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About Aristu MedvyedAristu 2.0:
Aristu Medvyed
Male Human (Versatile Heritage) Sorcerer (Fey) 10 Background: Noble NG Medium Humanoid Senses: Normal vision, Perception: +15 [T] Languages: Common, Sylvan Hero Points: 1 Defense
Offense
Spells
Occult Spell DC: 27 [T]
Primal Spell DC: 29 [E]
Statistics
Ancestry Feats
Class Abilities
Class Feats
General/Skill Feats
Trait
Skills
Equipment
Cantrips:
DAZE Cantrip-Enchantment-Mental-Nonlethal Tradition: Occult Cast: [two-actions] somatic, verbal Range: 60 feet Targets: 1 creature Saving Throw: Will Duration: 1 round You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2): The damage increases by 1d6. DETECT MAGIC
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd): You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. Heightened (4th): As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). ELECTRIC ARC
An arc of Lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Heightened (+1): The damage increases by 1d4. GHOST SOUND
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can’t create intelligible words or other intricate sounds (such as music). Heightened (3rd): The range increases to 60 feet. Heightened (5th): The range increases to 120 feet. LIGHT
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends. Heightened (4th): The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet). MESSAGE
You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target. While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. Heightened (3rd): The spell’s range increases to 500 feet. SHIELD
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell. Heightening the spell increases the shield’s Hardness. Heightened (3rd) The shield has Hardness 10. Heightened (5th) The shield has Hardness 15. Heightened (7th) The shield has Hardness 20. Heightened (9th) The shield has Hardness 25.
1st Level Spells:
BURNING HANDS Evocation-Fire Traditions: primal Cast: [two-actions] somatic, verbal Area: 15-foot cone Saving Throw: basic Reflex Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area. Heightened (+1): The damage increases by 2d6. CHARM
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success: The target is unaffected and aware you tried to charm it. Success: The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic). Failure: The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t use hostile actions against you. Critical Failure: The target’s attitude becomes helpful toward you, and it can’t use hostile actions against you. Heightened (4th): The duration lasts until the next time you make your daily preparations. Heightened (8th): The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures. FLEET STEP
You gain a +30-foot status bonus to your Speed. ILLUSORY OBJECT
You create an illusory visual image of a stationary object. The entire image must fit within the spell’s area. The object appears to animate naturally, but it doesn’t make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be Silent. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. Heightened (2nd): Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour. Heightened (5th): As the 2nd-level version, but the duration is unlimited. MAGIC MISSILE
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when casting the spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. Heightened (+2): You shoot one additional missile with each action you spend.
2nd Level Spells:
ANIMAL FORM Polymorph-Transmutation Tradition: primal Cast: [two-actions] somatic, verbal Duration: 1 minute You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: -- AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
You also gain specific abilities based on the type of animal you choose: -- Ape: Speed 25 feet, climb Speed 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Heightened (3rd): You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. Heightened (4th): Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16. Heightened (5th): Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20. DISPEL MAGIC
You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail. GLITTERDUST
Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell. Critical Success: The target is unaffected. Success: The target’s invisibility is negated for 2 rounds. Failure: The target is dazzled for 1 minute and its invisibility is negated for 1 minute. Critical Failure: The target is blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes. HIDEOUS LAUGHTER
The target is overtaken with uncontrollable laughter. It must attempt a Will save. Critical Success: The target is unaffected. Success: The target is plagued with uncontrollable laugher. It can’t use reactions. Failure: The target is slowed 1 and can’t use reactions. Critical Failure: The target falls prone and can’t use actions or reactions for 1 round. It then suffers the failure effects. INVISIBILITY
Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed. Heightened (4th): The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.
3rd Level Spells:
ENTHRALL Auditory-Enchantment-Emotion Tradition: primal (Fey) Cast: [two-actions] somatic, verbal Range: 120 feet Targets: all creatures in range Saving Throw: Will Duration: sustained Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying. Each creature that comes within range has to attempt a save when you Sustain the Spell. If you’re speaking, enthrall gains the linguistic trait. Critical Success: The target is unaffected and notices that you tried to use magic. Success: The target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled). Failure: The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it’s no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately. Critical Failure: As failure, but the target can’t attempt a save to end the fascination if it disagrees with you. HASTE
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions. Heightened (7th): You can target up to 6 creatures. ILLUSORY CREATURE, Heightened +1
You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. The image can’t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you’re trying to imitate a specific person and engage with someone that person knows. In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. The illusion can cause damage by making the target believe the illusion’s attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion’s Strikes are nonlethal. If the damage doesn’t correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn’t take any further damage from it. Heightened (+1): The damage of the image’s Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan). SEARING LIGHT
You shoot a blazing ray of Light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage. Critical Success: The target takes double fire damage, as well as double good damage if a fiend or undead. Success: The target takes full damage If the Light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the Light passes through an area of darkness, draw a line between yourself and the spell’s target Heightened (+1): The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6. SLOW
You dilate the flow of time around the target, slowing its actions. Critical Success: The target is unaffected. Success: The target is slowed 1 for 1 round. Failure: The target is slowed 1 for 1 minute. Critical Failure: The target is slowed 2 for 1 minute. Heightened (6th): You can target up to 10 creatures.
4th Level Spells:
FLY Transmutation Tradition: primal Cast: [two-actions] somatic, verbal Range: touch Targets: 1 creature Duration: 5 minutes The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater. Heightened (7th): The duration increases to 1 hour. FREEDOM OF MOVEMENT
You repel effects that would hinder a creature or slow its movement. While under this spell’s effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell. LIGHTNING BOLT, Heightened +1
A bolt of Lightning strikes outward from your hand, dealing 4d12 electricity damage. Heightened (+1): The damage increases by 1d12. SUGGESTION
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can’t be self-destructive or obviously against the target’s self-interest. The target must attempt a Will save. Critical Success: The target is unaffected and knows you tried to control it. Success: The target is unaffected and thinks you were talking to them normally, not casting a spell on them. Failure: The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects. Critical Failure: As failure, but the base duration is 1 hour. Heightened (8th): You can target up to 10 creatures.
5th Level Spells:
CLOAK OF COLORS Illusion-Visual Tradition: primal (fey) Cast [two-actions] somatic, verbal Range: 30 feet Targets: 1 creature Duration: 1 minute A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save. Success: The attacker is unaffected.
The creature is temporarily immune until the end of its turn; this effect has the incapacitation trait. CONE OF COLD
Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area. Heightened (+1): The damage increases by 2d6. WALL OF STONE
ou shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain. Heightened (+2) The Hit Points of each section of the wall increase by 15 Bloodline Spells & Class Feat Spells:
FAERIE DUST (focus 1) Uncommon-Enchantment-Mental-Sorcerer Cast: [one action or more] somatic, verbal Range: 30 feet Area: 5-foot burst or more Saving Throw: Will Duration: 1 round You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet. Success: The creature is unaffected. Failure: The creature can't use reactions and takes a –2 status penalty to Perception checks and Will saves. Critical Failure: As failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute. Heightened (+3): The initial radius increases by 5 feet. FEY DISAPPEARANCE (focus 3)
You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain. Heightened (5th): If you use a hostile action, the invisibility doesn't end. SUMMON ANIMAL (Primal Evolution feat)
You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is -1. Heightening the spell increases the maximum level of creature you can summon. Heightened (2nd): Level 1.
SUMMON PLANT OR FUNGUS (Primal Evolution feat)
You conjure a plant or fungus to fight for you. This works like summon animal, except you summon a common creature that has the plant or fungus trait and whose level is -1. Heightened: As summon animal.
Background:
1) Aristu's older siblings - the twins Alexi and Alyana. Growing up, Aristu got along well with Alyana. Alexi has always been a bully, and Aristu was a frequent target. Alyana often intervened on Aristu's behalf. When Aristu first began to show a talent for magic, Alyana encouraged him. But when Aristu began to show the connection to the Fey that sometimes appears in their family tree, something changed with Alyana. Suddenly she avoided Aristu when possible, and it was clear that she didn't trust him. She convinced Alexi that Aristu would use his abilities to supplant Alexi as heir. As time passed, Aristu could feel their hate growing. Alexi's bullying became more frequent, but Aristu found that a subtle smile and reminder of the abilities he possessed were usually enough to get Alexi to back down without any significant incident. Alyana never confronted him directly, but Aristu suspects she was behind their parents' briefly considered plan to send him away to study at a monastery. Putting distance between himself and his older siblings is one more benefit of heading out on this expedition. 2) Aristu's "Uncle" Lonsys (probably more of a cousin at some remove) is the youngest brother of the head of one of the more powerful branches of House Medvyed. He is a sage, and the keeper of House Medvyed's records and largest library. Seeing Alexi bully Aristu as a child, Lonsys sympathized and gave Aristu a safe retreat from his older brother. Lonsys also encouraged Aristu to take an interest in reading. When Aristu's parents threatened to to send him away to a monastery to study magic in a safe environment, Aristu begged Lonsys for help. Lonsys intervened - convincing Avraam that the House could arrange better tutelage for Aristu and that it would come at less cost to Avraam. Lonsys also lent what influence he could when Aristu told him of his wish to be commissioned for the expedition to the Stolen Lands. 6) It's no secret that Aristu's branch of House Medvyed sits low in the family's pecking order. Avraam Medvyed desires nothing more than to change that. He has worked hard to cultivate the pull needed to get someone sympathetic to his cause assigned to this commission. His original plan was to obtain the commission for one or two of his most trusted henchmen, but Aristu and Alister have managed to to convince him to help get them commissioned, while allowing Avraam to think that the idea was his. Avraam hopes that close ties to a young kingdom in the Greenbelt will increase his power and ability to influence House Medvyed politics. New trading partners to fatten his purses and an additional political lever to use as tensions between the north and south increase. Before this recent sullen period, Avraam had always viewed Aristu as capable and controllable, and he expects the challenge and adventure to snap Aristu out of his funk and back into a dutiful role. 7) Aristu has had a few brief romantic relationships, but nothing too serious, and nothing at all in the past couple of years. His ideal spouse would be someone who cared for him, not his social standing; someone who voiced her own opinions and would let him know when she thought he was wrong (the opposite of Aristu's mother, and very much like how Aristu imagines his Grandmother was as a younger woman); someone who wouldn't try to control him, nor meekly follow his desires, but a partner; someone quick-witted and funny 8) Once he learned he had an aptitude for magic, Aristu saw himself eventually serving as his older brother Alexi's adviser and right hand man. When Alexi made it clear that he wanted nothing to do with him, Aristu assumed his future lay in serving a similar role with another branch of the family. He has worked at cultivating friendships with his cousins with this in mind. If this expedition works out, then he expects to fulfill that same roll in the Stolen Lands. Aristu enjoys life's pleasures as much as any young noble - both those proper to his standing (theater, music, dancing, fine food) and those that aren't (carousing and gambling). He also has come to enjoy reading, particularly histories. Aristu doesn't have any particular musical talent, but he isn't a bad singer. He is a fine orator, and he does enjoy reading good poetry aloud. He enjoys retelling good jokes that he hears, but isn't much for coming up with his own jokes or witty one liners. 9) Avraam Medvyed - Aristu's father. Stuffy and uncompromising. Not the worst father ever, but Aristu finds him stifling and overbearing. Aristu used to do a good job of doing and saying what would keep his father satisfied with him, but since becoming distracted with the secrets of his Fey heritage, Aristu has done little but disappoint his father. Their relationship is stiff and formal. Daria - Aristu's mother. Supports father in everything. Of late, Aristu has grown used to his mother's disapproving looks. Aristu suspects that his mother has never been comfortable with him since he began exhibiting his sorcerer abilities. Alexi & Alyana - Aristu's older, twin brother & sister. Alexi is eldest by a few minutes and father's heir. They are inseparable. Alyana is the cleverer of the two, and she is ambitious. Once Aristu began displaying signs of the Fey bloodline (which none the other sibs have), Alyana convinced Alexi that Aristu was a threat to his inheritance and that Aristu would try and use his magic to push him aside. Alexi is his father's son - single-minded and uncompromising. He and father have had some tremendous arguments, though they usually see eye to eye. Despite the fact that Aristu has never actually shown a desire to be heir, his relationship with the twins is strained at best. Ariel - Aristu's younger sister. Just barely a teen, she is boisterous and friendly. Everyone loves her, and she appears to love everyone back. Alister - Aristu's bastard half-brother. Aristu appreciates that Alister represents a constant reminder to father that he isn't always following the rules. Aristu also appreciates Alister's wit. Melani Laslo - Aristu's maternal grandmother. Witty & sharp-tongued, she is constantly needling father. Aristu loves her for this, and also because she always doted on him (and her other grandchildren). Mystery:
3) Aristu possesses the partially coded journals of his great, great....great grandmother Yulia, a powerful wizard in her day. According to the parts of the journal that aren't coded, as well as some histories that Aristu has found, Yulia lived to the south of Brevoy somewhere in the area now known as the Stolen Lands, in a region that shared a thin border with the First World. She was a master of the human wizardly arts, so she sought to expand her power by tapping into the magic of the Fey. The journal indicates that she made some sort of pact with a powerful fey lord, but the details are concealed by the code. Aristu hopes to locate the ruins of her tower, and hopes that something there will help him decipher the rest of the journal and give him the answers he craves. 4) Aristu's secret is that from what he has been able to determine in the journal, he suspects (and fears) that the pact his ancestor made still holds, and that it may be able to force him to comply with whatever terms the Fey were granted by the pact. Aristu has spent some time digging up records of other descendants of Yulia who shared the ability to channel Fey magics, and many of them died or disappeared at a relatively young age. Goals:
-Aristu wants to learn the details of his ancestor's Fey pact, and find out how they relate to him. Whenever he travels in or near the parts of the Gronzi Forest that border his family's land, he feels the regard of the forest clearly upon him. To be fair, there are many who have felt similar sensations as they skirt the primal areas of that forest, but Aristu can't help but feel that he is under particular scrutiny. -Aristu discovered a locket belonging to his mother (Daria) while exploring a tomb in the Stolen Lands. Daria died when Aristu was much younger, so he deperately wishes to learn how this locket came to be in the tomb.
Aristu 1.0:
Male Human Sorcerer (Fey) 7 NG medium humanoid Hero Points 2 Init +1; Perception +3 ---------- Defense ---------- AC Bracers of Armor +1: 13; Touch 12; Flat-footed 12 HP 37 (7d6+7); Dead at -13 Fort +3 Ref +5 Will +6 (circumstantial +1 vs. Fey spells and supernatural abilities) ---------- Offense ---------- Speed 30 ft (Woodland Stride) Melee Dagger +4; 1d4+1; Crit 19-20; Light, P/S Ranged Dagger +4; 1d4+1; Crit 19-20; Range 10' CM Bonus +4; Defense 15 Sorcerer Spells Known (CL 7th, concentration +11/+15 Combat Casting) 3rd (5/day)- Deep Slumber (DC 21, Will negates), Major Image (DC 18, Will disbelief), Suggestion (DC 21, Will negates) 2nd (7/day)- Glitterdust (DC 16, Will negates blindness), Hideous Laughter (DC 20, Will negates), Invisibility, Scorching Ray 1st (7/day)- Charm Person (DC 17, Will negates), Comprehend Languages, Entangle (DC 15, Reflex negates), Hypnotism (DC 19, Will negates), Magic Missile, Shield 0th (at will)- Daze (DC 18, Will negates), Detect Magic, Ghost Sound (DC 15, Will disbelief), Light, Mending, Prestidigitation, Read Magic ---------------------- Special Abilities ---------------------- Laughing Touch (7/day, Su): Melee touch attack leaves target able to take only move actions. Noble Born (Medvyed): +2 Diplomacy with Fey; +1 Will save vs Fey spells and supernatural abilities. Woodland Stride (Ex): Move through any non-magically manipulated terrain at normal speed without damage or impediment. -------------------------- Tracked Resources -------------------------- Laughing Touch (7/7) 1st Level Spells (6/7) 2nd Level Spells (6/7) 3rd Level Spells (5/5) Potion of Cure Light Wounds (1/1) Potion of Disguise Self (1/1) Potion of Invisibility (1/1) Potion of Shield of Faith +2 (1/1) Robe of Blending (1/1) Scroll of Ant Haul (1/1) Scroll of Comprehend Languages (1/1) Scroll of Detect Secret Doors (1/1) Scroll of Dispel Magic (0/1) Scroll of Eagle's Splendor (1/1) Scroll of Expeditious Retreat (1/1) Scroll of Floating Disk (1/1) Scroll of Identify (1/1) Scroll of Knock (1/1) Scroll of Mage Armor (2/2) Scroll of Mount (1/1) Scroll of Shield (1/1) Scroll of Shocking Grasp (1/1) Scroll of Silent Image (1/1) Vials of Alchemists' Fire (2/2) Wand of Burning Hands (1/50) Wand of Magic Missiles (CL 3) (3/50) Wand of Magic Missiles (CL 5) (45/50) Leadership Role Bonus (Magistar) +6
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Daze (Sorceror 0)
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. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. Detect Magic (Sorcerer 0)
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.
Ghost Sound (Sorcerer 0)
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 four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell. Light (Sorcerer 0)
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Light can be used to counter or dispel any darkness spell of equal or lower spell level. Mending (Sorcerer 0)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. 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). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. Prestidigitation (Sorcerer 0)
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. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Read Magic (Sorcerer 0)
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. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Charm Person (Sorcerer 1)
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. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. Comprehend Languages (Sorcerer 1)
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Entangle (Fey bloodline 1)
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion. Hypnotism (Sorcerer 1)
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it Magic Missile (Sorcerer 1)
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. Shield (Sorcerer 1)
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. Glitterdust (Sorcerer 2)
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. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust takes a -40 penalty on Stealth checks. Hideous Laughter (Fey bloodline 2)
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well. Invisibility (sorcerer 2)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. 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, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell. Scorching Ray (Sorcerer 2)
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Deep Slumber (Fey bloodline 3)
Causes a magical slumber to come upon 10 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of |