Seoni

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No posts. Alias of mittean.


About Melokian

XP 59,800/77,000

Human Sorcerer 1/ Wizard 3
CG Medium humanoid (human Chelaxian)
Init +2; Senses Perception -2
DP 3 AP 18 Hero 11 Luck 19

==DEFENSE==
AC 14, flat-footed 12, Touch 14 (+2 Dex, +2 Deflection)
HP 42
Damage 0 non-lethal damage 0
FRW 4/4/10
Defensive Abilities

==OFFENSE==
Spd 30 ft/x4
Melee

Ranged

Special attacks
Spells known CL 8 (Sorcerer 1 + Ultimate mage 3 + Practiced spellcaster 3 + Arcane spell power 1); Concentration +13
Short range 35 ft., Medium range 150 ft., Long range 600 ft.
- Cantrips DC 15 Detect magic, Read magic, Daze, Light, Acid splash
- 1st level 6/day DC 16 Magic missile, Summon monster I, Charm person
- 2nd level 3/day DC 17
Spells memorized CL 8 (Wizard 3 + Ultimate mage 2 + Practisced spellcaster 2 + Arcane spell power 1); Concentration +13
Bloodline Cross-blooded Wild-blooded (Sage/ Arcane)
School Arcanimirium Crafter Universalist

==STATISTICS & ABILITIES==
Str 15 (+2) Dex 14 (+2) Con 15 (+2) Int 20 (+5) Wis 14 (+2) Cha 11 (+0)
Bab +2 CMB +4 CMD 16

Feats 1 Eschew materials, Improved counterspell, Leadership, Practised spellcaster (Sorcerer & Wizard), Silent spell, Simple weapons, Spellcasting prodigy (Int),
Traits Magical knack sorcerer & wizard
Skills Appraise +10, Bluff +5, Craft (alchemy)* +15, Intimidate +5, Knowledge (arcana) +17, Knowledge (dungeons) +9, Knowledge (history) +11, Knowledge (local) +13, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +10, Linguistics +9, Spellcraft +17, Use magic device +6

Languages Common

Racial abilities Heart of the Fields - Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft* or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.
Class Abilities
• Favored class - Wizard Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.
• Bloodline arcana - Sage All sorcerer class options are based off Intelligence, not Charisma.
• Bloodline arcana - Arcane Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spells DC by +1.
• Hidden Reserve (Su) - Cast any spell the sorcerer could normally cast, but the sorcerer is fatigued after the spell is completed. If the spell is of the highest level that the sorcerer could normally cast, he is instead exhauseted. This ability can not be used while fatigued or exhauseted. It may be used a number of times per day equal to the sorcerer's Charisma bonus (4/day). Replaces sorcerer's arcane bond ability.
• Metacharge (Ex) - As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.
• Arcane Bond (Su) - (Wand) At 1st level, you gain an arcane bond. Once per day, your bonded item allows you to cast any one spell in your spellbook.
• Arcane duelist (Su) - Wizards with this ability are specialy trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the following effects: increase a spells DC by +1, add +2 to the CL check to overcome SR, or add +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus (6 times per day). Using this ability is a swift action. This replaces scribe scroll.
• Arcane Spell Power (Ex) - At 1st level, your caster level for all arcane spells increases by 1. It increases again at 4th level, 7th level, and 10th level (to a maximum of +4).
• Expanded Spell Knowledge (Ex) - At 2nd level, you can select one 0- or 1st-level arcane spell from your spellbook and add it to your Sorcerer spell list.
You can add another spell from your spellbook to your list of spells known every two levels thereafter. At 4th level, this can be any spell of 2nd-level or lower. At 6th level, this can be any spell of 3rd level or lower. At 8th level, this spell can be of 4th level or lower, and at 10th level it can be of 5th level or lower.

• Augmented Casting (1st level) (Su) - 4 times per day, you can sacrifice a spell or spell slot from one of your classes to apply the effect of a metamagic feat that you know to a spell cast using another arcane class. This sacrificed spell or slot is lost in addition to the spell you are actually casting. The level of the spell slot sacrificed must equal or exceed the spell level adjustment of the metamagic feat. You can't use this ability to augment a spell already affected by a metamagic feat. You can use this ability a number of times per day equal to 3 + 1/2 your class level.
• 5th level cohort (CN female Human Iluskan Monk Master of many styles 2/ Magus Kensai Bladebound 3

==GEAR==
Combat Gear
+1 Dagger (Carried, 1 lb.)
• "Inevitable" Wand made out of wormwood & yronwood, coated in frost, with the blood of a half-crystal dragon/ Balor. (Carried, .5 lb.)
Gear
• Clothes (wearing, 5 lbs.)
• Backpack (Carried, 3/60 lbs. capacity, 2 lbs.) - Spellbook (in backpack, 17 pages used, 3 lbs.), Ring of protection +2, Ring of feather fall, Amulet of natural +1, Cloak of charisma +2, Slippers of spider climbing, Periapt of Wisdom +2, Ioun stone - pearly white spindle (regenerates 1 HP per 10 min.)

Carrying capacity 26/53/80
Encumbrance 6.5
PP 0 GP 234 SP 2 CP 0
Owed 37
Gems

Spells:

==Spells==
Sorcerer spells (cast up to 9th level)
Cantrips - DC 16 Unlimited per day CL 9
Detect magic Components - v,s Duration - Concentration, up to 7 min. 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 emanates 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.
Read magic [i]Components
- v,s,f Range - Personal Duration - 70 min. 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).
Resistance Components - v,s Range - Touch Duration - 1 min. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Parry strike Components - v,s Duration - 7 hours or until discharged You gain +2 deflection bonus to AC against the next melee attack that targets you. Whether the attack succeeds or not, the spell is triggered and the effect ends.
Mending Components - v,s Range - 10 ft. Duration - Instantaneous 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.

1st level - DC 17 7 per day CL 9
Magic missile Components - v,s Duration - instantaneous 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.

Burning hands Components - v,s Range 15 ft. A cone of searing flame shoots from your fingertips.
Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

True strike Components - v,f +20 insight bonus to next attack & you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Repair light damage As cure light wounds, but it repairs objects and constructs that aren’t destroyed rather than healing living creatures.

The same rules can be used to create higher-level repair spells, based on higher-level cure spells.

2nd level - DC 18 4 per day CL 9
Make whole This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).

Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

Wizard spells (cast up to 9th level)
Cantrips - DC 16 4 per day CL 9
Acid splash Components - v,s Range - Close You fire a small orb of acid (1d3 acid damage) with a ranged touch attack to hit your target. This acid disappears after 1 round.
Bleed Components - v,s Range - close Duration - Instantaneous You cause a living creature that is below 0 hit points but stabilized to resume dying, taking 1 point of damage per round. The creature can be stabilized later normally.
Daze Components - v,s Range - close Duration - 1 round 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 poison Components - v,s Range - Close Duration - Instantaneous 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.
Drench Components - v,s Range - close Duration - 1 round A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.
Flare Components - v Range - Close Duration - Instantaneous This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Ghost sound Components - v,s Range - close Duration - 7 rounds 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.

Jolt Components v,s Range - close Duration - Instantaneous You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.
Light Components v Range touch Duration - 70 min. 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. 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 Casting time - 10 min. Components - v,s Target - 1 object of up to 7 lbs. Duration - Instantaneous 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 Components - v,s Range 10 ft. Duration - 1 hour 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.
Ray of frost Components - v,s Range - Close Duration - Instantaneous A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Spark Components - v or s Range - Close Duration - Instantaneous You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

1st level - DC 17 3+2 per day CL 9
•* Charm person Components - v,s Duration - 7 hours 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.
Comprehend languages Components - v,s Duration - 70 minutes You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Feather fall Components - v Duration - until landing or 7 rounds. The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Identify Components - v,s Duration - 21 rounds +10 enhancement on Spellcraft checks to identify the properties of magic items.
•* Mage armor Components - v,s,f Duration - 7 hours 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.

Mount Components - v,s Duration - 14 hours You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Obscuring mist Components - v,s Range - 20 ft. Effect - Cloud spreads in 20-ft. radius from you, 20 ft. high Duration - 8 min. A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.

•* Shield Components - v,s Duration - 7 min. 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.
•* Sleep Components - v,s Duration - 7 minutes. A sleep spell causes a magical slumber to come upon 4 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 the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
•* Summon monster I (Celestial dire rat) Components - v,s,f Range - Close Duration - 7 rounds This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

True strike Components - v,f +20 insight bonus to next attack & you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Unseen servant Components - v,s Range - Close Duration - 7 hours An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

2nd level - DC 18 1+1 per day CL 8
•(+) Detect thoughts Components - v,s,f Range - 60 ft. Duration - Concentration, up to 8 min. You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts 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.

Fox's cunning Components - v,s Duration - 7 min. The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.
•* Protection from arrows Components - v,s,f Duration - 7 hours The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
•* See invisibility Components - v,s Duration - 80 min. You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

3rd level - DC 19 1+1 per day CL 8
•* Dispel magic Components - v,s Range - Medium Duration - Instantaneous You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

•* Cairaudience/ clairvoyance Components - v,s,f Range - Long Duration - 1 min/lvl. Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known - a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Goal:

Arcane focus item (dr358:86)
Arcane focus (Dr351:88)
Defensive magic (Dr351:88)
Potent dweomercraft (Dr351:88)
Still spell
Maximize spell
Twin spell
Spontaneous metafocus