
dazzled, are not affected by flare.

Source

Core
249
Source

Core
263
Source

Core
264
Source

Core
267
Source

Core
268
Source

Core
273
Source

Core
284

Printed on 10/06/2015

Spell Sheet

Character Name:

Class: Arcanist (11th)

Level 0
Arcanist (11th)

Concentration Check: 1d20 + 21


Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Level

Spell Name

DC

Ghost Sound

20

Level

Spell Name

DC

Light

20

Level

Spell Name

DC

Mage Hand

20

Level

Spell Name

DC

Mending

20

Level

Spell Name

DC

Message

20

Level

Spell Name

DC

Open/Close

20

Level

Spell Name

DC

Prestidigitation

20

Level

Spell Name

DC

Ray of Frost

20

Level

Spell Name

DC

Read Magic

20

Level

Spell Name

DC

Resistance

20

Level

Spell Name

DC

Spark

20

Level

Spell Name

DC

Touch of Fatigue

20

Level

Spell Name

DC

Alarm

21

School
illusion (figment)
Comp
Casting Time
V, S, M
1 SA
School
evocation [light]
Area
Comp
Casting Time
V, M, DF
1 SA
School
transmutation
Area
Comp
Casting Time
V, S
1 SA
School
transmutation
Area
Comp
Casting Time
V, S
10 mins
School
transmutation [language-dependent]
Area
Comp
Casting Time
V, S, F
1 SA
School
transmutation
Area
Comp
Casting Time
V, S, F
1 SA
School
universal
Area
Comp
Casting Time
Target, Effect, or see text
V, S
1 SA
School
evocation [cold]
Area
Comp
Casting Time
V, S
1 SA
School
divination
Area
Comp
Casting Time
V, S, M, F
1 SA
School
abjuration
Area
Comp
Casting Time
V, S, M, DF
1 SA
School
evocation [fire]
Area
Comp
Casting Time
V, S
1 SA
School
necromancy
Area
Comp
Casting Time
V, S, M
1 SA
School
abjuration
Area
Comp
Casting Time
20ft burst
V, S, F, DF
1 SA
Area

Spells per day


1 2 3 4
7 7 6 6
## ## ## ##
## ## ## ##

Range
Save
50 ft.
Will disbelief
Duration
SR
11 round(s)
no
Range
Save
touch
none
Duration
SR
120 min.
no
Range
Save
50 ft.
none
Duration
SR
concentration
no
Range
Save
10 ft.
Will neg (h, object)
Duration
SR
instantaneous yes (harmless, object)
Range
Save
210 ft.
none
Duration
SR
110 min.
no
Range
Save
50 ft.
Will neg (object)
Duration
SR
instantaneous yes (object)
Range
Save
10 ft.
see text
Duration
SR
1 hour
no
Range
Save
50 ft.
none
Duration
SR
instantaneous
yes
Range
Save
personal
Duration
SR
110 min.
Range
Save
touch
Will neg (h)
Duration
SR
1 minute
yes (h)
Range
Save
50 ft.
Fort neg (object)
Duration
SR
instantaneous yes (object)
Range
Save
touch
Fort neg
Duration
SR
11 round(s)
yes
Range
Save
50 ft.
none
Duration
SR
22 hours
no

Page 9

5
5
##
##

6
0
##
##

7
0
##
##

8
0
##
##

9
0
##
##

Level 0
Arcanist (11th) 9
##
##

Spells Known
1 2 3 4
5 5 4 3
## ## ## ##
## ## ## ##

5
2
##
##

6
0
##
##

Description
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic
character. The volume of sound created depends on your level. You can produce as much noise as 40 normal
humans

Description
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

Description
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.

Description
This spell repairs damaged objects, restoring 1d4 hit points to the object. 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).

Description
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. The spell transmits sound, not meaning

Description
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If
anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can
only open and close things weighing 30 pounds or less.

Description
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables
you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations.

Description
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.

Description
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.

Description
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.

Description
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.

Description
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.

Description
Alarm creates a subtle ward on an area you select. A creature that speaks the password does not set off the alarm.

7
0
##
##

8
0
##
##

9
0
##
##

Source

Core
289
Source

Core
304
Source

Core
306
Source

Core
312
Source

Core
313
Source

Core
317
Source

Core
325
Source

Core
330
Source

Core
330
Source

Core
334
Source

APG
246
Source

Core
360
Source

Core
240

Printed on 10/06/2015

Spell Sheet

Character Name:

Class: Arcanist (11th)

Level 0
Arcanist (11th)

Concentration Check: 1d20 + 21


Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Level

Spell Name

DC

Ant Haul

21

Level

Spell Name

DC

Blood Money

21

Level

Spell Name

DC

Blurred Movement

21

Level

Spell Name

DC

Mage Armor

21

Level

Spell Name

DC

Burning Disarm

21

Level

Spell Name

DC

Shield

21

Level

Spell Name

DC

Color Spray

21

Level

Spell Name

DC

Ear-Piercing Scream

21

Level

Spell Name

DC

Enlarge Person

21

Level

Spell Name

DC

Vanish

21

Level

Spell Name

DC

Youthful
Appearance

21

Level

Spell Name

DC

Magic Missile

21

Level

Spell Name

DC

True Strike

21

School
Range
transmutation
touch
Comp
Casting Time
Duration
V, S, M, DF
1 SA
22 hours
School
Range
transmutation
0 ft
Area
Comp
Casting Time
Duration
V, S
1 swift action
Inst
School
Range
illusion (glamer)
personal
Area
Comp
Casting Time
Duration
V, S
1 standard action
11 min (D)
School
Range
conjuration (creation) [force]
touch
Area
Comp
Casting Time
Duration
V, S, F
1 SA
11 hour(s)
School
Range
transmutation (fire)
Short (25 ft. + 5 ft./2 levels)
Area
Comp
Casting Time
Duration
V, S
1 SA
Instantaneous
School
Range
abjuration [force]
personal
Area
Comp
Casting Time
Duration
V, S
1 SA
11 min.(s)
School
Range
illusion (pattern) [mind-affecting]
15 ft.
Area
Comp
Casting Time
Duration
V, S, M
1 SA
instantaneous; see text
cone
School
Range
evocation [sonic]
50 ft.
Area
Comp
Casting Time
Duration
V, S
1 SA
1 round
School
Range
transmutation
50 ft.
Area
Comp
Casting Time
Duration
V, S, M
1 rd
11 min.(s)
School
Range
illusion (glamer)
touch
Area
Comp
Casting Time
Duration
V, S
1 SA
5 rounds
School
Range
transmutation (polymorph)
touch
Area
Comp
Casting Time
Duration
V, S
1 SA
11 hour(s)
School
Range
evocation [force]
210 ft.
Area
Comp
Casting Time
Duration
V, S
1 SA
instantaneous
School
Range
divination
personal
Area
Comp
Casting Time
Duration
V, M, F
1 SA
see text
Area

Page 10

Spells per day


1 2 3 4
7 7 6 6
## ## ## ##
## ## ## ##

Save
Fort neg (h)
SR
yes (h)
Save
SR
Save

5
5
##
##

6
0
##
##

7
0
##
##

8
0
##
##

9
0
##
##

Level 0
Arcanist (11th) 9
##
##

Spells Known
1 2 3 4
5 5 4 3
## ## ## ##
## ## ## ##

5
2
##
##

6
0
##
##

Description

Description
You cut one of your hands, taking 1d6 points of damage. When you cast another spell in that round, your blood
transforms into one material component for the second spell. Components worth more than 1 gp can be created,
but require an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of
the component's value

Description

SR
Save
Will neg (h)
SR
no
Save

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.

SR
Yes (object)
Save

Description

Description
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save
to drop it and take no damage or suffer 5d4 points of fire damage.

Description

SR

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you.
The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a
force effect. The shield has no armor check penalty or arcane spell failure chance.

Save
Will neg
SR
yes
Save

Each creature within the cone is affected according to its HD: 5 HD or more: Stunned for 1 round; 3-4 HD: Blind and
stunned for 1d4 rounds, then stunned for 1 round. 2 HD or less - The creature is unconscious for 2d4 rounds, then
blinded and stunned for 1d4 rounds, and then stunned for 1 round.

Fort partial (see text)

SR
yes
Save
Fort neg
SR
yes
Save
Will neg (h)
SR
yes (h)
Save
SR
Save
none
SR
yes
Save
SR

8
0
##
##

9
0
##
##

Source

APG
202

The target's carrying capacity triples.

This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and
ceases at the end of your movement. It is therefore mainly used to thwart attacks on your turn, such as attacks of
opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn.

Ref neg (object, see text)

7
0
##
##

Description

Description
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 5d6
points of sonic damage. A successful save negates the daze effect and halves the damage.

Description
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. The
target gains a +2 to Strength, a -2 to Dexterity, and a -1 penalty on attack rolls and AC due to its increased size.

Description
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the
clothing or pouches worn by the creature. Light, however, never becomes invisible.

Description
You make your target look like a younger version of itself. You select how much younger it looks (for example, 10
years or as a young adult). You cannot otherwise change details of the targets appearance other than those
directly associated with aging.

Description
You can fire up to 5 missiles of magical energy which hit their target (unless it has total cover or total concealment)
dealing 1d4+1 points of force damage each.

Description
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll
(if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the
miss chance that applies to attackers trying to strike a concealed target.

Source

APRR
Source

ACG
176
Source

Core
306
Source

CHE
22
Source

Core
342
Source

Core
256
Source

UM
218
Source

Core
277
Source

APG
253
Source

UM
249
Source

Core
309
Source

Core
363

Printed on 10/06/2015

Spell Sheet

Character Name:

Class: Arcanist (11th)

Level 0
Arcanist (11th)

Concentration Check: 1d20 + 21


Prepared Spells

Prepared Spells

Prepared Spells

Level

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Memory Lapse

21

Level

Spell Name

DC

Burning Hands

21

Level

Spell Name

DC

Charm Person

21

Level

Spell Name

DC

Angelic Aspect,
Lesser

22

Level

Spell Name

DC

Alter Self

22

Level

Spell Name

DC

Blindness-Deafness

22

Level

Spell Name

DC

Share Language

22

Level

Spell Name

DC

Glitterdust

22

Level

Spell Name

DC

Polymorph Familiar

23

Level

Spell Name

DC

3
Prepared Spells

Prepared Spells

Prepared Spells

DC

1
Prepared Spells

Spell Name

Blink

23

Level

Spell Name

DC

Excruciating
Deformation

23

Level

Spell Name

DC

Haste

23

Level

Spell Name

DC

Fly

23

Spells per day


1 2 3 4
7 7 6 6
## ## ## ##
## ## ## ##

School
Range
Save
enchantment [mind-affecting]
50 ft.
Will neg
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
instantaneous
yes
School
Range
Save
evocation [fire]
15 ft.
Ref half
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
instantaneous
yes
cone
School
Range
Save
enchantment (charm) [mind-affecting]
50 ft.
Will neg
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
11 hour(s)
yes
School
Range
Save
transmutation [good]
personal
none
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
12 minute(s) (D)
no
School
Range
Save
transmutation (polymorph)
personal
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
11 min.(s)
School
Range
Save
necromancy [curse]
210 ft.
Fort neg
Area
Comp
Casting Time
Duration
SR
V
1 SA
permanent
yes
School
Range
Save
divination
touch
Will neg (h)
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
24 hours
yes (h)
School
Range
Save
conjuration (creation)
210 ft.
Will neg (blinding only)
Area
Comp
Casting Time
Duration
SR
10ft burst
V, S, M
1 SA
11 round(s)
no
School
Range
Save
transmutation (polymorph)
50 ft.
none
Area
Comp
Casting Time
Duration
SR
V, S
1 standard action
11 min (D)
yes (harmless)
School
Range
Save
transmutation
personal
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
11 round(s)
School
Range
Save
transmutation (polymorph) [evil, pain]
touch
Fort partial (see text)
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
11 round(s)
yes
School
Range
Save
transmutation
50 ft.
Fort neg (h)
Area
Comp
Casting Time
Duration
SR
V, S, M
1 SA
11 round(s)
yes (h)
School
Range
Save
transmutation
touch
Will neg (h)
Area
Comp
Casting Time
Duration
SR
V, S, F
1 SA
11 min.(s)
yes (h)

Page 11

5
5
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6
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##

7
0
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8
0
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##

9
0
##
##

Level 0
Arcanist (11th) 9
##
##

Spells Known
1 2 3 4
5 5 4 3
## ## ## ##
## ## ## ##

5
2
##
##

6
0
##
##

Description
You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This
may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not
other creatures that may be present.

Description
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 5d4 points of fire
damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a fullround action.

Description
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.

Description
You take on an aspect of an angelic being, including some of its physical characteristics. You gain low-light vision,
resistance to acid 5, resistance to cold 5, and the benefits of protection from evil.

Description
You can assume the form of any Small or Medium creature of the humanoid type

Description
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Description
You can share your facility for one particular language with another creature. For 24 hours the target can read,
understand, and communicate to the best of its ability in any 3 language(s) which you already know for 24 hours.

Description
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and
visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which
cannot be removed and continues to sparkle until it fades.

Description
This spell functions as beast shape I, except it grants your familiar the form of any Small animal. Your familiar retains
all of its special abilities and continues to grant you the special ability associated with its normal shape (such as a bat
familiar's bonus on Fly checks). At caster level 7th, this spell functions as beast shape II. At caster level 9th, it
functions as beast shape III. At caster level 11th, it functions as beast shape IV.

Description
Physical attacks against you and spells have a 50% miss chance (If the attack is capable of striking ethereal creatures
or the creature can see invisible creatures, the miss chance is only 20% (for concealment), For an attacker who can
both see and strike ethereal creatures, there is no miss chance.Your own attacks have a 20% miss chance, since you
sometimes go ethereal just as you are about to strike.

Description
Each round the target suffers excruciating pain and takes 2d6 points of nonlethal damage, 1 point of Dexterity
damage, and 1 point of Constitution damage, and its speed is reduced by 10 feet. Once per round as a free action on
its turn, the target can attempt a new Fortitude saving throw to resist the spell for 1 round.

Description
When making a full attack action, a hasted creature may make one extra attack, gains a +1 bonus on attack rolls and
a +1 dodge bonus to AC and Reflex saves. All of the hasted creature's modes of movement (including land
movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed
using that form of movement.

Description
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or
heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. The subject
gains a +5 bonus to its Fly Skill

7
0
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##

8
0
##
##

9
0
##
##

Source

APG
232
Source

Core
251
Source

Core
254
Source

CoP
28
Source

Core
240
Source

Core
250
Source

APG
243
Source

Core
290
Source

ACG
190
Source

Core
250
Source

UM
219
Source

Core
294
Source

Core
284

Printed on 10/06/2015

Spell Sheet

Character Name:

Class: Arcanist (11th)

Level 0
Arcanist (11th)

Concentration Check: 1d20 + 21


Prepared Spells

Prepared Spells

Prepared Spells

Level

Spell Name

DC

Fireball

23

Level

Spell Name

DC

Anthropomorphic
Animal

23

Level

Spell Name

DC

4
Prepared Spells

Level

4
Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Prepared Spells

Level

Familiar Melding
Spell Name

Aggressive
Thundercloud,
Greater
Spell Name

24
DC

24

V, S, M, DF 1 standard action

DC

Boneshatter

24

Level

Spell Name

DC

Dimension Door

24

Level

Spell Name

DC

Earth Glide

24

Level

Spell Name

DC

Scorching Ash Form

24

Level

Spell Name

DC

Vermin Shape II

25

Level

Spell Name

DC

Baleful Polymorph

25

Level

Spell Name

DC

Monstrous Physique
III

25

Level

Spell Name

DC

Treasure Stitching

25

Level

Spell Name

DC

Summon Monster V

School
evocation [fire]
Comp
Casting Time
V, S, M
1 SA
School
transmutation (polymorph)
Area
Comp
Casting Time
V, S, M
1 SA
School
necromancy
Area
Comp
Casting Time
V, S
1 SA
School
evocation [electricity, sonic]
Area
Comp
Casting Time

Area
20ft burst

25

Range
840 ft.
Duration
instantaneous
Range
touch
Duration
11 hour(s)
Range
210 ft.
Duration
11 hour(s) or until you return to your body

Spells per day


1 2 3 4
7 7 6 6
## ## ## ##
## ## ## ##

Save
Ref half
SR
yes
Save
Fort neg
SR
yes
Save
Will neg (h)
SR
yes
Save

Range
210 ft.
Ref/Fort negates
Duration
SR
11 rounds
yes
Range
Save
50 ft.
Fortitude partial; see text
Duration
SR
inst and 11 min
yes
Range
Save
840 ft.
none and Will neg (object)
Duration
SR
instantaneous no and yes (object)
Range
Save
touch
Will neg (h)
Duration
SR
11 round(s)
yes (h)
Range
Save
touch
none
Duration
SR
11 minute(s)
no
Range
Save
personal
Duration
SR
11 minute(s)
Range
Save
50 ft.
Fort neg, Will partial; see text
Duration
SR
permanent
yes
Range
Save
personal
Duration
SR

School
necromancy
Area
Comp
Casting Time
V, S, M
1 SA
School
conjuration (teleportation)
Area
Comp
Casting Time
V
1 SA
School
transmutation [ear]
Area
Comp
Casting Time
V, S
1 SA
School
transmutation [fire]
Area
Comp
Casting Time
S, M
1 SA
School
transmutation (polymorph)
Area
Comp
Casting Time
V, S, M
1 SA
School
transmutation (polymorph)
Area
Comp
Casting Time
V, S
1 SA
School
transmutation (polymorph)
Area
Comp
Casting Time
V, S, M
1 SA
11 minute(s) (D)
School
Range
Save
transmutation
50 ft.
Fort neg (object)
Area
Comp
Casting Time
Duration
SR
V, S
1 SA
11 day(s) (D)
yes (object)
School
Range
Save
conjuration (summoning)
50 ft.
none
Area
Comp
Casting Time
Duration
SR
V, S, M, F, DF
1 rd
11 round(s)
no

Page 12

5
5
##
##

6
0
##
##

7
0
##
##

8
0
##
##

9
0
##
##

Level 0
Arcanist (11th) 9
##
##

Spells Known
1 2 3 4
5 5 4 3
## ## ## ##
## ## ## ##

5
2
##
##

6
0
##
##

Description
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points to every
creature within the area.

Description
You transform the touched animal into a bipedal hybrid of its original form with a humanoid form

Description
You project your soul into your familiar, taking over its body while leaving its consciousness intact. When you
transfer your soul upon casting, your body is, as near as anyone can tell, dead.

Description
You create a spherical storm cloud that you can direct as a move action (20ft fly). When it enters a creature's space,
it stops and deals 6d6 electric damage (Ref negates). It provides concealment (20% miss) to anything in it. It can be
moved by wind effects (counting as a Small creature). First creature struck is stunned for 1 round (Fort negates). It
disperses outside the spell's range.

Description
The targets bones or exoskeleton shiver and splinter, dealing 11d6 points of damage to the target, who is also
exhausted for 11 minutes. If the target makes its save, it takes half damage and is fatigued rather than exhausted.
Objects made of bone, chitin, or similar material take half again as much (+50%) damage from this spell.

Description
You instantly transfer yourself from your current location to any other spot within range. You can bring along
objects as long as their weight doesn't exceed your maximum load. You may also bring 3 additional willing Medium
or smaller creatures (carrying gear or objects up to its maximum load) or its equivalent.

Description
The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims
through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava. This
movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.

Description
This spell functions like gaseous form, except the target becomes a visible swirl of hot ash and smoke instead of
harmless translucent gas. Any creature that begins its turn sharing a space with the target takes 2d6 points of fire
damage and must make a Fortitude save (DC 15, + 1 per previous check) or suffer the effects of smoke inhalation.

Description
When you cast this spell, you assume the form of any Tiny or Large creature of the vermin 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, scent, and lunge. You gain a +2 resistance bonus
on all saving throws against such effects.

Description
You can change the target into a small creature with no greater than 1 HD

Description
When you cast this spell, you can assume the form of any Diminuative through Huge creature of the monstrous
humanoid type.

Description
You can pile any amount or weight of objects on the cloth so long as the pile stays within the dimensions of the
cloth (up to a 10-foot cube). When you cast the spell the entire pile disappears into the cloth, You can restore the
pile of objects at any time as a full-round action by unfurling the cloth and ordering the spell to end, consuming the
cloth.

Description
This spell summons an extraplanar creature. It appears where you designate and acts immediately, on your turn. It
attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions. The spell conjures one creatures from the 5th Level
list or 1d3 from the 4th level list or 1d3 from the lower leve lists (Table 10-1).

7
0
##
##

8
0
##
##

9
0
##
##

Source

Core
283
Source

UM
206
Source

UM
219
Source

ACG
172
Source

OSI
26
Source

Core
269
Source

ARG
205
Source

ARG
131
Source

BoD2
49
Source

Core
246
Source

UM
229
Source

APG
250
Source

Core
352

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