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Cendir BMM Erastil None Chaotic Neutral

Character Name Player Name Deity Region Alignment


Arcanist (Occultist) 13 Samsaran / Humanoid Medium / 5 ft. 0' 0" / 0 lbs. Low-Light Vision
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
13 (12) 315000 / 445000 173 Femenino 15
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP SPEED
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION
SCORE MOD SCORE MOD SCORE MOD

STR 6 -2 6 -2 HP 43 Walk 40 ft.


hit points
Strength

DEX 10 +0 10 +0 AC 16 : 16 : 13 = 10 + 3 + 0 + 0 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC
TOTAL FLAT TOUCH ARMOR TION
BONUS BONUS
CON 8 -1 8 -1
Constitution INITIATIVE +0 =
+0 +
+0 0 +0 0
modifier
INT 21 +5 23 +6 TOTAL DEX
MODIFIER
MISC
MODIFIER
MISS
CHANCE
Arcane
Spell
ARMOR
CHECK
SPELL
RESIST
ACID
RESIST
COLD
RESIST
ELECT.
RESIST
FIRE
RESIST
Intelligence
Failure PENALTY
WIS 16 +3 16 +3 Encumbrance Light TOTAL SKILLPOINTS: 91
SKILLS MAX RANKS: 13/13
Wisdom
KEY ABILITY SKILL ABILITY RANKS MISC
SKILL NAME
CHA 16 +3 18 +4 ✓
MODIFIER

=
MODIFIER

+
MODIFIER

Charisma Acrobatics DEX 2 0 2


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
✓ Acrobatics (Jump) DEX 11 = 0 + 11
SAVE
✓ Appraise = + +
FORTITUDE +8 =
+4 +
-1 +
+5 +
+0 +
+0 + INT 23 6 9 8
(constitution) ✓ Bluff CHA 7 = 4 + 1 + 2
REFLEX +9 =
+4 +
+0 +
+5 +
+0 +
+0 + ✓ Climb STR 0 = -2 + 2
(dexterity)
Craft (Alchemy) INT 12 = 6 + 1 + 5
WILL +16 = +8 +
+3 +
+5 +
+0 +
+0 +
Craft (Armor) INT 12 = 6 + 1 + 5
(wisdom)
Craft (Blacksmithing) INT 12 = 6 + 1 + 5
Craft (Books) INT 12 = 6 + 1 + 5
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Craft (Calligraphy) INT 16 = 6 + 5 + 5
MELEE +4/-1 = +6/+1 + -2 + +0 + +0 + 0 +
Craft (Jewelry) = + +
attack bonus INT 12 6 1 5
Craft (Leather) INT 12 = 6 + 1 + 5
RANGED +6/+1 = +6/+1 + +0 + +0 + +0 + 0 +
= + +
attack bonus Craft (Tattoos) INT 12 6 1 5
= +
CMB +4/-1 = +6/+1 + -2 + +0 + + + ✓ Craft (Untrained) INT 8 6 2
attack bonus
Craft (Weapons) INT 12 = 6 + 1 + 5
BULL
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
✓ Diplomacy CHA 11 = 4 + 1 + 6
CMB +4/-1 +4/-1 +4/-1 +4/-1 +4 +4 ✓ Disguise CHA 6 = 4 + 2
CMD 17 17 17 17 17 17 ✓ Escape Artist DEX 2 = 0 + 2
✓ Fly DEX 7 = 0 + 2 + 5
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
Handle Animal CHA 7 = 4 + 1 + 2
(nonlethal only) +4/-1 1d3-2 20/x2 5 ft. = +
✓ Heal WIS 5 3 2
*: weapon is equipped ✓ Intimidate CHA 6 = 4 + 2
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. Knowledge (Arcana) INT 17 = 6 + 4 + 7
Knowledge (Dungeoneering) INT 17 = 6 + 6 + 5
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE
Knowledge (Engineering) = + +
INT 17 6 6 5
*Bracers of Armor +3 +3 +0 0 Knowledge (Geography) INT 17 = 6 + 6 + 5
*Ring of Protection +3 +3 +0 0 Knowledge (History) INT 17 = 6 + 6 + 5
Knowledge (Local) INT 18 = 6 + 6 + 6
Knowledge (Nature) INT 17 = 6 + 6 + 5
Knowledge (Nobility) INT 17 = 6 + 6 + 5
Knowledge (Planes) INT 17 = 6 + 4 + 7
Knowledge (Religion) INT 17 = 6 + 6 + 5
Linguistics(Abyssal, Sylvan) INT 13 = 6 + 2 + 5
✓ Perception WIS 8 = 3 + 1 + 4
✓ Perform (Untrained) CHA 6 = 4 + 2
Profession (Architect) WIS 9 = 3 + 1 + 5
Profession (Engineer) WIS 9 = 3 + 1 + 5
✓ Ride DEX 2 = 0 + 2
✓ Sense Motive WIS 8 = 3 + 1 + 4
Spellcraft INT 24 = 6 + 13 + 5
Spellcraft (Cast Defensively) INT 29 = 6 + 13 + 10
✓ Stealth DEX 2 = 0 + 2
✓ Survival WIS 5 = 3 + 2
✓ Swim STR 0 = -2 + 2
Use Magic Device CHA 22 = 4 + 13 + 5
= + +
= + +
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.

Arcane Reservoir
Points ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏
Arcane Reservoir (Su):You have an innate pool of magical energy that you can draw upon to fuel your
arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 16 points of
magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy,
gaining a number of points equal to 9. Any points you had from the previous day are lost. You can also
regain these points through the consume spells class feature and some arcanist exploits. The arcane
reservoir can never hold more points than the maximum amount noted above; points gained in excess
of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In
addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist
spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can
expend no more than 1 point from your reservoir on a given spell in this way. [Paizo Inc. - Advanced Class
Guide, p.9]

Character: Cendir PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:13 (CR:12)
Player: BMM Created using PCGen v6.06.01 on 28/04/2019 at 06:00:57 PM Page 1
EQUIPMENT You can consume the power of potions, scrolls, staves, and wands, using them to fill
your arcane reservoir. She can use this ability a number of times per day equal to her
ITEM LOCATION QTY WT / COST
Charisma modifier (minimum 1). Using this ability is a standard action that provokes
Headband of Mental Prowess (INT/ Equipped 1 1 / 10,000
an attack of opportunity. When using this exploit, you add a number of points to your
CHA) +2 arcane pool equal to half the level of the spell contained in the item (0-level and 1st
Gloves of Elvenkind Equipped 1 0 / 7,500 level spells do not recharge your arcane reservoir). If used on a potion or scroll, the
Grant a +5 competence bonus on Spellcraft checks and concentration checks made to cast a spell defensively. item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5
Ring of Feather Falling Equipped 1 0 / 2,200 charges, the wand is destroyed and you gain no benefit. If used on a staff, it looses one
Acts as Feather Fall spell, activated immediately if the wearer falls more than 5 feet charge and you gain a number of points to your arcane reservoir equal to the highest-
Bracers of Armor +3 Equipped 1 1 / 9,000 level spell the staff can cast using only 1 charge; if the staff has no spells that require
Ring of Protection +3 Equipped 1 0 / 18,000 only 1 charge, you cannot consume that staff's magic. No more than 1 charge can be
Equipped 1 1 / 9,000 drawn from a staff each day in this way. Points gained in excess of your reservoir's
Cloak of Resistance +3
maximum are lost. This exploit has no effect on magic armor, weapons, rings, rods,
Boots of Striding And Springing Equipped 1 1 / 5,500
wondrous items, or other magic items besides those noted above.
Blessed Book Equipped 2 1 (2) / 12,500 Dimensional Slide (Su) [Paizo Inc. - Advanced
(25,000) Class Guide, p.11]
Stone of Good Luck (Luckstone) Equipped 1 0 / 20,000 You can expend one point from your arcane reservoir to create a dimensional crack
+1 Luck bonus to ability checks
that you can step through to reach another location. This ability is used as part of a
Staff of Stealth Equipped 1 5 / 39,399
move action or withdraw action, allowing you to move up to 130 feet to any location
Staff of Size Alteration Equipped 1 5 / 26,150 you can see. This counts as 5 feet of movement. You can only use this ability once per
Spellbook (Arcanist's/Blank) Equipped 1 3 / 15 round. You do not provoke attacks of opportunity when moving in this way, caused by
Carried 1 1 / 10,000 this ability, but any other movement you attempt as part of your move action provokes
Mask of a Thousand Tomes
as normal.
TOTAL WEIGHT CARRIED/VALUE 20 lbs. 181,764gp Familiar [Paizo Inc. - Core
WEIGHT ALLOWANCE Rulebook, p.82]
Light 20 Medium 40 Heavy 60 A familiar grants special abilities to its master. These special abilities apply only when
Lift over head 60 Lift off ground 120 Push / Drag 300 the master and familiar are within 1 mile of each other.
Familiar (Ex) [Paizo Inc. - Advanced
MONEY Class Guide, p.11]
Total= 0 gp [Unspent Funds = 1,000 gp] You can acquire a familiar as the arcane bond wizard class feature, using your
MAGIC arcanist level as your wizard level to determine any of the statistics and abilities of the
familiar. If you receive a familiar from another class, your levels of arcanist stack with
Languages the levels from that class when determining the familiar's statistics and abilities (this
Abyssal, Aquan, Auran, Common, Draconic, ability does not stack with a familiar gained through the bloodline development exploit;
Ignan, Infernal, Samsaran, Sylvan, Terran you must choose one or the other).
Familiar's Alertness ability active (Ex) [Paizo Inc. - Core
Other Companions Rulebook]
PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the
Archetypes master gains the Alertness feat.
Occultist [Paizo Inc. - Advanced
Lifebound [Paizo Inc. - Advanced
Class Guide, p.78]
Race Guide, p.198]
Not all arcanists peer inward to discern the deepest secrets of magic. Some look
Samsarans gain a +2 racial bonus on all saving throws made to resist death effects,
outward, connecting with extraplanar creatures and bartering for secrets, power, and
saving throws against negative energy effects, Fortitude saves made to remove
favor.
negative levels, and Constitution checks made to stabilize if reduced to negative hit
points.
Traits Low-Light Vision (Ex) [Paizo Inc. - Bestiary]
Fate's Favored [Paizo Publishing -
You can see x2 as far as humans in low illumination. Characters with low-light vision
Ultimate Campaign]
have eyes that are so sensitive to light that they can see twice as far as normal in
The fates watch over you. Whenever you are under the effect of a luck bonus of any dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read
kind, that bonus increases by 1. a scroll as long as even the tiniest candle flame is next to her as a source of light.
Friend in Every Town (Diplomacy) [Paizo Publishing - Characters with low-light vision can see outdoors on a moonlit night as well as they
Ultimate Campaign, p.60] can during the day.
You have no problem making friends and learning information from them wherever Planar Contact (Sp) [Paizo Inc. - Advanced
you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy Class Guide, p.78]
checks. One of these skills (your choice) is always a class skill for you. An occultist can cast augury once per day and contact other plane once per week,
using her arcanist level as her caster level.
Special Qualities Planar Spells (Sp) [Paizo Inc. - Advanced
Arcane Reservoir (Su) [Paizo Inc. - Advanced Class Guide, p.78]
Class Guide, p.9] [NOT IMPLEMENTED] An occultist adds all planar ally spells to her spell list (using
You have an innate pool of magical energy that you can draw upon to fuel your her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.
arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum Potent Magic (Su) [Paizo Inc. - Advanced
of 16 points of magical energy. Each day, when preparing spells, your arcane reservoir Class Guide, p.11]
fills with raw magical energy, gaining a number of points equal to 9. Any points you had
Whenever You expend one use of your arcane reservoir to increase the caster level
from the previous day are lost. You can also regain these points through the consume
of a spell, the caster level increases by 2 instead of 1. Whenever you expend one point
spells class feature and some arcanist exploits. The arcane reservoir can never hold
from your arcane reservoir to increase the DC of a spell, the DC is increases by 2
more points than the maximum amount noted above; points gained in excess of this
instead of 1.
total are lost. Points from the arcane reservoir are used to fuel many of your arcanist
Quick Study (Ex) [Paizo Inc. - Advanced
powers. In addition, you can expend 1 point from your arcane reservoir as a free action
Class Guide, p.11]
whenever you cast an arcanist spell. If you do, you can choose to increase the caster
level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from You can prepare a spell in place of an existing spell by expending one point from
your reservoir on a given spell in this way. your arcane reservoir. Using this ability is a full-round action that provokes an attack of
opportunity. You must be able to reference your spellbook when using this ability. The
Arcanist Spells Prepared [Paizo Inc. - Advanced
spell prepared must be of the same level as the spell being replaced.
Class Guide]
Samsaran Magic [Paizo Inc. - Advanced
Spell slots per day - 1st = 6, 2nd = 6, 3rd = 5, 4th = 5, 5th = 5, 6th = 4, 7th = 0, 8th
Race Guide, p.198]
= 0, 9th = 0
Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities:
Conjurer's Focus (Sp) [Paizo Inc. - Advanced
1/day-comprehend languages, deathwatch, and stabilize. The caster level for these
Class Guide, p.78]
effects is equal to the samsaran's level.
An occultist can spend 1 point from her arcane reservoir to cast summon monster
Shards of the Past [Paizo Inc. - Advanced
I. She can cast this spell as a standard action and the summoned creatures remain
Race Guide, p.198]
for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels
thereafter, the power of this ability increases by one spell level, allowing her to summon A samsaran's past lives grant her bonuses on two particular skills. A samsaran
more powerful creatures (to a maximum of summon monster IX at 17th level), at the chooses two skills-she gains a +2 racial bonus on both of these skills, and they are
cost of an additional point from her arcane spell reserve per spell level. An occultist treated as class skills regardless of what class she actually takes.
cannot have more than one summon monster spell active in this way at one time. If Weapon and Armor Proficiency [Paizo Inc. - Advanced
this ability is used again, any existing summon monster immediately ends. Class Guide]
Consume Magic Items (Su) [Paizo Inc. - Advanced
Class Guide, p.10]

Character: Cendir PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:13 (CR:12)
Player: BMM Created using PCGen v6.06.01 on 28/04/2019 at 06:00:57 PM Page 2
Arcanists are proficient with all simple weapons. They are not proficient with any type
of armor or shield. Armor interferes with an arcanist's gestures, which can cause her
spells with somatic components to fail

Feats
Augment Summoning [Paizo Inc. - Core
Rulebook, p.118]
Your summoned creatures are more powerful and robust than most.
Each creature you conjure with any summon spell gains a +4 enhancement bonus to
Strength and Constitution for the duration of the spell that summoned it.
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 Magic Arms and Armor [Paizo Inc. - Core
Rulebook, p.120]
You can create magic armor, shields, or weapons.
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of
armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To
enhance a weapon, suit of armor, or shield, you must use up raw materials costing half
of this total price. See the magic item creation rules in Chapter 15 for more information.
The weapon, armor, or shield to be enhanced must be a masterwork item that you
provide. Its cost is not included in the above cost. You can also mend a broken magic
weapon, suit of armor, or shield 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 in the first place.
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.
Scribe Scroll [Paizo Inc. - Core
Rulebook, p.132]
You can create magic scrolls.
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if
its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000
gp in its base price. To scribe a scroll, you must use up raw materials costing half of
this base price. See the magic item creation rules in Chapter 15 for more information.
Spell Focus (Conjuration) [Paizo Inc. - Core
Rulebook, p.134]
Any spells you cast of your chosen school of magic are more difficult to resist.
Add +1 to the Difficulty Class for all saving throws against spells from the school of
magic you select.
Alertness (Granted) [Paizo Inc. - Core
Rulebook, p.117]
You often notice things that others might miss.
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or
more ranks in one of these skills, the bonus increases to +4 for that skill.

Proficiencies
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Brass Knuckles, Cestus, Club,
Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching),
Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Mace (Heavy),
Mace (Light), Mere Club, Morningstar, Quarterstaff, Rock, Shortspear, Sickle,
Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake,
Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light)

Character: Cendir PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:13 (CR:12)
Player: BMM Created using PCGen v6.06.01 on 28/04/2019 at 06:00:57 PM Page 3
Magic Item Spell-like Abilities
Name School Time Duration Range Source
At Will Feather Fall Transmutation, AirSchool 1 immediate action Until landing or 1 rounds Close (25 ft.) CR:p.281
[V] TARGET: 1 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart; EFFECT: The affected creatures or objects fall slowly. [SR:Yes (object); DC:10, Will negates (harmless) or Will negates (object);]
* =Domain/Speciality Spell

Staff Spell-like Abilities


Name School Time Duration Range Source
❏ Disguise Self Illusion (Glamer) 1 standard action 80 minutes [D] Personal CR:p.271
[V, S] TARGET: You; EFFECT: You make yourself--including clothing, armor, weapons, and equipment--look different.
❏ Enlarge Person Transmutation 1 round 8 minutes [D] Close (45 ft.) CR:p.277
[V, S, M] TARGET: One humanoid creature; EFFECT: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. [SR:Yes; DC:10, Fortitude negates]
❏❏❏ Enlarge Person (Mass) Transmutation 1 round 8 minutes [D] Close (45 ft.) CR:p.278
[V, S, M] TARGET: 8 humanoid creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like enlarge person, except that it affects multiple creatures. [SR:Yes; DC:10, Fortitude negates]
❏ Invisibility Illusion (Glamer) 1 standard action 8 minutes [D] Personal or touch CR:p.301
[V, S, M/DF] TARGET: You or a creature or object weighing no more than 800 lbs.; EFFECT: The creature or object touched becomes invisible. [SR:Yes (harmless) or yes (harmless, object); DC:10, Will negates (harmless) or Will negates
(harmless, object)]
❏❏ Invisibility (Greater) Illusion (Glamer) 1 standard action 8 rounds [D] Personal or touch CR:p.302
[V, S] TARGET: You or creature touched; EFFECT: This spell functions like invisibility, except that it doesn't end if the subject attacks. [SR:Yes (harmless) or yes (harmless, object); DC:10, Will negates (harmless)]
❏ Nondetection Abjuration 1 standard action 8 hours Touch CR:p.317
[V, S, M] TARGET: Creature or object touched; EFFECT: The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. [SR:Yes (harmless, object); DC:10, Will
negates (harmless, object)]
❏ Reduce Person Transmutation 1 round 8 minutes [D] Close (45 ft.) CR:p.330
[V, S, M] TARGET: One humanoid creature; EFFECT: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. [SR:Yes; DC:10, Fortitude negates]
❏❏❏ Reduce Person (Mass) Transmutation 1 round 8 minutes [D] Close (45 ft.) CR:p.331
[V, S, M] TARGET: 8 humanoid creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like reduce person, except that it affects multiple creatures. [SR:Yes; DC:10, Fortitude negates]
❏❏ Shrink Item Transmutation 1 standard action 8 days; see text Touch CR:p.342
[V, S] TARGET: One touched object of up to 16 cu. ft.; EFFECT: You are able to shrink one nonmagical item to 1/16 of its normal size in each dimension. [SR:Yes (object); DC:10, Will negates (object)]
* =Domain/Speciality Spell

Arcanist Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
PER DAY 9 5 5 4 4 3 2 — — —
Concentration +19

LEVEL 0 / Per Day:9 / Caster Level:13


Name School Time Duration Range Source
❏❏❏❏❏ Acid Splash Conjuration, EarthSchool (Creation) [Acid] 1 standard action Instantaneous Close (55 ft.) CR:p.239
[V, S] TARGET: One missile of acid; EFFECT: You fire a small orb of acid at the target dealing 1d3 points of acid damage. [SR:No]
❏❏❏❏❏ Arcane Mark Universal 1 standard action Permanent Touch CR:p.244
[V, S] TARGET: One personal rune or mark, all of which must fit within 1 sq. ft.; EFFECT: This spell allows you to inscribe your personal rune or mark. [SR:No]
❏❏❏❏❏ Bleed Necromancy 1 standard action Instantaneous Close (55 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:16, Will negates]
❏❏❏❏❏ Dancing Lights Evocation [Light] 1 standard action 1 minute [D] Medium (230 ft.) CR:p.263
[V, S] TARGET: Up to four lights, all within a 10-ft.-radius area; EFFECT: You create up to four lights that resemble lanterns or torches. [SR:No]
❏❏❏❏❏ Daze Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1 round Close (55 ft.) CR:p.264
[V, S, M] TARGET: One humanoid creature of 4 HD or less; EFFECT: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 13 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 (55 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]
❏❏❏❏❏ Disrupt Undead Necromancy 1 standard action Instantaneous Close (55 ft.) CR:p.273
[V, S] TARGET: Ray; EFFECT: You direct a ray of positive energy dealing 1d6 points of damage to Undead. [SR:Yes]
❏❏❏❏❏ Flare Evocation [Light] 1 standard action Instantaneous Close (55 ft.) CR:p.284
[V] TARGET: Burst of light; EFFECT: This cantrip creates a burst of light. [SR:Yes; DC:16, Fortitude negates]
❏❏❏❏❏ Ghost Sound Illusion (Figment) 1 standard action 13 rounds [D] Close (55 ft.) CR:p.289
[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:16, Will disbelief]
❏❏❏❏❏ Haunted Fey Aspect Illusion (Glamer) 1 standard action 13 rounds [D] Personal UC:p.230
[S] TARGET: You; EFFECT: You surround yourself with disturbing illusions.
❏❏❏❏❏ Light Evocation [Light, WoodSchool] 1 standard action 130 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]
❏❏❏❏❏ Mage Hand Transmutation 1 standard action Concentration Close (55 ft.) CR:p.306
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
❏❏❏❏❏ Mending Transmutation [MetalSchool] 10 minutes Instantaneous 10 ft. CR:p.312
[V, S] TARGET: One object of up to 13 lb.; EFFECT: This spell repairs damaged objects, restoring 1d4 hit points to the object. [SR:Yes (harmless, object); DC:16, Will negates (harmless, object)]
❏❏❏❏❏ Message Transmutation, AirSchool [Language-Dependent] 1 standard action 130 minutes Medium (230 ft.) CR:p.313
[V, S, F] TARGET: 13 creatures; EFFECT: You can whisper messages and receive whispered replies. [SR:No]
❏❏❏❏❏ Open/Close Transmutation 1 standard action Instantaneous Close (55 ft.) CR:p.317
[V, S, F] TARGET: Object weighing up to 30 lbs. or portal that can be opened or closed; EFFECT: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. [SR:Yes (object); DC:16, Will negates
(object)]
❏❏❏❏❏ Prestidigitation Universal 1 standard action 1 hour 10 ft. CR:p.325
[V, S] TARGET: See text; EFFECT: Prestidigitations are minor tricks that novice spellcasters use for practice. [SR:No; DC:16, See text]
❏❏❏❏❏ Ray of Frost Evocation, WaterSchool [Cold] 1 standard action Instantaneous Close (55 ft.) CR:p.330
[V, S] TARGET: Ray; EFFECT: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. [SR:Yes]
❏❏❏❏❏ Read Magic Divination 1 standard action 130 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:16, Will negates (harmless)]
❏❏❏❏❏ Spark Evocation, FireSchool [Fire] 1 standard action Instantaneous Close (55 ft.) APG:p.246
[V or S] TARGET: one Fine object; EFFECT: Ignites flammable objects. [SR:Yes (object); DC:16, Fortitude negates (object)]
❏❏❏❏❏ Touch of Fatigue Necromancy 1 standard action 13 rounds Touch CR:p.360
[V, S, M] TARGET: Creature touched; EFFECT: You channel negative energy through your touch, fatiguing the target. [SR:Yes; DC:16, Fortitude negates]

LEVEL 1 / Per Day:5 / Caster Level:13


Name School Time Duration Range Source
❏❏❏❏❏ Animate Rope Transmutation [WoodSchool] 1 standard action 13 rounds Medium (230 ft.) CR:p.242
[V, S] TARGET: One rope-like object, length up to 115ft.; see text; EFFECT: You can animate a nonliving rope-like object. [SR:No]
* =Domain/Speciality Spell

Character: Cendir PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:13 (CR:12)
Player: BMM Created using PCGen v6.06.01 on 28/04/2019 at 06:00:57 PM Page 4
Arcanist Spells
❏❏❏❏❏ Ant Haul Transmutation 1 standard action 26 hours Touch APG:p.202
[V, S, M/DF] TARGET: creature touched; EFFECT: Triples carrying capacity of a creature. [SR:Yes (harmless); DC:17, Fortitude negates (harmless)]
❏❏❏❏❏ Color Spray Illusion (Pattern) [Mind-Affecting] 1 standard action Instantaneous; see text 15 ft. CR:p.256
[V, S, M] TARGET: Cone-shaped burst; EFFECT: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. [SR:Yes; DC:17, Will negates]
❏❏❏❏❏ Crafter's Curse Transmutation [Curse] 1 standard action 13 days [D] Close (55 ft.) APG:p.213
[V, S, M] TARGET: one creature; EFFECT: Subject takes -5 on Craft skill checks. [SR:Yes; DC:17, Will negates]
❏❏❏❏❏ 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:17, Will negates (harmless)]
❏❏❏❏❏ Enlarge Person Transmutation 1 round 13 minutes [D] Close (55 ft.) CR:p.277
[V, S, M] TARGET: One humanoid creature; EFFECT: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. [SR:Yes; DC:17, Fortitude negates]
❏❏❏❏❏ Feather Fall Transmutation, AirSchool 1 immediate action Until landing or 13 rounds Close (55 ft.) CR:p.281
[V] TARGET: 13 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart; EFFECT: The affected creatures or objects fall slowly. [SR:Yes (object); DC:17, Will negates (harmless) or Will negates (object);]
❏❏❏❏❏ Heightened Awareness Divination 1 standard action 130 minutes [D] Personal ACG:p.183
[V, M/DF] TARGET: you; EFFECT: Your recall and ability to process information improve.
❏❏❏❏❏ Identify Divination 1 standard action 39 rounds [D] 60 ft. CR:p.299
[V, S, M] TARGET: Cone-shaped emanation; EFFECT: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your
possession. [SR:No]
❏❏❏❏❏ Mage Armor Conjuration (Creation) [Force] 1 standard action 13 hours [D] Touch CR:p.306
[V, S, F] TARGET: Creature touched; EFFECT: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. [SR:No; DC:18, Will negates (harmless)]
❏❏❏❏❏ Magic Missile Evocation [Force] 1 standard action Instantaneous Medium (230 ft.) CR:p.309
[V, S] TARGET: Up to five creatures, no two of which can be more than 15 ft. apart; EFFECT: 5 missiles that do 1d4+1 damage each. [SR:Yes]
❏❏❏❏❏ Shield Abjuration [Force] 1 standard action 13 minutes [D] Personal CR:p.342
[V, S] TARGET: You; EFFECT: Shield creates an invisible shield of force that hovers in front of you.
❏❏❏❏❏ Silent Image Illusion (Figment) 1 standard action Concentration Long (920 ft.) CR:p.343
[V, S, F] TARGET: Visual figment that cannot extend beyond 17 10-ft. cubes [S]; EFFECT: This spell creates the visual illusion of an object, creature, or force, as visualized by you. [SR:No; DC:17, Will disbelief (if interacted with)]
❏❏❏❏❏ True Strike Divination 1 standard action See text Personal CR:p.363
[V, F] TARGET: You; EFFECT: You gain temporary, intuitive insight into the immediate future during your next attack.

LEVEL 2 / Per Day:5 / Caster Level:13


Name School Time Duration Range Source
❏❏❏❏❏ Bear's Endurance Transmutation 1 standard action 13 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:18, Will negates (harmless)]
❏❏❏❏❏ Detect Thoughts Divination [Mind-Affecting] 1 standard action Concentration, up to 13 minutes [D] 60 ft. CR:p.268
[V, S, F/DF] TARGET: Cone-shaped emanation; EFFECT: You detect surface thoughts. [SR:No; DC:18, Will negates; see text]
❏❏❏❏❏ Fox's Cunning Transmutation 1 standard action 13 minutes Touch CR:p.286
[V, S, M/DF] TARGET: Creature touched; EFFECT: The target becomes smarter granting a +4 enhancement bonus to Intelligence. [SR:Yes; DC:18, Will negates (harmless)]
❏❏❏❏❏ Invisibility Illusion (Glamer) 1 standard action 13 minutes [D] Personal or touch CR:p.301
[V, S, M/DF] TARGET: You or a creature or object weighing no more than 1300 lbs.; EFFECT: The creature or object touched becomes invisible. [SR:Yes (harmless) or yes (harmless, object); DC:18, Will negates (harmless) or Will negates
(harmless, object)]
❏❏❏❏❏ Levitate Transmutation, AirSchool 1 standard action 13 minutes [D] Personal or Close CR:p.304
[V, S, F] TARGET: You or one willing creature or one object [total weight up to 1300 lbs.]; EFFECT: Levitate allows you to move yourself, another creature, or an object up and down as you wish. [SR:No]
❏❏❏❏❏ Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool,1 standard
WaterSchool
action 130 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:18, Fortitude negates (harmless)]

LEVEL 3 / Per Day:4 / Caster Level:13


Name School Time Duration Range Source
❏❏❏❏❏ Dispel Magic Abjuration 1 standard action Instantaneous Medium (230 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]
❏❏❏❏❏ Displacement Illusion (Glamer) 1 standard action 13 rounds [D] Touch CR:p.273
[V, M] TARGET: Creature touched; EFFECT: The subject of this spell appears to be about 2 feet away from its true location granting a 50% miss chance as if it had total concealment. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Fireball Evocation, FireSchool [Fire] 1 standard action Instantaneous Long (920 ft.) CR:p.283
[V, S, M] TARGET: 20-ft.-radius spread; EFFECT: A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points of fire damage to every creature within the area. [SR:Yes; DC:19, Reflex half]
❏❏❏❏❏ Fly Transmutation, AirSchool 1 standard action 13 minutes Touch CR:p.284
[V, S, F] TARGET: Creature touched; EFFECT: The subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load]. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Haste Transmutation 1 standard action 13 rounds Close (55 ft.) CR:p.293
[V, S, M] TARGET: 13 creatures, no two of which can be more than 30 ft. apart; EFFECT: The transmuted creatures move and act more quickly than normal. [SR:Yes (harmless); DC:19, Fortitude negates (harmless)]
❏❏❏❏❏ Heroism Enchantment (Compulsion) [Mind-Affecting] 1 standard action 130 minutes Touch CR:p.295
[V, S] TARGET: Creature touched; EFFECT: This spell imbues a single creature with great bravery and morale in battle. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Keen Edge Transmutation [MetalSchool] 1 standard action 130 minutes Close (55 ft.) CR:p.303
[V, S] TARGET: One weapon or 50 projectiles, all of which must be together at the time of casting; EFFECT: This spell makes a weapon magically keen, improving its ability to deal telling blows. [SR:Yes (harmless, object); DC:19, Will negates
(harmless, object)]
❏❏❏❏❏ Nondetection Abjuration 1 standard action 13 hours Touch CR:p.317
[V, S, M] TARGET: Creature or object touched; EFFECT: The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. [SR:Yes (harmless, object); DC:19, Will
negates (harmless, object)]
❏❏❏❏❏ Secret Page Transmutation 10 minutes Permanent Touch CR:p.338
[V, S, M] TARGET: Page touched, up to 3 sq. ft. in size; EFFECT: Secret page alters the contents of a page so that it appears to be something entirely different. [SR:No]

LEVEL 4 / Per Day:4 / Caster Level:13


Name School Time Duration Range Source
❏❏❏❏❏ Phantasmal Killer Illusion (Phantasm) [Fear, Mind-Affecting, Emotion]
1 standard action Instantaneous Medium (230 ft.) CR:p.319
[V, S] TARGET: One living creature; EFFECT: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can
visualize: this most horrible beast. [SR:Yes; DC:20, Will disbelief, then Fortitude partial; see text]
❏❏❏❏❏ Scrying Divination (Scrying) 1 hour 13 minutes See text CR:p.337
[V, S, M/DF, F] TARGET: Magical sensor; EFFECT: You can observe a creature at any distance. [SR:Yes; DC:20, Will negates]
❏❏❏❏❏ Secure Shelter Conjuration (Creation) [WoodSchool] 10 minutes 26 hours [D] Close (55 ft.) CR:p.338
[V, S, M] TARGET: 20-ft.-square structure; EFFECT: You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. [SR:No]
❏❏❏❏❏ Solid Fog Conjuration, WaterSchool (Creation) 1 standard action 13 minutes Medium (230 ft.) CR:p.345
[V, S, M] TARGET: Fog spreads in 20-ft. radius, 20 ft. high; EFFECT: This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that it impedes movement. [SR:No]
❏❏❏❏❏ Stoneskin Abjuration, EarthSchool [MetalSchool] 1 standard action 130 minutes or until discharged Touch CR:p.349
[V, S, M] TARGET: Creature touched; EFFECT: The warded creature gains resistance to blows, cuts, stabs, and slashes. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ True Form Abjuration 1 standard action 13 rounds Medium (230 ft.) APG:p.251
[V, S] TARGET: up to 4 creatures, no two of which can be more than 30 ft. apart; EFFECT: Removes polymorph effects. [SR:Yes; DC:20, Will negates]

LEVEL 5 / Per Day:3 / Caster Level:13


Name School Time Duration Range Source
❏❏❏❏❏ Animal Growth Transmutation 1 standard action 13 minutes Medium (230 ft.) CR:p.240
[V, S] TARGET: One animal [Gargantuan or smaller]; EFFECT: The target animal grows to twice its normal size and eight times its normal weight. [SR:Yes; DC:21, Fortitude negates]
* =Domain/Speciality Spell

Character: Cendir PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:13 (CR:12)
Player: BMM Created using PCGen v6.06.01 on 28/04/2019 at 06:00:57 PM Page 5
Arcanist Spells
❏❏❏❏❏ Life Bubble Abjuration 1 standard action 26 hours; see text Touch APG:p.230
[V, S, M/DF] TARGET: up to 13 creatures touched; EFFECT: Protects creatures from sustained environmental effects. [SR:Yes (harmless); DC:21, Will negates (harmless)]
❏❏❏❏❏ Mage's Faithful Hound Conjuration (Creation) 1 standard action 13 hours or until discharged, then 13 rounds;
Close
see text
(55 ft.) CR:p.306
[V, S, M] TARGET: Phantom watchdog; EFFECT: You conjure up a phantom watchdog that is invisible to everyone but yourself. [SR:No]
❏❏❏❏❏ Permanency Universal 2 rounds Permanent; see text See text CR:p.318
[V, S, M] TARGET: See text; EFFECT: This spell makes the duration of certain other spells permanent. This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.
Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component. You can make the following spells permanent in regard to yourself. [Spell Minimum Caster Level
GP Cost]; [Arcane sight 11th 7,500 gp]; [Comprehend languages 9th 2,500 gp]; [Darkvision 10th 5,000 gp]; [Detect magic 9th 2,500 gp]; [Read magic 9th 2,500 gp]; [See invisibility 10th 5,000 gp]; [Tongues 11th 7,500 gp]; You cannot cast these
spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell. In addition to personal use, permanency can be used to make the following spells permanent on
yourself, another creature, or an object [as appropriate]. [Spell Minimum Caster Level GP Cost]; [Enlarge person 9th 2,500 gp]; [Magic fang 9th 2,500 gp]; [Magic fang, greater 11th 7,500 gp]; [Reduce person 9th 2,500 gp]; [Resistance 9th 2,500
gp]; [Telepathic bond* 13th 12,500 gp]; *Only bonds two creatures per casting of permanency. Additionally, the following spells can be cast upon objects or areas only and rendered permanent. [Spell Minimum Caster Level GP Cost]; [Alarm 9th
2,500 gp]; [Animate objects 14th 15,000 gp]; [Dancing lights 9th 2,500 gp]; [Ghost sound 9th 2,500 gp]; [Gust of wind 11th 7,500 gp]; [Invisibility 10th 5,000 gp]; [Mage's private sanctum 13th 12,500 gp]; [Magic mouth 10th 5,000 gp]; [Phase door
15th 17,500 gp]; [Prismatic sphere 17th 22,500 gp]; [Prismatic wall 16th 20,000 gp]; [Shrink item 11th 7,500 gp]; [Solid fog 12th 10,000 gp]; [Stinking cloud 11th 7,500 gp]; [Symbol of death 16th 20,000 gp]; [Symbol of fear 14th 15,000 gp]; [Symbol
of insanity 16th 20,000 gp]; [Symbol of pain 13th 12,500 gp]; [Symbol of persuasion 14th 15,000 gp]; [Symbol of sleep 16th 20,000 gp]; [Symbol of stunning 15th 17,500 gp]; [Symbol of weakness 15th 17,500 gp]; [Teleportation circle 17th 22,500
gp]; [Wall of fire 12th 10,000 gp]; [Wall of force 13th 7,500 gp]; [Web 10th 5,000 gp]; Spells cast on other targets are vulnerable to dispel magic as normal. The GM may allow other spells to be made permanent. [SR:No]
❏❏❏❏❏ Secret Chest Conjuration (Summoning) 10 minutes 60 days or until discharged See text CR:p.338
[V, S, F] TARGET: One chest and up to 13 cu. ft. of goods; EFFECT: You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. [SR:No]
❏❏❏❏❏ Teleport Conjuration (Teleportation) 1 standard action Instantaneous Personal and touch CR:p.358
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. [SR:No and yes (object); DC:22, None and
Will negates (object)]
❏❏❏❏❏ Wall of Stone Conjuration, EarthSchool (Creation) [Earth] 1 standard action Instantaneous Medium (230 ft.) CR:p.367
[V, S, M/DF] TARGET: Stone wall whose area is up to 13 5-ft. squares [S]; EFFECT: This spell creates a wall of rock that merges into adjoining rock surfaces. [SR:No; DC:22, See text]

LEVEL 6 / Per Day:2 / Caster Level:13


Name School Time Duration Range Source
❏❏❏❏❏ Antimagic Field Abjuration 1 standard action 130 minutes [D] 10 ft. CR:p.242
[V, S, M/DF] TARGET: 10-ft.-radius emanation, centered on you; EFFECT: An invisible barrier impervious to most magical effects surrounds you and moves with you. [SR:See text]
❏❏❏❏❏ Disintegrate Transmutation [MetalSchool] 1 standard action Instantaneous Medium (230 ft.) CR:p.271
[V, S, M/DF] TARGET: Ray; EFFECT: A thin, green ray springs from your pointing finger dealing 26d6 points of damage. [SR:Yes; DC:22, Fortitude partial (object)]
❏❏❏❏❏ Form of the Dragon I Transmutation (Polymorph) 1 standard action 13 minutes [D] Personal CR:p.286
[V, S, M] TARGET: You; EFFECT: You become a Medium chromatic or metallic dragon. [SR:No; DC:22, See text]
❏❏❏❏❏ True Seeing Divination 1 standard action 13 minutes Touch CR:p.363
[V, S, M] TARGET: Creature touched; EFFECT: You confer on the subject the ability to see all things as they actually are. [SR:Yes (harmless); DC:22, Will negates (harmless)]

LEVEL 7 / Per Day:0 / Caster Level:13


Name School Time Duration Range Source
❏❏❏❏❏ Plane Shift Conjuration (Teleportation) 1 standard action Instantaneous Touch CR:p.322
[V, S, F] TARGET: Creature touched, or up to eight willing creatures joining hands; EFFECT: You move yourself or some other creature to another plane of existence or alternate dimension. [SR:Yes; DC:24, Will negates]
* =Domain/Speciality Spell

Magic Item Spell-like Abilities


At Will Feather Fall (DC:10)

Staff Spell-like Abilities


❏Disguise Self
❏Enlarge Person (DC:10)
❏❏❏Enlarge Person (Mass)
(DC:10)
❏Invisibility (DC:10)
❏❏Invisibility (Greater)
(DC:10)
❏Nondetection (DC:10)
❏Reduce Person (DC:10)
❏❏❏Reduce Person (Mass)
(DC:10)
❏❏Shrink Item (DC:10)

Spellbook: Blessed Book


Arcanist
Level 0 Level 1 Level 2 Level 3 Level 4
❏Acid Splash ❏Animate Rope ❏Bear's Endurance (DC:18) ❏Dispel Magic ❏Phantasmal Killer (DC:20)
❏Arcane Mark ❏Ant Haul (DC:17) ❏Detect Thoughts (DC:18) ❏Displacement (DC:19) ❏Scrying (DC:20)
❏Bleed (DC:16) ❏Color Spray (DC:17) ❏Fox's Cunning (DC:18) ❏Fireball (DC:19) ❏Secure Shelter
❏Dancing Lights ❏Crafter's Curse (DC:17) ❏Invisibility (DC:18) ❏Fly (DC:19) ❏Solid Fog
❏Daze (DC:16) ❏Endure Elements (DC:17) ❏Levitate ❏Haste (DC:19) ❏Stoneskin (DC:20)
❏Detect Magic ❏Enlarge Person (DC:17) ❏Resist Energy (DC:18) ❏Heroism (DC:19) ❏True Form (DC:20)
❏Detect Poison ❏Feather Fall (DC:17) ❏Keen Edge (DC:19)
❏Disrupt Undead ❏Heightened Awareness ❏Nondetection (DC:19)
❏Flare (DC:16) ❏Identify ❏Secret Page
❏Ghost Sound (DC:16) ❏Mage Armor (DC:18)
❏Haunted Fey Aspect ❏Magic Missile
❏Light ❏Shield
❏Mage Hand ❏Silent Image (DC:17)
❏Mending (DC:16) ❏True Strike
❏Message
❏Open/Close (DC:16)
❏Prestidigitation (DC:16)
❏Ray of Frost
❏Read Magic
❏Resistance (DC:16)
❏Spark (DC:16)
❏Touch of Fatigue (DC:16)
Level 5 Level 6 Level 7
❏Animal Growth (DC:21) ❏Antimagic Field ❏Plane Shift (DC:24)
❏Life Bubble (DC:21) ❏Disintegrate (DC:22)
❏Mage's Faithful Hound ❏Form of the Dragon I
❏Permanency (DC:22)
❏Secret Chest ❏True Seeing (DC:22)
❏Teleport (DC:22)

Character: Cendir PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:13 (CR:12)
Player: BMM Created using PCGen v6.06.01 on 28/04/2019 at 06:00:57 PM Page 6
❏Wall of Stone (DC:22)

Character: Cendir PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:13 (CR:12)
Player: BMM Created using PCGen v6.06.01 on 28/04/2019 at 06:00:57 PM Page 7
Cendir
Samsaran
RACE
173
AGE
Femenino
GENDER
Low-Light Vision
VISION
Chaotic Neutral
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
None
REGION
Erastil
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Cendir PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:13 (CR:12)
Player: BMM Created using PCGen v6.06.01 on 28/04/2019 at 06:00:57 PM Page 8

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