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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
Spell Sheet Printed on 10/06/2015
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
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
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)
Page 11
Spell Sheet Printed on 10/06/2015
School
School
School
School
School
School
School
School
School
School
School
School
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
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