About LulariFemale samsaran druid (urban druid) 3/mystic theurge 3/witch 3
Esperanza:
Esperanza
Fox N Tiny magical beast (animal) Init +2; Senses low-light vision, scent; Perception +16 ————— Defense AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) hp 30 (1d8+1) Fort +6, Ref +5, Will +9 Defensive Abilities improved evasion ————— Offense Speed 40 ft. Melee bite +5 (1d3-1) Space 2½ ft.; Reach 0 ft. Special Attacks deliver touch spells ————— Statistics Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6 Base Atk +4; CMB +4; CMD 13 (17 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +2 (+14 to jump), Diplomacy -1, Handle Animal -1, Heal +2, Perception +16, Sense Motive +10, Spellcraft +7, Survival +2 (+6 to track by scent); Racial Modifiers +4 Survival to track by scent SQ empathic link ————— Special Abilities Deliver Touch Spells (Su) Deliever master's touch spells. Empathic Link (Su) You have an empathic link with your master. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Details details:
Alertness Feat You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Combat Casting Feat You have learned the secrets of a new hex. Prerequisite: Hex class feature. Benefit: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit. Special: You can take this feat multiple times. Each time you do, you gain another hex. Appears In: Advanced Player's Guide, Advanced Class Guide Extra Hex (Witch) Feat Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist. Prerequisite: Spell Focus. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat. Greater Spell Focus (Evocation) Feat Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Spell Focus (Evocation) Feat You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Toughness Feat Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding. Appears In: Legacy of Fire, Advanced Player's Guide Traits, Ultimate Campaign Magic is Life Trait 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. Benefit: 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 increase your caster level higher than your current Hit Dice. Appears In: Character Traits Web Enhancement, Advanced Player's Guide Traits, Ultimate Campaign Magical Knack (Witch) Trait Samsarans gain a +2 racial bonus on all saving throws to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks to stabilize if reduced to negative hit points. Lifebound (Ex) Racial Ability (Samsaran) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Low-Light Vision Racial Ability,Senses A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. Appears In: Advanced Player's Guide Cackle (Su) Class Ability (Witch) A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell. Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day. Note: The option to prepare combined spells has not been implemented yet. Deliver Touch Spells Through Familiar (Su) Class Ability (Witch) The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does. Empathic Link with Familiar (Su) Class Ability (Witch) The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. Appears In: Advanced Player's Guide Evil Eye -2 (8 rounds, DC 16) (Su) Class Ability (Witch) If you are within arm's reach of your familiar, you gain the benefits of the Alertness feat. If you are within 1 mile of your familiar, you may gain other benefits. Familiar Bonus: +2 to Reflex saves Class Ability (Witch) As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect. Inspiring Command (2 allies) (Su) Class Ability (Cleric,Druid,Eagle Shaman,Lion Shaman,Urban Druid) The shaman or witch causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. Appears In: Advanced Player's Guide Misfortune (1 round, DC 16) (Su) Class Ability (Witch) The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Share Spells with Familiar Class Ability (Witch) An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature’s ally spells. Spontaneous Casting Class Ability (Druid) A character can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The character rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Wild Empathy +3 (Ex) Class Ability (Druid) This ring offers continual magical protection in the form of a deflection bonus of +2 to AC. Construction Requirements: Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring; Cost 4,000 gp Ring of protection +2 Ring The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction Requirements Craft Rod, Selective Spell; Cost 1,500 gp Appears In: Advanced Player's Guide, Ultimate Equipment Selective metamagic rod (lesser, 3/day) Rod Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Wand of endure elements (50 charges) Wand Heightened Awareness You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check. Wand of heightened awareness (50 charges) Wand Infernal Healing You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as evil for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment. Wand of infernal healing (50 charges) Wand This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Construction Requirements: Craft Wondrous Item, cat’s grace; Cost 2,000 gp Belt of incredible dexterity +2 Wondrous Item (Belt) Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). Construction Requirements: Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Cost 12,500 gp Cloak of resistance +5 Wondrous Item (Shoulders) A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Construction Requirements Craft Wondrous Item, secret chest; Cost 1,000 gp Handy haversack (4 @ 13 lbs) Wondrous Item This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer’s brow as if it were a third eye in the middle of his forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to Intelligence and Wisdom of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a Headband of vast intelligence. Construction Requirements: Craft Wondrous Item, fox’s cunning, owl's wisdom; Cost 5,000 gp Headband of mental prowess +2 (Int, Wis, Sense Motive) Wondrous Item (Headband) Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat. The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result. Construction Requirements Combat Casting, Craft Wondrous Item, warding weapon; Cost 2,500 gp Appears In: Ultimate Equipment Spellguard bracers (3/day) Wondrous Item (Wrist) This woolen garment is decorated with a pattern of linked chains embroidered in silver and black thread. It assists the wearer with maintaining focus during spellcasting, granting a +2 bonus on Concentration checks. Construction Requirements Craft Wondrous Item, Combat Casting; Cost 2,500 gp Appears In: Ultimate Equipment Skill Focus (Perception) Feat You are particularly good at Survival in certain environments or circumstances. +4 Survival to track by scent (Ex) Racial Ability (Fox) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Low-Light Vision Racial Ability,Senses This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Scent (Ex) Racial Ability You gain the specified bonus to acrobatics checks made to jump. Situational Acrobatics (Jump) Bonus +8 (Ex) Racial Ability If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Deliver Touch Spells (Su) Class Ability (Familiar Benefits) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Empathic Link (Su) Class Ability (Familiar Benefits) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved Evasion (Ex) Class Ability (Familiar Benefits) The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). Druid Spell Descriptions:
Witch Spell Descriptions:
Arcane Mark Witch 0 School universal Casting Time 1 action Components V, S Range touch Effect one personal rune or mark, all of which must fit within 1 sq. ft. Duration permanent Saving Throw none; Spell Resistance no This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details). Bleed Witch 0 School necromancy Casting Time 1 action Components V, S Range close (25 + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw DC 15 Will negates; Spell Resistance yes You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage. Dancing Lights Witch 0 School evocation [light] Casting Time 1 action Components V, S Range medium (100 + 10 ft./level) Effect up to four lights, all within a 10-ft.-radius area Duration 1 minute (D) Saving Throw none; Spell Resistance no Depending on the version selected, 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): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell. Daze Witch 0 School enchantment (compulsion) [mind-affecting] Casting Time 1 action Components V, S, M (a pinch of wool or similar substance) Range close (25 + 5 ft./2 levels) Target one humanoid creature of 4 HD or less Duration 1 round Saving Throw DC 15 Will negates; Spell Resistance yes 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 Witch 0 School divination Casting Time 1 action Components V, S Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no 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. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength - Duration of Lingering Aura Faint - 1d6 rounds Moderate - 1d6 minutes Strong - 1d6 x 10 minutes Overwhelming - 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. Detect Poison Witch 0 School divination Casting Time 1 action Components V, S Range close (25 + 5 ft./2 levels) Target one creature, one object, or a 5-ft. cube Duration instantaneous Saving Throw none; Spell Resistance no 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. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Guidance Witch 0 School divination / void elemental Casting Time 1 action Components V, S Range touch Target creature touched Duration 1 minute or until discharged Saving Throw Will negates (harmless); Spell Resistance yes This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. Light Witch 0 School evocation / wood elemental [light] Casting Time 1 action Components V, M/DF (a firefly) Range touch Target object touched Duration 10 min./level Saving Throw none; Spell Resistance no 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 (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. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. Mending Witch 0 School transmutation / metal elemental Casting Time 10 minutes Components V, S Range 10 ft. Target one object of up to 1 lb./level Duration instantaneous Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) 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. Message Witch 0 School transmutation / air elemental [language-dependent] Casting Time 1 action Components V, S, F (a piece of copper wire) Range medium (100 + 10 ft./level) Target one creature/level Duration 10 min./level Saving Throw none; Spell Resistance no 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. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper. Read Magic Witch 0 School divination Casting Time 1 action Components V, S, F (a clear crystal or mineral prism) Range personal Target you Duration 10 min./level 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). Read magic can be made permanent with a permanency spell. Resistance Witch 0 School abjuration Casting Time 1 action Components V, S, M/DF (a miniature cloak) Range touch Target creature touched Duration 1 minute Saving Throw Will negates (harmless); Spell Resistance yes (harmless) 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. Stabilize Witch 0 School conjuration (healing) Casting Time 1 action Components V, S Range close (25 + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. Touch of Fatigue Witch 0 School necromancy Casting Time 1 action Components V, S, M (a drop of sweat) Range touch Target creature touched Duration 1 round/level Saving Throw DC 15 Fortitude negates; Spell Resistance yes 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. Adhesive Spittle Witch 1 School conjuration (creation) Casting Time 1 action Components V, S Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw DC 16 Reflex partial; Spell Resistance no Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it. Appears in: Advanced Class Guide Chill Touch Witch 1 School necromancy Casting Time 1 action Components V, S Range touch Target creature or creatures touched (up to one/level) Duration instantaneous Saving Throw DC 16 Fortitude partial or Will negates; see text; Spell Resistance yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level. Chill Touch Witch 1 School necromancy Casting Time 1 action Components V, S Range touch Target creature or creatures touched (up to one/level) Duration instantaneous Saving Throw DC 16 Fortitude partial or Will negates; see text; Spell Resistance yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level. Long Arm Witch 1 School transmutation Casting Time 1 action Components V, S Range personal Target you Duration 1 minute/level (D) Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet. Appears in: Advanced Class Guide Mage Armor Witch 1 School conjuration (creation) [force] Casting Time 1 action Components V, S, F (a piece of cured leather) Range touch Target creature touched Duration 1 hour/level (D) Saving Throw Will negates (harmless); Spell Resistance no 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. Shocking Grasp Witch 1
Lightning Bolt Witch 3
Screech Witch 3
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