12
Player Name Character Name VISION Race Region Size Height Weight Hair/Eyes Level/Class Alignment Deity Age Gender ft sq ft ft ft ft X C X X C X X X C X X C C C C C C C C C C C X X X C X X X C 11 3 2 3 0 0 0 0 10 15 10 2 6 6 6 6 TYPE RANGE AMMUNITION DAMAGE #N/A #N/A #N/A LANGUAGES SPECIAL PROPERTIES Weapon 4 ATTACK BONUS Critical #N/A #N/A SPECIAL PROPERTIES CUSTOM TEXT Variable Varies TYPE RANGE AMMUNITION DAMAGE +7 x2 Swim STR -4 -4 0 0 Ranged Touch Use Magic Device CHA 10 6 1 3 ATTACK BONUS Critical DEX 13 2 11 0 SPECIAL PROPERTIES Survival WIS 2 2 0 0 TYPE RANGE AMMUNITION DAMAGE Variable Varies Stealth +7 x2 Spellcraft INT 24 10 11 3 Ray ATTACK BONUS Critical Sense Motive WIS 6 2 0 4 SPECIAL PROPERTIES Perception WIS 17 2 11 4 Ride DEX 2 2 0 0 3 Variable Varies Linguistics INT 26 10 11 5 TYPE RANGE AMMUNITION DAMAGE Knowledge (religion) INT 24 10 11 +1 x2 Knowledge (planes) INT 24 10 11 3 Touch Knowledge (nobility) INT 14 10 1 3 ATTACK BONUS Critical TOTAL BAB STR MOD SIZE MOD MISC Knowledge (nature) INT 23 10 10 3 10 3 TOTAL BAB STR MOD DEX MOD SIZE MOD MISC 10 + CMB 1 = 5 + -4 + 0 + 0 Prestige Points 0 Knowledge (local) INT 24 0 + 0 + 10 0 Knowledge (history) INT 23 CMD 13 = 5 + -4 + 2 RESISTANCE POOL POINTS Knowledge (geography) INT 18 10 5 3 BAB 5 SPELL ARCANE 11 HERO Knowledge (engineering) INT Knowledge (dungeoneering) INT 14 10 1 3 0 0 BASE ABILITY RACIAL MISC TEMP 6 + + Intimidate CHA 6 0 + 0 + Knowledge (arcana) 10 11 WILL 9 = FORT 5 11 3 BASE ABILITY RACIAL MISC TEMP Heal WIS 2 2 0 0 7 + 2 + 3 INT 24 0 = 3 + 2 + 0 + 0 + Fly DEX 16 REFLEX 5 = 3 + 2 + 0 CONDITIONAL MOD Escape Artist DEX 2 2 0 0 ARMOR MOD. MOD. TOUCH 12 FLATFOOTED 10 Disguise CHA TOTAL BASE ABILITY RACIAL MISC TEMP Craft [Jewelry] INT 15 10 2 3 Total ARMOR SHIELD DEX SIZE NATURAL DEFLECT MISC Diplomacy CHA 6 6 0 0 BONUS BONUS MOD. MOD. AC 12 10+ 0 + 0 + 2 + 0 + 0 + 0 + 0 Climb STR -4 -4 0 0 ENERGY RESISTANCE CHA 22 +6 Bluff CHA DAMAGE REDUCTION Acrobatics DEX 2 2 0 0 WIS 15 +2 Appraise INT 14 10 1 3 DEX 15 +2 WOUNDS TEMP HP NON-LETHAL INIT CON 14 +2 CLASS SKILLS ABIL ABIL INT 30 +10 SKILL NAME SCORE TOTAL MOD RANKS MISC SWIM CLIMB 74 SPEED 30 6 x4 0 0 0 +2 = 2 + 0 0 DEX MOD MISC BURROW ABILITY ABILITY TEMP TEMP SCORE MOD SCORE MOD HP Darkvision (60) Yet Another Aasimar, Peri-Blooded Minata Medium 6 ft 1 in 165 lbs 11th Arcanist Neutral 260 years Male Character Generator STR 3 -4 BASE SPEED See Back Page FLY RUN

Arcanist lv11

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  • Player Name Character Name VISION

    Race Region Size Height Weight Hair/Eyes

    Level/Class Alignment Deity Age Gender

    ft sq ft ft ft

    ft

    X

    C

    X

    X

    C

    X

    X

    X

    C

    X

    X

    C

    C

    C

    C

    C

    C

    C

    C

    C

    C

    C

    X

    X

    X

    C

    X

    X

    X

    C

    11 3

    2 3

    0 0

    0 0

    10

    15 10

    2

    6 6

    6 6

    TYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A #N/ALANGUAGES

    SPECIAL PROPERTIES

    Weapon 4 ATTACK BONUS Critical#N/A #N/A

    SPECIAL PROPERTIES

    CUSTOM TEXT

    Variable VariesTYPE RANGE AMMUNITION DAMAGE

    +7 x2

    Swim STR -4 -4 0 0

    Ranged Touch Use Magic Device CHA 10 6 1 3ATTACK BONUS Critical

    DEX 13 2 11 0

    SPECIAL PROPERTIES Survival WIS 2 2 0 0

    TYPE RANGE AMMUNITION DAMAGE

    Variable Varies Stealth

    +7 x2 Spellcraft INT 24 10 11 3

    Ray ATTACK BONUS Critical Sense Motive WIS 6 2 0 4

    SPECIAL PROPERTIES

    Perception WIS 17 2 11 4

    Ride DEX 2 2 0 0

    3

    Variable Varies Linguistics INT 26 10 11 5

    TYPE RANGE AMMUNITION DAMAGE Knowledge (religion) INT 24 10 11+1 x2 Knowledge (planes) INT 24 10 11 3

    Touch Knowledge (nobility) INT 14 10 1 3ATTACK BONUS Critical

    TOTAL BAB STR MOD SIZE MOD MISC Knowledge (nature) INT 23 10 10 3

    10 3TOTAL BAB STR MOD DEX MOD SIZE MOD MISC

    10+

    CMB 1 = 5 + -4 + 0 + 0 Prestige Points 0 Knowledge (local) INT 24

    0 + 0 + 10 0 Knowledge (history) INT 23CMD 13 = 5 + -4 + 2

    RESISTANCE POOL POINTSKnowledge (geography) INT 18 10 5 3

    BAB 5 SPELL ARCANE 11 HERO Knowledge (engineering) INT

    Knowledge (dungeoneering) INT 14 10 1 3

    0 0BASE ABILITY RACIAL MISC TEMP

    6+ + Intimidate CHA 6

    0 + 0 + Knowledge (arcana) 10 11WILL 9 =

    FORT 5 11 3

    BASE ABILITY RACIAL MISC TEMP Heal WIS 2 2 0 0

    7 + 2 + 3INT 24

    0

    = 3 + 2 + 0 + 0 + Fly DEX 16

    REFLEX 5 = 3 + 2 + 0

    CONDITIONAL MOD Escape Artist DEX 2 2 0 0

    ARMOR MOD. MOD.

    TOUCH 12 FLATFOOTED 10 Disguise CHA

    TOTAL BASE ABILITY RACIAL MISC TEMP

    Craft [Jewelry] INT 15 10 2 3

    Total ARMOR SHIELD DEX SIZE NATURAL DEFLECT MISC Diplomacy CHA 6 6 0 0BONUS BONUS MOD. MOD.

    AC 12 10+ 0 + 0 + 2 + 0 + 0 + 0 + 0

    Climb STR -4 -4 0 0

    ENERGY RESISTANCE

    CHA 22 +6 Bluff CHA

    DAMAGE REDUCTION Acrobatics DEX 2 2 0 0

    WIS 15 +2 Appraise INT 14 10 1 3

    DEX 15 +2 WOUNDS TEMP HP NON-LETHAL INIT

    CON 14 +2 CLA

    SS

    SKILLSABIL ABIL

    INT 30 +10 SKILL NAME SCORE TOTAL MOD RANKS MISC

    SWIM CLIMB74 SPEED 30 6 x4 0 0 0

    +2 = 2 + 0 0DEX MOD MISC BURROW

    ABILITY ABILITY TEMP TEMPSCORE MOD SCORE MOD

    HP

    Darkvision (60)Yet Another

    Aasimar, Peri-Blooded Minata Medium 6 ft 1 in 165 lbs

    11th Arcanist Neutral 260 years MaleCharacter Generator

    STR 3 -4 BASE SPEED

    See Back Page

    FLYRUN

  • 5-----DWARVEN RACIAL TRAITS ----- Con: +2, Wis: +2, Cha: -2 Type: Humanoid (Dwarf) Size: Medium Darkvision 60 ft. - Dwarves can see in the dark up to 60 ft. Defensive Training - Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Hatred - Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes. Weapon Familiarity - Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word dwarven in its name as a martial weapon. Greed - Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy - Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Slow and Steady - Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance. Stability - Dwarves receive a +4 bonus to #-----DWARVEN RACIAL TRAITS ----- Con: +2, Wis: +2, Cha: -2 Type: Humanoid (Dwarf) Size: Medium Darkvision 60 ft. - Dwarves can see in the dark up to 60 ft. Defensive Training - Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Hatred - Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes. Weapon Familiarity - Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word dwarven in its name as a martial weapon. Greed - Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy - Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Slow and Steady - Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance. Stability - Dwarves receive a +4 bonus to #

    ----- CLASS ABILITIES -----

    ----- GENERAL FEATS -----

    YAPCG 8.108

    PROTECTION ABILITIES

    ARMOR TYPE ARMOR BONUS MAX DEX BONUS

    SPECIAL PROPERTIES

    #N/A

    OTHER POSSESSIONS

    SHIELD SHIELD BONUS MAX DEX WEIGHT CHECK PENALTY SPELL FAILURE

    ACP SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES

    #N/A

    1 Ioun Stone; Nacreous Gray sphere, cracked (CON) Carried 0

    1 Spells Carried 0QUAN ITEM LOCATION WGT QUAN ITEM LOCATION WGT

    1 Belt of Incredible Dexterity +2 Familiar

    creatures and on saving throws against becoming blinded or

    they gain a rank in Linguistics*.

    Sense Motive* checks, and you learn two languages each time

    Truespeaker (ARG 85): You gain a +2 bonus on Linguistics* and

    dazzled.

    Magical Lineage (APG 329): Pick one spell when you choose this

    for any spell you cast with the fire descriptor.

    Pyromancer (BoA 23): You gain a +1 trait bonus on damage rolls

    Traits

    adjusted level.

    its actual level as 1 lower for determining the spell's final

    trait. When you apply metamagic feats to this spell, treat

    Empathic Link (Su) (Core 83): The master can communicate

    Alertness Feat

    Alertness (Ex) (Core 83): The familiar provides you with the

    Benefits of Familiar

    Speak with Master (Ex) (Core 83): A familiar and the master

    emotions can be shared.

    eyes. Because of the links limited nature, only general

    emphatically with the familiar, but cannot see through its

    Archetype(s): Brown-Fur Transmuter (Custom)

    Class Features

    language.

    can communicate verbally as if they were using a common

    casts a transmutation spell using one of her arcanist spell

    Powerful Change (Custom): Whenever the brown-fur transmuter

    weapons.

    Weapon Proficiency: You are proficient with all Simple

    grants a bonus to more than one ability score, only one of

    the ability scores gains this bonus. The brown-fur transmuter

    to an ability score, the bonus then increases by 2. If it

    free action to bolster the spell. If the spell grants a bonus

    slots, she can expend 1 point from her arcane reservoir as a

    Spell-Like Ability (ARG 85): You can use pyrotechnics once per

    day as a spell-like ability.

    Deathless Spirit (ARG 84): You gain resistance 5 against

    negative energy damage. You do not lose hit points when you

    gain a negative level*, and you gain a +2 racial bonus on

    saving throws against death effects, energy drain, negative

    energy, and spells or spell-like abilities of the necromancy

    school.

    Halo (ARG 85): You can create light centered on your head at

    will as a spell-like ability. When using your halo, you gains

    a +2 circumstance bonus on Intimidate checks against evil

    the effects of a polymorph spell. This ability works like

    Natural Spell.

    SLOTS EXPERIENCE / LEVEL

    BELT HEADBAND Headband of Vast Intelligence +6Current XP 0

    BODY NECK

    cannot expend more than 1 point from her arcane reservoir in

    this way.

    Exploit: Shift Caster (Custom): The arcanist can expend 1

    point from her arcane reservoir to cast a spell while under

    * Weight is modified by its location Total Weight Carried (including coins) 1

    Exploit: Altered Shifting (Custom): 0

    Share Transmutation (Custom): A brown-fur transmuter can

    expend 1 point from her arcane reservoir to change any

    transmutation spell with a range of personal to a range of

    touch. Such a spell automatically fails on unwilling

    creatures.MISC

    OVER HEAD LIFT OFF

    GROUND

    PUSH/ DRAG

    * Denotes bonuses or penalties already included in the calculations

    WEALTH [0 lbs]OVERLOADED

    30 60 150PP 0 GP 0 SP 0 CP 0

    ENCUMBRANCEFEET SHOULDERS

    20 30

    CHEST

    HEAD Hand of Glory #N/ALIGHT LOAD MEDIUM

    LOAD

    HEAVY LOAD

    220,000

    Armor, Shield and Slotted Items 1

    RING (LEFT) Ring of Wizardry II 12th Level

    EYES RING (RIGHT) Ring of Wizardry I

    HANDS WRIST 10

    Aasimar, Peri-Blooded Traits (BoA 23)

    Alternate Racial Traits: Truespeaker, Halo, Deathless Spirit

    Native Outsider (ARG 85): Aasimars are outsiders with the

    native subtype.

    Languages (ARG 85): Aasimars begin play speaking Common and

    Celestial

  • 5#

    #

    YAPCG 8.108

    consumed.

    Feats

    Extra Reservoir (ACG 147): You gain three extra points in your

    arcane reservoir each day, and your maximum points increases

    by this amount.*

    Extra Arcanist Exploit (ACG 146): You gain an extra arcanist

    exploit.*

    Extra Arcanist Exploit (ACG 146): You gain an extra arcanist

    exploit.*

    Extra Reservoir (ACG 147): You gain three extra points in your

    arcane reservoir each day, and your maximum points increases * Denotes bonuses or penalties already included in the calculations

    that provokes an attack of opportunity and you must be

    able to reference your spellbook

    School Understanding (0) (ACG 11): You gain access to one

    1st level ability of the Admixture arcane school as

    though you were a 1st level wizard, using your charisma

    modifier in place of your intelligence modifier. As a

    swift action, you can expend 1 point from your arcane

    reservoir to increase your understanding, treating your

    arcanist level as your wizard level for up to 6 rounds.

    During this time you also gain the other 1st level

    ability. If you already have an arcane school, your

    arcanist levels stack to determine the school powers and

    abilities.

    Consume Spells (Su) (ACG 13): You can expend an available

    Arcanist spell slot as a move action, making it unavailable

    for the rest of the day. Doing this adds a number of points

    to your arcane reservoir equal to the level of the slot

    cause a creature to burst out laughing for 1 round as

    CLASS ABILITIES/MAGIC ITEMS

    Arcane Reservoir (Su)

    Handwritten Notes

    maximum points

    take a move action but can defend itself normally.

    An individual creature can only be affected by

    laughing touch once every twenty four hours.

    Quick Study (Su) (ACG 11): You can prepare a spell in

    place of an existing spell of the same level by expending

    1 point from your reservoir. This is a full-round action

    starts with 14 points. When casting an Arcanist spell, you

    can spend 1 point to increase either the caster level or the

    DC by 1. You cannot spend more than 1 point on a given spell

    in this way.

    Exploits (ACG 9): By bending and breaking the laws of magic,

    you have learned to exploit gaps and exceptions. (Unless

    otherwise noted, save DC is 21)

    Familiar (Ex) (ACG 11): You gain a familiar.

    Potent Magic (Su) (ACG 11): When you expend a point from

    Laughing Touch (Sp) (boosted) - 9 times a day, you can

    ABILITIES (Cont)

    Arcane Reservoir (Su) (ACG 9): You have a pool of magical

    energy that you can draw upon to fuel your exploits and

    enhance your spells. This reservoir can hold a maximum of

    20 points. Each day, when preparing spells, your reservoir

    your reservoir to increase the caster level or DC of a

    spell, it increases by 2 instead of 1.

    Bloodline Development (0) (ACG 10): You gain the 1st level

    power of the Fey bloodline as though you were a 1st level

    sorcerer. As a swift action, you can spend one reservoir

    point to boost this power to level 11 for 6 rounds.

    Laughing Touch (Sp) (normal) - 9 times a day, you can

    cause a creature to burst out laughing for 1 round as

    a melee touch attack. A laughing creature can only

    take a move action but can defend itself normally.

    An individual creature can only be affected by

    laughing touch once every twenty four hours.

    a melee touch attack. A laughing creature can only

  • 5#

    #

    Sylvan, Abyssal, Aquan, Auran, Drow Sign Language, D'ziriak,

    Giant, Ignan, Goblin, Infernal, Necril, Orc, Polyglot,

    Samsaran, Skald, Terran, Vishkanya, Undercommon, Aboleth,

    Aklo, Gnoll, Sphinx, Tengu, Shadowtongue

    Forge Ring (Core 124): You can create magic rings

    Alertness (Core 117): You get a +2 bonus on all Perception and

    Sense Motive skill checks. Increases to +4 if you have 10 or

    * Denotes bonuses or penalties already included in the calculations

    YAPCG 8.108

    Magic Items

    Headband of Vast Intelligence +6 (Core 517): The headband

    grants the wearer an enhancement bonus to Intelligence of

    +6.*

    Ring of Wizardry II (Core 484): Doubles the number of 2nd

    level spells for arcane spellcasters

    Ring of Wizardry I (Core 484): Doubles the number of 1st level

    spells for arcane spellcasters

    Ioun Stone; Nacreous Gray sphere, cracked (CON) (SoS 50):

    Protects against the constitution penalties from aging*

    Belt of Incredible Dexterity +2 (Core 502): You receive a +2

    enhancement bonus to dexterity*

    Languages

    Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling,

    ABILITIES (Cont) ABILITIES (Cont)

    by this amount.*

    Improved Familiar (Core 127): You can choose from additional

    familiars

    more ranks.*

  • Damage:

    +1 trait - spells with the fire descriptor (Pyromancer)

    CONDITIONAL MODIFIERS

  • Spell Sheet Printed on 10/06/2015

    L R

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    Prepared Spells

    Prepared Spells

    0## ## ## ## ##

    1 2 3 4 5

    ## ## ##1d20 + 21

    Class:

    Concentration Check:

    Character Name:

    Prepared Spells

    Level 1 2

    ## ##

    Arcanist (11th)

    Level

    0 0## ## ## ##

    6 7 8 9

    5 5 4 3 2 0 0 0 0## ## ## ## ## ##

    ## ## ## ## ## ## #### ## ##

    ## ## ## ##

    3 4 5 6 70

    8 9

    Arcanist (11th) 7 7 6 6 5 0

    Casting Time Duration20transmutation You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can

    propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object

    ever exceeds the spell's range.

    Core

    306Area Comp SR

    V, S

    DC Save

    Level Spell Name DC Range Save

    20divination

    transmutation [language-dependent]Area Comp SR

    V, S, F

    Prepared Spells

    Prepared Spells Level Spell Name DC Save

    Casting Time Duration

    Range

    Casting Time Duration SRsee text V, S 1 SA

    1 SA

    Source

    Description

    You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact

    type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft

    (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

    Core

    267

    Description

    You detect magical auras. The amount of information revealed depends on how long you study a particular area or

    subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the

    power of the most potent aura. 3rd Round: The strength and location of each aura.

    You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25

    Perception check. You point your finger at each creature you want to receive the message. When you whisper, the

    whispered message is audible to all targeted creatures within range. The spell transmits sound, not meaning

    Core

    313

    Source

    Source

    Core

    268Description Source

    1 True Strike 21divination personal You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll

    (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the

    miss chance that applies to attackers trying to strike a concealed target.

    Core

    363Area Comp Casting Time Duration SR

    V, M, F 1 SA see text

    Description

    V, S

    Area Comp SRTarget, Effect, or see text V, S

    Level Spell Name DC Save Description

    Core

    325Prepared Spells Source

    Prepared Spells Description SourceLevel Spell Name

    Range

    Range

    1 SA20

    universalPrestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables

    you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations.

    50 ft. none

    concentration0 Mage Hand

    no

    Prepared Spells Level Spell Name DC Range Save

    0 Detect Magic60 ft. none

    concentration, up to 11 min.(s) no

    Detect Poison

    none

    20

    Level Spell Name DC Save

    0

    Casting Time Duration

    Level Spell Name DC

    20

    0 Spark Casting Time Duration50 ft. Fort neg (object)

    instantaneous yes (object)

    1 SA

    1 SA20

    evocation [fire]Area Comp SR

    0 Message210 ft.

    Rangedivination

    Area Comp

    0

    Spell Name DC

    Arcanist Spells0

    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the

    light level for an additional 20 feet by one step, up to normal lightLighttouch none

    120 min. no20

    evocation [light]Spell Name DC Range Save Description

    Casting Time

    Level SourceRange

    Core

    330Area Comp Casting Time Duration SR

    V, S, M, F 1 SA

    personal

    110 min.20

    divination

    0 Read Magic

    Area Comp

    0 Arcane Marktouch none

    permanent noDuration

    Source

    Prepared Spells

    Prepared Spells Level Spell Name DC Range Save Description Source

    20universal

    Magically marks an objectCore

    244Area Comp Casting Time

    Level

    Prepared Spells Level Spell Name DC Range Save

    Source

    Description

    SR V, S 1 SA

    ## ##

    Source

    1 Color Spray 21illusion (pattern) [mind-affecting] 15 ft. Will neg Each creature within the cone is affected according to its HD: 5 HD or more: Stunned for 1 round; 3-4 HD: Blind and

    stunned for 1d4 rounds, then stunned for 1 round. 2 HD or less - The creature is unconscious for 2d4 rounds, then

    blinded and stunned for 1d4 rounds, and then stunned for 1 round.

    Core

    256Area Comp Casting Time Duration SRcone V, S, M 1 SA instantaneous; see text yes

    11 hour(s) no

    Prepared Spells

    Duration SR

    Level Spell Name DC Range Save Description

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Mage Armor 21conjuration (creation) [force] touch Will neg (h) An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to

    AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed

    reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

    Core

    306Area Comp Casting Time Duration SR

    V, S, F 1 SA

    0

    9####

    Spells per day Spells Known

    Arcanist (11th)

    Core

    304Area Comp Casting Time Duration SR

    V, M, DF 1 SA

    110 min. no

    0 Prestidigitation10 ft. see text

    1 hour no

    Area Comp Casting Time Duration SRcone V, S, M

    50 ft.

    Save Description

    You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be

    unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in

    the case of a cursed or trapped scroll.

    none

    instantaneous no

    Save DescriptionRange

    You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel

    except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

    APG

    246Source

    1 SA

    Page 6

  • Spell Sheet Printed on 10/06/2015

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    Prepared Spells

    Prepared Spells

    Prepared Spells

    Prepared Spells

    Prepared Spells

    4 Boneshatter 24necromancy

    Prepared Spells

    Prepared Spells

    Prepared Spells Level Spell Name DC Range Save

    11 round(s)

    Prepared Spells

    Prepared Spells Level Spell Name DC

    Description Source

    Range Save Description Source

    3 Blink

    50 ft. Fortitude partial; see text The targets bones or exoskeleton shiver and splinter, dealing 11d6 points of damage to the target, who is also exhausted for 11 minutes. If the target makes its save, it takes half damage and is fatigued rather than exhausted.

    Objects made of bone, chitin, or similar material take half again as much (+50%) damage from this spell.

    OSI

    26Area Comp Casting Time Duration SR

    V, S, M 1 SA inst and 11 min yes

    Source

    4 Familiar Melding 24necromancy 210 ft. Will neg (h)

    You project your soul into your familiar, taking over its body while leaving its consciousness intact. When you

    transfer your soul upon casting, your body is, as near as anyone can tell, dead.

    UM

    219Area Comp Casting Time Duration SR

    V, S 1 SA 11 hour(s) or until you return to your body yes

    Level Spell Name DC Range Save Description

    23transmutation personal Physical attacks against you and spells have a 50% miss chance (If the attack is capable of striking ethereal creatures

    or the creature can see invisible creatures, the miss chance is only 20% (for concealment), For an attacker who can

    both see and strike ethereal creatures, there is no miss chance.Your own attacks have a 20% miss chance, since you

    sometimes go ethereal just as you are about to strike.

    Core

    250Area Comp Casting Time Duration SR

    V, S 1 SA

    3 Polymorph Familiar 23transmutation (polymorph) 50 ft. none This spell functions as beast shape I, except it grants your familiar the form of any Small animal. Your familiar retains

    all of its special abilities and continues to grant you the special ability associated with its normal shape (such as a bat

    familiar's bonus on Fly checks). At caster level 7th, this spell functions as beast shape II. At caster level 9th, it

    functions as beast shape III. At caster level 11th, it functions as beast shape IV.

    ACG

    190Area Comp Casting Time Duration SR

    V, S 1 standard action 11 min (D) yes (harmless)

    Prepared Spells Level Spell Name DC Range Save Description

    Level Spell Name DC Range Save Description Source

    3 Fireball 23evocation [fire] 840 ft. Ref half

    A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points to every

    creature within the area.

    Core

    283Area Comp Casting Time Duration SR

    20ft burst V, S, M

    Source

    1 SA

    Source

    3 Haste 23transmutation 50 ft. Fort neg (h) When making a full attack action, a hasted creature may make one extra attack, gains a +1 bonus on attack rolls and

    a +1 dodge bonus to AC and Reflex saves. All of the hasted creature's modes of movement (including land

    movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed

    using that form of movement.

    Core

    294Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 round(s) yes (h)

    instantaneous yes

    Level Spell Name DC Range Save Description

    Level Spell Name DC Range Save Description Source

    2 Glitterdust 22conjuration (creation) 210 ft. Will neg (blinding only) A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and

    visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which

    cannot be removed and continues to sparkle until it fades.

    Core

    290Area Comp Casting Time Duration SR

    10ft burst V, S, M 1 SA

    Source

    2 Blindness-Deafness 22necromancy [curse] 210 ft. Fort neg

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

    250Area Comp Casting Time Duration SR

    V 1 SA permanent yes

    11 round(s) no

    Level Spell Name DC Range Save Description

    Level Spell Name DC Range Save Description Source

    2 Share Language 22divination touch Will neg (h)

    You can share your facility for one particular language with another creature. For 24 hours the target can read,

    understand, and communicate to the best of its ability in any 3 language(s) which you already know for 24 hours.

    APG

    243Area Comp Casting Time Duration SR

    V, S, M 1 SA 24 hours yes (h)

    Source

    2 Angelic Aspect, Lesser 22transmutation [good] personal none

    You take on an aspect of an angelic being, including some of its physical characteristics. You gain low-light vision,

    resistance to acid 5, resistance to cold 5, and the benefits of protection from evil.

    CoP

    28Area Comp Casting Time Duration SR

    V, S 1 SA 12 minute(s) (D) no

    Level Spell Name DC Range Save Description

    Level Spell Name DC Range Save Description Source

    2 Alter Self 22transmutation (polymorph) personal

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

    240Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 min.(s)

    Description

    Prepared Spells Spell Name DC Range Save Description

    Source

    1 Shield 21abjuration [force] personal Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you.

    The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a

    force effect. The shield has no armor check penalty or arcane spell failure chance.

    Core

    342Area Comp Casting Time Duration SR

    V, S 1 SA 11 min.(s)

    Source

    1 Ear-Piercing Scream 21evocation [sonic] 50 ft. Fort partial (see text)

    You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 5d6

    points of sonic damage. A successful save negates the daze effect and halves the damage.

    UM

    218Area Comp Casting Time Duration SR

    V, S 1 SA

    Level

    1 round yes

    Prepared Spells Level Spell Name DC Range Save

    Character Name: Class:

    Concentration Check:

    Spells per day Spells KnownLevel 0 1 2 3 4 5 6 7 8 9 Level 0 1 2 3 4 5 6 7 8 9

    Arcanist (11th) Arcanist (11th) 7 7 6 6 5 0 0 0 0 Arcanist (11th) 9 5 5 4 3 2 0 0 0 0

    1d20 + 21

    ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##

    ##

    Page 7

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    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    Description Source

    Core

    268

    Source

    Core

    267 V, S, M 1 SA concentration, up to 11 min.(s) no

    DC Range Save Description Source

    Daze 22enchantment (compulsion) [mind-affecting] 50 ft. Will neg This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of

    5 or more HD are not affected. Attackers get no special advantage against dazed target. After a creature has been

    dazed by this spell, it is immune to the effects of this spell for 1 minute.

    Core

    264Area Comp Casting Time Duration SR

    V, S, M 1 SA 1 round yes

    no

    Description60 ft. none You detect magical auras. The amount of information revealed depends on how long you study a particular area or

    subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the

    power of the most potent aura. 3rd Round: The strength and location of each aura.Duration SR

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Detect Magic 20divination

    Area Comp Casting Timecone

    Spell Name

    Prepared Spells

    Prepared Spells

    Concentration Check:

    Level

    0

    Prepared Spells Level

    Prepared Spells Level

    Prepared Spells Level

    Character Name:

    Prepared Spells Level Spell Name DC Range Save

    Prepared Spells Level Spell Name DC Range Save

    Prepared Spells Level Spell Name

    0 Detect Poison 20divination 50 ft. none You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact

    type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft

    (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.Area Comp Casting Time Duration SR

    see text V, S 1 SA instantaneous

    Range Save Description Source

    0 Dancing Lights 20evocation [light] 220 ft. none You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing

    spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights

    must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration

    required).

    Core

    263Area Comp Casting Time Duration SR

    V, S 1 SA 1 minute no

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Bleed 20necromancy 50 ft. Will neg

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

    249Area Comp Casting Time Duration SR

    V, S 1 SA instantaneous yes

    Spell Name DC

    DC Range Save Description Source

    0 Arcane Mark 20universal touch none

    Magically marks an objectCore

    244Area Comp Casting Time Duration SR

    V, S 1 SA permanent no

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Acid Splash 20conjuration (creation) [acid] 50 ft. none

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

    239Area Comp Casting Time Duration SR

    V, S 1 SA instantaneous no

    Spell Name DC Range Save Description Source

    0 Arcanist Spells (Spellbook) Area Comp Casting Time Duration SR

    Prepared Spells Level Spell Name DC Range Save Description Source

    5 Summon Monster V 25conjuration (summoning) 50 ft. none This spell summons an extraplanar creature. It appears where you designate and acts immediately, on your turn. It

    attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to

    attack, to attack particular enemies, or to perform other actions. The spell conjures one creatures from the 5th Level

    list or 1d3 from the 4th level list or 1d3 from the lower leve lists (Table 10-1).

    Core

    352Area Comp Casting Time Duration SR

    V, S, M, F, DF 1 rd 11 round(s) no

    Spell Name DC Range Save Description Source

    5 Baleful Polymorph 25transmutation (polymorph) 50 ft. Fort neg, Will partial; see text

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

    246Area Comp Casting Time Duration SR

    V, S 1 SA permanent yes

    Spell Name DC Range Save Description Source

    4 Scorching Ash Form 24transmutation [fire] touch none This spell functions like gaseous form, except the target becomes a visible swirl of hot ash and smoke instead of

    harmless translucent gas. Any creature that begins its turn sharing a space with the target takes 2d6 points of fire

    damage and must make a Fortitude save (DC 15, + 1 per previous check) or suffer the effects of smoke inhalation.

    ARG

    131Area Comp Casting Time Duration SR

    S, M 1 SA 11 minute(s) no

    Level

    1d20 + 21 ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## ##

    5

    ## ## ##

    6 7 8 9

    Class: Arcanist (11th) Arcanist (11th) 7 7 6 6 5 0 0 0 0 Arcanist (11th) 9 5 5 4 3 2 0 0 0 0

    Spells per day Spells KnownLevel 0 1 2 3 4 5 6 7 8 9 Level 0 1 2 3 4

    ## ## ## ##

    20necromancy 50 ft. none

    You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead

    creature, it deals 1d6 points of damage to it.

    Core

    273Area Comp Casting Time Duration SR

    V, S 1 SA instantaneous yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Flare 20evocation [light] 55 ft. Fort neg This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is

    dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already

    dazzled, are not affected by flare.

    Core

    284Area Comp Casting Time Duration SR

    V 1 SA instantaneous yes

    0 Disrupt Undead

    Page 8

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    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    Spells per day Spells Known

    Character Name:Level 0 1 2 3 4 5 6 7 8 9 Level 0 1 2 3 4 5 6 7 8 9

    Class: Arcanist (11th) Arcanist (11th) 7 7 6 6 5 0 0 0 0 Arcanist (11th) 9 5 5 4 3 2 0 0 0 0

    Concentration Check:## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##

    1d20 + 21 ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##

    Prepared Spells Spell Name DC Range Save Description Source

    0 Ghost Sound 20illusion (figment) 50 ft. Will disbelief Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.

    You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic

    character. The volume of sound created depends on your level. You can produce as much noise as 40 normal

    humans

    Core

    289Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 round(s) no

    Level

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Light 20evocation [light] touch none

    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the

    light level for an additional 20 feet by one step, up to normal light

    Core

    304Area Comp Casting Time Duration SR

    V, M, DF 1 SA 120 min. no

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Mage Hand 20transmutation 50 ft. none You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can

    propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object

    ever exceeds the spell's range.

    Core

    306Area Comp Casting Time Duration SR

    V, S 1 SA concentration no

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Mending 20transmutation 10 ft. Will neg (h, object) This spell repairs damaged objects, restoring 1d4 hit points to the object. Magic items can be repaired by this spell,

    but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit

    points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not

    affect creatures (including constructs).

    Core

    312Area Comp Casting Time Duration SR

    V, S 10 mins instantaneous yes (harmless, object)

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Message 20transmutation [language-dependent] 210 ft. none You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25

    Perception check. You point your finger at each creature you want to receive the message. When you whisper, the

    whispered message is audible to all targeted creatures within range. The spell transmits sound, not meaning

    Core

    313Area Comp Casting Time Duration SR

    V, S, F 1 SA 110 min. no

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Open/Close 20transmutation 50 ft. Will neg (object) You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If

    anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can

    only open and close things weighing 30 pounds or less.

    Core

    317Area Comp Casting Time Duration SR

    V, S, F 1 SA instantaneous yes (object)

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Prestidigitation 20universal 10 ft. see text

    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables

    you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations.

    Core

    325Area Comp Casting Time Duration SR

    Target, Effect, or see text V, S 1 SA 1 hour no

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Ray of Frost 20evocation [cold] 50 ft. none

    A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the

    ray to deal damage to a target. The ray deals 1d3 points of cold damage.

    Core

    330Area Comp Casting Time Duration SR

    V, S 1 SA instantaneous yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Read Magic 20divination personal You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be

    unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in

    the case of a cursed or trapped scroll.

    Core

    330Area Comp Casting Time Duration SR

    V, S, M, F 1 SA 110 min.

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Resistance 20abjuration touch Will neg (h)

    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

    Resistance can be made permanent with a permanency spell.

    Core

    334Area Comp Casting Time Duration SR

    V, S, M, DF 1 SA 1 minute yes (h)

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Spark 20evocation [fire] 50 ft. Fort neg (object)

    You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel

    except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

    APG

    246Area Comp Casting Time Duration SR

    V, S 1 SA instantaneous yes (object)

    Prepared Spells Level Spell Name DC Range Save Description Source

    0 Touch of Fatigue 20necromancy touch Fort neg You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike

    a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is

    already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

    Core

    360Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 round(s) yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Alarm 21abjuration 50 ft. none

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

    240Area Comp Casting Time Duration SR

    20ft burst V, S, F, DF 1 SA 22 hours no

    Page 9

  • Spell Sheet Printed on 10/06/2015

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    Spells per day Spells Known

    Character Name:Level 0 1 2 3 4 5 6 7 8 9 Level 0 1 2 3 4 5 6 7 8 9

    Class: Arcanist (11th) Arcanist (11th) 7 7 6 6 5 0 0 0 0 Arcanist (11th) 9 5 5 4 3 2 0 0 0 0

    Concentration Check:## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##

    1d20 + 21 ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##

    Prepared Spells Spell Name DC Range Save Description Source

    1 Ant Haul 21transmutation touch Fort neg (h)

    The target's carrying capacity triples.APG

    202Area Comp Casting Time Duration SR

    V, S, M, DF 1 SA 22 hours yes (h)

    Level

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Blood Money 21transmutation 0 ft You cut one of your hands, taking 1d6 points of damage. When you cast another spell in that round, your blood

    transforms into one material component for the second spell. Components worth more than 1 gp can be created,

    but require an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of

    the component's value

    APRRArea Comp Casting Time Duration SR V, S 1 swift action Inst

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Blurred Movement 21illusion (glamer) personal This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and

    ceases at the end of your movement. It is therefore mainly used to thwart attacks on your turn, such as attacks of

    opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn.

    ACG

    176Area Comp Casting Time Duration SR

    V, S 1 standard action 11 min (D)

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Mage Armor 21conjuration (creation) [force] touch Will neg (h) An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to

    AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed

    reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

    Core

    306Area Comp Casting Time Duration SR

    V, S, F 1 SA 11 hour(s) no

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Burning Disarm 21transmutation (fire) Short (25 ft. + 5 ft./2 levels) Ref neg (object, see text)

    This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save

    to drop it and take no damage or suffer 5d4 points of fire damage.

    CHE

    22Area Comp Casting Time Duration SR

    V, S 1 SA Instantaneous Yes (object)

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Shield 21abjuration [force] personal Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you.

    The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a

    force effect. The shield has no armor check penalty or arcane spell failure chance.

    Core

    342Area Comp Casting Time Duration SR

    V, S 1 SA 11 min.(s)

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Color Spray 21illusion (pattern) [mind-affecting] 15 ft. Will neg Each creature within the cone is affected according to its HD: 5 HD or more: Stunned for 1 round; 3-4 HD: Blind and

    stunned for 1d4 rounds, then stunned for 1 round. 2 HD or less - The creature is unconscious for 2d4 rounds, then

    blinded and stunned for 1d4 rounds, and then stunned for 1 round.

    Core

    256Area Comp Casting Time Duration SRcone V, S, M 1 SA instantaneous; see text yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Ear-Piercing Scream 21evocation [sonic] 50 ft. Fort partial (see text)

    You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 5d6

    points of sonic damage. A successful save negates the daze effect and halves the damage.

    UM

    218Area Comp Casting Time Duration SR

    V, S 1 SA 1 round yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Enlarge Person 21transmutation 50 ft. Fort neg

    This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. The

    target gains a +2 to Strength, a -2 to Dexterity, and a -1 penalty on attack rolls and AC due to its increased size.

    Core

    277Area Comp Casting Time Duration SR

    V, S, M 1 rd 11 min.(s) yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Vanish 21illusion (glamer) touch Will neg (h) The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too.

    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the

    clothing or pouches worn by the creature. Light, however, never becomes invisible.

    APG

    253Area Comp Casting Time Duration SR

    V, S 1 SA 5 rounds yes (h)

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Youthful Appearance 21transmutation (polymorph) touch You make your target look like a younger version of itself. You select how much younger it looks (for example, 10

    years or as a young adult). You cannot otherwise change details of the targets appearance other than those

    directly associated with aging.

    UM

    249Area Comp Casting Time Duration SR

    V, S 1 SA 11 hour(s)

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Magic Missile 21evocation [force] 210 ft. none

    You can fire up to 5 missiles of magical energy which hit their target (unless it has total cover or total concealment)

    dealing 1d4+1 points of force damage each.

    Core

    309Area Comp Casting Time Duration SR

    V, S 1 SA instantaneous yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 True Strike 21divination personal You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll

    (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the

    miss chance that applies to attackers trying to strike a concealed target.

    Core

    363Area Comp Casting Time Duration SR

    V, M, F 1 SA see text

    Page 10

  • Spell Sheet Printed on 10/06/2015

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    Spells per day Spells Known

    Character Name:Level 0 1 2 3 4 5 6 7 8 9 Level 0 1 2 3 4 5 6 7 8 9

    Class: Arcanist (11th) Arcanist (11th) 7 7 6 6 5 0 0 0 0 Arcanist (11th) 9 5 5 4 3 2 0 0 0 0

    Concentration Check:## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##

    1d20 + 21 ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##

    Prepared Spells Spell Name DC Range Save Description Source

    1 Memory Lapse 21enchantment [mind-affecting] 50 ft. Will neg You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This

    may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not

    other creatures that may be present.

    APG

    232Area Comp Casting Time Duration SR

    V, S 1 SA instantaneous yes

    Level

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Burning Hands 21evocation [fire] 15 ft. Ref half A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 5d4 points of fire

    damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-

    round action.

    Core

    251Area Comp Casting Time Duration SRcone V, S 1 SA instantaneous yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    1 Charm Person 21enchantment (charm) [mind-affecting] 50 ft. Will neg This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as

    friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5

    bonus on its saving throw.

    Core

    254Area Comp Casting Time Duration SR

    V, S 1 SA 11 hour(s) yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    2 Angelic Aspect, Lesser 22transmutation [good] personal none

    You take on an aspect of an angelic being, including some of its physical characteristics. You gain low-light vision,

    resistance to acid 5, resistance to cold 5, and the benefits of protection from evil.

    CoP

    28Area Comp Casting Time Duration SR

    V, S 1 SA 12 minute(s) (D) no

    Prepared Spells Level Spell Name DC Range Save Description Source

    2 Alter Self 22transmutation (polymorph) personal

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

    240Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 min.(s)

    Prepared Spells Level Spell Name DC Range Save Description Source

    2 Blindness-Deafness 22necromancy [curse] 210 ft. Fort neg

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

    250Area Comp Casting Time Duration SR

    V 1 SA permanent yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    2 Share Language 22divination touch Will neg (h)

    You can share your facility for one particular language with another creature. For 24 hours the target can read,

    understand, and communicate to the best of its ability in any 3 language(s) which you already know for 24 hours.

    APG

    243Area Comp Casting Time Duration SR

    V, S, M 1 SA 24 hours yes (h)

    Prepared Spells Level Spell Name DC Range Save Description Source

    2 Glitterdust 22conjuration (creation) 210 ft. Will neg (blinding only) A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and

    visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which

    cannot be removed and continues to sparkle until it fades.

    Core

    290Area Comp Casting Time Duration SR

    10ft burst V, S, M 1 SA 11 round(s) no

    Prepared Spells Level Spell Name DC Range Save Description Source

    3 Polymorph Familiar 23transmutation (polymorph) 50 ft. none This spell functions as beast shape I, except it grants your familiar the form of any Small animal. Your familiar retains

    all of its special abilities and continues to grant you the special ability associated with its normal shape (such as a bat

    familiar's bonus on Fly checks). At caster level 7th, this spell functions as beast shape II. At caster level 9th, it

    functions as beast shape III. At caster level 11th, it functions as beast shape IV.

    ACG

    190Area Comp Casting Time Duration SR

    V, S 1 standard action 11 min (D) yes (harmless)

    Prepared Spells Level Spell Name DC Range Save Description Source

    3 Blink 23transmutation personal Physical attacks against you and spells have a 50% miss chance (If the attack is capable of striking ethereal creatures

    or the creature can see invisible creatures, the miss chance is only 20% (for concealment), For an attacker who can

    both see and strike ethereal creatures, there is no miss chance.Your own attacks have a 20% miss chance, since you

    sometimes go ethereal just as you are about to strike.

    Core

    250Area Comp Casting Time Duration SR

    V, S 1 SA 11 round(s)

    Prepared Spells Level Spell Name DC Range Save Description Source

    3 Excruciating Deformation 23transmutation (polymorph) [evil, pain] touch Fort partial (see text) Each round the target suffers excruciating pain and takes 2d6 points of nonlethal damage, 1 point of Dexterity

    damage, and 1 point of Constitution damage, and its speed is reduced by 10 feet. Once per round as a free action on

    its turn, the target can attempt a new Fortitude saving throw to resist the spell for 1 round.

    UM

    219Area Comp Casting Time Duration SR

    V, S 1 SA 11 round(s) yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    3 Haste 23transmutation 50 ft. Fort neg (h) When making a full attack action, a hasted creature may make one extra attack, gains a +1 bonus on attack rolls and

    a +1 dodge bonus to AC and Reflex saves. All of the hasted creature's modes of movement (including land

    movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed

    using that form of movement.

    Core

    294Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 round(s) yes (h)

    Prepared Spells Level Spell Name DC Range Save Description Source

    3 Fly 23transmutation touch Will neg (h) The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or

    heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. The subject

    gains a +5 bonus to its Fly Skill

    Core

    284Area Comp Casting Time Duration SR

    V, S, F 1 SA 11 min.(s) yes (h)

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  • Spell Sheet Printed on 10/06/2015

    School

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    School

    5

    Prepared Spells

    Prepared Spells

    Prepared Spells

    Prepared Spells

    Prepared Spells

    Prepared Spells

    3

    Level

    Prepared Spells Level

    4

    Prepared Spells

    1d20 + 21

    Spells per day Spells Known

    Character Name:Level 0 1 2 3 4 5 6 7 8 9 Level 0 1 2 3 4 5 6 7 8 9

    Class: Arcanist (11th) Arcanist (11th) 7 7 6 6 5 0 0 0 0 Arcanist (11th) 9 5 5 4 3 2 0 0 0 0

    Concentration Check:## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##

    Prepared Spells Spell Name DC Range Save Description Source

    3 Fireball 23evocation [fire] 840 ft. Ref half

    A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points to every

    creature within the area.

    Core

    283Area Comp Casting Time Duration SR

    20ft burst V, S, M 1 SA instantaneous yes

    Level

    Level Spell Name DC Range Save Description Source

    Anthropomorphic

    Animal23

    transmutation (polymorph) touch Fort negYou transform the touched animal into a bipedal hybrid of its original form with a humanoid form

    UM

    206Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 hour(s) yes

    Level Spell Name DC Range Save Description Source

    4 Familiar Melding 24necromancy 210 ft. Will neg (h)

    You project your soul into your familiar, taking over its body while leaving its consciousness intact. When you

    transfer your soul upon casting, your body is, as near as anyone can tell, dead.

    UM

    219Area Comp Casting Time Duration SR

    V, S 1 SA 11 hour(s) or until you return to your body yes

    Spell Name DC Range Save Description Source

    4Aggressive

    Thundercloud,

    Greater24

    evocation [electricity, sonic] 210 ft. Ref/Fort negates You create a spherical storm cloud that you can direct as a move action (20ft fly). When it enters a creature's space, it stops and deals 6d6 electric damage (Ref negates). It provides concealment (20% miss) to anything in it. It can be

    moved by wind effects (counting as a Small creature). First creature struck is stunned for 1 round (Fort negates). It

    disperses outside the spell's range.

    ACG

    172Area Comp Casting Time Duration SR

    V, S, M, DF 1 standard action 11 rounds yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    4 Boneshatter 24necromancy 50 ft. Fortitude partial; see text The targets bones or exoskeleton shiver and splinter, dealing 11d6 points of damage to the target, who is also

    exhausted for 11 minutes. If the target makes its save, it takes half damage and is fatigued rather than exhausted.

    Objects made of bone, chitin, or similar material take half again as much (+50%) damage from this spell.

    OSI

    26Area Comp Casting Time Duration SR

    V, S, M 1 SA inst and 11 min yes

    Spell Name DC Range Save Description Source

    4 Dimension Door 24conjuration (teleportation) 840 ft. none and Will neg (object) You instantly transfer yourself from your current location to any other spot within range. You can bring along

    objects as long as their weight doesn't exceed your maximum load. You may also bring 3 additional willing Medium

    or smaller creatures (carrying gear or objects up to its maximum load) or its equivalent.

    Core

    269Area Comp Casting Time Duration SR

    V 1 SA instantaneous no and yes (object)

    Level Spell Name DC Range Save Description Source

    Earth Glide 24transmutation [ear] touch Will neg (h) The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims

    through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava. This

    movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.

    ARG

    205Area Comp Casting Time Duration SR

    V, S 1 SA 11 round(s) yes (h)

    Prepared Spells Level Spell Name DC Range Save Description Source

    4 Scorching Ash Form 24transmutation [fire] touch none This spell functions like gaseous form, except the target becomes a visible swirl of hot ash and smoke instead of

    harmless translucent gas. Any creature that begins its turn sharing a space with the target takes 2d6 points of fire

    damage and must make a Fortitude save (DC 15, + 1 per previous check) or suffer the effects of smoke inhalation.

    ARG

    131Area Comp Casting Time Duration SR

    S, M 1 SA 11 minute(s) no

    Spell Name DC Range Save Description Source

    5 Vermin Shape II 25transmutation (polymorph) personal When you cast this spell, you assume the form of any Tiny or Large creature of the vermin type. If the form you

    assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average

    maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You gain a +2 resistance bonus

    on all saving throws against such effects.

    BoD2

    49Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 minute(s)

    Level Spell Name DC Range Save Description Source

    Level

    Baleful Polymorph 25transmutation (polymorph) 50 ft. Fort neg, Will partial; see text

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

    246Area Comp Casting Time Duration SR

    V, S 1 SA permanent yes

    Prepared Spells Level Spell Name DC Range Save Description Source

    5 Monstrous Physique III 25transmutation (polymorph) personal

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

    humanoid type.

    UM

    229Area Comp Casting Time Duration SR

    V, S, M 1 SA 11 minute(s) (D)

    5

    Spell Name DC Range Save Description Source

    5 Treasure Stitching 25transmutation 50 ft. Fort neg (object) You can pile any amount or weight of objects on the cloth so long as the pile stays within the dimensions of the

    cloth (up to a 10-foot cube). When you cast the spell the entire pile disappears into the cloth, You can restore the

    pile of objects at any time as a full-round action by unfurling the cloth and ordering the spell to end, consuming the

    cloth.

    APG

    250Area Comp Casting Time Duration SR

    V, S 1 SA 11 day(s) (D) yes (object)

    Level Spell Name DC Range Save Description Source

    Prepared Spells Level

    Summon Monster V 25conjuration (summoning) 50 ft. none This spell summons an extraplanar creature. It appears where you designate and acts immediately, on your turn. It

    attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to

    attack, to attack particular enemies, or to perform other actions. The spell conjures one creatures from the 5th Level

    list or 1d3 from the 4th level list or 1d3 from the lower leve lists (Table 10-1).

    Core

    352Area Comp Casting Time Duration SR

    V, S, M, F, DF 1 rd 11 round(s) no

    Page 12