Level 10 Warpriest Character Sheet
Level 10 Warpriest Character Sheet
DEX 14 +2 14 +2 AC 12 : 10 : 12 = 10 + 0 + 0 + 2 + 0 + 0 + 0 + 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 10 +0 10 +0
Constitution INITIATIVE +2 =
+2 +
+0 0 +0 0 5
modifier
INT 22 +6 22 +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 11 +0 11 +0 Encumbrance Light TOTAL SKILLPOINTS: 80
SKILLS MAX RANKS: 10/10
Wisdom
KEY ABILITY SKILL ABILITY RANKS MISC
SKILL NAME
CHA 13 +1 13 +1 ✓
MODIFIER
=
MODIFIER
+
MODIFIER
Blessings
Uses per day ❏❏❏❏❏ ❏❏❏
A forgepriest selects only one blessing. This alters the blessings class feature. [Paizo Inc. - Advanced
Class Guide, p.130]
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 5 times per
day. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch
a creature to heal it of 3d6 points of damage. Using this ability is a standard action (unless the warpriest
targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an
undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack.
Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive
a saving throw against this damage. This counts as positive energy. An evil warpriest (or one who worships
an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and
heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships
a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he
chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict
spells. 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]
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 1
WEIGHT ALLOWANCE A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These
choices are in addition to the bonus languages available to the character because of
Light 33 Medium 66 Heavy 100
his race.
Lift over head 100 Lift off ground 200 Push / Drag 500
Crafter's Wrath (Su) [Paizo Inc. - Advanced
MONEY Class Guide]
Total= 0 gp [Unspent Funds = 6,250 gp] You can touch one melee weapon and grant it greater power to harm and destroy
MAGIC crafted objects. For 1 minute, whenever this weapon deals damage to constructs or
objects, it bypasses hardness and damage reduction.
Languages Craft Magic Arms and Armor [Paizo Inc. - Advanced
Abyssal, Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan Class Guide, p.130]
Other Companions A forgepriest gains Craft Magic Arms and Armor as a bonus feat.
Creator's Bond (Su) [Paizo Inc. - Advanced
Archetypes Class Guide, p.130]
Forgepriest [Paizo Inc. - Advanced When a forgepriest uses his sacred weapon ability with an item he created personally,
Class Guide, p.130] he can expend two uses of his fervor ability to increase the bonus granted by 1. Once
Armorers of exquisite skill, forgepriests take inspiration from their deity to produce the the forgepriest has the sacred armor ability, he can also use this ability in conjunction
most perfect weapons and armor they can, the better to equip the armies of the faithful. with that.
Elven Immunities (Ex) [Paizo Inc. - Core
Rulebook, p.22]
Traits
Magic Crafter [Paizo Publishing - Elves are immune to magic sleep effects and get a +2 racial saving throw bonus
Ultimate Campaign, p.57] against enchantment spells and effects.
[Not Implemented] Your early magical training involved study of the properties and Elven Magic (Ex) [Paizo Inc. - Core
creation of magic items. You gain a +1 trait bonus on Appraise checks and a +1 bonus Rulebook, p.22]
on any Craft checks attempted while making magic items. Elves receive a +2 racial bonus on caster level checks made to overcome spell
resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made
to identify the properties of magic items.
Special Attacks
Fervor (Su) [Paizo Inc. - Advanced
Sacred Weapon (Su) [Paizo Inc. - Advanced
Class Guide, p.62]
Class Guide, p.60]
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or
Sacred weapons (including his deities favored weapon and all weapons with Weapon
harm foes. He can also use this ability to quickly cast spells that aid in his struggles.
Focus) can do base 1d10 damage instead of the weapons normal base damage. At
This ability can be used 5 times per day. By expending one use of this ability, a good
1st level, weapons wielded by a warpriest are charged with the power of his faith. In
warpriest (or one who worships a good deity) can touch a creature to heal it of 3d6
addition to the favored weapon of his deity, the warpriest can designate a weapon as a
points of damage. Using this ability is a standard action (unless the warpriest targets
sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple
himself, in which case it's a swift action). Alternatively, the warpriest can use this ability
Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits
to harm an undead creature, dealing the same amount of damage he would otherwise
with his sacred weapon, the weapon damage is based on his level and not the weapon
heal with a melee touch attack. Using fervor in this way is a standard action that
type. The damage for Medium warpriests is listed on Table D. The warpriest can decide
provokes an attack of opportunity. Undead do not receive a saving throw against this
to use the weapon's base damage instead of the sacred weapon damage-this must
damage. This counts as positive energy. An evil warpriest (or one who worships an
be declared before the attack roll is made. (If the weapon's base damage exceeds the
evil deity) can use this ability to instead deal damage to living creatures with a melee
sacred weapon damage, its damage is unchanged.) This increase in damage does not
touch attack and heal undead creatures with a touch. This counts as negative energy. A
affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs,
neutral warpriest who worships a neutral deity (or one who is not devoted to a particular
or other weapons that only deal energy damage. Sacred weapon enhancement of +2
deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells
for 10 rounds per day. At 4th level, the warpriest gains the ability to enhance one of
or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action,
his sacred weapons with divine power as a swift action. This power grants the weapon
a warpriest can expend one use of this ability to cast any one warpriest spell he has
a + enhancement bonus. If the warpriest has more than one sacred weapon, he can
prepared with a casting time of 1 round or shorter. When cast in this way, the spell can
enhance another on the following round by using another swift action. The warpriest
target only the warpriest, even if it could normally affect other or multiple targets. Spells
can use this ability rounds per day, but these rounds need not be consecutive. These
cast in this way ignore somatic components and do not provoke attacks of opportunity.
bonuses stack with any existing bonuses the weapon might have, to a maximum of +5.
The warpriest does not need to have a free hand to cast a spell in this way.
The warpriest can enhance a weapon with any of the following weapon special abilities:
brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the Focus Weapon [Paizo Inc. - Advanced
warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty Class Guide, p.60]
cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any
can add axiomatic and merciful. If he is neutral (with no other alignment components), weapon, not just his deity's favored weapon).
he can add spell storing and thundering. Adding any of these special abilities replaces Forge Mastery (Ex) [Paizo Inc. - Advanced
an amount of bonus equal to the special ability's base cost (see Table 15-9 on page Class Guide, p.130]
469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have The forgepriest adds a +5 bonus equal to half his level to all Craft checks to make
at least a +1 enhancement bonus before any other special abilities can be added. If metal items, armor, and weapons.
multiple weapons are enhanced, each one consumes rounds of use individually. The Heat of the Forge (Su) [Paizo Inc. - Advanced
enhancement bonus and special abilities are determined the first time the ability is used Class Guide, p.130]
each day, and cannot be changed until the next day. These bonuses do not apply if A forgepriest gains fire resistance 5.
another creature is wielding the weapon, but they continue to be in effect if the weapon Keen Senses (Ex) [Paizo Inc. - Core
otherwise leaves the warpriest's possession (such as if the weapon is thrown). This Rulebook, p.22]
ability can be ended as a free action at the start of the warpriest's turn (that round
Elves receive a +2 bonus on Perception skill checks.
does not count against the total duration, unless the ability is resumed during the same
round). If the warpriest uses this ability on a double weapon, the effects apply to only Low-Light Vision (Ex) [Paizo Inc. - Bestiary]
one end of the weapon. You can see x2 as far as humans in low illumination. Characters with low-light vision
have eyes that are so sensitive to light that they can see twice as far as normal in
Special Qualities dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read
a scroll as long as even the tiniest candle flame is next to her as a source of light.
Aura (Ex) [Paizo Inc. - Advanced
Characters with low-light vision can see outdoors on a moonlit night as well as they
Class Guide, p.60]
can during the day.
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura
Orisons [Paizo Inc. - Advanced
(as a cleric) corresponding to the deity's alignment (see detect evil).
Class Guide, p.60]
Aura of Good (Ex) [Paizo Inc. - Core
Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on
Rulebook]
Table 1-14. These spells are cast as any other spell, but aren't expended when cast
You project a strong good aura. and can be used again.
Aura of Law (Ex) [Paizo Inc. - Core Resistance to Fire (Ex) [Paizo Inc. - Bestiary,
Rulebook] p.303]
You project a strong lawful aura. You may ignore 5 points of Fire damage each time you take fire damage.
Blessings [Paizo Inc. - Advanced Sacred Armor (Su) [Paizo Inc. - Advanced
Class Guide, p.130] Class Guide, p.63]
A forgepriest selects only one blessing. This alters the blessings class feature. At 7th level, the warpriest gains the ability to enhance his armor with divine power as
Bonus Feats [Paizo Inc. - Advanced a swift action. This power grants the armor a +2 enhancement bonus. The warpriest
Class Guide, p.130] can use this ability 10 of minutes per day equal to his warpriest level. This duration
A forgepriest can select item creation feats in addition to combat feats when he gains must be used in 1-minute increments, but they don't need to be consecutive. These
a bonus feat. bonuses stack with any existing bonuses the armor might have, to a maximum of +5.
Bonus Languages [Paizo Inc. - Advanced The warpriest can enhance armor any of the following armor special abilities: energy
Class Guide, p.62]
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 2
resistance (normal, improved, and greater), fortification (heavy, light, or moderate), You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base
glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities price. To craft a ring, you must use up raw materials costing half of the base price. See
replaces an amount of bonus equal to the special ability's base cost (see Table 15-4 the magic item creation rules in Chapter 15 for more information. You can also mend a
on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, broken ring if it is one that you could make. Doing so costs half the raw materials and
energy resistance counts as +2, improved energy resistance counts as +4, and greater half the time it would take to forge that ring in the first place.
energy resistance counts as +5. Duplicate abilities do not stack. The armor must have Iron Will [Paizo Inc. - Core
at least a +1 enhancement bonus before any other special abilities can be added. The Rulebook, p.129]
enhancement bonus and armor special abilities are determined the first time the ability You are more resistant to mental effects.
is used each day and cannot be changed until the next day. These bonuses apply only
while the warpriest is wearing the armor, and end immediately if the armor is removed You get a +2 bonus on all Will saving throws.
or leaves the warpriest's possession. This ability can be ended as a free action at Craft Magic Arms and Armor [Paizo Inc. - Core
the start of the warpriest's turn. This ability cannot be applied to a shield. When the Rulebook, p.120]
warpriest uses this ability, he can also use his sacred weapon ability as a free action You can create magic armor, shields, or weapons.
by expending one use of his fervor. You can create magic weapons, armor, or shields. Enhancing a weapon, suit of
Smith's Spells [Paizo Inc. - Advanced armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To
Class Guide, p.130] enhance a weapon, suit of armor, or shield, you must use up raw materials costing half
[NOT IMPLEMENTED] A forgepriest adds the following spells to his spell list: 1st- of this total price. See the magic item creation rules in Chapter 15 for more information.
jury rig, shield; 2nd-heat metal, shatter; 3rd-keen edge, quench, versatile weapon; 4th- The weapon, armor, or shield to be enhanced must be a masterwork item that you
wreath of blades; 5th-fabricate, major creation; 6th-mage's sword. provide. Its cost is not included in the above cost. You can also mend a broken magic
Spontaneous Casting [Paizo Inc. - Advanced weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the
Class Guide, p.62] raw materials and half the time it would take to craft that item in the first place.
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell
energy into healing spells that he did not prepare ahead of time. The warpriest can Proficiencies
expend any prepared spell that isn't an orison to cast any cure spell of the same spell Aldori Dueling Sword, Amentum, Atlatl, Axe (Throwing), Bardiche, Battle Aspergillum,
level or lower. A cure spell is any spell with "cure" in its name. An evil warpriest (or a Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Boar Spear,
neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club,
them to inflict spells. An inflict spell is any spell with "inflict" in its name. A warpriest Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Curve Blade (Elven),
that is neither good nor evil and whose deity is neither good nor evil chooses whether Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken
he can convert spells into either cure spells or inflict spells. Once this choice is made, Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Flambard, Gaff, Garrote,
it cannot be changed. This choice also determines whether the warpriest channels Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe,
Transfer Magic (Su) [Paizo Inc. - Advanced Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Hanbo, Handaxe,
Class Guide] Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana,
You can temporarily transfer a weapon special ability from one weapon to another. Kerambit, Khakkhara, Klar, Klar (as weapon), Kukri, Lance, Longbow, Longspear,
The bearers of each of the weapons must be willing, and you must be touching both Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light),
weapons to activate this ability. You can transfer a weapon special ability with a base Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick
price modifier of +1 or +2. If you are using this ability on a double weapon, only one (Heavy), Pick (Light), Pilum, Pitchfork, Poisoned Sand Tube, Quarterstaff, Ranseur,
end of the double weapon is affected. The transfer lasts for 1 minute, after which the Rapier, Rhoka, Rhomphaia, Rock, Rope Gauntlet, Sansetsukon, Sap, Scimitar,
transferred weapon special ability automatically returns to the source weapon. You can Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat,
use this ability multiple times on the same weapon or weapons. Alternatively, you can Sickle, Sling, Sling Glove, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked
use transfer magic to move a +1 or +2 armor special ability from one touched suit of Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword
armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Syringe
armor or weapon. spear, Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow
Weapon and Armor Proficiency [Paizo Inc. - Advanced Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow
Class Guide] (Light), War Flute, War Razor, Waraxe (Dwarven), Warhammer, 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 shields (except
Templates
tower shields). If the warpriest worships a deity with unarmed strike as its favored Warpriest ~ Bonus Languages
weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
Weapon Familiarity (Ex) [Paizo Inc. - Core
Rulebook, p.22]
Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with
the word "elven" in its name as a martial weapon.
Feats
Alertness [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.
Combat Casting [Paizo Inc. - Core
Rulebook, p.119]
You are adept at spellcasting when threatened or distracted.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like
ability when casting on the defensive or while grappled.
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.
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 3
Warpriest Spells
LEVEL 0 1 2 3 4 5 6
PER DAY 5 5 4 3 1 — —
Concentration +10
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 4
Warpriest Spells
❏❏❏❏❏ Deadeye's Lore Divination 1 round 10 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 100 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:11, Fortitude negates (object)]
❏❏❏❏❏ Detect Chaos Divination 1 standard action Concentration, up to 100 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 10 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 Evil Divination 1 standard action Concentration, up to 100 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 100 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 100 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 Undead Divination 1 standard action Concentration, up to 10 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 (50 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 +3 luck bonus on attack and weapon damage rolls.
❏❏❏❏❏ Doom Necromancy [Fear, Mind-Affecting, Emotion] 1 standard action 10 minutes Medium (200 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:11, 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:11, 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:11, Will negates (harmless)]
❏❏❏❏❏ Enhance Water Transmutation 1 round Instantaneous Touch ISG:p.233
[V, S] TARGET: 10 pints of water; EFFECT: This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but perfectly drinkable. The spell also serves to remove poisons, diseases,
minerals, and other toxins from the water as it transforms. The more contaminants that exist in the water, the darker the ale or the more full-bodied the wine becomes. The beverage's alcohol content is not affected by the presence or absence of
contaminants. This spell does not work on unholy water, potions, or other liquids with magical power. [SR:Yes (harmless, object); DC:11, Fortitude negates (harmless, object)]
❏❏❏❏❏ Entropic Shield Abjuration 1 standard action 10 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 10 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:11, Fortitude negates (harmless)]
❏❏❏❏❏ Fairness Enchantment (Compulsion) [Mind-Affecting] 1 round 10 minutes Close (50 ft.) ISG:p.233
[V, S, DF] TARGET: 10 humanoid creatures; EFFECT: Humanoid creatures affected by this spell must trade fairly with others to the best of their knowledge. If they know the fair value [or even an estimated fair value] of a good or service, they
cannot participate in a trade if it would benefit one side unfairly, and must attempt to stop such trades from occurring, preventing them from cheating another while under the influence of this spell. The symbol of Abadar appears above the heads of
those affected by this spell, making those affected and unaffected by the spell immediately apparent. [SR:Yes; DC:11, Will negates]
❏❏❏❏❏ Fallback Strategy Abjuration 1 standard action 10 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 10 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:11, Reflex half; see text]
❏❏❏❏❏ Forbid Action Enchantment (Compulsion) [Language-Dependent, 1 standard
Mind-Affecting]
action 1 round Close (50 ft.) UM:p.220
[V] TARGET: One creature; EFFECT: Target obeys your command to not do something. [SR:Yes; DC:11, Will negates]
❏❏❏❏❏ Gorum's Armor Transmutation 1 standard action 100 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:11, Fortitude negates (harmless)]
❏❏❏❏❏ Hairline Fractures Transmutation [Earth] 1 standard action 10 rounds Touch ISG:p.235
[V, S, M] TARGET: 5-foot-square section of stone or a creature with the earth subtype; EFFECT: With a single touch, you create temporary hairline fractures in a piece of stone or a creature with the earth subtype. If you cast this spell on a section
of stone, you reduce its hardness to 5 and its hit points to 10/inch of thickness. If you cast this spell on a creature with the earth subtype, that creature takes a -2 penalty to AC for the spell's duration. Make whole reverses this spell's effect. [SR:Yes
(object); DC:11, Fortitude negates (object)]
❏❏❏❏❏ Haze of Dreams Enchantment (Charm) [Emotion, Mind-Affecting] 1 standard action 10 rounds Close (50 ft.) ISG:p.235
[V, M] TARGET: One creature; EFFECT: You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target moves at half its normal speed
[round down to the next 5-foot increment], which affects the creature's jumping distance as normal for decreased speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. [SR:Yes; DC:11, Will negates]
❏❏❏❏❏ Hide from Undead Abjuration 1 standard action 100 minutes [D] Touch CR:p.296
[V, S, DF] TARGET: 10 creatures touched; EFFECT: Undead cannot see, hear, or smell creatures warded by this spell. [SR:Yes; DC:11, Will negates (harmless); see text]
❏❏❏❏❏ Ice Armor Transmutation [Cold, Water] 1 minute 10 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 O 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]
❏❏❏❏❏ Infernal Healing Conjuration (Healing) [Evil] 1 round 1 minute Touch ISWG:p.295
[V, S, M] TARGET: Creature touched; EFFECT: Anoint a wounded creature with devil's blood or unholy water giving it fast healing 1. Does not repair silver or good damage. Target detects as evil for the duration. [SR:Yes (harmless); DC:11, Will
negates (harmless)]
❏❏❏❏❏ 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:11, Will half]
❏❏❏❏❏ 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 (50 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:11, Will negates (harmless)]
❏❏❏❏❏ Lighten Object Transmutation 1 standard action 10 minutes Close (50 ft.) ISG:p.236
[V, M] TARGET: 1 object of up to 10 cubic ft.; EFFECT: The target's weight decreases by half. If this spell is cast on armor, the armor's armor check penalty decreases by 1, though its categorization as light, medium, or heavy does not change.
[SR:Yes (object); DC:11, 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:11, Will
negates (harmless, object)]
❏❏❏❏❏ Magic Weapon Transmutation [MetalSchool] 1 standard action 10 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:11, Will negates (harmless, object)]
❏❏❏❏❏ Moment of Greatness Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 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 (50 ft.) UM:p.230
[V] TARGET: One living creature; EFFECT: Target is compelled to kill its ally. [SR:Yes; DC:11, Will negates]
* =Domain/Speciality Spell
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 5
Warpriest Spells
❏❏❏❏❏ Obscuring Mist Conjuration, WaterSchool (Creation) 1 standard action 10 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 100 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:11, Fortitude negates (harmless)]
❏❏❏❏❏ Poisoned Egg Transmutation [Poison] 1 standard action 10 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:11, None (object)]
❏❏❏❏❏ Protection from Chaos Abjuration [Lawful] 1 standard action 10 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:11, Will negates (harmless)]
❏❏❏❏❏ Protection from Evil Abjuration [Good] 1 standard action 10 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:11, Will negates (harmless)]
❏❏❏❏❏ Protection from Good Abjuration [Evil] 1 standard action 10 minutes [D] Touch CR:p.328
[V, S, M/DF] TARGET: Creature touched; EFFECT: This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. [SR:No; see text; DC:11, Will negates (harmless)]
❏❏❏❏❏ Protection from Law Abjuration [Chaotic] 1 standard action 10 minutes [D] Touch CR:p.328
[V, S, M/DF] TARGET: Creature touched; EFFECT: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. [SR:No; see text; DC:11, Will negates (harmless)]
❏❏❏❏❏ Ray of Sickening Necromancy 1 standard action 10 minutes Close (50 ft.) UM:p.234
[V, S, M] TARGET: Ray; EFFECT: Ray makes the subject sickened. [SR:Yes; DC:11, Fortitude partial; see text]
❏❏❏❏❏ Read Weather Divination 1 minute Instantaneous Personal ISG:p.238
[V, S, F] TARGET: You; EFFECT: This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on. This forecast reveals only the weather that would arise
naturally, and does not take into account any magical occurrences that might change the weather.
❏❏❏❏❏ Refine Improvised Weapon Transmutation 1 standard action 10 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:11, Will negates (harmless, object)]
❏❏❏❏❏ Reinforce Armaments Transmutation 1 standard action 100 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:11, Will negates (harmless, object)]
❏❏❏❏❏ Remove Fear Abjuration 1 standard action 10 minutes; see text Close (50 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:11, Will negates (harmless)]
❏❏❏❏❏ Remove Sickness Conjuration (Healing) 1 standard action 100 minutes; see text Close (50 ft.) UM:p.234
[V, S] TARGET: One creature; EFFECT: Suppress disease, nausea, and the sickened condition. [SR:Yes (harmless); DC:11, 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 10 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:11, Will negates]
❏❏❏❏❏ Shield of Faith Abjuration 1 standard action 10 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:11, Will negates (harmless)]
❏❏❏❏❏ Stunning Barrier Abjuration 1 standard action 10 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:11, none and Will negates (see text)]
❏❏❏❏❏ Summon Minor Monster Conjuration (Summoning) 1 round 10 rounds [D] Close (50 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 10 rounds [D] Close (50 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 10 rounds [see text] Touch UC:p.245
[V, S] TARGET: one melee weapon; EFFECT: [SR:Yes (object); DC:11, Fortitude negates (object)]
❏❏❏❏❏ Tap Inner Beauty Divination 1 standard action 10 minutes Personal ISG:p.243
[V, M] TARGET: You; EFFECT: This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-
based skill checks.
❏❏❏❏❏ Touch of Bloodletting Necromancy 1 standard action 10 rounds Touch ISG:p.243
[V, S] TARGET: living creature touched; EFFECT: This spell causes any existing wounds that the target possesses to bleed profusely. If the creature's current total hit points are less than its maximum, this spell causes the creature to take 1 point
of bleed damage each round and become exhausted for the duration of the spell. A successful DC 15 Heal check or any spell that cures hit point damage negates the effects of this spell. [SR:Yes; DC:11, Will negates]
❏❏❏❏❏ Tracking Mark Evocation 1 standard action 100 minutes [D] Long (800 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:11, Will negates]
❏❏❏❏❏ Unbreakable Heart Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 rounds Close (50 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:11, Will negates (harmless)]
❏❏❏❏❏ Unwelcome Halo Evocation [Light] 1 standard action 10 minutes Medium (200 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:11, Will negates]
❏❏❏❏❏ Weapons Against Evil Transmutation 1 standard action 10 rounds Close (50 ft.) ISG:p.245
[V, OF] TARGET: 10 weapons, no two of which can be more than 20 ft. apart; EFFECT: Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures that have
DR 5 or lower, as long as the damage reduction is not DR/epic. [SR:Yes (harmless, object); DC:11, Fortitude negates (harmless, object)]
❏❏❏❏❏ Weaponwand Transmutation 1 round 10 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:11, Will negates (harmless, object)]
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 6
Warpriest Spells
❏❏❏❏❏ Bear's Endurance Transmutation 1 standard action 10 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:12, Will negates (harmless)]
❏❏❏❏❏ Bestow Weapon Proficiency Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 minutes Close (50 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:12, Will negates (harmless)]
❏❏❏❏❏ Blessing of Courage and Life Conjuration (Healing) [Emotion] 1 standard action 10 minutes [see below] Close (50 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:12, Will negates (harmless)]
❏❏❏❏❏ Boiling Blood Transmutation 1 standard action Concentration + 10 rounds Medium (200 ft.) UM:p.209
[V, S] TARGET: 3 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:12, Fortitude negates (see text)]
❏❏❏❏❏ Brittle Portal Transmutation 1 standard action 10 rounds Close (50 ft.) ISG:p.230
[V, S] TARGET: 5-ft.-radius spread; EFFECT: This spell weakens the bonds of existence, and reduces the hardness of any nonmagical surface within its area of effect by 2 per caster level. The spell is centered on a flat surface chosen by the
caster, and the hardness reduction effect persists for the duration of the spell. [SR:Yes (object); DC:12, Will negates (object)]
❏❏❏❏❏ Bull's Strength Transmutation 1 standard action 10 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:12, Will negates (harmless)]
❏❏❏❏❏ Calm Emotions Enchantment (Compulsion) [Mind-Affecting, Emotion]
1 standard action Concentration, up to 10 rounds [D] Medium (200 ft.) CR:p.252
[V, S, DF] TARGET: Creatures in a 20-ft.-radius spread; EFFECT: This spell calms agitated creatures. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ Compassionate Ally Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 10 rounds Close (50 ft.) UM:p.211
[V, S] TARGET: One creature; EFFECT: Target is compelled to help injured ally. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ Consecrate Evocation [Good] 1 standard action 20 hours Close (50 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+10 points of damage. [SR:Yes (harmless) or yes; see text; DC:12, Will half (harmless) or Will half; see text]
❏❏❏❏❏ Darkness Evocation [Darkness] 1 standard action 10 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]
❏❏❏❏❏ Death Knell Necromancy [Death, Evil] 1 standard action Instantaneous/10 minutes per HD of subject;Touch
see text CR:p.264
[V, S] TARGET: Living creature touched; EFFECT: You draw forth the ebbing life force of a creature and use it to fuel your own power. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ Defending Bone Necromancy 1 standard action 10 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 10 hours Close (50 ft.) UM:p.216
[V, S] TARGET: One creature; EFFECT: Ignore pain. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ Delay Poison Conjuration (Healing) 1 standard action 10 hours Touch CR:p.265
[V, S, DF] TARGET: Creature touched; EFFECT: The subject becomes temporarily immune to poison. [SR:Yes (harmless); DC:12, Fortitude negates (harmless)]
❏❏❏❏❏ Desecrate Evocation [Evil] 1 standard action 20 hours Close (50 ft.) CR:p.265
[V, S, M, DF] TARGET: 20-ft.-radius emanation; EFFECT: This spell imbues an area with negative energy. [SR:Yes]
❏❏❏❏❏ Disfiguring Touch Transmutation [Curse] 1 standard action 10 days Touch UM:p.217
[V, S] TARGET: Creature touched; EFFECT: Target becomes disfigured. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ Display Aversion Illusion (Shadow) 1 standard action Concentration + 1d4 rounds Long (800 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:12, Will disbelief (if interacted with)]
❏❏❏❏❏ Dread Bolt Evocation [Evil] 1 standard action Instantaneous [1d4 rounds] Close (50 ft.) UM:p.217
[V, S, DF] TARGET: Arrow-shaped projectile of evil energy; EFFECT: Harm and possibly sicken good creatures. [SR:Yes; DC:12, Will partial (see text)]
❏❏❏❏❏ Eagle's Splendor Transmutation 1 standard action 10 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:12, Will negates (harmless)]
❏❏❏❏❏ Early Judgment Divination 1 standard action 1d4 rounds Close (50 ft.) ISG:p.233
[V, S, DF] TARGET: One humanoid creature; EFFECT: You show one creature the effect of its life so far and what it might expect when it passes under Pharasma's impartial gaze at the end of its life. Depending on the creature's alignment and its
adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the Great Beyond. If the target is good-aligned, it is fascinated for 1d4 rounds on
a failed save. If the target is neutral-aligned, it is confused for 1d4 rounds on a failed save. If the target is evil-aligned, it is shaken for 1d4 rounds on a failed save. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ Effortless Armor Transmutation 1 standard action 10 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:12, Will negates (harmless)]
❏❏❏❏❏ Enthrall Enchantment (Charm) [Language-Dependent,1Mind-Affecting,
round Sonic]
1 hour or less Medium (200 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:12, Will negates; see text]
❏❏❏❏❏ Find Traps Divination 1 standard action 10 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 10 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:12, Will negates (object)]
❏❏❏❏❏ Ghostbane Dirge Transmutation 1 standard action 10 rounds Close (50 ft.) APG:p.225
[V, S, M/DF] TARGET: one incorporeal creature; EFFECT: Incorporeal creature takes half damage from nonmagical weapons. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ Ghoul Hunger Necromancy [Evil, Mind-Affecting] 1 standard action 10 rounds; see text Close (50 ft.) ISG:p.234
[V, S] TARGET: One humanoid creature; EFFECT: You awaken an unnatural hunger in the target, compelling it to fall upon a nearby helpless or dead humanoid creature and begin eating its flesh. The target defends itself normally but takes no
other actions while eating. The target does not take extraordinary risks to satisfy this urge [it wouldn't jump over a pit or swim through lava to reach a suitable victim]. If the target can't fulfill this urge on its next turn, the spell fails. Each round on its
turn, the target can attempt a new saving throw to end the effect. [SR:Yes; DC:12, Will negates; see text]
❏❏❏❏❏ Gozreh's Trident Evocation [Electricity] 1 standard action 10 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.
❏❏❏❏❏ Hold Person Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 rounds [D]; see text Medium (200 ft.) CR:p.296
[V, S, F/DF] TARGET: One humanoid creature; EFFECT: The subject becomes paralyzed and freezes in place. [SR:Yes; DC:12, Will negates; see text]
❏❏❏❏❏ Holy Ice Weapon Transmutation [Cold, Good, Water] 1 standard action 10 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:12, none]
❏❏❏❏❏ Imbue with Aura Transmutation 1 standard action 10 minutes Close (50 ft.) UM:p.225
[V, S, DF] TARGET: One creature; EFFECT: Target emulates your cleric aura. [SR:Yes; DC:12, 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+10 points of damage. [SR:Yes; DC:12, 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 10 minutes [D] Personal APG:p.229
[V, S, DF] TARGET: You; EFFECT: Summon armor temporarily replacing your current attire.
❏❏❏❏❏ Instrument of Agony Transmutation 1 standard action 10 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:12, Will negates (harmless, object), see text]
* =Domain/Speciality Spell
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 7
Warpriest Spells
❏❏❏❏❏ 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 5 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 10 minutes Close (50 ft.) ACG:p.186
[V, S, DF/M] TARGET: 10 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:12, Will negates (harmless)]
❏❏❏❏❏ Light Prison Evocation [Light] 1 standard action 10 rounds [D] Close (50 ft.) ISG:p.236
[V, S] TARGET: 5 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:12, Reflex negates]
❏❏❏❏❏ Magic Siege Engine Transmutation 1 standard action 10 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:12, Will negates (harmless, object)]
❏❏❏❏❏ Make Whole Transmutation [MetalSchool] 10 minutes Instantaneous Close (50 ft.) CR:p.311
[V, S] TARGET: One object of up to 100 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:12, Will
negates (harmless, object)]
❏❏❏❏❏ Marching Chant Transmutation 1 minute concentration Close (50 ft.) ACG:p.187
[V, S] TARGET: 10 creatures; EFFECT: Allies can hustle without penalty while you sing or chant. [SR:yes (harmless); DC:12, Will negates (harmless)]
❏❏❏❏❏ Martyr's Bargain Transmutation [Good] 1 immediate action 10 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 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]
❏❏❏❏❏ Muffle Sound Illusion (Glamer) 1 round 10 minutes [D] Close (50 ft.) ACG:p.188
[V, S] TARGET: 10 allies; EFFECT: Allies gain a bonus on Stealth checks but risk verbal spell failure. [SR:yes; DC:12, Will negates]
❏❏❏❏❏ Owl's Wisdom Transmutation 1 standard action 10 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:12, Will negates (harmless)]
❏❏❏❏❏ Path of Glory Conjuration (Healing) 1 standard action 10 rounds Touch [see text] ACG:p.189
[V, S] TARGET: 40 5-ft. squares [see text]; EFFECT: Create an expanding glow that heals allies within it of 1 hp of damage. [SR:no; DC:12, none]
❏❏❏❏❏ Pilfering Hand Evocation [Force] 1 standard action see text Close (50 ft.) UC:p.239
[S] TARGET: one object; EFFECT: You may seize an object or manipulate it from afar. [SR:Yes (object)]
❏❏❏❏❏ Protection from Chaos (Communal) Abjuration [Lawful] 1 standard action 10 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:12, Will negates (harmless)]
❏❏❏❏❏ Protection from Evil (Communal) Abjuration [Good] 1 standard action 10 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:12, Will negates (harmless)]
❏❏❏❏❏ Protection from Good (Communal) Abjuration [Evil] 1 standard action 10 minutes [D] Touch UC:p.240
[V, S, M/DF] TARGET: creatures touched; EFFECT: As protection from good, but you may divide the duration among creatures touched. [SR:No; see text; DC:12, Will negates (harmless)]
❏❏❏❏❏ Protection from Law (Communal) Abjuration [Chaotic] 1 standard action 10 minutes [D] Touch UC:p.240
[V, S, M/DF] TARGET: creatures touched; EFFECT: As protection from law, but you may divide the duration among creatures touched. [SR:No; see text; DC:12, Will negates (harmless)]
❏❏❏❏❏ Protective Penumbra Evocation [Darkness] 1 standard action 100 minutes Touch UM:p.233
[V, S] TARGET: Creature touched; EFFECT: Shadow protects the target from light. [SR:Yes; DC:12, Will negates (harmless)]
❏❏❏❏❏ Reinforce Armaments (Communal) Transmutation 1 standard action 100 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:12, Will negates (harmless, object)]
❏❏❏❏❏ Remove Paralysis Conjuration (Healing) 1 standard action Instantaneous Close (50 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:12, Will negates (harmless)]
❏❏❏❏❏ Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool,
1 standard
WaterSchool
action 100 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:12, 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:12, Will negates (harmless)]
❏❏❏❏❏ Returning Weapon Conjuration (Teleportation) 1 standard action 10 minutes Close (50 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:12, 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 100 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:12, Will negates (harmless)]
❏❏❏❏❏ Shard of Chaos Evocation [Chaos] 1 standard action Instantaneous [1d6 rounds] Close (50 ft.) UM:p.237
[V, S, DF] TARGET: Dart-shaped projectile of chaotic energy; EFFECT: Harm and possibly slow lawful creatures. [SR:Yes; DC:12, Will partial (see text)]
❏❏❏❏❏ Shared Sacrifice Necromancy [Evil] 1 round 10 rounds [D] Close (50 ft.) ISG:p.240
[V, S] TARGET: One creature; EFFECT: The target of this spell takes the remainder of the damage. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level drain, and death effects cannot be shared
through this link. If you suffer a reduction in hit points because of a lowered Constitution score, the reduction is not split with the target of this spell because it is not hit point damage. When the spell ends, subsequent damage is no longer divided
between the subject and you, but damage already split is not reassigned back to you. If you and the target of the spell move out of range of each other, the spell immediately ends. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ 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:12, Will negates (harmless)]
❏❏❏❏❏ Shatter Evocation, EarthSchool [Sonic, MetalSchool] 1 standard action Instantaneous Close (50 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:12, Will negates (object); Will negates (object) or Fortitude half; see text]
❏❏❏❏❏ Shield of Fortification Abjuration 1 standard action 10 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:12, Fortitude negates (harmless)]
❏❏❏❏❏ Shield Other Abjuration 1 standard action 10 hours [D] Close (50 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:12, Will negates (harmless)]
❏❏❏❏❏ Silence Illusion (Glamer) 1 round 10 rounds [D] Long (800 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:12, Will negates; see text or none
(object)]
❏❏❏❏❏ Silent Table Illusion (Glamer) 1 round 10 minutes [D] Close (50 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:12, 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. + 10 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:12, none]
❏❏❏❏❏ Sound Burst Evocation [Sonic] 1 standard action Instantaneous Close (50 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:12, Fortitude partial]
* =Domain/Speciality Spell
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 8
Warpriest Spells
❏❏❏❏❏ Spear of Purity Evocation [Good] 1 standard action Instantaneous [1 round] Close (50 ft.) UM:p.240
[V, S, DF] TARGET: Spear-shaped projectile of good energy; EFFECT: Harm and possibly blind evil creatures. [SR:Yes; DC:12, Will partial (see text)]
❏❏❏❏❏ Spell Gauge Divination [mind-Affecting] 1 standard action Instantaneous Close (50 ft.) ISG:p.242
[V, S, F] TARGET: One creature; EFFECT: You immediately discover some of the spells that the target knows or has prepared. The number of spells revealed to you is equal to your caster level. The target's lowest-level spells are revealed first-
ignoring 0-level spells-in a random order. Once all of the target's 1st-level spells are revealed, the spell begins revealing 2nd-level spells, then 3rd-level spells. This spell does not reveal spells of 4th level or higher, nor does it reveal spell#like
abilities or other special abilities. If cast on a creature that is not a spellcaster, that has only 0-level spells or spells of 4th level or higher prepared, that has expended all of its spells, or that has not prepared any spells that day, the spell has no
effect. [SR:Yes; DC:12, Will negates]
❏❏❏❏❏ Spiritual Weapon Evocation [Force] 1 standard action 10 rounds [D] Medium (200 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+3 force damage per hit. [SR:Yes]
❏❏❏❏❏ Status Divination 1 standard action 10 hours Touch CR:p.349
[V, S] TARGET: 3 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:12, Will negates
(harmless)]
❏❏❏❏❏ Summon Monster II Conjuration, AirSchool, EarthSchool, FireSchool,
1 round
WaterSchool (Summoning)
10 rounds [D] Close (50 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 (50 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:12, Will negates (harmeless)]
❏❏❏❏❏ Surmount Affliction Abjuration 1 standard action 10 rounds Personal UM:p.241
[V, S] TARGET: You; EFFECT: Temporarily suppress one condition.
❏❏❏❏❏ Tears to Wine Transmutation 1 standard action 100 minutes 10 ft. ArcA:p.22
[V, S, M] TARGET: 5 cu. ft. of liquit [see text]; EFFECT: This spell turns nonmagic liquids into mead or wine of average quality. [SR:yes (object); DC:12, Will negates (object)]
❏❏❏❏❏ Trail of the Rose Illusion (Phantasm) 1 standard action 10 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:12, Fortitude negates (object)]
❏❏❏❏❏ Undetectable Alignment Abjuration 1 standard action 24 hours Close (50 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:12, Will negates (object)]
❏❏❏❏❏ Unholy Ice Weapon Transmutation [Cold, Evil, Water] 1 standard action 10 minutes [D] 0 Ft. ACG:p.198
[V, S, M] TARGET: one ice weapon; EFFECT: Create a masterwork weapon made of frozen unholy water. [SR:no; DC:12, none]
❏❏❏❏❏ Unliving Rage Necromancy 1 standard action concentration + 10 rounds [D] Medium (200 ft.) ACG:p.198
[V, S] TARGET: 3 willing undead creatures, no two of which can be more than 30 ft. apart; EFFECT: As rage, except affecting only undead. [SR:yes; DC:12, none]
❏❏❏❏❏ Vexing Miscalculation Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 minutes or until discharged Close (50 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:12, Will negates]
❏❏❏❏❏ Water Walk (Communal) Transmutation [Water] 1 standard action 100 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:12, Will negates (harmless)]
❏❏❏❏❏ Weapon of Awe Transmutation [Emotion] 1 standard action 10 minutes Touch APG:p.256
[V, S, DF] TARGET: weapon touched; EFFECT: Weapon gets +2 on damage rolls. [SR:Yes (harmless, object); DC:12, Will negates (harmless, object)]
❏❏❏❏❏ Web Shelter Conjuration (Creation) 1 minute 10 hours [D] Close (50 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]
❏❏❏❏❏ Whispering Lore Divination 1 full-round action 100 minutes Personal ARG:p.29
[V, S] TARGET: You; EFFECT: Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it whispers information in a language you understand, though the whispering is so rambling it is hard to
distinguish useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment,
you gain the bonus on Knowledge [nature] checks. If you are within an underground environment, you gain the bonus on Knowledge [dungeoneering] checks. If you are within an urban environment, you gain the bonus on Knowledge [local] checks.
If you are on a plane other than the Material Plane, you gain the bonus on Knowledge [planes] checks. If you enter a new terrain, you lose the previous terrain's skill bonus and gain the new bonus. [SR:No]
❏❏❏❏❏ Zone of Truth Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 minutes Close (50 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:12, Will negates]
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 9
Warpriest Spells
❏❏❏❏❏ Cure Serious Wounds Conjuration (Healing) 1 standard action Instantaneous Close (50 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+10 points of damage. [SR:Yes (harmless) or yes; see text; DC:13, Will half (harmless) or Will half; see text]
❏❏❏❏❏ Daybreak Arrow Evocation [light] 1 standard action 100 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:13, Fortitude negates (harmless, object)]
❏❏❏❏❏ Daylight Evocation [Light] 1 standard action 100 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]
❏❏❏❏❏ Deadly Juggernaut Necromancy [Death] 1 standard action 10 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 10 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 10 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:13, Fortitude negates (harmless)]
❏❏❏❏❏ Discovery Torch Evocation [Light] 1 round 100 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 1 standard action Instantaneous Medium (200 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, 1 standard
WaterSchool
action[Air, Earth,
10 minutes
Fire, Water] 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 500 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 (50 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:13, 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 50 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:13, See text]
❏❏❏❏❏ Guiding Star Divination 1 minute 10 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 10 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]
❏❏❏❏❏ 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+10 points of damage. [SR:Yes; DC:13, Will half]
❏❏❏❏❏ Invisibility Purge Evocation 1 standard action 10 minutes [D] Personal CR:p.302
[V, S] TARGET: You; EFFECT: You surround yourself with a sphere of power with a radius of 50 feet that negates all forms of invisibility.
❏❏❏❏❏ Ki Leech Necromancy [Evil] 1 standard action 10 minutes [D] Personal UM:p.225
[V, S] TARGET: You; EFFECT: Add to your ki pool when you critically hit.
❏❏❏❏❏ Light of Iomedae Conjuration [Good, Light] 1 minute 10 minutes Medium (200 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:13, Will partial]
❏❏❏❏❏ Locate Object Divination 1 standard action 10 minutes Long (800 ft.) CR:p.305
[V, S, F/DF] TARGET: Circle, centered on you, with a radius of 800 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 10 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 10 rounds [double if enemy is an ex-lover].
[SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Magic Circle against Chaos Abjuration [Lawful] 1 standard action 100 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:13,
Will negates (harmless)]
❏❏❏❏❏ Magic Circle against Evil Abjuration [Good] 1 standard action 100 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:13, Will
negates (harmless)]
❏❏❏❏❏ Magic Circle against Good Abjuration [Evil] 1 standard action 100 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 good spell, and good summoned creatures cannot enter the area either. [SR:No; see text; DC:13,
Will negates (harmless)]
❏❏❏❏❏ Magic Circle against Law Abjuration [Chaotic] 1 standard action 100 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 law spell, and lawfull summoned creatures cannot enter the area either. [SR:No; see text; DC:13, Will
negates (harmless)]
❏❏❏❏❏ Magic Vestment Transmutation 1 standard action 10 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:13, Will negates (harmless, object)]
❏❏❏❏❏ Mantle of Calm Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 10 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:13, none and Will negates (see text)]
❏❏❏❏❏ Mark of Obvious Ethics Divination [Curse] 1 standard action 10 days Touch ACG:p.187
[V, S] TARGET: creature touched; EFFECT: Other creatures can determine the target's alignment. [SR:yes; DC:13, Will negates]
❏❏❏❏❏ Meld into Stone Transmutation [Earth] 1 standard action 100 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 10 hours Touch ISG:p.237
[V, S] TARGET: Creature touched; EFFECT: You change one of the extremities of the creature touched-arms or legs only-into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing. The subject
must take approximately 10 minutes to familiarize itself with the function and movement of the new extremity to use it properly. These new forms do not allow the subject to fly, run faster, or swim better; however, they do act as natural weapons of
the appropriate type, and the subject can use them to make secondary attacks while making attacks with weapons as a full-attack action. The secondary attacks are made using the creature's base attack bonus -5 and adding only 1/2 the creature's
Strength bonus on damage rolls. The subject cannot hold a weapon or use any item that would ordinarily fit into the slot of the changed extremity. The subject can receive the benefits of this spell multiple times. [SR:Yes; DC:13, 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:13, 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 1000 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:13, Will negates (object)]
❏❏❏❏❏ Planar Inquiry Conjuration (Calling) 10 minutes instantaneous; see text Close (50 ft.) ArcA:p.14
[V, S, M] TARGET: one called outsider that answers questions; EFFECT: This spell calls a creature from another plane to your precise location, functioning like lesser planar ally except as noted. [SR:no; DC:13, none]
❏❏❏❏❏ Prayer Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 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]
❏❏❏❏❏ Project Weakness Necromancy [Evil, Curse] 1 standard action Permanent Touch BOTN:p.30
[V,S] TARGET: Living creature touched; EFFECT: You curse the target with the weaknesses of your kind of vampirism. The creature reacts to garlic, mirrors, ringing bells, sunlight, and so on as if it were a vampire of the same type as you. This
cannot kill the target; anything that would kill it [such as a lengthy exposure to sunlight if you are a moroi vampire] renders it helpless until the curse or the harmful effect is removed. [SR:Yes; DC:13, Will negates]
❏❏❏❏❏ Protection from Energy Abjuration, AirSchool, EarthSchool, FireSchool, 1 standard
WaterSchool
action 100 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:13, Fortitude negates (harmless)]
* =Domain/Speciality Spell
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 10
Warpriest Spells
❏❏❏❏❏ 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:13, 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:13, 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:13, Fortitude negates (harmless)]
❏❏❏❏❏ Resist Energy (Communal) Abjuration 1 standard action 100 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:13, Fortitude negates (harmless)]
❏❏❏❏❏ Returning Weapon (Communal) Conjuration (Teleportation) 1 standard action 10 minutes Close (50 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:13, Will negates (harmless, object)]
❏❏❏❏❏ Sacred Bond Conjuration (Healing) 1 round 100 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:13, Will negates (harmless)]
❏❏❏❏❏ Sadomasochism Necromancy [Pain] 1 standard action 10 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:13, Will negates; see text]
❏❏❏❏❏ Sands of Time Necromancy 1 standard action 100 minutes or instantaneous [See text] Touch UM:p.236
[V, S] TARGET: Touched creature or object; EFFECT: Target temporarily ages. [SR:Yes]
❏❏❏❏❏ Searing Light Evocation 1 standard action Instantaneous Medium (200 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 5d8 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:13, Will negates (harmless)]
❏❏❏❏❏ Silverlight Evocation [Light] 1 standard action 10 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:13, Fortitude partial]
❏❏❏❏❏ Sky Swim Transmutation [Air] 1 standard action 10 minutes Touch ISG:p.241
[V, S, OF] TARGET: Large or smaller creature touched; EFFECT: This spell grants the target the ability to swim through the air. If the target has a swim speed, it can move through the air at that speed. Otherwise, it must succeed at Swim checks
to move as normal. Still air is treated as calm water, light or moderate wind is treated as rough water, strong or severe wind is treated as stormy water, and the target cannot swim through stronger winds [Core Rulebook 439]. This spell does not
grant the ability to breathe air to creatures that normally can't. [SR:Yes (harmless); DC:13, None (harmless)]
❏❏❏❏❏ Speak with Dead Necromancy [Language-Dependent] 10 minutes 10 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:13, 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:13, 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 20 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 10 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:13, none and Will negates (see text)]
❏❏❏❏❏ Summon Monster III Conjuration (Summoning) 1 round 10 rounds [D] Close (50 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 (50 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:13, 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:13, Will half (harmless)]
❏❏❏❏❏ Vampiric Hunger Necromancy (Polymorph) [Evil] 1 round 10 minutes Touch FOC:p.29
[V, S] TARGET: One creature; EFFECT: Target grows fangs of a vampire, as well as a thirst for blood. [SR:Yes; DC:13, Will negates]
❏❏❏❏❏ Vision of Hell Illusion (Glamer) [Evil, Fear] 1 standard action 10 minutes [D] Medium (200 ft.) UM:p.248
[V, M] TARGET: 50-ft. radius emanation; EFFECT: Illusory hellscape makes creatures shaken. [SR:No; DC:13, Will negates]
❏❏❏❏❏ Water Breathing Transmutation, WaterSchool 1 standard action 20 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:13, Will negates (harmless)]
❏❏❏❏❏ Waters of Lamashtu Conjuration (Creation) 1 standard action Instantaneous Close (50 ft.) ISWG:p.297
[V, S, M] TARGET: Up to 5 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:13, Fortitude partial]
❏❏❏❏❏ Water Walk Transmutation [Water] 1 standard action 100 minutes [D] Touch CR:p.368
[V, S, DF] TARGET: 10 touched creatures; EFFECT: The transmuted creatures can tread on any liquid as if it were firm ground. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Wind Wall Evocation, AirSchool [Air, WoodSchool] 1 standard action 10 rounds Medium (200 ft.) CR:p.370
[V, S, M/DF] TARGET: Wall up to 100 ft. long and 50 ft. high [S]; EFFECT: An invisible vertical curtain of wind appears. [SR:Yes; DC:13, None; see text]
❏❏❏❏❏ Wrathful Mantle Evocation [Force, Light] 1 standard action 10 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:13, Will negates (harmless)]
* =Domain/Speciality Spell
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 11
cohort- Follower of Gabriel
Elf
RACE
152
AGE
Masculino
GENDER
Low-Light Vision
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
Kyonin
REGION
Iomedae
DEITY
Humanoid
Race Type
Description:
Biography:
Character: cohort PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: C.L.C. Created using PCGen v6.06.01 on 25-jun-2018 at 18:26:32 Page 12