Professional Documents
Culture Documents
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
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
Size: Medium
Defensive T
-----DWARVEN RACIAL TRAITS -----
Size: Medium
Defensive T
PROTECTION
ABILITIES
ARMOR
ACP
TYPE
SPELL FAILURE
SPEED
ARMOR BONUS
WEIGHT
SPECIAL PROPERTIES
#N/A
SHIELD
SHIELD BONUS
MAX DEX
WEIGHT
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
#N/A
OTHER POSSESSIONS
ITEM
QUAN
Spells
LOCATION
WGT
Carried
Carried
ITEM
QUAN
LOCATION
Familiar
SLOTS
EXPERIENCE / LEVEL
BELT
HEADBAND
BODY
NECK
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
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
#
#
Handwritten Notes
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
CONDITIONAL MODIFIERS
Damage:
+1 trait - spells with the fire descriptor (Pyromancer)
Printed on 10/06/2015
Spell Sheet
Character Name:
Level 0
Arcanist (11th)
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
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:
Level 0
Arcanist (11th)
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
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.
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:
Level 0
Arcanist (11th)
Prepared Spells
Prepared Spells
Level
Spell Name
DC
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
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
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
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:
Level 0
Arcanist (11th)
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
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:
Level 0
Arcanist (11th)
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
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.
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
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.
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:
Level 0
Arcanist (11th)
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
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
##
##
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 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
##
##
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:
Level 0
Arcanist (11th)
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
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
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
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9
0
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Level 0
Arcanist (11th) 9
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Spells Known
1 2 3 4
5 5 4 3
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5
2
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6
0
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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