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Baredd - Follower of Gabriel C.L.C.

Iomedae Irrisen Lawful Good


Character Name Player Name Deity Region Alignment
Warpriest (Forgepriest) 8 Dwarf / Humanoid Medium / 5 ft. 0' 0" / 0 lbs. Darkvision (60 ft.)
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
8 (7) 51000 / 75000 86 Masculino 15
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 12 +1 12 +1 HP 51 Walk 20 ft.


hit points
Strength

DEX 10 +0 10 +0 AC 19 : 19 : 10 = 10 + 9 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 12 +1
ARMOR TION

12 +1
BONUS BONUS

Constitution INITIATIVE +0 =
+0 +
+0 40 -6 0 5
INT 18 +4 18 +4
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 16 +3 16 +3 Encumbrance Heavy TOTAL SKILLPOINTS: 48
SKILLS MAX RANKS: 8/8
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 5 -3 5 -3 (rules applied) MODIFIER

=
MODIFIER

+
MODIFIER

Charisma ✓ Acrobatics DEX -6 0 -6


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP ✓ Acrobatics (Jump) DEX -10 = 0 + -10
SAVE

FORTITUDE +7 =
+6 +
+1 +
+0 +
+0 +
+0 + ✓ Appraise INT 5 = 4 + 1
(constitution) ✓ Appraise (Precious metals and gemstones) INT 7 = 4 + 1 + 2
REFLEX +2 =
+2 +
+0 +
+0 +
+0 +
+0 + ✓ Bluff CHA -3 = -3
(dexterity)
✓ Climb STR -5 = 1 + -6
WILL +9 =
+6 +
+3 +
+0 +
+0 +
+0 +
Craft (Armor) INT 9 = 4 + 2 + 3
(wisdom)
Craft (Jewelry) INT 9 = 4 + 2 + 3
Conditional Save Modifiers: ✓ Craft (Untrained) INT 4 = 4
+2 vs. poison, spells, and spell-like abilities Craft (Weapons) INT 9 = 4 + 2 + 3
Conditional Combat Modifiers: ✓ Diplomacy CHA -3 = -3
Disguise CHA -3 = -3
+4 dodge bonus to AC against humanoid creatures of the giant subtype. ✓
✓ Escape Artist DEX -6 = 0 + -6
+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid
✓ Fly DEX -6 = 0 + -6
subtypes due to special training against these hated foes.
Handle Animal CHA 5 = -3 + 5 + 3
+4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip = + +
attempt while standing on the ground.
✓ Heal WIS 8 3 2 3
✓ Intimidate CHA -3 = -3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP Knowledge (Engineering) INT 12 = 4 + 5 + 3
MELEE +7/+2 = +6/+1 + +1 + +0 + +0 + 0 +
Knowledge (Religion) INT 10 = 4 + 3 + 3
attack bonus
✓ Perception WIS 11 = 3 + 8
RANGED +6/+1 = +6/+1 + +0 + +0 + +0 + 0 +
✓ Perception (Notice unusual WIS 13 = 3 + 8 + 2
attack bonus
stonework)
CMB +7/+2 = +6/+1 + +1 + +0 + + +
✓ Perform (Untrained) CHA -3 = -3
attack bonus
BULL ✓ Ride DEX 2 = 0 + 5 + -3
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Sense Motive WIS 8 = 3 + 2 + 3
CMB +7/+2 +7/+2 +7/+2 +7/+2 +7 +7 ✓
Spellcraft INT 18 = 4 + 8 + 6
CMD 17 21 17 17 21 17 = +
✓ Stealth DEX -6 0 -6
Survival WIS 3 = 3
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH ✓
= +
(lethal or nonlethal) +7/+2 1d3+1 20/x2 5 ft. ✓ Swim STR -5 1 -6
Use Magic Device CHA 5 = -3 + 8
Special Properties:
= + +
*Longhammer +1 (Dwarven) HAND TYPE SIZE CRITICAL REACH = + +
Ambas B M 20/x3 10 ft.
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
To Hit Dam To Hit Dam
2H +9/+4 2d6+2 2W-OH N/A N/A Conditional Skill Modifiers:

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 1
*Gauntlet HAND TYPE SIZE CRITICAL REACH Dwarves receive a +2 bonus on Perception skill checks to notice
Equipado B M 20/x2 5 ft. unusual stonework, such as traps and hidden doors located in
To Hit Dam To Hit Dam
stone walls or floors.
1H-P +7/+2 1d3+1 2W-P-(OH) +1/-4 1d3+1
1H-O +3/-2 1d3 2W-P-(OL) +3/-2 1d3+1
2H +7/+2 1d3+1 2W-OH -1 1d3
Blessings
Uses per day ❏❏❏❏❏ ❏❏
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand A forgepriest selects only one blessing. This alters the blessings class feature. [Paizo Inc. - Advanced
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. Class Guide, p.130]

ARMOR
Blessings (Favored Class)
TYPE AC MAXDEX CHECK SPELL FAILURE

*Half-Plate +1 Heavy +9 +0 -6 40
Uses per day ❏
Blessings (Favored Class) (Su):You can call upon the power of your blessings a further 1 times per
day, but only on blessings that affect weapons or armor [Paizo Inc. - Advanced Class Guide]

Fervor
Uses per Day ❏❏❏❏❏ ❏❏
Fervor (Su):At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm
foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be
used 7 times per day. Using this ability is a standard action (unless the warpriest targets himself, in
which case it's a swift action). Using fervor in this way is a standard action that provokes an attack
of opportunity. The warpriest can touch a creature to heal it of 3d6 points of damage or to harm
an undead creature with a melee touch attack. Undead do not receive a saving throw against this
damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this
ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter.
When cast in this way, the spell can target only the warpriest, even if it could normally affect other
or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of
opportunity. The warpriest does not need to have a free hand to cast a spell in this way. [Paizo Inc. -
Advanced Class Guide, p.62]

Sacred Weapon
Rounds per Day ❏❏❏❏❏ ❏❏❏
Sacred Weapon (Su):Sacred weapons (including his deities favored weapon and all weapons with
Weapon Focus) can do base 1d8 damage instead of the weapons normal base damage. Enhance one
weapon with divine power as a swift action, granting a +2 enhancement bonus for 8 rounds per day.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The
weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
Special abilities replace an amount of bonus equal to the special ability’s base cost. The warpriest
can enhance a weapon with any of the following weapon special abilities: Defending, Flaming, Frost,
Keen, Shock, Merciful, Ghost touch, Disruption, Axiomatic, Holy, [Paizo Inc. - Advanced Class Guide,
p.60]

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 2
EQUIPMENT A warpriest's bonus language options include Abyssal, Celestial, and Infernal.
ITEM LOCATION QTY WT / COST These choices are in addition to the bonus languages available to the character
Longhammer +1 (Dwarven) Equipped 1 20 / 2,370 because of his race.
Craft Magic Arms and Armor [Paizo Inc. - Advanced
Half-Plate +1 Equipped 1 50 / 1,750
Class Guide, p.130]
Paladin's Kit Equipped 1 30 / 11
A forgepriest gains Craft Magic Arms and Armor as a bonus feat.
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit,
rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Creator's Bond (Su) [Paizo Inc. - Advanced
Spell Component Pouch Equipped 1 2/5 Class Guide, p.130]
Backpack, Masterwork Equipped 1 4 / 50 When a forgepriest uses his sacred weapon ability with an item he created
25 lbs., 1 Artisan's Tools (Armor/Masterwork), 1 Artisan's Tools (Jewelry/Masterwork), 1 Artisan's Tools (Bows/ personally, he can expend two uses of his fervor ability to increase the bonus
Masterwork), 1 Artisan's Tools (Weaponsmithing/Masterwork), 1 Artisan's Tools (Books/Masterwork) granted by 1. Once the forgepriest has the sacred armor ability, he can also use
Artisan's Tools (Armor/Masterwork) Backpack, 1 5 / 55 this ability in conjunction with that.
Masterwork Darkvision (Ex) [Paizo Inc. - Bestiary]
Artisan's Tools (Jewelry/Masterwork) Backpack, 1 5 / 55 Range 60 ft.; Darkvision is the extraordinary ability to see with no light source
Masterwork at all, out to a range specified for the creature. Darkvision is black and white only
Artisan's Tools (Bows/Masterwork) Backpack, 1 5 / 55 (colors cannot be discerned). It does not allow characters to see anything that
Masterwork they could not see otherwise-invisible objects are still invisible, and illusions are
Artisan's Tools (Weaponsmithing/ Backpack, 1 5 / 55 still visible as what they seem to be. Likewise, darkvision subjects a creature to
Masterwork) Masterwork gaze attacks normally. The presence of light does not spoil darkvision.
Artisan's Tools (Books/Masterwork) Backpack, 1 5 / 55 Defensive Training (Ex) [Paizo Inc. - Core
Masterwork Rulebook, p.21]
Gauntlet Equipped 1 0/0 Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant
TOTAL WEIGHT CARRIED/VALUE 131 lbs. 4,461gp subtype.
Fervor (Su) [Paizo Inc. - Advanced
WEIGHT ALLOWANCE Class Guide, p.62]
Light 50 Medium 100 Heavy 150 At 2nd level, a warpriest can draw upon the power of his faith to heal wounds
Lift over head 150 Lift off ground 300 Push / Drag 750 or harm foes. He can also use this ability to quickly cast spells that aid in his
struggles. This ability can be used 7 times per day. Using this ability is a standard
MONEY action (unless the warpriest targets himself, in which case it's a swift action). Using
Total= 0 gp [Unspent Funds = 3,769.5 gp] fervor in this way is a standard action that provokes an attack of opportunity. The
warpriest can touch a creature to heal it of 3d6 points of damage or to harm an
MAGIC undead creature with a melee touch attack. Undead do not receive a saving throw
against this damage. This counts as positive energy. As a swift action, a warpriest
Languages can expend one use of this ability to cast any one warpriest spell he has prepared
Celestial, Common, Dwarven, Goblin, Infernal, Terran with a casting time of 1 round or shorter. When cast in this way, the spell can
target only the warpriest, even if it could normally affect other or multiple targets.
Other Companions Spells cast in this way ignore somatic components and do not provoke attacks of
opportunity. The warpriest does not need to have a free hand to cast a spell in
Archetypes this way.
Forgepriest [Paizo Inc. - Advanced Focus Weapon [Paizo Inc. - Advanced
Class Guide, p.130] Class Guide, p.60]
Armorers of exquisite skill, forgepriests take inspiration from their deity to At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose
produce the most perfect weapons and armor they can, the better to equip the any weapon, not just his deity's favored weapon).
armies of the faithful. Forge Mastery (Ex) [Paizo Inc. - Advanced
Class Guide, p.130]
Special Attacks The forgepriest adds a +4 bonus equal to half his level to all Craft checks to make
Sacred Weapon (Su) [Paizo Inc. - Advanced metal items, armor, and weapons.
Class Guide, p.60] Greed (Ex) [Paizo Inc. - Core
Sacred weapons (including his deities favored weapon and all weapons with Rulebook, p.21]
Weapon Focus) can do base 1d8 damage instead of the weapons normal base Dwarves receive a +2 racial bonus on Appraise skill checks made to determine
damage. Enhance one weapon with divine power as a swift action, granting a +2 the price of nonmagical goods that contain precious metals and gemstones.
enhancement bonus for 8 rounds per day. These bonuses stack with any existing Hardy (Ex) [Paizo Inc. - Core
bonuses the weapon might have, to a maximum of +5. The weapon must have Rulebook, p.21]
at least a +1 enhancement bonus before any other special abilities can be added.
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
Special abilities replace an amount of bonus equal to the special ability’s base
spell-like abilities.
cost. The warpriest can enhance a weapon with any of the following weapon
special abilities: Defending, Flaming, Frost, Keen, Shock, Merciful, Ghost touch, Hatred (Ex) [Paizo Inc. - Core
Disruption, Axiomatic, Holy, Rulebook, p.21]
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the
orc and goblinoid subtypes due to special training against these hated foes.
Special Qualities
Aura (Ex) [Paizo Inc. - Advanced Heat of the Forge (Su) [Paizo Inc. - Advanced
Class Guide, p.60] Class Guide, p.130]
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful A forgepriest gains fire resistance 5.
aura (as a cleric) corresponding to the deity's alignment (see detect evil). Orisons [Paizo Inc. - Advanced
Aura of Good (Ex) [Paizo Inc. - Core Class Guide, p.60]
Rulebook] Warpriests can prepare a number of orisons, or 0-level spells, each day as noted
You project a strong good aura. on Table 1-14. These spells are cast as any other spell, but aren't expended when
cast and can be used again.
Aura of Law (Ex) [Paizo Inc. - Core
Rulebook] Resistance to Fire (Ex) [Paizo Inc. - Bestiary,
p.303]
You project a strong lawful aura.
You may ignore 5 points of Fire damage each time you take fire damage.
Axiomatic Strike (Su) [Paizo Inc. - Advanced
Class Guide] Sacred Armor (Su) [Paizo Inc. - Advanced
Class Guide, p.63]
You can touch one weapon and enhance it with the essence of law. For 1 minute,
this weapon glows blue, pale yellow, or white and deals an additional 1d6 points At 7th level, the warpriest gains the ability to enhance his armor with divine
of damage against chaotic creatures. During this time, it's treated as lawful for power as a swift action. This power grants the armor a +1 enhancement bonus.
the purposes of overcoming damage reduction. This additional damage doesn't The warpriest can use this ability 8 of minutes per day equal to his warpriest
stack with the additional damage from the axiomatic weapon special ability. level. This duration must be used in 1-minute increments, but they don't need
to be consecutive. These bonuses stack with any existing bonuses the armor
Blessings [Paizo Inc. - Advanced
might have, to a maximum of +5. The warpriest can enhance armor any of
Class Guide, p.130]
the following armor special abilities: energy resistance (normal, improved, and
A forgepriest selects only one blessing. This alters the blessings class feature. greater), fortification (heavy, light, or moderate), glamered, and spell resistance
Blessings (Favored Class) (Su) [Paizo Inc. - Advanced (13, 15, 17, and 19). Adding any of these special abilities replaces an amount
Class Guide] of bonus equal to the special ability's base cost (see Table 15-4 on page 463 of
You can call upon the power of your blessings a further 1 times per day, but only the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy
on blessings that affect weapons or armor resistance counts as +2, improved energy resistance counts as +4, and greater
Bonus Languages [Paizo Inc. - Advanced energy resistance counts as +5. Duplicate abilities do not stack. The armor must
Class Guide, p.62]

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 3
have at least a +1 enhancement bonus before any other special abilities can be You can create magic weapons, armor, or shields. Enhancing a weapon, suit of
added. The enhancement bonus and armor special abilities are determined the armor, or shield takes 1 day for each 1,000 gp in the price of its magical features.
first time the ability is used each day and cannot be changed until the next day. To enhance a weapon, suit of armor, or shield, you must use up raw materials
These bonuses apply only while the warpriest is wearing the armor, and end costing half of this total price. See the magic item creation rules in Chapter 15
immediately if the armor is removed or leaves the warpriest's possession. This for more information. The weapon, armor, or shield to be enhanced must be a
ability can be ended as a free action at the start of the warpriest's turn. This ability masterwork item that you provide. Its cost is not included in the above cost. You
cannot be applied to a shield. When the warpriest uses this ability, he can also use can also mend a broken magic weapon, suit of armor, or shield if it is one that you
his sacred weapon ability as a free action by expending one use of his fervor. could make. Doing so costs half the raw materials and half the time it would take
Smith's Spells [Paizo Inc. - Advanced to craft that item in the first place.
Class Guide, p.130] Weapon Focus (Dwarven Longhammer) [Paizo Inc. - Core
[NOT IMPLEMENTED] A forgepriest adds the following spells to his spell list: 1st- Rulebook, p.136]
jury rig, shield; 2nd-heat metal, shatter; 3rd-keen edge, quench, versatile weapon; You are especially good at using your chosen weapon.
4th-wreath of blades; 5th-fabricate, major creation; 6th-mage's sword. You gain a +1 bonus on all attack rolls you make using the selected weapon.
Spontaneous Casting [Paizo Inc. - Advanced
Class Guide, p.62] Proficiencies
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell
Aldori Dueling Sword, Amentum, Ankus, Atlatl, Boarding Axe, Throwing Axe,
energy into healing spells that he did not prepare ahead of time. The warpriest
Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade
can expend any prepared spell that isn't an orison to cast any cure spell of the
Boot, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Nine
same spell level or lower. A cure spell is any spell with "cure" in its name. An evil
Ring Broadsword, Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club,
warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells,
Combat Scabbard, Heavy Crossbow, Light Crossbow, Cutlass, Dagger, Punching
but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its
Dagger, Dart, Dogslicer, Dwarven Dorn-Dergar, Double Chicken Saber, Earth
name. A warpriest that is neither good nor evil and whose deity is neither good
Breaker, Estoc, Falchion, Light Flail, Heavy Flail, Gaff, Gandasa, Gauntlet, Spiked
nor evil chooses whether he can convert spells into either cure spells or inflict
Gauntlet, Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub,
spells. Once this choice is made, it cannot be changed. This choice also determines
Greatsword, Guisarme, Hair, Halberd, Light Hammer, Hanbo, Handaxe, Dwarven
whether the warpriest channels
Boulder Helmet, Hook Hand, Hooked Lance, Horsechopper, Hunga Munga,
Stability (Ex) [Paizo Inc. - Core Hurlbat, Iron Brush, Javelin, Jutte, Katana, Kerambit, Khakkhara, Klar, Klar, Kukri,
Rulebook, p.21] Kumade, Kunai, Lance, Laser Torch, Dwarven Longaxe, Longbow, Dwarven
Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting Longhammer, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo,
a bull rush or trip attempt while standing on the ground. Heavy Mace, Light Mace, Machete, Manople, Mattock, Maulaxe, Mere Club,
Steady (Ex) [Paizo Inc. - Core Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Heavy Pick, Light
Rulebook, p.21] Pick, Pilum, Pitchfork, Planson, Poisoned Sand Tube, Quarterstaff, Ranseur,
Dwarves never have their speed reduced by armor or encumbrance. Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-
Stonecunning (Ex) [Paizo Inc. - Core Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Spear,
Rulebook, p.21] Boar Spear, Spear-Sling, Ray Spells, Touch Spells, Spiked Armor, Splash Weapon,
Dwarves receive a +2 bonus on Perception skill checks to notice unusual Stake, Starknife, Stingchuck, Stonebow, Switchblade Knife, Bastard Sword,
stonework, such as traps and hidden doors located in stone walls or floors. They Short Sword, Tri-Point Double-Edged Sword, Sword Cane, Syringe spear,
receive a check to notice such features whenever they pass within 10 feet of them, Tepoztopilli, Terbutje, Great Terbutje, Throwing Arrow Cord, Tiger Fork, Tonfa,
regardless of whether or not they are actively looking. Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow,
Weapon and Armor Proficiency [Paizo Inc. - Advanced Underwater Light Crossbow, Dwarven Urgrosh, War Flute, War Razor, Dwarven
Class Guide] Double Waraxe, Dwarven Waraxe, Warhammer, Weighted Spear, Wushu Dart
A warpriest is proficient with all simple and martial weapons, as well as the
favored weapon of his deity, and with all armor (heavy, light, and medium) and Templates
shields (except tower shields). If the warpriest worships a deity with unarmed Warpriest ~ Bonus Languages
strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a
bonus feat.
Weapon Familiarity (Ex) [Paizo Inc. - Core
Rulebook, p.21]
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word "dwarven" in its name as a martial weapon.

Feats
Cooperative Crafting [Paizo Inc. - Advanced
Player's Guide, p.156]
Your assistance makes item crafting far more efficient.
You can assist another character in crafting mundane and magical items. You
must both possess the relevant Craft skill or item creation feat, but either one
of you can fulfill any other prerequisites for crafting the item. You provide a +2
circumstance bonus on any Craft or Spellcraft checks related to making an item,
and your assistance doubles the gp value of items that can be crafted each day.
Craft Wondrous Item [Paizo Inc. - Core
Rulebook, p.120]
You can create wondrous items, a type of magic item.
You can create a wide variety of magic wondrous items. Crafting a wondrous
item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must
use up raw materials costing half of its base price. See the magic item creation
rules in Chapter 15 for more information. You can also mend a broken wondrous
item if it is one that you could make. Doing so costs half the raw materials and
half the time it would take to craft that item.
Forge Ring [Paizo Inc. - Core
Rulebook, p.124]
You can create magic rings.
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its
base price. To craft a ring, you must use up raw materials costing half of the base
price. See the magic item creation rules in Chapter 15 for more information. You
can also mend a broken ring if it is one that you could make. Doing so costs half the
raw materials and half the time it would take to forge that ring in the first place.
Skill Focus (Spellcraft) [Paizo Inc. - Core
Rulebook, p.134]
You are particularly adept at your chosen skill.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or
more ranks in that skill, this bonus increases to +6.
Craft Magic Arms and Armor [Paizo Inc. - Core
Rulebook, p.120]
You can create magic armor, shields, or weapons.

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 4
Warpriest Spells
LEVEL 0 1 2 3 4 5 6
PER DAY 5 5 5 3 — — —
Concentration +11

LEVEL 0 / Per Day:5 / Caster Level:8


Name School Time Duration Range Source
❏❏❏❏❏ Bleed Necromancy 1 standard action Instantaneous Close (45 ft.) CR:p.249
[V, S] TARGET: One living creature; EFFECT: You cause a living creature that is below 0 hit points but stabilized to resume dying. [SR:Yes; DC:13, Will negates]
❏❏❏❏❏ Create Water Conjuration (Creation) [Water] 1 standard action Instantaneous Close (45 ft.) CR:p.262
[V, S] TARGET: Up to 16 gallons of water; EFFECT: This spell generates wholesome, drinkable water, just like clean rain water. [SR:No]
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 8 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏❏❏❏❏ Detect Poison Divination 1 standard action Instantaneous Close (45 ft.) CR:p.268
[V, S] TARGET: Or Area one creature, one object, or a 5-ft. cube; EFFECT: You determine whether a creature, object, or area has been poisoned or is poisonous. [SR:No]
❏❏❏❏❏ Enhanced Diplomacy Divination 1 standard action 1 minute or until discharged Touch TEOG:p.24
[V, S] TARGET: creature touched; EFFECT: You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll
to which it applies. [SR:yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Guidance Divination, VoidElementalSchool 1 standard action 1 minute or until discharged Touch CR:p.292
[V, S] TARGET: Creature touched; EFFECT: This spell imbues the subject with a touch of divine guidance. [SR:Yes; DC:13, Will negates (harmless)]
❏❏❏❏❏ Light Evocation [Light, WoodSchool] 1 standard action 80 minutes Touch CR:p.304
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch. [SR:No]
❏❏❏❏❏ Mending Transmutation [MetalSchool] 10 minutes Instantaneous 10 ft. CR:p.312
[V, S] TARGET: One object of up to 8 lb.; EFFECT: This spell repairs damaged objects, restoring 1d4 hit points to the object. [SR:Yes (harmless, object); DC:13, Will negates (harmless, object)]
❏❏❏❏❏ Purify Food and Drink Transmutation 1 standard action Instantaneous 10 ft. CR:p.328
[V, S] TARGET: 8 cu. ft. of contaminated food and water; EFFECT: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. [SR:Yes (object); DC:13, Will
negates (object)]
❏❏❏❏❏ Read Magic Divination 1 standard action 80 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
❏❏❏❏❏ Resistance Abjuration 1 standard action 1 minute Touch CR:p.334
[V, S, M/DF] TARGET: Creature touched; EFFECT: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Scrivener's Chant Transmutation 1 standard action Concentration, up to 8 minutes 5 ft. SOS:p.17
[V, S, M] TARGET: One or more written objects; EFFECT: This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per
minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide
new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing [including spells and magical scrolls],
though it can duplicate non-magical writing from a magical source. [SR:Yes (object); DC:13, Will (harmless, object)]
❏❏❏❏❏ Spark Evocation, FireSchool [Fire] 1 standard action Instantaneous Close (45 ft.) APG:p.246
[V or S] TARGET: one Fine object; EFFECT: Ignites flammable objects. [SR:Yes (object); DC:13, Fortitude negates (object)]
❏❏❏❏❏ Stabilize Conjuration (Healing) 1 standard action Instantaneous Close (45 ft.) CR:p.348
[V, S] TARGET: One living creature; EFFECT: Upon casting this spell, you target a living creature that has -1 or fewer hit points. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Vigor Transmutation Touch 1 minute or until discharched Touch OOG:p.29
[V, S] TARGET: Creature touched; EFFECT: This spell infuses the subject with a small surge of strength. The creature gets a +1 competence bonus on a single melee damage roll. It must choose to use the bonus before making the roll
to which it applies. Ranged or spell attacks are unaffected by this spell. [SR:Yes; DC:13, Will negates (harmless)]
❏❏❏❏❏ Virtue Transmutation 1 standard action 1 min. Touch CR:p.365
[V, S, DF] TARGET: Creature touched; EFFECT: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. [SR:Yes (harmless)]

LEVEL 1 / Per Day:5 / Caster Level:8


Name School Time Duration Range Source
❏❏❏❏❏ Abadar's Truthtelling Enchantment (Compulsion) [Mind-Affecting]
1 standard action 8 minutes Touch ISG:p.228
[V, S, DF] TARGET: Creature touched; EFFECT: This spell functions identically to the spell zone of truth, except as noted above. The target mementarily takes on the semblance of a being of perfect order, like an archon or inevitable, so
that all who can see the target know it is affected by the spell. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Abstemiousness Transmutation 1 standard action 1 hour Touch FOB:p.28
[V, M] TARGET: A handful of berries, grains, nuts, or rice; EFFECT: Magically enhance a handful of simple food to satisfy a Medium or smaller creature for one day. [SR:Yes]
❏❏❏❏❏ Abundant Ammunition Conjuration (Summoning) 1 standard action 8 minutes UC:p.222
[V, S, M/DF] TARGET: one container touched; EFFECT: Replaces nonmagical ammunition every round. [SR:No]
❏❏❏❏❏ Air Bubble Conjuration (Creation) 1 standard action 8 minutes Touch UC:p.222
[S, M/DF] TARGET: one creature or one object no larger than a Large twohanded weapon; EFFECT: Creates a small pocket of air around your head or an object. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Ant Haul Transmutation 1 standard action 16 hours Touch APG:p.202
[V, S, M/DF] TARGET: creature touched; EFFECT: Triples carrying capacity of a creature. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Aspect of the Nightingale Transmutation (Polymorph) 1 standard action 8 minutes Personal ISG:p.228
[V, S, DF] TARGET: You; EFFECT: You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform [sing] checks and a +2 competence bonus on Diplomacy checks. Once per
minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
❏❏❏❏❏ Bane Enchantment (Compulsion) [Fear, Mind-Affecting, Emotion]
1 standard action 8 minutes 50 ft. CR:p.246
[V, S, DF] TARGET: 50-ft.-radius burst, centered on you; EFFECT: Bane fills your enemies with fear and doubt. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Bless Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 minutes 50 ft. CR:p.249
[V, S, DF] TARGET: The caster and all allies within a 50-ft. burst, centered on the caster; EFFECT: Bless fills your allies with courage. [SR:Yes (harmless)]
❏❏❏❏❏ Blessed Fist Transmutation [Good] 1 standard action 8 minutes Touch ACG:p.175
[V, S] TARGET: creature touched; EFFECT: Target doesn't provoke attacks of opportunity with unarmed strikes. [SR:yes; DC:14, none]
❏❏❏❏❏ Blessing of the Watch Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 hours 50 ft. ISG:p.230
[V, S, DF] TARGET: Caster and all allies within a 50-ft. burst centered on the caster; EFFECT: This spell functions like bless, except as noted. It works only in the caster's home city, and in areas under the jurisdiction of the city watch. For
example, if the watch patrols a shantytown outside the city walls but not the ruined subterranean tunnels that lie beneath the city, the spell works in the former area but not the latter. [SR:Yes (harmless)]
❏❏❏❏❏ Bless Water Transmutation [Good] 1 minute Instantaneous Touch CR:p.249
[V, S, M] TARGET: Flask of water touched; EFFECT: This transmutation imbues a flask of water with positive energy, turning it into holy water. [SR:Yes (object); DC:14, Will negates (object)]
❏❏❏❏❏ Burning Disarm Transmutation [Fire] 1 standard action Instantaneous Close (45 ft.) CEOD:p.22
[V, S] TARGET: Held metal item of one creature or 15 lbs. of unattended metal; EFFECT: 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,
otherwise the hot metal deals 5d4 points of fire damage. [SR:Yes (object); DC:14, Reflex negates (object; see text)]
❏❏❏❏❏ Cause Fear Necromancy [Fear, Mind-Affecting, Emotion] 1 standard action 1d4 rounds or 1 round; see text Close (45 ft.) CR:p.252
[V, S] TARGET: One living creature with 5 or fewer HD; EFFECT: The affected creature becomes frightened. [SR:Yes; DC:14, Will partial]
❏❏❏❏❏ Ceremony Transmutation 8 hours 8 hours or 8 days [see text] touch or medium 0 [see text] QAC:p.24
[V, S, DF] TARGET: willing, living creature or creatures touched or 8 creatures [see text]; EFFECT: You harness divine power to create one of four different ceremonies-a funeral, holiday fete, marriage, or naming-and can also create two
domain-based ceremonies. Each ceremony provides a boon to two living, touched subjects for 1 hour per caster level, representing the divine gifts granted by your deity as well as the normal morale-boosting benefits of participating
in an officiated ceremony. Bonuses granted by these boons are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. [Bonuses in this section are referred to simply as sacred bonuses
for ease of reading.] Only subjects whose alignments are within one step of your deity can be affected by this spell. If you are using the downtime system from Pathfinder RPG Ultimate Campaign, you may use additional resources
to augment the effect of a particular ceremony. You may spend 10 Goods, Labor, or Influence or 2 Magic to create a larger ceremony and grant an additional boon that lasts for 1 day per caster level [up to a maximum of 5 days].
The type of capital spent should reflect the preparation required for the specific ceremony. Augmented boons affect the creatures touched as well as a number of intelligent, properly aligned creatures within medium range equal to
your caster level [up to a maximum of 10 creatures], granting all subjects the benefits of the original boon as well as the benefits of an augmented boon, representing the divine gifts granted to these witnesses by your god. Unless
otherwise stated, use-activated abilities are supernatural abilities and abilities that emulate the effects of a spell are spell-like abilities; in either case, abilities granted by a boon are generally usable only once or until the duration of
the spell ends, whichever comes first. Spell-like abilities are cast at a creature's highest caster level gained, or, if the creature has no caster level, CL 1st. Constant or passive effects and bonuses granted by this spell can be dispelled as
normal, using your caster level to do so. [SR:yes; DC:14, Will negates (see text)]
❏❏❏❏❏ Clarion Call Illusion 1 standard action 80 minutes Touch KOTIS:p.28
[V, S, M] TARGET: Creature touched; EFFECT: Amplify target's voice [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Command Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
1 standard action 1 round Close (45 ft.) CR:p.256
[V] TARGET: One living creature; EFFECT: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. [SR:Yes; DC:14, Will negates]
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 5
Warpriest Spells
❏❏❏❏❏ Compel Hostility Enchantment (Compulsion) [Mind-Affecting]
1 standard action 8 rounds Personal UC:p.226
[V, S, M] TARGET: You; EFFECT: Compels opponents to attack you instead of your allies. [SR:see text; DC:14, see text]
❏❏❏❏❏ Comprehend Languages Divination 1 standard action 80 minutes Personal CR:p.258
[V, S, M/DF] TARGET: You; EFFECT: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
❏❏❏❏❏ Cultural Adaptation (Taldan) Divination 1 standard action 10 minutes per level personal HOG:p.27
[V, S, M/DF] TARGET: you; EFFECT: During the height of the Empire of Taldor's expansionism, Taldan wizards developed this spell with the idea that it might make pacifying their "uncivilized" conquests easier. While the spell has since
fallen out of favor with Taldans, it is much embraced by others, bards and Pathfinders in particular. When casting this spell, you must concentrate on the culture to which you wish to adapt. If you speak the native language of the
culture in question, then for the duration of this spell, you speak the language with a native accent. The spell does not teach you the language in question, but may be combined with tongues or a similar spell. Your body language and
gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. These combined new traits give you a +2 on Diplomacy checks made to influence members of the culture to which you
have adapted. You also gain a +2 circumstance bonus on Disguise checks made to pass yourself off as a member of the culture. Additionally, the DCs of enchantment [charm] spells you cast against natives of the culture to which you
are attuned increase by +1.
❏❏❏❏❏ Cure Light Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. [SR:Yes (harmless); see text; DC:14, Will half (harmless); see text]
❏❏❏❏❏ Dancing Lantern Transmutation, FireSchool [Fire, Light] 1 standard action 8 hours [D] Touch APG:p.214
[V, S, F] TARGET: Animates one lantern; EFFECT: Animates a lantern that follows you. [SR:No]
❏❏❏❏❏ Deadeye's Lore Divination 1 round 8 hours Personal UC:p.227
[V, S] TARGET: You; EFFECT: Gain a +4 bonus on Survival and move full speed while tracking.
❏❏❏❏❏ Deathwatch Necromancy 1 standard action 80 minutes 30 ft. CR:p.265
[V, S] TARGET: Cone-shaped emanation; EFFECT: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. [SR:No]
❏❏❏❏❏ Decompose Corpse Necromancy 1 standard action Instantaneous or 1 minute; see text Touch UM:p.216
[V, S, M] TARGET: One corpse or corporeal undead; EFFECT: Turn corpse into clean skeleton. [SR:Yes (object); DC:14, Fortitude negates (object)]
❏❏❏❏❏ Detect Chaos Divination 1 standard action Concentration, up to 80 minutes [D] 60 ft. CR:p.266
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the auras of chaotic creatures. [SR:No]
❏❏❏❏❏ Detect Charm Divination 1 standard action Concentration, up to 8 minutes [D] 60 ft. ASoL:p.27
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area. [SR:No]
❏❏❏❏❏ Detect Demon Divination 1 standard action concentration, up to 80 minutes [D] 60 ft. DHH:p.26
[V, S, DF] TARGET: cone-shaped emanation; EFFECT: You sense the presence of a specific kind of evil-that of demons, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular
area or subject. 1st Round: Presence or absence of creatures with the demon subtype, creatures possessed by demons, creatures under the effects of spells or spell-like abilities cast by demons, or creatures otherwise tainted by
demons. Creatures tainted by demons include tieflings with demonic heritages, sorcerers with abyssal bloodlines, creatures affected by a succubus's profane gift, creatures with demonic implants [see page 44 of Pathfinder Campaign
Setting: Lords of Chaos, Book of the Damned, Vol. 2], or creatures who have the Demonic Obedience feat [Lords of Chaos 8], and those under significant demonic influence as determined by the GM. This spell does not detect creatures
of chaotic evil alignment who are not demons or significantly influenced by demons. Additionally, this spell detects whether or not a portal or similar magical passage leads to the Abyss. 2nd Round: Number of evil auras shed by
creatures with the demon subtype in the area, as well as the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's strength is overwhelming; if the creature has HD equal to at least
twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura, and what demon lord, if any, a demon is most closely affiliated with. If an aura is outside your line of sight,
you discern the direction but not its exact location. Affiliation to a demon lord is only revealed when the creature detected is a demon [not merely a creature tainted by a demon]. Demons receive a Will saving throw to resist revealing
what demon lord they are affiliated with. If the demon succeeds at this saving throw or is not forsworn to a demon lord, you know only that this aspect of the spell returned no information. Aside from what is detailed above, this spell
otherwise functions similarly to detect evil in terms of aura power, lingering auras, overwhelming auras, and so forth. [SR:no; DC:14, none (see text)]
❏❏❏❏❏ Detect Evil Divination 1 standard action Concentration, up to 80 minutes [D] 60 ft. CR:p.266
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the presence of evil. [SR:No]
❏❏❏❏❏ Detect Good Divination 1 standard action Concentration, up to 80 minutes [D] 60 ft. CR:p.267
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the presence of good. [SR:No]
❏❏❏❏❏ Detect Law Divination 1 standard action Concentration, up to 80 minutes [D] 60 ft. CR:p.267
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the auras of lawful creatures. [SR:No]
❏❏❏❏❏ Detect Radiation Divination 1 standard action 10 minute/level 120 ft. TG:p.8
[V, 5] TARGET: spherical ema nation, centered on you; EFFECT: You detect radiation in the surrounding area. You see radioactive auras as a glowing green shimmer in the air that emanates from radioactive objects; the brig hter and
more intense the green, the more powerful the radioactivity. This glow does not provide illumination or allow you to see in darkness, apart from being able to see the glow itself. The spell can penetrate barriers, but 3 feet of dirt or
wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it-although radiation can seep into such barriers, causing them to become radioactive [and thus visible to the spell] in time. [SR:no; DC:14, none]
❏❏❏❏❏ Detect the Faithful Divination 1 standard action concentration, up to 1 minute/level [D] 60 ft. TEOG:p.25
[V, S, DF] TARGET: cone-shaped emanation; EFFECT: You can detect other worshipers of your deity [mortal worshipers, outsider servants, and so on]. The amount of information revealed depends on how long you focus on a particular
area or subject. 1st Round: Presence or absence of the faithful. 2nd Round: Number of individual faithful in the area. 3rd Round: The exact location of each worshiper. If a fellow worshiper is outside your line of sight, then you discern
his direction but not his exact location. Each round you can rotate to detect worshipers in a new area. The spell can penetrate barriers, but a sheet of lead, 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt blocks it. The
GM decides if worshipers are present. A creature's personal interpretation of its beliefs determines whether or not it is of the same faith as you-hence heretics and splinter cultists of your deity still count as worshipers of that deity.
The Green Faith counts as a deity for the purpose of this spell. [SR:no; DC:14, none]
❏❏❏❏❏ Detect Undead Divination 1 standard action Concentration, up to 8 minutes [D] 60 ft. CR:p.269
[V, S, M/DF] TARGET: Cone-shaped emanation; EFFECT: You can detect the aura that surrounds undead creatures. [SR:No]
❏❏❏❏❏ Diagnose Disease Divination 1 standard action Instantaneous Close (45 ft.) UM:p.216
[V, S] TARGET: One creature, one object, or a 5-ft. cube; EFFECT: Detect and identify diseases. [SR:No]
❏❏❏❏❏ Divine Favor Evocation 1 standard action 1 minute Personal CR:p.273
[V, S, DF] TARGET: You; EFFECT: Calling upon the strength and wisdom of a deity, you gain a +2 luck bonus on attack and weapon damage rolls.
❏❏❏❏❏ Doom Necromancy [Fear, Mind-Affecting, Emotion] 1 standard action 8 minutes Medium (180 ft.) CR:p.274
[V, S, DF] TARGET: One living creature; EFFECT: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Dream Feast Conjuration (Creation) 1 standard action Instantaneous Touch ISG:p.232
[V, S, OF] TARGET: Creature touched; EFFECT: The next time the target sleeps [within the next 8 hours], she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious
meal, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects. If you sleep with this spell
prepared, you may automatically expend it while you sleep to gain the spell's benefit. This expenditure does not count as spellcasting for the purpose of determining available spell slots [you could go to sleep at midnight, expend this
spell during an 8-hour period of sleep, and still prepare your full allotment of spells in the morning]. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Endure Elements Abjuration 1 standard action 24 hours Touch CR:p.277
[V, S] TARGET: Creature touched; EFFECT: A creature protected by endure elements suffers no harm from being in a hot or cold environment. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Enhance Water Transmutation 1 round Instantaneous Touch FOP:p.28
[V, S] TARGET: 8 pints of water; EFFECT: Transform water into an alcoholic beverage, typically ale, beer, mead, or wine. [SR:Yes (object); DC:14, Fortitude negates (object)]
❏❏❏❏❏ Entropic Shield Abjuration 1 standard action 8 minutes [D] Personal CR:p.278
[V, S] TARGET: You; EFFECT: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
❏❏❏❏❏ Face of the Devourer Transmutation (Polymorph) 1 standard action 8 minutes Touch ISG:p.233
[V, S] TARGET: Creature touched; EFFECT: You transform the target's face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its
misshapen mouth. You do not choose what shape the target's face takes, and the shape is different every time you cast the spell. This transformation does not interfere with the target's senses or its ability to breathe, though it might
prevent it from speaking. The target gains a +4 circumstance bonus on Intimidate checks. If the target does not normally have a bite attack, it gains a bite attack as a natural weapon for the duration of the spell. This bite attack deals
1d6 points of damage if the target is Medium, 1d4 points of damage if the target is Small, or 1d8 points of damage if the creature is Large. The target may use this bite as a primary attack or a secondary attack. [SR:Yes (harmless);
DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Fairness Enchantment (Compulsion) [Mind-Affecting] 1 full-round action 8 minutes Close (45 ft.) FOB:p.28
[V, S, DF] TARGET: 8 humanoid creatures; EFFECT: Targets must trade fairly to the best of their knowledge. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Fallback Strategy Abjuration 1 standard action 8 minutes or until discharged; see text Personal ISG:p.233
[V, S, DF] TARGET: You; EFFECT: While this spell is active, you may reroll one attack roll, combat maneuver check, or skill check before the result of the roll or check is known. You must take the result of the reroll, even if it's worse than
the original roll. Once the reroll is used, the spell ends. You can have no more than one fl/bock strtegy active on you at the same time.
❏❏❏❏❏ Firebelly Abjuration 1 standard action 8 minutes Personal ISG:p.234
[V, s, DF] TARGET: You; EFFECT: A magical fire warms your belly, granting fire resistance 5 and making your gut hot to the touch [but not enough to damage you or anything else]. As a standard action, you can breathe a 15-foot cone
of flame that deals 1d4 points of fire damage [Reflex half, SR applies]. Each time you use this breath weapon, reduce the remaining duration of the spell by 1 minute. [SR:Yes; see text; DC:14, Reflex half; see text]
❏❏❏❏❏ Forbid Action Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
1 standard action 1 round Close (45 ft.) UM:p.220
[V] TARGET: One creature; EFFECT: Target obeys your command to not do something. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Gorum's Armor Transmutation 1 standard action 80 minutes Touch ISWG:p.294
[V, S, M] TARGET: One suit of metal armor or one metal shield; EFFECT: Targeted object sprouts thousand of tiny iron spikes. These act as armor/shield spikes [enhanced at CL 5+], causing 1 point of piercing damage for each
opponent's natural attack that hits. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Hairline Fractures Transmutation 1 standard action 8 rounds Touch FOP:p.28
[V, S, M] TARGET: 5-ft.-square section of stone or a creature with the earth subtype; EFFECT: You create momentary hairline fractures in a piece of stone or a creature with the earth subtype. [SR:Yes (object); DC:14, Fortitude negates
(object)]
❏❏❏❏❏ Haze of Dreams Enchantment (Charm) [Mind-Affecting] 1 standard action 8 rounds Close (45 ft.) FOP:p.28
[V, M] TARGET: One Creature; EFFECT: You fill an enemy's head with waking dreams, reducing the target's speet by half. [SR:Yes; DC:14, Will negates]
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 6
Warpriest Spells
❏❏❏❏❏ Hide from Undead Abjuration 1 standard action 80 minutes [D] Touch CR:p.296
[V, S, DF] TARGET: 8 creatures touched; EFFECT: Undead cannot see, hear, or smell creatures warded by this spell. [SR:Yes; DC:14, Will negates (harmless); see text]
❏❏❏❏❏ Ice Armor Transmutation [Cold, Water] 1 minute 8 hours or until destroyed O ft.; see text ISG:p.236
[V, S, F] TARGET: A suit of armor made of ice; EFFECT: You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing [though it can hasten the effects of exposure in
cold environments]. It offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer [who may
be you]; otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes; when the armor's
bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor without
penalty. [SR:No]
❏❏❏❏❏ Inflict Light Wounds Necromancy 1 standard action Instantaneous Touch CR:p.300
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a creature, you channel negative energy that deals 1d8+5 points of damage. [SR:Yes; DC:14, Will half]
❏❏❏❏❏ Ironbeard Transmutation 1 standard action 8 minutes Touch ARG:p.19
[V, S] TARGET: One Creature; EFFECT: This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus stacks with any armor worn by the creature.
The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance. [SR:Yes (harmless); DC:14,
Fortitude negates (harmless)]
❏❏❏❏❏ Know the Enemy Divination 1 minute Instantaneous Personal UM:p.226
[V, S, DF] TARGET: You; EFFECT: Gain +10 on a monster Knowledge check. [SR:No]
❏❏❏❏❏ Liberating Command Transmutation 1 immediate action instantaneous Close (45 ft.) UC:p.233
[V] TARGET: one creature; EFFECT: Target makes an Escape Artist check as an immediate action and gains a bonus on it. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Lighten Object Transmutation 1 standard action 8 minutes CLose (45 ft.) FOB:p.28
[V, M] TARGET: 1 object of 8 cubic ft.; EFFECT: Decrease target object's weight by half. [SR:Yes (object); DC:14, Will negates (object)]
❏❏❏❏❏ Magic Stone Transmutation 1 standard action 30 minutes or until discharged Touch CR:p.310
[V, S, DF] TARGET: Up to three pebbles touched; EFFECT: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. [SR:Yes (harmless, object); DC:14,
Will negates (harmless, object)]
❏❏❏❏❏ Magic Weapon Transmutation [MetalSchool] 1 standard action 8 minutes Touch CR:p.310
[V, S, DF] TARGET: Weapon touched; EFFECT: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Moment of Greatness Enchantment (Compulsion) [Mind-Affecting]1 standard action 8 minutes or until discharged 50 ft. UC:p.237
[V, S, M/DF] TARGET: The caster and allies within a 50-ft. burst centered on the caster; EFFECT: Doubles a morale bonus. [SR:Yes (harmless)]
❏❏❏❏❏ Murderous Command Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1 round Close (45 ft.) UM:p.230
[V] TARGET: One living creature; EFFECT: Target is compelled to kill its ally. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Obscuring Mist Conjuration, WaterSchool (Creation) 1 standard action 8 minutes [D] 20 ft. CR:p.317
[V, S] TARGET: Cloud spreads in 20-ft. radius from you, 20 ft. high; EFFECT: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet. [SR:No]
❏❏❏❏❏ Pick Your Poison Conjuration (Healing) [Mind-Affecting] 1 standard action 80 minutes Touch ISG:p.238
[V, S, DF] TARGET: Creature touched; EFFECT: This spell temporarily converts even the deadliest poison affecting a creature into an intoxicating alcohol. If the subject is affected by a poison effect while under the effects of this spell,
instead of the poison's normal effect, she feels intoxicated as if she'd just had a very strong drink and takes a -2 penalty on attacks, saves, and checks for the duration of the spell. When the spell's duration expires, the penalty ends
and the poison's normal effects apply. Pick your poison does not affect any poison effects that occurred before the spell was cast. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Poisoned Egg Transmutation [Poison] 1 standard action 8 minutes Touch ISG:p.238
[V, s, DF] TARGET: One egg; EFFECT: You transform the contents of a normal egg into a single dose of small centipede poison 0. The poison reverts to a normal egg at the end of the spell's duration [the reverted egg substance is
harmless unless the poisoned creature is vulnerable to eggs]. The egg may be raw or cooked but must be whole and not empty when you cast the spell. When applying the poisoned egg's contents to a weapon, the wielder has no
chance of poisoning herself, as though she had the poison use class feature. [SR:No (object); DC:14, None (object)]
❏❏❏❏❏ Protection from Chaos Abjuration [Lawful] 1 standard action 8 minutes [D] Touch CR:p.327
[V, S, M/DF] TARGET: Creature touched; EFFECT: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. [SR:No; see text; DC:14, Will negates (harmless)]
❏❏❏❏❏ Protection from Evil Abjuration [Good] 1 standard action 8 minutes [D] Touch CR:p.327
[V, S, M/DF] TARGET: Creature touched; EFFECT: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. [SR:No; see text; DC:14, Will negates (harmless)]
❏❏❏❏❏ Ray of Sickening Necromancy 1 standard action 8 minutes Close (45 ft.) UM:p.234
[V, S, M] TARGET: Ray; EFFECT: Ray makes the subject sickened. [SR:Yes; DC:14, Fortitude partial; see text]
❏❏❏❏❏ Read Weather Divination 1 minute Instantaneous Personal FOB:p.28
[V, S, F] TARGET: You; EFFECT: Forecast the weather at your location for the next 48 hours.
❏❏❏❏❏ Refine Improvised Weapon Transmutation 1 standard action 8 hours [D] Touch ACG:p.190
[V, S, DF] TARGET: one improvised weapon; EFFECT: Transform improvised weapon into a masterwork simple or martial weapon. [SR:yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Reinforce Armaments Transmutation 1 standard action 80 minutes Touch UC:p.241
[V, S, M/DF] TARGET: one armor suit or weapon touched; EFFECT: Temporarily mitigates the fragile quality in targeted weapon or armor. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Remove Fear Abjuration 1 standard action 10 minutes; see text Close (45 ft.) CR:p.332
[V, S] TARGET: 3 creatures, no two of which can be more than 30 ft. apart; EFFECT: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Remove Sickness Conjuration (Healing) 1 standard action 80 minutes; see text Close (45 ft.) UM:p.234
[V, S] TARGET: One creature; EFFECT: Suppress disease, nausea, and the sickened condition. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Restore Corpse Necromancy 1 standard action Instantaneous Touch UM:p.235
[V, S] TARGET: Corpse touched; EFFECT: Skeletal corpse grows flesh. [SR:No]
❏❏❏❏❏ Sanctify Corpse Evocation [Good] 1 standard action 24 hours Touch UM:p.236
[V, S, DF, M] TARGET: Corpse touched; EFFECT: Prevent a corpse from becoming an undead creature. [SR:No]
❏❏❏❏❏ Sanctuary Abjuration 1 standard action 8 rounds Touch CR:p.336
[V, S, DF] TARGET: Creature touched; EFFECT: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. [SR:No; DC:14, Will negates]
❏❏❏❏❏ Secret Speech Divination 1 standard action 80 minutes Touch ISG:p.240
[V, S] TARGET: Creature touched; EFFECT: This spell grants the target the ability to send secret messages embedded within normal speech. This is similar to the secret messages ability of the Bluff skill, but no check is needed; the
speaker's intended recipient always understands the hidden message perfectly, but other listeners cannot perceive the message at all. The target can send only one message at a time, though it can send that message to multiple
listeners. The secret message is considered to be in the same language the target is speaking, and intended recipients hear and understand both the actual speech and the secret message. The target can make itself understood as far
as its voice carries. For example, at a fancy noble's wedding, a jealous former suitor casts this spell on himself before making a speech. Everyone hears his glowing words of praise, but only his allies hear his secret message instructing
them to attack the groom. [SR:No (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Shield of Faith Abjuration 1 standard action 8 minutes Touch CR:p.342
[V, S, M] TARGET: Creature touched; EFFECT: This spell creates a shimmering, magical field around the target that averts and deflects attacks. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Shield Speech Abjuration 1 standard action 1 minute/level [D] 10 ft. TEOG:p.25
[V, S] TARGET: you and one other creature; EFFECT: You can securely communicate with one creature within range. So long as your target remains within 10 feet of you, you and it can speak freely to each other without fear of being
overheard. Communications that involve shield speech cannot be spied on, such as with a divination spell, and observers of the conversation can tell you are communicating but cannot read lips or hear the conversation unless they
are the target of the spell. If you or the target speak to any other creatures, they can hear you normally [only communication between you and the target is protected]. The spell does not shield writing, sign language, or any form of
communication other than speaking. [SR:yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Shield the Banner Abjuration 1 standard action 8 minutes Touch OOG:p.29
[V, S, DF] TARGET: Standard touched; EFFECT: This spell is used to protect one of a tribe's most valuable possessions: its tribal banner. Any creature [other than a member of the tribe which the standard represents] attempting to
directly attack or touch the standard must make a Will save. This spell functions as sanctuary, but only protects a standard or banner. In addition, the spell grants a +2 bonus to the standard's hardness, and +10 to the standard's hit
points for the duration of the spell. [SR:No; DC:14, Will negates]
❏❏❏❏❏ Starsight Divination 1 standard action 80 minutes Personal PotS:p.29
[V, S] TARGET: You; EFFECT: You can observe the night sky and all of its celestial bodies as if it were a clear night, regardless of weather conditions that would otherwise block your view. Your vision penetrates any light pollution from
nonmagical sources, though this spell doesn't function in daylight, indoors, or underground. You see through forest canopies and similar natural obstructions, but only for the purpose of stargazing. For the spell's duration, you gain a
+2 insight bonus on Knowledge [geography] checks relating to the stars and planets and Survival checks to avoid getting lost.
❏❏❏❏❏ Stunning Barrier Abjuration 1 standard action 8 rounds or until discharged Personal ACG:p.194
[V, S] TARGET: you; EFFECT: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. [SR:no and yes (see text); DC:14, none and Will negates (see text)]
❏❏❏❏❏ Summon Minor Monster Conjuration (Summoning) 1 round 8 rounds [D] Close (45 ft.) UM:p.241
[V, S, F/DF] TARGET: 1d3 summoned creatures; EFFECT: Summon 1d3 Tiny animals [SR:No]
❏❏❏❏❏ Summon Monster I Conjuration (Summoning) 1 round 8 rounds [D] Close (45 ft.) CR:p.350
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell summons an extraplanar creature. [SR:No]
❏❏❏❏❏ Sun Metal Transmutation [Fire] 1 standard action 8 rounds [see text] Touch UC:p.245
[V, S] TARGET: one melee weapon; EFFECT: [SR:Yes (object); DC:14, Fortitude negates (object)]
❏❏❏❏❏ Tap Inner Beauty Divination 1 standard action 8 minutes Personal FOP:p.29
[V, M] TARGET: You; EFFECT: You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 7
Warpriest Spells
❏❏❏❏❏ Touch of Bloodletting Necromancy 1 standard action 8 rounds Touch FOC:p.29
[V, S] TARGET: Creature touched; EFFECT: Causes existing wounds to bleed profusely. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Tracking Mark Evocation 1 standard action 80 minutes [D] Long (720 ft.) ISG:p.243
[S, OF] TARGET: One creature; EFFECT: You gain a supernatural ability to detect tracks and other clues left behind by the target. You treat the DCs of all Survival checks made to track the target as if they were 5 lower than normal, and
you gain a +5 bonus on Perception checks made to notice the target if it is using Stealth or recognize it if it is using Disguise. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Unbreakable Heart Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 rounds Close (45 ft.) ISWG:p.296
[V, S] TARGET: One creature; EFFECT: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place. [SR:Yes
(harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Unwelcome Halo Evocation [Light] 1 standard action 8 minutes Medium (180 ft.) ISG:p.244
[V, S] TARGET: One nongood creature; EFFECT: This spell causes the target to glow as if surrounded by a halo of light. This halo sheds normal light in a 20-foot radius from the creature, and increases the light level by one step for an
additional 20 feet. This halo makes it impossible for the creature to gain concealment in nonmagical darkness, and in dim or darker conditions, the creature's glow can be seen even if it is not within direct line of sight. If unwelcome
halo is brought into an area of magical darkness [or vice versa], the effects of both spells are temporarily negated, so that the otherwise prevailing light conditions exist within the overlapping fields of effect. [SR:Yes; DC:14, Will
negates]
❏❏❏❏❏ Weapons Against Evil Transmutation 1 standard action 8 rounds Close (45 ft.) FOP:p.29
[V, DF] TARGET: 8 weapons, no two of which can be more than 20 ft. apart; EFFECT: Target weapons shed light and ignore the DR of some evil creatures. [SR:Yes (object); DC:14, Fortitude negates (object)]
❏❏❏❏❏ Weaponwand Transmutation 1 round 8 minutes Touch ISM:p.62
[V, S, F] TARGET: One weapon; EFFECT: When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part
of the spell's casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon's integrity. For the spell's duration, a
character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires
an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus [including any bonuses the weapon would normally receive] rather than just a normal
attack with the wand-doing so does not allow you to add the weapon's damage to the wand's attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell. At the end of the spell's
duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the
duration of weaponwand, the encased wand is similarly broken or destroyed. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]

LEVEL 2 / Per Day:5 / Caster Level:8


Name School Time Duration Range Source
❏❏❏❏❏ Admonishing Ray Evocation [Force] 1 standard action instantaneous Close (45 ft.) TEOG:p.24
[V, S] TARGET: one or more rays; EFFECT: You blast your enemies with rays of nonlethal force. You may fire one ray, plus one additional ray for every four levels you possess beyond 3rd [to a maximum of three rays at 11th level]. Each
ray requires a ranged touch attack to hit and deals 4d6 points of nonlethal damage. This is a force effect. The rays may be fired at the same or different targets, but all rays must be fired simultaneously and aimed at targets within 30
feet of each other. The rays hit about as hard as a punch from a strong adult human, and can knock away unattended objects weighing up to 10 pounds if that amount of force could normally do so. [SR:yes; DC:15, none]
❏❏❏❏❏ Aid Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 minutes Touch CR:p.239
[V, S, DF] TARGET: Living creature touched; EFFECT: Aid grants +1 morale bonus on attack rolls and saves vs fear effects, plus 1d8 + 8 temporary hit points. [SR:Yes (harmless)]
❏❏❏❏❏ Air Step Transmutation [Air] 1 standard action 8 minutes Personal ACG:p.173
[V, S, M] TARGET: you; EFFECT: Tread unsteadily on air, with limitations.
❏❏❏❏❏ Align Weapon Transmutation 1 standard action 8 minutes Touch CR:p.240
[V, S, DF] TARGET: Weapon touched or 50 projectiles [all of which must be together at the time of casting]; EFFECT: Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. [SR:Yes (harmless, object); DC:15, Will
negates (harmless, object)]
❏❏❏❏❏ Align Weapon (Chaos or Evil Only) Transmutation 1 standard action 8 minutes Touch CR:p.240
[V, S, DF] TARGET: Weapon touched or 50 projectiles [all of which must be together at the time of casting]; EFFECT: Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. [SR:Yes (harmless, object); DC:15, Will
negates (harmless, object)]
❏❏❏❏❏ Ancestral Communion Divination 1 minute 8 minutes Personal DOG:p.24
[V, S, F/DF] TARGET: You; EFFECT: You contact the spirits of your ancestors and use their great wisdom to bolster your own knowledge. [SR:No]
❏❏❏❏❏ Angelic Aspect (Lesser) Transmutation [Good] 1 standard action 8 minutes [D] Personal COP:p.28
[V, S] TARGET: You; EFFECT: 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.
❏❏❏❏❏ Ant Haul (Communal) Transmutation 1 standard action 16 hours Touch UC:p.223
[V, S, M/DF] TARGET: creatures touched; EFFECT: As ant haul, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Arrow of Law Evocation [Lawful] 1 standard action Instantaneous [1 round]; see text Close (45 ft.) UM:p.207
[V, S, DF] TARGET: Arrow-shaped projectile of lawful energy; EFFECT: Harm and possibly daze chaotic creatures. [SR:Yes; DC:15, Will partial (see text)]
❏❏❏❏❏ Augury Divination 1 minute Instantaneous Personal CR:p.245
[V, S, M, F] TARGET: You; EFFECT: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
❏❏❏❏❏ Bear's Endurance Transmutation 1 standard action 8 minutes Touch CR:p.246
[V, S, M/DF] TARGET: Creature touched; EFFECT: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution. [SR:Yes; DC:15, Will negates (harmless)]
❏❏❏❏❏ Bestow Weapon Proficiency Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 minutes Close (45 ft.) UC:p.224
[V, S, M] TARGET: one creature; EFFECT: Grant a creature proficiency in a single weapon for short period of time. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Blessing of Courage and Life Conjuration (Healing) [Emotion] 1 standard action 8 minutes [see below] Close (45 ft.) APG:p.205
[V, S, DF] TARGET: one living creature; EFFECT: Grants a +2 bonus on saves vs. fear and death. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Boiling Blood Transmutation 1 standard action Concentration + 8 rounds Medium (180 ft.) UM:p.209
[V, S] TARGET: 2 creatures, no two of which may be more than 30 ft. apart; EFFECT: Targets take 1 fire damage each round; orcs get +2 Strength. [SR:Yes; DC:15, Fortitude negates (see text)]
❏❏❏❏❏ Book Ward Abjuration 1 standard action 8 days or until discharged [see text] Touch SOS:p.17
[V, S, M/DF] TARGET: One touched object of up to 10 pounds/level; EFFECT: As protection from energy, except as noted above and that the spell only protects against acid and fire damage. While the energy protection remains, the
item is also completely waterproof [this protection extends to other liquids as well, such as alcohol and oil]. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Brittle Portal Transmutation 1 standard action 8 rounds Close (45 ft.) FOC:p.29
[V, S] TARGET: 5-ft.-radius spread; EFFECT: Reduce the hardness of any nonmagical surface by 16. [SR:Yes; DC:15, Will negates (object)]
❏❏❏❏❏ Bull's Strength Transmutation 1 standard action 8 minutes Touch CR:p.251
[V, S, M/DF] TARGET: Creature touched; EFFECT: The subject becomes stronger granting a +4 enhancement bonus to Strength. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Burst of Radiance Evocation [Good, Light] 1 standard action Instantaneous Long (720 ft.) COP:p.29
[V, S, M/DF] TARGET: 10-ft.-radius burst; EFFECT: This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil
creatures in the area of the burst take 1d4 points of damage per caster level [max 5d4], whether they succeed at the Reflex save or not. [SR:Yes; DC:15, Fortitude negates]
❏❏❏❏❏ Calm Emotions Enchantment (Compulsion) [Mind-Affecting, Emotion]action
1 standard Concentration, up to 8 rounds [D] Medium (180 ft.) CR:p.252
[V, S, DF] TARGET: Creatures in a 20-ft.-radius spread; EFFECT: This spell calms agitated creatures. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Cloud of Seasickness Conjuration (Creation) [Poison] 1 standard action 8 rounds Close (45 ft.) AP55:p.73
[V, S, M] TARGET: Cloud spreads in 20ft radius, 20ft high; EFFECT: Cloud of vapors makes creatures sickened. [SR:No; DC:15, Fortitude negates (see text)]
❏❏❏❏❏ Compassionate Ally Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 8 rounds Close (45 ft.) UM:p.211
[V, S] TARGET: One creature; EFFECT: Target is compelled to help injured ally. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Consecrate Evocation [Good] 1 standard action 16 hours Close (45 ft.) CR:p.258
[V, S, M, DF] TARGET: 20-ft.-radius emanation; EFFECT: This spell blesses an area with positive energy. [SR:No]
❏❏❏❏❏ Cure Moderate Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 2d8+8 points of damage. [SR:Yes (harmless) or yes; see text; DC:15, Will half (harmless) or Will half; see
text]
❏❏❏❏❏ Darkness Evocation [Darkness] 1 standard action 8 minutes [D] Touch CR:p.263
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes an object to radiate darkness out to a 20-foot radius. [SR:No]
❏❏❏❏❏ Deadeye's Arrow Evocation [Electricity] 1 standard action Instantaneous or 1 round [see text] Medium or see text ISG:p.232
[V, S, M] TARGET: Arrow of electricity; EFFECT: You create an arrow made of crackling electricity, which you may use for one of two effects. Attack: You may throw the arrow up to Medium range or fire it from a bow up to the bow's
maximum range. Either use is a ranged touch attack. The arrow deals 1d6 points of electricity damage + 1 point per level 5. Beacon: You throw or fire the arrow straight up. When it reaches maximum range or a solid surface [such as
the roof of a cave] it explodes in a peal of thunder and forms a forked bolt of electricity resembling Erastil's holy symbol, which lingers for 1 round. The thunder and lightning are as loud and bright as natural thunder and lightning,
but they do not harm any nearby creatures. [SR:Yes]
❏❏❏❏❏ Deathwine Necromancy 1 minute 1 hour/level Touch RotR:p.418
[V, S] TARGET: 1 potion touched/level; EFFECT: This spell allows you to turn a potion into a temporary pool of necromantic energy. Only a potion created using a conjuration [healing] spell can be affected by this spell. An affected
potion turns dark red and reveals a necromantic aura it detect magic is cast on it while it remains under this spell's effects. When you drink a potion affected by this spell, you do not gain the potion's normal effect. Instead, the first
necromancy spell you cast within the next minute is cast at a higher caster level. The bonus to caster level is equal to the spell level of the spell used to create the potion that deathwine affects. For example, a 5th-level wizard who
drinks death wine made from a potion of cure serious wounds would cast his next necromancy spell as an 8th-level caster, as cure serious wounds is a 3rdlevel spell. In addition, any undead creature [or other creature healed by
negative energy] that drinks a potion affected by deathwine is healed of 1d8 points of damage. Any potion not imbibed before this spell's duration expires is destroyed at the end of the deathwine's duration. [SR:No (object); DC:15,
None (object)]
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 8
Warpriest Spells
❏❏❏❏❏ Defending Bone Necromancy 1 standard action 8 hours or until discharged Personal ISG:p.232
[V, S, F] TARGET: You; EFFECT: You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks. This gives you damage reduction 5/bludgeoning. Once the bone has
prevented a total of 5 points of damage per caster level [maximum 50 points], it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.
❏❏❏❏❏ Delay Pain Enchantment [Emotion] 1 standard action 8 hours Close (45 ft.) UM:p.216
[V, S] TARGET: One creature; EFFECT: Ignore pain. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Delay Poison Conjuration (Healing) 1 standard action 8 hours Touch CR:p.265
[V, S, DF] TARGET: Creature touched; EFFECT: The subject becomes temporarily immune to poison. [SR:Yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Detect Relations Divination 1 standard action concentration, up to 8 minutes [D] QAC:p.28
[V, S, F/ DF] TARGET: 8 creatures, no two of which can be more than 30 ft. apart; EFFECT: You can determine whether or not two or more creatures are related by blood. The amount of information gleaned depends on how long you
study a particular area or set of subjects. 1st round: Whether or not the subjects are related by blood. 2nd round: Number of related subjects and their general relation to one another [for example, this would reveal that one subject
is a descendant of the other, but it would not specify "mother" or "grandmother"]. 3rd round: Precise relationship between subjects in the area. A target's Will save prevents you from determining its exact relationship with another
creature, and only one subject needs to succeed at this save to prevent you from determining its relationship with another creature. [So, for instance, if two brothers are in the area and one succeeds at his Will save, you could tell
that they are siblings, but could not distinguish whether they are full- or half-siblings.] Each round, you can turn to detect relations in a new area. The spell can penetrate barriers, but 6 inches of stone, 1 inch of common metal, a thin
sheet of lead, or 1 foot of wood or dirt will block it. This spell functions by analyzing the blood and minds of creatures in the area, collectively examining these traits and comparing them to those of others in the area while looking for
patterns. Thus, adoptive siblings and parents cannot be detected with this spell, since they share no blood. [SR:no; DC:15, Will negates; see text]
❏❏❏❏❏ Disfiguring Touch Transmutation [Curse] 1 standard action 8 days Touch UM:p.217
[V, S] TARGET: Creature touched; EFFECT: Target becomes disfigured. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Display Aversion Illusion (Shadow) 1 standard action Concentration + 1d4 rounds Long (720 ft.) BOTN:p.30
[V,S,M] TARGET: Visual figment; EFFECT: This spell functions like minor image, except it always creates an animated illusion of you presenting to a vampire a material, object, or sound that it is averse to, such as garlic, a holy symbol, or
bells ringing. [SR:No; DC:15, Will disbelief (if interacted with)]
❏❏❏❏❏ Drunkard's Breath Conjuration (Creation) 1 standard action 8 rounds 30 ft. AP14:p.61
[V, S, M] TARGET: Cone-shaped burst; EFFECT: This spell emanates from your mouth and functions like stinking cloud [SR:No; DC:15, Fortitude negates; see text]
❏❏❏❏❏ Eagle's Splendor Transmutation 1 standard action 8 minutes Touch CR:p.275
[V, S, M/DF] TARGET: Creature touched; EFFECT: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma. [SR:Yes; DC:15, Will negates (harmless)]
❏❏❏❏❏ Early Judgment Divination 1 standard action 1 round Close (45 ft.) FOB:p.28
[V, S, DF] TARGET: One humanoid creature; EFFECT: Show a creature a glimpse of the afterlife, possibly affecting it negatively for 1d4 rounds. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Effortless Armor Transmutation 1 standard action 8 minutes Personal UC:p.228
[V, S] TARGET: You; EFFECT: Armor you wear no longer slows your speed.
❏❏❏❏❏ Endure Elements (Communal) Abjuration 1 standard action 24 hours Touch UC:p.228
[V, S] TARGET: creatures touched; EFFECT: As endure elements, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Enthrall Enchantment (Charm) [Language-Dependent, Mind-Affecting, Sonic]
1 round 1 hour or less Medium (180 ft.) CR:p.278
[V, S] TARGET: Any number of creatures; EFFECT: If you have the attention of a group of creatures, you can use this spell to hold them enthralled. [SR:Yes; DC:15, Will negates; see text]
❏❏❏❏❏ Find Traps Divination 1 standard action 8 minutes Personal CR:p.281
[V, S] TARGET: You; EFFECT: You gain intuitive insight into the workings of traps.
❏❏❏❏❏ Gentle Repose Necromancy 1 standard action 8 days Touch CR:p.289
[V, S, M/DF] TARGET: Corpse touched; EFFECT: You preserve the remains of a dead creature so that they do not decay. [SR:Yes (object); DC:15, Will negates (object)]
❏❏❏❏❏ Ghostbane Dirge Transmutation 1 standard action 8 rounds Close (45 ft.) APG:p.225
[V, S, M/DF] TARGET: one incorporeal creature; EFFECT: Incorporeal creature takes half damage from nonmagical weapons. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Gozreh's Trident Evocation [Electricity] 1 standard action 8 minutes [D] O ft. ISG:p.235
[V, S, DF] TARGET: Trident-like bolt of electricity; EFFECT: A 4-foot-long, blazing, forked bolt of electricity springs forth from your hand. You wield this spear-like bolt as if it were a trident [you are considered proficient with the bolt].
Attacks with Gozreh's trident are melee touch attacks. The bolt deals 1d8 points of electricity damage + 1 point per 2 caster levels 10. Since the bolt is immaterial, your Strength modifier does not apply to the damage. The bolt can
ignite combustible materials such as parchment, straw, dry sticks, and cloth. [SR:Yes]
❏❏❏❏❏ Grace Abjuration 1 swift action see text Personal APG:p.226
[V] TARGET: You; EFFECT: Movement doesn't provoke attacks of opportunity.
❏❏❏❏❏ Groundswell Transmutation [Earth] 1 standard action 8 minutes Touch ARG:p.19
[V, S] TARGET: One Creature; EFFECT: This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The
groundswell precludes flanking from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the ground returns to its normal elevation at the end of his turn; otherwise, it remains in
place until the target moves or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground beyond 5 feet. [SR:Yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Hold Person Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 rounds [D]; see text Medium (180 ft.) CR:p.296
[V, S, F/DF] TARGET: One humanoid creature; EFFECT: The subject becomes paralyzed and freezes in place. [SR:Yes; DC:15, Will negates; see text]
❏❏❏❏❏ Holy Ice Weapon Transmutation [Cold, Good, Water] 1 standard action 8 minutes [D] 0 Ft. ACG:p.185
[V, S, M] TARGET: one ice weapon; EFFECT: Create a masterwork weapon made of frozen holy water. [SR:no; DC:15, none]
❏❏❏❏❏ Imbue with Aura Transmutation 1 standard action 8 minutes Close (45 ft.) UM:p.225
[V, S, DF] TARGET: One creature; EFFECT: Target emulates your cleric aura. [SR:Yes; DC:15, Will negates (see text)]
❏❏❏❏❏ Inflict Moderate Wounds Necromancy 1 standard action Instantaneous Touch CR:p.300
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a creature, you channel negative energy that deals 2d8+8 points of damage. [SR:Yes; DC:15, Will half]
❏❏❏❏❏ Inheritor's Smite Transmutation 1 swift action see text Personal ISG:p.236
[V, S, DF] TARGET: You; EFFECT: You channel the power of righteousness into your weapon arm, allowing you to strike with great force. Your next melee attack [if made before the end of your next turn] gains a +5 sacred bonus on
the attack roll. If the attack hits, you may immediately attempt a bull rush combat maneuver [with a +5 sacred bonus on your combat maneuver check] against the target without provoking an attack of opportunity; if your combat
maneuver check exceeds the defender's CMD by more than 5, you do not need to move with the target to push it back more than 5 feet.
❏❏❏❏❏ Instant Armor Conjuration (Creation) [Force] 1 standard action 8 minutes [D] Personal APG:p.229
[V, S, DF] TARGET: You; EFFECT: Summon armor temporarily replacing your current attire.
❏❏❏❏❏ Instant Weapon Conjuration (Creation) [Force] 1 standard action 8 minutes 0 ft. MTT:p.31
[V,S] TARGET: Melee weapon of opaque force; EFFECT: You create a melee weapon sized appropriately for you from opaque force. You are considered proficient with this weapon, which acts in all ways as a masterwork weapon typical
of its type. The instant weapon has hardness 20 and the same number of hit points as a typical weapon of its type. As a force effect, it can strike and damage incorporeal creatures. If the instant weapon leaves your hand at any time,
the spell ends at the beginning of your next turn. [SR:No]
❏❏❏❏❏ Instrument of Agony Transmutation 1 standard action 8 minutes Touch UC:p.232
[V, S] TARGET: weapon touched; EFFECT: Weapon exudes divine fury, granting a bonus on Intimidate checks. [SR:Yes (harmless, object), see text; DC:15, Will negates (harmless, object), see text]
❏❏❏❏❏ Lay of the Land Divination 1 min 1 day Personal FAP:p.29
[V,S,M] TARGET: You; EFFECT: In a flash of recognition, you learn about the geography of your surroundings within a radius of 4 miles. This instant familiarity grants you a +5 insight bonus on Knowledge [geography] checks and
Survival checks to avoid getting lost so long as you remain in the affected area. Additionally, for the duration of the spell you can make Knowledge [geography] checks regarding the affected area as though you were trained in that
skill. [SR:No]
❏❏❏❏❏ Life Pact Necromancy 1 standard action 8 minutes Close (45 ft.) ACG:p.186
[V, S, DF/M] TARGET: 8 willing living creatures, no two of which can be more than 30 ft. apart; EFFECT: Affected creatures automatically donate hp to stabilize fallen ally. [SR:Yes; DC:15, Will negates (harmless)]
❏❏❏❏❏ Light Prison Evocation [Light] 1 standard action 8 rounds [D] Close (45 ft.) ISG:p.236
[V, S] TARGET: 4 creatures; EFFECT: Rays of light burst forth from your outstretched hand, encircling each target's space with a cage of light. If a target fails its Reflex save, it becomes enclosed in the light prison. A creature enclosed in
a light prison can attack, cast spells, and otherwise act normally as long as it stays within the light prison. However, if a creature passes through the walls of a light prison enclosing it, it takes 1d6 points of damage and is blinded for 1
round. Creatures do not receive saves to negate these effects. Once a creature passes through the walls of a light prison surrounding it, the effect ends for that creature. [SR:Yes; DC:15, Reflex negates]
❏❏❏❏❏ Magic Siege Engine Transmutation 1 standard action 8 minutes Touch UC:p.236
[V, S, DF] TARGET: one siege engine touched; EFFECT: Siege engine gains +1 on targeting and damage rolls. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Make Whole Transmutation [MetalSchool] 10 minutes Instantaneous Close (45 ft.) CR:p.311
[V, S] TARGET: One object of up to 80 cu. ft. or one construct creature of any size; EFFECT: This spell functions as mending, except that it repairs 5d6 points of damage when cast on a construct creature. [SR:Yes (harmless, object);
DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Marching Chant Transmutation 1 minute concentration Close (45 ft.) ACG:p.187
[V, S] TARGET: 8 creatures; EFFECT: Allies can hustle without penalty while you sing or chant. [SR:yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Martyr's Bargain Transmutation [Good] 1 immediate action 8 rounds Personal ISM:p.58
[V] TARGET: You; EFFECT: Among the faithful followers of the gods of purity-whether they be the servants of Desna in Nidal, zealous followers of Milani struggling against Cheliax's government, paladins of Iomedae fighting against
the horrors of the Worldwound, or simply those that fight evil the world over-martyr's bargain represents true faith and true sacrifice. You cast this spell as an immediate action when you are subject to a spell or spell-like ability that
deals hit point damage, after attack rolls and saving throws have been rolled but before the damage itself is determined. The damage dealt by the spell and any related effects are then delayed for you [and you only] for a number of
rounds equal to your caster level. At the end of that time [or immediately if martyr's bargain is dispelled], the delayed damage takes effect on you as it would have at the time it was cast, but is maximized as if affected by the Maximize
Spell metamagic feat. Spells and spell-like abilities that were already maximized gain no additional benefit from this spell. Nothing can prevent this delayed damage from affecting you. You can be affected by only one martyr's bargain
spell at a time. If you cast this spell while you are already under the effects of a previous martyr's bargain, the previous spell effect ends and you immediately take the damage it had delayed. [SR:No]
❏❏❏❏❏ Masterwork Transformation Transmutation, VoidElementalSchool 1 hour Instantaneous Touch UM:p.228
[V, S, M] TARGET: One weapon, suit of armor, tool, or skill kit touched; EFFECT: Make a normal item into a masterwork one. [SR:No]
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 9
Warpriest Spells
❏❏❏❏❏ Muffle Sound Illusion (Glamer) 1 round 8 minutes [D] Close (45 ft.) ACG:p.188
[V, S] TARGET: 8 allies; EFFECT: Allies gain a bonus on Stealth checks but risk verbal spell failure. [SR:yes; DC:15, Will negates]
❏❏❏❏❏ Owl's Wisdom Transmutation 1 standard action 8 minutes Touch CR:p.318
[V, S, M/DF] TARGET: Creature touched; EFFECT: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom. [SR:Yes; DC:15, Will negates (harmless)]
❏❏❏❏❏ Path of Glory Conjuration (Healing) 1 standard action 8 rounds Touch [see text] ACG:p.189
[V, S] TARGET: 32 5-ft. squares [see text]; EFFECT: Create an expanding glow that heals allies within it of 1 hp of damage. [SR:no; DC:15, none]
❏❏❏❏❏ Pilfering Hand Evocation [Force] 1 standard action see text Close (45 ft.) UC:p.239
[S] TARGET: one object; EFFECT: You may seize an object or manipulate it from afar. [SR:Yes (object)]
❏❏❏❏❏ Planetarium Illusion (Figment) 1 standard action Concentration + 3 rounds Close (45 ft.) PotS:p.28
[V, S] TARGET: 15-ft.-radius spherical projection of night sky; EFFECT: You project an image of the night sky based on your current location and the local time, allowing you to observe the heavens and all of its celestial bodies and
features even during the daytime, indoors, or underground. Anyone within the planetarium's sphere can see the projection, though outside of the sphere the image becomes grainy and indistinct. [SR:Will disbelief (harmless)]
❏❏❏❏❏ Protection from Chaos (Communal) Abjuration [Lawful] 1 standard action 8 minutes [D] Touch UC:p.240
[V, S, M/DF] TARGET: creatures touched; EFFECT: As protection from chaos, but you may divide the duration among creatures touched. [SR:No; see text; DC:15, Will negates (harmless)]
❏❏❏❏❏ Protection from Evil (Communal) Abjuration [Good] 1 standard action 8 minutes [D] Touch UC:p.240
[V, S, M/DF] TARGET: creatures touched; EFFECT: As protection from evil, but you may divide the duration among creatures touched. [SR:No; see text; DC:15, Will negates (harmless)]
❏❏❏❏❏ Protection From Outsiders Abjuration [see text] 1 standard action 8 minutes [D] touch DHH:p.26
[V, S, DF] TARGET: creature touched; EFFECT: This spell wards a creature from attacks by outsiders with a specific racial subtype, from mental control exerted by creatures of the chosen subtype, and from summoned creatures of that
subtype. Only the subtypes of specific outsider races-angel, azata, demon, oni, psychopomp, protean, and so on-can be chosen as the subtype this spell protects against. Alignment subtypes or other general subtypes [like elemental,
extraplanar, or native] cannot be selected. Outsiders without an outsider racial subtype [like genies, night hags, yeth hounds, or xills] are not affected by this spell. This spell creates a magical barrier around the subject at a distance
of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +4 deflection bonus to AC and a +4 resistance bonus on saves when targeted by creatures of the chosen subtype. Second, the subject
immediately receives another saving throw [if one was allowed to begin with] against any spells or effects that possess or exercise mental control over the target creature. This functions in the same fashion as protection from evil,
but only when the effect stems from outsiders of the chosen subtype, and the target's saving throw is made with a +4 morale bonus [using the same DC as the original effect]. Third, the spell prevents bodily contact by summoned
creatures of the chosen subtype in the same manner as detailed in protection from evil. This spell's descriptor varies depending on the outsider race selected, gaining the alignment descriptors opposite to the alignment of the
outsider race-for example, lawful and good if the race is chaotic and evil, chaotic if the selected race is lawful, or none if the selected race is neutral. [SR:no; see text; DC:15, Will negates (harmless)]
❏❏❏❏❏ Protection From Technology Abjuration 1 standard action 1 minute/level [D] touch TG:p.10
[V, S, M/DF] TARGET: creature touched; EFFECT: This spell wards a creature from attacks by technological objects and creatures of the robot subtype, and protects against mental control from technological sources. It creates a
magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has two major effects. First, the target gains a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. Both of these
bonuses apply against attacks made or effects ca used by technological objects and creatures with the robot subtype. Second, the target immediately receives another savi ng throw [if one was al lowed to begin with] against any
technological effects that exercise mental control over the creature, including the effects of pharmaceuticals such as torpinal. The target gains a +2 morale bonus on this saving throw, using the same DC as the original effect. If the
target succeeds at this save, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to
exercise mental control over her using technological means. [SR:no, see text; DC:15, Will negates (harmless), see text]
❏❏❏❏❏ Protective Penumbra Evocation [Darkness] 1 standard action 80 minutes Touch UM:p.233
[V, S] TARGET: Creature touched; EFFECT: Shadow protects the target from light. [SR:Yes; DC:15, Will negates (harmless)]
❏❏❏❏❏ Recentering Drone Abjuration 1 standard action Concentration Close (45 ft.) COB:p.27
[V,S,DF] TARGET: 4 creatures [no two of which may be more than 30 ft. apart]; EFFECT: A target with the dazzled, fatigued, shaken, or sickened condition ignores the penalties of those conditions for the duration of this spell. A target
with the blinded, exhausted, frightened, or nauseated conditions treats them as dazzled, fatigued, shaken, and sickened, respectively. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Reinforce Armaments (Communal) Transmutation 1 standard action 80 minutes Touch UC:p.241
[V, S, M/DF] TARGET: armor suits or weapons touched; EFFECT: As reinforce armaments, but you may divide the spell's duration among objects touched. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Remove Paralysis Conjuration (Healing) 1 standard action Instantaneous Close (45 ft.) CR:p.332
[V, S] TARGET: Up to four creatures, no two of which can be more than 30 ft. apart; EFFECT: You can free one or more creatures from the effects of temporary paralysis or related magic. [SR:Yes (harmless); DC:15, Will negates
(harmless)]
❏❏❏❏❏ Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 80 minutes Touch CR:p.334
[V, S, DF] TARGET: Creature touched; EFFECT: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. [SR:Yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Restoration (Lesser) Conjuration (Healing) 3 rounds Instantaneous Touch CR:p.334
[V, S] TARGET: Creature touched; EFFECT: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. [SR:Yes
(harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Returning Weapon Conjuration (Teleportation) 1 standard action 8 minutes Close (45 ft.) UC:p.242
[V, S] TARGET: one weapon that can be thrown; EFFECT: Grants a weapon the returning special weapon quality. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Rovagug's Fury Transmutation 1 standard action Instantaneous 30 ft. ISG:p.239
[V, S] TARGET: Cone-shaped burst; EFFECT: You create a minor earthquake that can trip creatures. Attempt a single combat maneuver check and apply the result against the CMD of every creature in the area. If your roll equals
or exceeds a creature's CMD, that creature is knocked prone. This trip attack does not provoke an attack of opportunity [though you do provoke one for casting the spell], nor are you knocked prone if you fail the check by 10 or
more. Unlike with a regular trip attack, you can trip any creature touching the ground, regardless of size. Improved Trip does not affect this spell in any way. Though the earthquake is small and focused on the ground, if the area is
particularly unstable, the spell might cause items to topple, stones to shake loose from the walls or ceiling, and so on at the GM's discretion. [SR:Yes]
❏❏❏❏❏ Secret Speech Divination 1 standard action 80 minutes Touch ISG:p.240
[V, S] TARGET: Creature touched; EFFECT: This spell grants the target the ability to send secret messages embedded within normal speech. This is similar to the secret messages ability of the Bluff skill, but no check is needed; the
speaker's intended recipient always understands the hidden message perfectly, but other listeners cannot perceive the message at all. The target can send only one message at a time, though it can send that message to multiple
listeners. The secret message is considered to be in the same language the target is speaking, and intended recipients hear and understand both the actual speech and the secret message. The target can make itself understood as far
as its voice carries. For example, at a fancy noble's wedding, a jealous former suitor casts this spell on himself before making a speech. Everyone hears his glowing words of praise, but only his allies hear his secret message instructing
them to attack the groom. [SR:No (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Shard of Chaos Evocation [Chaos] 1 standard action Instantaneous [1d6 rounds] Close (45 ft.) UM:p.237
[V, S, DF] TARGET: Dart-shaped projectile of chaotic energy; EFFECT: Harm and possibly slow lawful creatures. [SR:Yes; DC:15, Will partial (see text)]
❏❏❏❏❏ Share Language Divination 1 standard action 24 hours Touch APG:p.243
[V, S, M] TARGET: creature touched; EFFECT: Subject understands chosen language. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Shatter Evocation, EarthSchool [Sonic, MetalSchool]1 standard action Instantaneous Close (45 ft.) CR:p.341
[V, S, M/DF] TARGET: Or Target 5-ft.-radius spread; or one solid object or one crystalline creature; EFFECT: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or
damages a crystalline creature. [SR:Yes; DC:15, Will negates (object); Will negates (object) or Fortitude half; see text]
❏❏❏❏❏ Shield of Fortification Abjuration 1 standard action 8 minutes Touch ACG:p.192
[V, S, DF] TARGET: creature touched; EFFECT: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. [SR:yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Shield Other Abjuration 1 standard action 8 hours [D] Close (45 ft.) CR:p.342
[V, S, F] TARGET: One creature; EFFECT: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Silence Illusion (Glamer) 1 round 8 rounds [D] Long (720 ft.) CR:p.343
[V, S] TARGET: 20-ft.-radius emanation centered on a creature, object, or point in space; EFFECT: Upon the casting of this spell, complete silence prevails in the affected area. [SR:Yes; see text or no (object); DC:15, Will negates; see text
or none (object)]
❏❏❏❏❏ Silent Table Illusion (Glamer) 1 round 8 minutes [D] Close (45 ft.) ACG:p.192
[V] TARGET: 5-ft.-diameter emanation centered on an object or a point in space; EFFECT: Give yourself privacy by muffling sound leaving the area. [SR:no (object); DC:15, none (object)]
❏❏❏❏❏ Snow Shape (Ulfen) Transmutation [water] 1 standard action instantaneous touch HOG:p.28
[V, S, M/DF] TARGET: snow or snow-sculpted object touched, up to 5 cubic ft. + 8 cubic ft./level; EFFECT: In frozen northern lands, where the earth may be hidden beneath heavy drifts of snow, Ulfen druids developed a variation of
stone shape that other spellcasters have since learned. You can form a mass of snow into any shape that suits your purpose, as per the spell stone shape. While it's possible to make crude objects with snow shape, most fine details
aren't possible. However, a successful Craft [weapons] check allows you to create a bladed weapon from the snow. The DC of this check is equal to the DC listed with the Craft [weapons] skill [Core Rulebook 93]. You must be the one
to make the Craft check and must do so at the time of casting this spell. A failed check means that the spell is cast normally but the weapon created is malformed and useless. This spell can only be used to craft weapons and not more
precise tools or elaborate armors. Once you create the item with this spell, it solidifies into super-hard ice, gaining a hardness of 5 and 10 hit points per inch of thickness. This weapon takes double damage from fire. Anyone using
an ice weapon takes a -2 penalty on attacks due to the slippery, unwieldy nature of the weapon, but the weapon deals 1 point of cold damage in addition to its normal damage. A weapon created by this spell lasts for 24 hours before
melting into uselessness. [SR:no; DC:15, none]
❏❏❏❏❏ Sound Burst Evocation [Sonic] 1 standard action Instantaneous Close (45 ft.) CR:p.346
[V, S, F/DF] TARGET: 10-ft.-radius spread; EFFECT: You blast an area with a tremendous cacophony. [SR:Yes; DC:15, Fortitude partial]
❏❏❏❏❏ Spear of Purity Evocation [Good] 1 standard action Instantaneous [1 round] Close (45 ft.) UM:p.240
[V, S, DF] TARGET: Spear-shaped projectile of good energy; EFFECT: Harm and possibly blind evil creatures. [SR:Yes; DC:15, Will partial (see text)]
❏❏❏❏❏ Spell Gauge Divination [Mind-Affecting] 1 standard action Instantaneous Close (45 ft.) FOB:p.28
[V, S, F] TARGET: One creature; EFFECT: You immediately know a selection of the spells the target creature has prepared or knows. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Spiritual Weapon Evocation [Force] 1 standard action 8 rounds [D] Medium (180 ft.) CR:p.348
[V, S, DF] TARGET: Magic weapon of force; EFFECT: A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8+2 force damage per hit. [SR:Yes]
❏❏❏❏❏ Stalwart Resolve Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 rounds Touch PFSFG:p.58
[V, S, DF] TARGET: Creature touched; EFFECT: Ignore the effects of ability damage and penalties to one score. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Status Divination 1 standard action 8 hours Touch CR:p.349
[V, S] TARGET: 2 living creatures; EFFECT: When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. [SR:Yes (harmless); DC:15, Will negates
(harmless)]
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 10
Warpriest Spells
❏❏❏❏❏ Summon Monster II Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool (Summoning)
1 round 8 rounds [D] Close (45 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. [SR:No]
❏❏❏❏❏ Suppress Charms and Compulsions Abjuration 1 standard action 10 minutes; see text Close (45 ft.) ASoL:p.27
[V, S] TARGET: 3 creatures, no two of which can be more than 30 ft. apart; EFFECT: Targets gain a +4 morale bonus against charm and compulsion effects. [SR:Yes (harmless); DC:15, Will negates (harmeless)]
❏❏❏❏❏ Surmount Affliction Abjuration 1 standard action 8 rounds Personal UM:p.241
[V, S] TARGET: You; EFFECT: Temporarily suppress one condition.
❏❏❏❏❏ Touch of Mercy Enchantment (Compulsion) [Good, Mind-Affecting]
1 standard action 8 rounds [D] Touch COP:p.29
[V, S, DF] TARGET: One Creature; EFFECT: The target creature deals only nonlethal damage with all of its weapon attacks. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal
and remains lethal damage. The weapon retains all of its other normal properties. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Track Ship Divination (Scrying) [Travel] 1 standard action 8 hours See text POTIS:p.29
[V, S, F] TARGET: Magical icon; EFFECT: [SR:Yes (object); DC:15, Will negates (object)]
❏❏❏❏❏ Trail of the Rose Illusion (Phantasm) 1 standard action 8 hours [D] Touch FOP:p.29
[V, S] TARGET: 1 rose touched; EFFECT: Creates an illusory trail that can only be followed by your allies. [SR:No]
❏❏❏❏❏ Transmute Wine to Blood Transmutation 1 standard action Instantaneous Touch BOTN:p.30
[V,S,M] TARGET: Bottle of wine worth at least 10 gp; EFFECT: You transform one bottle of fine wine into 1 pint of animal blood, sufficient for a creature with the blood drain ability to feed upon as if it came from a Medium animal with 1
Hit Die. [SR:Yes (object); DC:15, Fortitude negates (object)]
❏❏❏❏❏ Undetectable Alignment Abjuration 1 standard action 24 hours Close (45 ft.) CR:p.363
[V, S] TARGET: One creature or object; EFFECT: An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. [SR:Yes (object); DC:15, Will negates (object)]
❏❏❏❏❏ Unliving Rage Necromancy 1 standard action concentration + 8 rounds [D] Medium (180 ft.) ACG:p.198
[V, S] TARGET: 2 willing undead creatures, no two of which can be more than 30 ft. apart; EFFECT: As rage, except affecting only undead. [SR:yes; DC:15, none]
❏❏❏❏❏ Vexing Miscalculation Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 minutes or until discharged Close (45 ft.) ISG:p.245
[V, S] TARGET: One creature; EFFECT: You frustrate an opponent with ill fortune that leads even its most accurate attacks astray. The target is unable to score critical threats for the duration of this spell, even if the result of its
roll would normally be a critical threat. If the creature rolls a natural 20, the attack still hits regardless of its opponent's AC, but the hit is not eligible for a critical confirmation roll. Once a critical threat has been foiled by vexing
miscalculation, the spell is discharged. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Water Walk (Communal) Transmutation [Water] 1 standard action 80 minutes [D] Touch UC:p.249
[V, S, DF] TARGET: creatures touched; EFFECT: As water walk, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Weapon of Awe Transmutation [Emotion] 1 standard action 8 minutes Touch APG:p.256
[V, S, DF] TARGET: weapon touched; EFFECT: Weapon gets +2 on damage rolls. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Web Shelter Conjuration (Creation) 1 minute 8 hours [D] Close (45 ft.) UM:p.249
[V, S, DF] TARGET: 5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere; EFFECT: Create a comfortable shelter made of webbing. [SR:No]
❏❏❏❏❏ Zone of Truth Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 minutes Close (45 ft.) CR:p.371
[V, S, DF] TARGET: 20-ft.-radius emanation; EFFECT: Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies. [SR:Yes; DC:15, Will negates]

LEVEL 3 / Per Day:3 / Caster Level:8


Name School Time Duration Range Source
❏❏❏❏❏ Accept Affliction Conjuration (Healing) [Good] 1 standard action Instantaneous Touch COP:p.28
[V, S, M/DF] TARGET: Creature touched; EFFECT: The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself. This spell can also transfer the blinded, deafened, fatigued,
nauseated, shaken, and sickened conditions. All aspects of the transferred afflictions [save DCs, remaining duration, removal conditions, and so on] remain the same, but affect the caster instead of the original target. After
transferring the affliction or condition, the caster is free to cure it in any way he can. [SR:Yes (harmless); DC:16, Fortitude negates (harmless)]
❏❏❏❏❏ Align Weapon (Communal) Transmutation [See Text] 1 standard action 8 minutes Touch ACG:p.173
[V, S, DF] TARGET: weapons or projectiles touched; EFFECT: As align weapon, but you can divide the duration among weapons touched. [SR:yes (harmless, object); DC:16, Will negates (harmless, object)]
❏❏❏❏❏ Archon's Aura Evocation [Good, Lawful] 1 standard action 8 minutes 20 ft. UM:p.206
[V, S] TARGET: 20-ft. radius centered on you; EFFECT: Aura penalizes enemy attacks and AC. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Aura of Inviolate Ownership Abjuration 1 standard action 8 rounds Close (45 ft.) MTT:p.30
[V,S,DF] TARGET: 4 creatures [no two of which may be more than 30 ft. apart]; EFFECT: This spell wards the attended items of all creatures it targets, enhancing each creature's grip and protecting items from loss or theft. The DC
of Sleight of Hand checks to remove items warded by the spell is increased by 20, and affected creatures gain a +20 bonus to their CMDs against disarm and steal combat maneuvers. [SR:Yes (harmless); DC:16, Fortitude negates
(harmless)]
❏❏❏❏❏ Aura Sight Divination 1 standard action 8 minutes [D] Personal ACG:p.174
[V, S] TARGET: you; EFFECT: Alignment auras become visible to you.
❏❏❏❏❏ Badger's Ferocity Transmutation 1 standard action Concentration Close (45 ft.) UM:p.207
[V, S] TARGET: 2 weapons; EFFECT: Weapons are keen while you concentrate. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Beacon of Luck Divination 1 standard action 8 minutes [D] Personal; see text ISG:p.229
[V, S, M/DF] TARGET: You; EFFECT: You send out a burst of luck with a 30-foot radius centered around you. While the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws. As an immediate action before a saving
throw is made, allies within the area can choose to benefit from this luck, rolling twice for a saving throw and taking the better result. Once a creature benefits from the beacon of luck in this way, it cannot gain the benefit of this spell
for 24 hours.
❏❏❏❏❏ Bestow Curse Necromancy [Curse] 1 standard action Permanent Touch CR:p.247
[V, S] TARGET: Creature touched; EFFECT: You place a curse on the subject. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Blessing of the Mole Transmutation 1 round 8 minutes Close (45 ft.) UM:p.208
[V, S] TARGET: 8 creatures; EFFECT: 8 allies gain darkvision and a +2 Stealth bonus. [SR:Yes (harmless)]
❏❏❏❏❏ Blindness/Deafness Necromancy [Curse] 1 standard action Permanent [D] Medium (180 ft.) CR:p.250
[V] TARGET: One living creature; EFFECT: You call upon the powers of unlife to render the subject blinded or deafened, as you choose. [SR:Yes; DC:16, Fortitude negates]
❏❏❏❏❏ Blood Biography Divination 1 minute Instantaneous Touch APG:p.206
[V, S, M/DF] TARGET: one creature's blood or one bloodstain; EFFECT: Learn about a creature with its blood. [SR:No; DC:16, Will negates (see text)]
❏❏❏❏❏ Blood Rage Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 rounds Close (45 ft.) OOG:p.28
[V, S, M] TARGET: 4 willing living creatures, no two of which may be more than 30 ft. apart; EFFECT: The targets of this spell become angrier as they fight, the pain of their wounds fueling their strength. An affected creature gains a
cumulative +2 morale bonus to Strength and a cumulative -1 penalty to AC for every 5 points of damage it takes [maximum +10 Strength, -5 AC] for the duration of the spell. These bonuses last until the spell expires or the target falls
unconscious. [SR:Yes; DC:16, Will negates (harmless)]
❏❏❏❏❏ Blot Transmutation 1 standard action 24 hours Close (45 ft.) GOOG:p.28
[V, S, M] TARGET: 10 ft.-radius burst; EFFECT: [SR:Yes (object); DC:16, Will negates (object)]
❏❏❏❏❏ Chain of Perdition Evocation [Force] 1 standard action 8 rounds [D] Close (45 ft.) UC:p.225
[V, S, M/DF] TARGET: 10-ft. chain; EFFECT: Creates a floating chain of force. [SR:Yes]
❏❏❏❏❏ Channel the Gift Evocation 1 standard action 1 round or see text Touch ISG:p.230
[V, S, DF] TARGET: Ally spellcaster touched; EFFECT: You channel your magical power to fuel the target's spellcasting. The next spell the target casts of 3rd level or lower does not expend a spell slot; in effect, you are using your spell
slot to power the target's spell. The target must start casting this spell before your next turn, and the spell cannot have a casting time longer than 1 full round. Your alignment, prohibited wizard school, and other restrictions on your
own spellcasting do not affect the target, nor do you suffer any backlash from the target's choice of spell. If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd level or lower without expending
its spell slot on your next turn [this aspect of the spell has no effect if you are a spontaneous caster]. The spell that's cast after channel the gift cannot have a casting time longer than 1 full round. [SR:Yes (harmless) or no; DC:16, Will
negates (harmless) or none]
❏❏❏❏❏ Channel Vigor Transmutation 1 standard action 8 rounds Personal ISG:p.231
[V, S] TARGET: You; EFFECT: You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following
portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time. Limbs: You gain the benefits of a haste spell. Mind: You gain
a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on
Fortitude saving throws and concentration checks.
❏❏❏❏❏ Continual Flame Evocation, VoidElementalSchool [Light] 1 standard action Permanent Touch CR:p.260
[V, S, M] TARGET: Object touched; EFFECT: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. [SR:No]
❏❏❏❏❏ Create Food and Water Conjuration (Creation) 10 minutes 24 hours; see text Close (45 ft.) CR:p.261
[V, S] TARGET: Food and water to sustain 24 humans or 8 horses for 24 hours; EFFECT: The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland. [SR:No]
❏❏❏❏❏ Cure Serious Wounds Conjuration (Healing) 1 standard action Instantaneous Close (45 ft.) CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 3d8+8 points of damage. [SR:Yes (harmless) or yes; see text; DC:16, Will half (harmless) or Will half; see
text]
❏❏❏❏❏ Daybreak Arrow Evocation [light] 1 standard action 80 minutes Touch UC:p.226
[V, S] TARGET: up to 50 pieces of ammunition, all of which must be together at the time of casting; EFFECT: Targeted ammunition exudes radiant energy. [SR:Yes (harmless, object); DC:16, Fortitude negates (harmless, object)]
❏❏❏❏❏ Daylight Evocation [Light] 1 standard action 80 minutes [D] Touch CR:p.264
[V, S] TARGET: Object touched; EFFECT: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. [SR:No]
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 11
Warpriest Spells
❏❏❏❏❏ Deadly Juggernaut Necromancy [Death] 1 standard action 8 minutes Personal UC:p.226
[V, S] TARGET: You; EFFECT: Your might increases with every kill you make.
❏❏❏❏❏ Deeper Darkness Evocation [Darkness] 1 standard action 8 minutes [D] Touch CR:p.265
[V, M/DF] TARGET: Object touched; EFFECT: This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. [SR:No]
❏❏❏❏❏ Delay Poison (Communal) Conjuration (Healing) 1 standard action 8 hours Touch UC:p.227
[V, S, DF] TARGET: creatures touched; EFFECT: As delay poison, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:16, Fortitude negates (harmless)]
❏❏❏❏❏ Discharge Abjuration 1 standard action instantaneous medium (180 ft.) TG:p.9
[V, S] TARGET: one creature or technological object; EFFECT: Discharge dissipates the charges from one technical object, temporarily depowers one electrically powered technological object that does not use charges, or severely
hinders a creature with the robot subtype. If the spell targets an object with charges, the object loses all of its remaining charges. If the object is powered by electrica l means other than charges, its functions a resuppressed for 1d4
rounds. If the spell targets a creature not of the robot subtype, it affects a random charged or electrica lly powered item in that creature's possession. If the target is a robot, the robot is staggered and cannot use any energy-based
attacks for 1d4 rounds. A robot that's affected by this spell receives a new saving throw at the end of each round to shrug off the effect. [SR:no; DC:16, Fortitude negates]
❏❏❏❏❏ Discovery Torch Evocation [Light] 1 round 80 minutes Touch UC:p.228
[V, S] TARGET: object touched; EFFECT: Touched object emanates bright light, granting Perception and Sense Motive bonuses. [SR:No]
❏❏❏❏❏ Dispel Magic Abjuration, VoidElementalSchool 1 standard action Instantaneous Medium (180 ft.) CR:p.272
[V, S] TARGET: One spellcaster, creature, or object; EFFECT: You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter
another spellcaster's spell. [SR:No]
❏❏❏❏❏ Elemental Speech Divination, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action [Air,8Earth, Fire, Water]
minutes Personal APG:p.218
[V, S, M] TARGET: You; EFFECT: Enables you to speak to elementals and some creatures.
❏❏❏❏❏ Enter Image Transmutation 1 standard action concentration 400 ft. APG:p.219
[V, S, M/DF] TARGET: transfer consciousness to any object bearing your likeness; EFFECT: Transfers your consciousness to an object bearing your likeness. [SR:No]
❏❏❏❏❏ False Alibi Enchantment (Compulsion) [Mind-Affecting] 1 round Permanent; see text Close (45 ft.) ISG:p.234
[V, S, M] TARGET: One living creature; EFFECT: This spell functions similarly to modify memory, except you can modify the target's memory only in a specific way. In response to a triggering condition you determine, up to the last 5
minutes of the target's memory are eliminated and replaced with a memory of your choosing [or no memory at all]. For example, you could cast this on an assassin, set it to trigger when he completes his kill, and replace his memory
of the murder with the memory of him discovering the body and picking up the murder weapon. You can cast this spell multiple times on the same target, even with the same trigger, affecting different memories. A single casting of
false alibi affects a creature only until the specified condition has been triggered; once a condition has been triggered and the target's memory altered, that condition no longer triggers this spell unless the victim is subject to another
casting of false alibi that specifies the same trigger. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Fractions of Heal and Harm Transmutation 1 swift action Instantaneous Personal ISG:p.234
[V, S] TARGET: You; EFFECT: This spell channels a portion of the next spell you cast into magic that heals you. The next instantaneous area damage spell of 3rd level or lower that you cast deals only 75% of its damage, but heals you
of a number of hit points equal to the remaining 250 of the spell's damage. For example, if you cast this spell and followed it with a fireball that would normally deal 40 hit points of damage, the fireball instead deals 30 hit points of
damage and heals you of 10 hit points of damage. The spell affected by this spell must be cast before the end of your next turn. This spell has no effect on spells that do not deal damage or spells higher than 3rd level. This healing is
treated as if you had been affected by a cure or inflict spell [whichever would heal you], and is treated as the same spell level as the area-affecting spell for the purpose of effects that relate to the spell level of cure or inflict spells.
❏❏❏❏❏ Glyph of Warding Abjuration 10 minutes Permanent until discharged [D] Touch CR:p.290
[V, S, M] TARGET: Object touched or up to 40 sq. ft.; EFFECT: This powerful inscription harms those who enter, pass, or open the warded area or object. [SR:No (object) and yes; see text; DC:16, See text]
❏❏❏❏❏ Guiding Star Divination 1 minute 8 days [D] Personal APG:p.226
[V, S, M] TARGET: You; EFFECT: Know approximate distance from where you cast this spell.
❏❏❏❏❏ Helping Hand Evocation 1 standard action 8 hours 5 miles CR:p.295
[V, S, DF] TARGET: Ghostly hand; EFFECT: You create the ghostly image of a hand, which you can send to find a creature within 5 miles. [SR:No]
❏❏❏❏❏ Hydrophobia Necromancy [Emotion,Fear,Mind-Affecting]1 standard action 8 rounds Close (45 ft.) MM:p.8
[V,S] TARGET: One living creature; EFFECT: Targets in the area must succeed at a Will save or become deathly afraid of drowning. If the target is swimming or submerged in water, it must attempt to escape from the water. As long as
an affected target remains in water, it takes 1d6 points of nonlethal damage each round. Even out of water, targets cannot imbibe potions or willingly interact with any fluids for the duration of this spell. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Inflict Serious Wounds Necromancy 1 standard action Instantaneous Touch CR:p.301
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a creature, you channel negative energy that deals 3d8+8 points of damage. [SR:Yes; DC:16, Will half]
❏❏❏❏❏ Invisibility Purge Evocation 1 standard action 8 minutes [D] Personal CR:p.302
[V, S] TARGET: You; EFFECT: You surround yourself with a sphere of power with a radius of 40 feet that negates all forms of invisibility.
❏❏❏❏❏ Irradiate Conjuration (creation) 1 standard action instantaneous medium (180 ft.) TG:p.9
[V, S] TARGET: special [see below]; EFFECT: The spell's area of effect floods with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a
10-foot-radius spread that expands normally per the rules for radiation areas of effect [see page 55]. Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The save to resist the
radiation effects is set by the spell, not the sta ndard save DC for radiation. [SR:no; DC:16, Fortitude partial (see below)]
❏❏❏❏❏ Light of Iomedae Conjuration [Good, Light] 1 minute 8 minutes Medium (180 ft.) ISM:p.58
[V, S, DF] TARGET: All undead in a 10-foot-radius spread; EFFECT: With this spell, you create shafts of blue light that illuminate all undead creatures in the area. Affected undead take a -20 penalty on all Stealth checks. Invisible undead
are not made visible by this effect, but the light does make it easy to pinpoint the exact squares in which such undead are located [they still retain the 50% miss chance granted by invisibility]. The light of Iomedae increases light levels
by one step in a 5-foot radius around an affected undead creature. Once an undead is affected, it remains illuminated as long as remains within the spell's range, even if it leaves the spell's original radius, until the spell's duration
ends. Affected undead must also make a Will save when they are first illuminated by the light of Iomedae. Those who fail this save lose all benefits of channel resistance and take a -2 penalty on all saving throws made against positive
energy effects. [SR:Yes; DC:16, Will partial]
❏❏❏❏❏ Locate Object Divination 1 standard action 8 minutes Long (720 ft.) CR:p.305
[V, S, F/DF] TARGET: Circle, centered on you, with a radius of 720 ft.; EFFECT: You sense the direction of a well-known or clearly visualized object. [SR:No]
❏❏❏❏❏ Lover's Vengeance Enchantment (Compulsion) [Mind-Affecting] 1 minute Up to 8 days [D] or until fulfilled Touch ISWG:p.296
[V, M] TARGET: Creature touched; EFFECT: Inspire self or recent lover to vengeful rage against enemy who has wronged you. When in combat with that enemy, gain benefit of rage spell against them for 8 rounds [double if enemy is
an ex-lover]. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Magic Circle against Chaos Abjuration [Lawful] 1 standard action 80 minutes Touch CR:p.308
[V, S, M/DF] TARGET: 10-ft.-radius emanation from touched creature; EFFECT: All creatures within the area gain the effects of a protection from chaos spell, and chaotic summoned creatures cannot enter the area either. [SR:No; see
text; DC:16, Will negates (harmless)]
❏❏❏❏❏ Magic Circle against Evil Abjuration [Good] 1 standard action 80 minutes Touch CR:p.308
[V, S, M/DF] TARGET: 10-ft.-radius emanation from touched creature; EFFECT: All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. [SR:No; see text;
DC:16, Will negates (harmless)]
❏❏❏❏❏ Magic Vestment Transmutation 1 standard action 8 hours Touch CR:p.310
[V, S, DF] TARGET: Armor or shield touched; EFFECT: You imbue a suit of armor or a shield with an enhancement bonus of +2. [SR:Yes (harmless, object); DC:16, Will negates (harmless, object)]
❏❏❏❏❏ Mantle of Calm Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 8 rounds [D] Personal ACG:p.186
[V, S, DF] TARGET: you; EFFECT: Neutralize the rage effects of those who have attacked you. [SR:no and yes (see text); DC:16, none and Will negates (see text)]
❏❏❏❏❏ Mark of Obvious Ethics Divination [Curse] 1 standard action 8 days Touch ACG:p.187
[V, S] TARGET: creature touched; EFFECT: Other creatures can determine the target's alignment. [SR:yes; DC:16, Will negates]
❏❏❏❏❏ Meld into Stone Transmutation [Earth] 1 standard action 80 minutes Personal CR:p.312
[V, S, DF] TARGET: You; EFFECT: Meld into stone enables you to meld your body and possessions into a single block of stone.
❏❏❏❏❏ Monstrous Extremities Transmutation (Polymorph) 1 minute 8 hours Touch FOC:p.28
[V, S] TARGET: Creature touched; EFFECT: Change one of the extremities of target into a tentacle, a hoof, or a wing. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Nap Stack Necromancy 1 minute 8 hours 30 ft. APG:p.233
[V, S, M] TARGET: 30-ft.-radius emanation; EFFECT: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Obscure Object Abjuration 1 standard action 8 hours [D] Touch CR:p.317
[V, S, M/DF] TARGET: One object touched of up to 800 lbs.; EFFECT: This spell hides an object from location by divination [scrying] effects, such as the scrying spell or a crystal ball. [SR:Yes (object); DC:16, Will negates (object)]
❏❏❏❏❏ Prayer Enchantment (Compulsion) [Mind-Affecting] 1 standard action 8 rounds 40 ft. CR:p.324
[V, S, DF] TARGET: All allies and foes within a 40-ft.-radius burst centered on you; EFFECT: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. [SR:Yes]
❏❏❏❏❏ Protection from Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 80 minutes or until discharged Touch CR:p.327
[V, S, DF] TARGET: Creature touched; EFFECT: Protection from energy grants temporary immunity to the type of energy you specify when you cast it. [SR:Yes (harmless); DC:16, Fortitude negates (harmless)]
❏❏❏❏❏ Recharge Evocation 1 round instantaneous touch TG:p.11
[V, S, M] TARGET: object touched; EFFECT: You restore up to 1 charge per level to a battery or half that number of charges to a technological item capable of being charged by a battery. If you recharge a battery, there is a 200/o
chance that the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 points of electricity damage for each excess charge. This spell
provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum all owed to red uce the risk; you m ust declare how many charges you are restoring before casting
this spell. [SR:yes (object); DC:16, Fortitude negates (object)]
❏❏❏❏❏ Remove Blindness/Deafness Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.332
[V, S] TARGET: Creature touched; EFFECT: Remove blindness/deafness cures blindness or deafness. [SR:Yes (harmless); DC:16, Fortitude negates (harmless)]
❏❏❏❏❏ Remove Curse Abjuration 1 standard action Instantaneous Touch CR:p.332
[V, S] TARGET: Creature or object touched; EFFECT: Remove curse can remove all curses on an object or a creature. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Remove Disease Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.332
[V, S] TARGET: Creature touched; EFFECT: Remove disease can cure all diseases from which the subject is suffering. [SR:Yes (harmless); DC:16, Fortitude negates (harmless)]
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 12
Warpriest Spells
❏❏❏❏❏ Resist Energy (Communal) Abjuration 1 standard action 80 minutes Touch UC:p.242
[V, S, DF] TARGET: creatures touched; EFFECT: As resist energy, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:16, Fortitude negates (harmless)]
❏❏❏❏❏ Returning Weapon (Communal) Conjuration (Teleportation) 1 standard action 8 minutes Close (45 ft.) UC:p.243
[V, S] TARGET: weapons that can be thrown; EFFECT: As returning weapon, but you may divide the duration among weapons touched. [SR:Yes (harmless, object); DC:16, Will negates (harmless, object)]
❏❏❏❏❏ Revelation Divination 1 round 8 rounds; see text Personal SOS:p.17
[V, S] TARGET: You; EFFECT: You gain a brief understanding of the workings of a single puzzle, device, or trap, gaining an insight bonus equal to your caster level 10 on checks to disable, manipulate or solve the object in question. Your
insight is ineffable; you are unable to communicate your understanding to others. At the GM's option, this spell may instead give you a clue or other piece of useful information. In this case you may communicate the clue to others
and retain knowledge of it after the spell's duration has expired.
❏❏❏❏❏ Sacred Bond Conjuration (Healing) 1 round 80 minutes [D] Touch; see text APG:p.240
[V, S, F] TARGET: creature touched; EFFECT: Cast touch healing spells from a distance. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Sadomasochism Necromancy [Pain] 1 standard action 8 minutes [D] Personal ISG:p.239
[V, S] TARGET: You; EFFECT: While subject to this spell, any time you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become
demoralized [Core Rulebook 99] for 1 round. Each time you deal damage to a creature demoralized by this spell, you roll damage twice and take the higher result. [SR:Yes; DC:16, Will negates; see text]
❏❏❏❏❏ Sands of Time Necromancy 1 standard action 80 minutes or instantaneous [See text] Touch UM:p.236
[V, S] TARGET: Touched creature or object; EFFECT: Target temporarily ages. [SR:Yes]
❏❏❏❏❏ Sand Whirlwind Conjuration (Creation) 1 standard action 1 round/level medium (180 ft.) TEOG:p.25
[V, S, M] TARGET: one creature; EFFECT: A whirling cloud of sand strikes the target, blinding it and hampering its ability to speak. To speak while affected by the spell, the target must make a Concentration check [DC equal to the DC
of this spell]. If the target tries to cast a spell, the Concentration DC increases by the level of the spell being cast. A successful Will save negates the blindness but not the speechhampering effect. [SR:no; DC:16, Will negates (blinding
only)]
❏❏❏❏❏ Searing Light Evocation 1 standard action Instantaneous Medium (180 ft.) CR:p.338
[V, S] TARGET: Ray; EFFECT: Focusing divine power like a ray of the sun, you project a blast of light from your open palm dealing 4d8 points of damage. [SR:Yes]
❏❏❏❏❏ Share Language (Communal) Divination 1 standard action 24 hours Touch UC:p.243
[V, S, M] TARGET: creatures touched; EFFECT: As share language, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Sharesister Necromancy 1 standard action 8 minutes Touch PFSFG:p.58
[V, S, M] TARGET: You and one creature of your gender; EFFECT: Take a negative level to grant another creature of the same gender a bonus on their casting ability. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Silverlight Evocation [Light] 1 standard action 8 minutes Touch GTTRK:p.25
[V, S, M] TARGET: Object touched; EFFECT: Object sheds bright silvery light harmful to creatures susceptible to alchemical silver [SR:No; DC:16, Fortitude partial]
❏❏❏❏❏ Skeleton Crew Necromancy 1 standard action 8 days Touch POTIS:p.29
[V, S, M] TARGET: One or more humanoid corpses touched; EFFECT: [SR:No]
❏❏❏❏❏ Sky Swim Transmutation [Air] 1 standard action 8 minutes Touch FOB:p.28
[V, S, DF] TARGET: Creature touched [Large or smaller]; EFFECT: Grants the target the ability to swim through the air. [SR:Yes (harmless)]
❏❏❏❏❏ Speak with Dead Necromancy [Language-Dependent] 10 minutes 8 minutes 10 ft. CR:p.346
[V, S, DF] TARGET: One dead creature; EFFECT: You grant the semblance of life to a corpse, allowing it to answer questions. [SR:No; DC:16, Will negates; see text]
❏❏❏❏❏ Steal Years Transmutation 1 standard action 24 hours Touch BOTN:p.30
[V,S,M] TARGET: Creature touched; EFFECT: You temporarily drain youth and vitality from the target and channel it into yourself. If the target fails its Fortitude save, it physically ages 5d4 years, and you decrease your age by the same
number of years. If this changes the age category of you or the target, only adjust physical ability scores. When the spell ends, the sudden weight of aging makes you fatigued for 1d4 hours. [SR:Yes; DC:16, Fortitude negates]
❏❏❏❏❏ Stone Shape Transmutation, EarthSchool [Earth] 1 standard action Instantaneous Touch CR:p.349
[V, S, M/DF] TARGET: Stone or stone object touched, up to 18 cu. ft.; EFFECT: You can form an existing piece of stone into any shape that suits your purpose. [SR:No]
❏❏❏❏❏ Stunning Barrier (Greater) Abjuration 1 standard action 8 rounds or until discharged Personal ACG:p.195
[V, S] TARGET: you; EFFECT: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. [SR:no and yes (see text); DC:16, none and Will negates (see text)]
❏❏❏❏❏ Summon Ancestral Guardian Conjuration (Summoning) 1 standard action 8 minutes [D] Medium (180 ft.) DOG:p.24
[V, S, F/DF] TARGET: Two summoned ancestor spirits; EFFECT: You call the spirits of two ancestors to manifest in the mortal world and attack your enemies. [SR:No]
❏❏❏❏❏ Summon Monster III Conjuration (Summoning) 1 round 8 rounds [D] Close (45 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1
creatures of the same kind from the 1st-level list. [SR:No]
❏❏❏❏❏ Summon Totem Creature (Shoanti) Conjuration (summoning) 10 minutes 1 hour [D] close (45 ft.) HOG:p.28
[V, S, M/DF] TARGET: one summoned creature; EFFECT: The Shoanti revere more than the deities of distant planes, but also the animals and natural forces of the rugged lands they call home. Shoanti spellcasters have learned ways
to call upon the might of their quahs' totem creatures in times of need. A character must have been raised by the Shoanti and be considered part of a quah to be able to cast this spell. Characters with access to this spell can only
summon creatures revered by the quah they are a part of, as noted on the following lists. Except as noted above, this spell functions as summon nature's ally III. Lyrune-Quah [Moon Clan]: air elemental [small], 1d3 bats, wolf, 1d3
owls. Shadde-Quah [Axe Clan]: 1d3 eagles, earth elemental [small], water elemental [small]. Shriikirri-Quah [Hawk Clan]: air elemental [small], 1d3+1 hawks [familiars], horse. Shundar-Quah [Spire Clan]: air elemental [small], earth
elemental [small], 1d3 eagles. Sklar-Quah [Sun Clan]: 1d3 fire beetles, fire elemental [small], horse. Skoan-Quah [Skull Clan]: 1d3+1 eagles [vultures], 1d3 fire beetles, 1d3 giant centipedes. Tamiir-Quah [Wind Clan]: air elemental
[small], 1d3 eagles, earth elemental [small]. [SR:no; DC:16, none]
❏❏❏❏❏ Symbol of Healing Conjuration (Healing) 10 minutes See text 0 ft.; see text UM:p.241
[V, S, M] TARGET: One symbol; EFFECT: Triggered rune heals living creatures. [SR:Yes (harmless); DC:16, Will half (harmless)]
❏❏❏❏❏ Water Breathing Transmutation, WaterSchool 1 standard action 16 hours; see text Touch CR:p.368
[V, S, M/DF] TARGET: Living creatures touched; EFFECT: The transmuted creatures can breathe water freely. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Waters of Lamashtu Conjuration (Creation) 1 standard action Instantaneous Close (45 ft.) ISWG:p.297
[V, S, M] TARGET: Up to 4 drafts of the waters of Lamashtu; EFFECT: Generate one dose of apparent clear, pure water that is foul secretion that functions as unholy water. In addition, affected creatures are sickened for 1d4 rounds and
[on failed save] take 1d6 Intelligence and 1d6 Dexterity damage. [SR:No; DC:16, Fortitude partial]
❏❏❏❏❏ Water Walk Transmutation [Water] 1 standard action 80 minutes [D] Touch CR:p.368
[V, S, DF] TARGET: 8 touched creatures; EFFECT: The transmuted creatures can tread on any liquid as if it were firm ground. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Wind Wall Evocation, AirSchool [Air, WoodSchool] 1 standard action 8 rounds Medium (180 ft.) CR:p.370
[V, S, M/DF] TARGET: Wall up to 80 ft. long and 40 ft. high [S]; EFFECT: An invisible vertical curtain of wind appears. [SR:Yes; DC:16, None; see text]
❏❏❏❏❏ Wrathful Mantle Evocation [Force, Light] 1 standard action 8 minutes Touch or 5 ft.; see text APG:p.257
[V, S, DF] TARGET: creature touched or all creatures within 5 ft.; see text; EFFECT: Subject shines and gets 2 on all saves. [SR:Yes (harmless); DC:16, Will negates (harmless)]
* =Domain/Speciality Spell

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 13
Baredd- Follower of Gabriel
Dwarf
RACE
86
AGE
Masculino
GENDER
Darkvision (60 ft.)
VISION
Lawful Good
ALIGNMENT
Derecha
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Irrisen
REGION
Iomedae
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Baredd PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: C.L.C. Created using PCGen v6.07.08 on 28/08/2018 at 07:09:27 PM Page 14

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