Ranged
+1 Darkwood Composite Longbow (+2 Str) (+10 to hit, 1d8+3 damage (B or P), 110' range, x3 crit)
Racial and Class Features:
RACIAL FEATURES Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
CLASS FEATURES Arcane Bond (Bow, Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School (Transmutation (Enhancement)): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
Spell Focus: At 1st level, a wizard gains Spell Focus as a bonus feat.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Weapon and Armor Proficiency: A lore warden is proficient with all simple and martial weapons and with light armor.
Feats, Traits, Skills, and Boons:
FEATS Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
TRAITS Magical Knack (Wizard): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
BOONS Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
[ ] Elemental Saturation (Earth): The Lucent Archive is suffused with powerful elemental energy, and long-term exposure can transform a humanoid's body. Before you begin an adventure, you can expend 20 Prestige Points and check the box that precedes this boon to permanently transform yourself into an oread. In doing so, you must retrain any race-related options associated with your original race (e.g., alternate favored class bonuses, race-specific archetypes, and race-specific spells) at no cost. Any of your equipment resizes to Medium size at no additional cost, and if you lost proficiency with a weapon (such as by losing the dwarven weapon training racial trait), you may sell back the weapon at full price. When creating a new 1st-level PC, you may instead spend 10 Prestige Points and check the box that precedes this boon to create an oread PC.
If any of your PCs possess the Oread's Favor boon, halve the Prestige Point cost of using this boon. In order to use either of the above benefits, you must bring a copy of one of the following rulebooks as if the oread were a legal race permitted on the Additional Resources page: Pathfinder RPG Advanced Race Guide, Pathfinder RPG Bestiary 2, or Pathfinder Campaign Setting: Inner Sea Races.
If you are a kineticist, you can select the earth child utility talent (Pathfinder Campaign Setting: Occult Realms 9) as if it appears on the Additional Resources page.
Expert Negotiator: You managed to out-haggle a genie, and you can use this confidence to impress others. You can cross this boon off your Chronicle sheet to gain a +4 bonus on one Bluff, Diplomacy, or Intimidate check. If you are using that check to influence a genie or any creature with the air, earth, fire, or water subtype, you may also roll the check twice and take the better result.
Explore, Report, Cooperate: You have an excellent sense of what makes and exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Friend of the Family: You have not only saved the Blakros Museum, you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom's most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to purchase the following vanity:
- Blakros Family Member (20 PP): You are a member of the well-established Blakros noble family, granting you a comfortable townhouse in Absalom's fashionable Petal or Ivy districts and a small staff of servants to care for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In addition, while in Absalom, you family connections grant you a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with other members of high society.
[ ] Gloomspire Explorer: Despite having studied only a small portion of Sevenfingers's tomb, you are now one of the Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.
Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the Worldwound.
Icy Jewel Recovery (Scarab Sages): You have recovered an ice diamond, a gem that is highly receptive to magical energy. Tahonikepsu infused the ice diamond with powerful magic. Even the leftover shards of the diamond that she carved away carry a spark of power, which she is willing to share with those who helped her acquire the diamond. You may either take an ice diamond shard for free, or a greater ice diamond shard for the subsidized price of 300 gp. If you select an ice diamond shard, you can activate this boon to channel harmful magic targeting you into the shard, grantind a +2 bonus on a saving throw after you roll the saving throw but before the GM reveals the result. Alternatively, you can activate this boon to use the ice diamond shard as an additional material component for a spell or spell-like ability. If you do so, the caster level for that spell or spell-like ability increases by 1. A greater ice diamond shard has the same properties as an ice diamond shard, except that it either grants a +3 bonus on a saving throw or increases the caster level of a spell or spell like ability by 2. When you use this boon, cross it off your Chronicle sheet.
Karela's Gratitude: Guaril Karela remembers the valuable information you provided him. His contacts in Nirmathas offer you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combinatino from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.
- +1 keen ammunition*
- +1 ammunition coated in blue whinnis poison
- +1 merciful ammunition
- +1 disruption ammunition* (limit 1)
*These ammunition are an exceptions to the standard restriction of the keen and disruption properties to melee weapons.
New Recruits: Your faction's success enables it to recruit and train new members. You may designate one newly created PC under your Pathfinder Society number who shares your faction as a new recruit. This additional training grants that PC one of the faction's traits as a bonus trait, though the PC cannot have more than one faction trait. You must include a copy of this Chronicle sheet with the new PC's records, though that PC gains no additional boons, equipment, or wealth from this Chronicle sheet.
Ragdya's Blessing: Due to the respect you showed to the Vudran god Ragdya's scared animal, you have received that deity's blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.
Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Naldak, who founded the settlement of Naldak's Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen.
Tanbaru's Respect: You have helped the spirit oni Tanbaru get revenge on the duergar. A Lawful spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru functions as a standard spirit oni in all ways, expect that the influence of a lawful good spellcaster changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource.
If you do not take Tanbaru as a familiar, he gifts you with a tiny portion of the power he retains from his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar.
- Subtier 5-6: You may cast dispel magic, fog cloud, or invisibility.
Warm friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off your Chronicle sheet.
Wayang's Favor: You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to wayang-related options.
You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
Zurnzal's Foe: You defeated Zurnzal's protegee Cetenna. You gain access to the following unique magic item at the listed discount.
Slippers of venemous webs (Aura faint necromancy and transmutation; CL 5th; Slot feet; Discounted Price 8,000 gp): These delicate slippers function as slippers of spider climbing, and provide the wearer with additional spider-like abilities. Once per day, the wearer can fire a sheet of sticky webbing as a ranged touch attack with a range increment of 10 feet, and a maximum range of 50 feet. If the attack hits, the target is entangled until he frees himself with a DC 16 Escape Artist or Strength check as a standard action. Other creatures can burst the web as a standard action with a successful DC 12 Strength check. Once per day, as part of an unarmed strike, the wearer can cause fangs to emerge from the boots and deliver a dose of medium spider venom. This poison cannot be extracted from the boots without destroying them.
Transmutation (Enhancement) School:
POWERS Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Physical Enhancement (Su, +2 Dex): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
SPELLS AVAILABLE (* - denotes opposition school spells) Cantrips Acid Splash: Orb deals 1d3 acid damage. (Close range, Ranged touch attack) Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). (Touch, 1 sq. ft.) * Bleed: Cause a stabilized creature to resume dying. (Close range, 1 living creature, Will DC 13 neg., Instantaneous) Dancing Lights: Creates torches or other lights. (Medium range, Up to 4 lights in a 10' radius, 1 min) Daze: A single humanoid creature with 4 HD or less loses its next action. (Close range, 1 humanoid, 1 round) * Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, Concentration up to 1 min./level) * Detect Poison: Detects poison in one creature or small object. (Close range, One creature/object/5' cube, Instantaneous) * Disrupt Undead: Deals 1d6 damage to one undead. (Close range, Ray (Ranged Touch), Instantaneous) Flare: Dazzles one creature (–1 on attack rolls). (Close range, Fort DC 13 neg., Instantaneous) Ghost Sound: Figment sounds. (Close range, Will neg., 1 round/level) Haunted Fey Aspect: You surround yourself with disturbing illusions. (Personal, 1 round/level) Light: Object shines like a torch. (Touch, 10 min/level) Mage Hand: 5-pound telekinesis. (Close range, 1 nonmagical unattended object, Concentration) Mending: Makes minor repairs on an object. (10' range, 1 object, 10 min casting time) Message: Whisper conversation at distance. (Medium range, 1 creature/level, 10 min/level) Open/Close: Opens or closes small or light things. (Close range, 1 object or portal, Instantaneous) Prestidigitation: Performs minor tricks. (10' range, 1 hour) Ray of Frost: Ray deals 1d3 cold damage. (Close range, Ray (Ranged Touch), Instantaneous) * Read Magic: Read scrolls and spellbooks. (Personal, 10 min./level) Resistance: Subject gains +1 on saving throws. (Touch, 1 creature, 1 min) Spark: Ignites flammable objects. (Close range, 1 fine object, Instantaneous) * Touch of Fatigue:(Touch, Creature touched, Fort DC 13 neg., 1 round/level)
1st-level:
Air Bubble Creates a small pocket of air around your head or an object.
Alarm Wards an area for 2 hours/level.
Blend: You change the coloration of yourself and your equipment to match that of your surroundings. (Personal, 10 min/level) Blood Money Take damage and Str damage to provide material spell components.
Burning Hands: 1d4/level fire damage (max 5d4). (15' cone, Instantaneous, DC 14 Reflex 1/2) Charm Person: Makes one person your friend. (Close range, One humanoid creature, 1 hour/level, Will DC 14 Neg.) Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. (15' cone, Instananeous, DC 14 Will Neg.) Comprehend Languages You understand all spoken and written languages.
Detect Secret Doors Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance. (Personal, 10 min./level) Ear-Piercing Scream Deal sonic damage and daze target.
Endure Elements Exist comfortably in hot or cold regions.
Enlarge Person: Humanoid creature doubles in size. (Close range, 1 humanoid creature, 1 min/level) Feather Fall: Objects or creatures fall slowly. (Close range, 1 creature/level, immediate) Grease: Makes 10' square or one object slippery. (Close range, 1 object or 10' square, 1 min/level) Heightened Awareness Your recall and ability to process information improve.
Identify Gives +10 bonus to identify magic items.
Infernal Healing: Touched creature gains fast healing 1. (Touch, Full-round casting time, 1 min duration) Keep Watch Subjects suffer no fatigue and gain all the usual benefits of a full night's rest.
Kreighton's Perusal Liberating Command Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Mage Armor: Gives subject +4 armor bonus. (Touch, One creature, 1 hour/level) Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Mount: Summons riding horse for 2 hours/level. (Close range, 1 mount, 2 hours/level) Obscuring Mist Fog surrounds you.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment. (Touch, 1 min/level) Reduce Person Humanoid creature halves in size.
Shield Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor image of your design. (Long range, 4 + 1/level 10' cubes, Concentration) Sleep: Puts 4 HD of creatures into magical slumber. (Medium range, One or more living creatures in 10' radius, 1 min./level, DC 15 Will Neg.) Snowball Throw a conjured ball of ice and snow at a single target as a ranged touch attack.
Starsight Observe the night sky and all of its celestial bodies as if it were a clear night.
Summon Monster I: Summons extraplanar creature to fight for you. (Close range, 1 creature, Full-round casting time, 1 round/level) Touch of the Sea Swim speed becomes 30 ft.
True Strike +20 on your next attack roll.
Unprepared Combatant: Target takes –4 on initiative and Reflex saves. (Close Range, One creature, 1 min./level, DC 15 Will neg.) Unseen Servant Invisible force obeys your commands.
Vanish: As invisibility, but shorter duration. (Touch, 1 creature, 1 round/level) Wave Shield Water blunts one incoming attack or fire effect.
2nd-level:
Arrow Eruption: Creates duplicates of killing arrow.
Blindness/Deafness Makes subject blinded or deafened.
Burst of Radiance Fills a 10' area with a brilliant flash of shimmering light.
Create Pit Creates an extradimensional pit.
Darkvision See 60 ft. in total darkness.
False Life Gain 1d10 temporary hp + 1/level (max +10).
Glitterdust Blinds creatures, outlines invisible creatures.
Haunting Mists Creatures are shaken and take Wis damage.
Invisibility Subject is invisible for 1 min./level or until it attacks.
Knock Opens locked or magically sealed door.
Mirror Image: Creates decoy duplicates of you. (Personal, 1d4+1/3CL images, 1 min./level) Page-Bound Epiphany You magically scour the world's libraries for information that might refresh your memory about a topic.
Pilfering Hand You may seize an object or manipulate it from afar.
Protection from Evil, Communal As protection from evil, but you may divide the duration among creatures touched.
Pyrotechnics: Turns fire into blinding light or thick smoke. (Long range, one fire source up to 20' cube, 1d4+1 rounds, DC 16 Will/Fort negates blinding/choking) Raiment of Command You are cloaked in an illusion of authority.
Resist Energy Ignores first 10 (or more) points of damage per attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
See Invisibility Reveals invisible creatures or objects.
Spectral Hand Creates disembodied glowing hand to deliver touch attacks.
Spider Climb Grants ability to walk on walls and ceilings.
Suppress Charms & Compulsions Targets gain a +4 morale bonus on saves against charm and compulsion effects.
Summon Monster II Summons extraplanar creature to fight for you.
Web Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
3rd-level:
Flame Arrow: Arrows deal +1d6 fire damage.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Stinking Cloud: Nauseating vapors, 1 round/level.
Gear and Encumbrance:
ENCUMBRANCE Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.