Gravin Goldhammer

Orin Earthglider's page

221 posts. Alias of Te'Shen.


Full Name

Orin Earthglider

Race

Dwarf

Classes/Levels

Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Gender

Male

Size

Medium

Age

56

Alignment

NG

Deity

Angradd, The Forge Fire

Languages

Common, Dwarven, Goblin, Orc, Undercommon

Occupation

Blacksmith

Strength 12
Dexterity 14
Constitution 17
Intelligence 16
Wisdom 13
Charisma 8

About Orin Earthglider

Background:
Orin Earthgilder, originally of the Golka clan of dwarves from the Golushkin Mountains just east of Brevoy, wasn't a typical Golkan. Born with iron gray hair and a mild aversion to light, some surmised that he was marked, possibly by Droskar. Even though his family steadfastly maintained that was not possible, he proved to be just a little out of step with the rest of the clan. He never drank, crafted for beauty, and didn't have the normal acquisitive dwarven mentality. He also started studying arcane magic in hopes of eventually being able to one day fold magic into the steel unlike many of the other dwarves who looked for gods to bless their work.

Kaitlyn Cindersmyte was his childhood crush and sometimes muse. In fact, of his early crafts, every bit of jewelry he forged and etched and ground and polished with Kaitlyn in mind. Being a bit shy Orin took any occasion to sneak a look at her or follow her until it became one of those open secrets that everyone knew.

On his age of accountability, the day on which a Dwarf is considered an adult, he went to Kaitlyn's father Brendonnel Cindersmyte and asked if he would be allowed to court his daughter. Brendonnel laughed and then told him that he wasn't dwarf enough for his daughter. Orin fled in shame. After hearing about how blunt her father had been, Kaitlyn approached Orin and apologized for her father's behavior, but also said that she didn't feel about Orin the way he felt about her.

It was then that Orin swore to himself that he would show them all. He would claim fame and fortune and then rub his success in the Golka clan's collective face. He moved out of the mountains to a nearby House Garess stronghold Grayhaven and began forging superior equipment for them. However, things weren't proceeding as quickly enough, and when he saw the fliers for adventurers, he decided this could be his short-cut to success.

Between Orin's habit of squinting and steel gray hair, he looks much older than he actually is. He's become a bit bitter and cynical recently, but it's more of an angry affectation. He's still wants to create, to forge something out of himself and everything he touches, and most of all, to prove anyone wrong who doubts him.

He stands 4'4" and weighs 204 lbs.

Character Crunch:
Orin Earthglider (Wizard 3)
Male Dwarven Fire Wizard 3
NG Medium Humanoid (Dwarf)
Init +5; Senses Darkvision 90 ft., Perception +1

DEFENSE:

AC 17, touch 12, flat-footed 13 (+3 armor, +2 dex, +2 shield, 10% ASF) (+4 dodge vs. giant type)
HP 21 (3d6 + 9)
Fort +7, Ref +4, Will +5 (+2 vs. poison/spells/spell-like abilities)
Defensive Abilities Fire Resistance 5

OFFENSE:

Speed 20 ft.
Melee M.W. Battleaxe +3 (1d8+1, 20/x3)
Ranged M.W. Light Crossbow +4 (1d8, 19/x2)
Special Attacks Fire Jet

Wizard Spells Memorized:

Caster Level 3rd; Concentration +6
School Focus Fire Elementalist School

2nd (3 slots) - Pyrotechnics, Glitterdust, Invisibility
1st (4 slots) - Burning Hands, Grease, Enlarge Person, Magic Weapon
0th (at will/4 slots) - Detect Magic, Jolt, Penumbra, Prestidigitation

STATISTICS:

Str 12, Dex 14, Con 17, Int 16, Wis 13, Cha 8
Base Atk +1; CMB +2; CMD 14 (18 vs. bull rush & trip)

Feats:
Scribe Scroll, Improved Initiative, Craft Wondrous Item

Traits:
Trait, Campaign Noble Born (Favored Servant): You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals.

Trait, Magic Hedge Magician: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Favored Class Option, Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
(2)Scribe Scroll, +400 gp (+100 gp while adventuring)
(1)Wondrous Item, +200 gp (+50 gp while adventuring)

Skills:

Acrobatics +2 = (0R + 2A)
Appraise +3 (+5) = (0R + 3A (+ 2 jems/metal))
Bluff -1 = (1R - 1A)
Climb +0 = (0R + 1A)
Craft (Alchemy)* +9 = (1R + 3A + 3T + 2Crc)
Craft (Armor)* +12 (+14) = (2R + 3A + 3T + 2Crc + 2Cmp (+ 2 stone/metal))
Craft (Stonework)* +11 (+13) = (1R + 3A + 3T + 2Crc + 2Cmp (+ 2 stone/metal))
Craft (Weapons)* +11 (+13) = (1R + 3A + 3T + 2Crc + 2Cmp (+ 2 stone/metal))
Diplomacy -1 = (0R - 1A)
Disable Device +5 = (1R + 2A + 2Crc)
Disguise -1 = (0R - 1A)
Escape Artist +2 = (0R + 2A)
Fly +2 = (0R + 2A)
Handle Animal -
Heal +1 = (0R + 1A)
Intimidate -1 = (0R - 1A)
Knowledge (Arcana)* +8 = (2R + 3A + 3T)
Knowledge (Architecture/Engineering)* +7 = (1R + 3A + 3T)
Knowledge (Dungeoneering)* +7 = (1R + 3A + 3T)
Knowledge (Geography)* -
Knowledge (History)* +7 = (1R + 3A + 3T)
Knowledge (Local)* -
Knowledge (Nature)* -
Knowledge (Nobility)* -
Knowledge (Planes)* -
Knowledge (Religion)* -
Linguistics* +7 = (1R + 3A + 3T)
Perception +1 (+3) = (0R + 1A (+ 2 stonework))
Perform -1 = (0R - 1A)
Profession (Engineer)* +7 = (1R + 3A + 3T)
Ride +2 = (0R + 2A)
Sense Motive +1 = (0R + 1A)
Sleight of Hand -
Spellcraft* +9 = (3R + 3A + 3T)
Stealth +1 = (0R + 2A)
Survival +1 = (0R + 1A)
Swim +1 = (0R + 1A)
Use Magic Device -

Languages:
Common, Dwarven, Giant, Goblin, Orc, Undercommon

Special Qualities:

Slow and Steady: 20 feet base speed, but speed is never modified by armor or encumbrance.

Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: +2 racial bonus on saves vs. poison, spells, and spell-like abilities.

Stability: +4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Craftsman: +2 racial bonus on all Craft or Profession checks related to metal or stone. Replaces greed.

Stonecunning: +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Minesight: Increase the range of their darkvision to 90 feet; however, you are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. Replaces darkvision.

Dazzled: A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks in areas of bright light due to over stimulation of the eyes.

Hatred: +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.

Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Fire Supremacy (Su): You gain resistance 5 to fire. Whenever within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.

Fire Jet (Su): As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Gear:

Combat Gear
Explorer's Outfit (5 lbs./-)
M.W. Battleaxe (6 lbs./104 gp)
M.W. Light Crossbow (4 lbs./112 gp)
Crossbow bolts (10) (1 lb./1 gp)
Darkleaf Cloth Studded Leather (+3AC, +7Dex, 5%ASF)(10 lbs./259 gp)
Mithral Heavy Shield (+2AC, 5%ASF)(8 lbs./340 gp)
Cloak of Resistance +1 (2 lbs./475 gp)
Spell component pouch (5 lbs./2 gp)
Belt pouch (.5 lb./1 gp)
Ioun torch (- lbs./75 gp)
29 gp, 4 sp, 11 cp

(Total 41.5 lbs./1294 gp)

Consumables
Scroll of Comprehend Languages x3 (35.64 gp)
Scroll of Touch of the Sea x3 (35.64 gp)
Scroll of Enlarge Person x2 (23.76 gp)
Scroll of Expeditious Retreat x4 (47.52 gp)

(Total -/142.56 gp)

Carrying Capacity
Medium Load: 44-86 lbs.
Heavy Load: 87-130 lbs.

Gear
Masterwork backpack (4 lbs./50 gp)(+1 Str for carry)
Poncho (2 lbs./5 sp)
Blanket (3 lbs./5 sp)
Silk rope 100' (10 lbs./20 gp)
Small steel mirror (.5 lb./10 gp)
Soap (1 lb./2 cp)
Compass (.5 lb./10 gp)
Chalk (10 pc.) (- lbs./1 sp)
Roll of String (.5 lb./1 cp)
Needle x2 (-/1 gp)
Hooded lantern (2 lbs./7 gp)
Brass knife (1 lb./2 gp)
Waterskins x2 (8 lb./2 gp)
Whetstone (.5 lb./-)
2 pints of oil (2 lbs./2 sp)
Flint and Steel (.5 lb./1 gp)
Traveler's anytool (2 lbs./250 gp)
Masterwork Thieves' Tools (2 lbs./100 gp)
Dwarven Trail Rations (21 lbs./28 gp)
Waterproof bag (.5 lb./5 sp) (empty)
Waterproof bag (.5 lb./5 sp) (book, ink, parchment)
Spellbook (3 lbs./- gp)
Ink (2 vials) (- lbs./16 gp)
Inkpen (x2) (- lbs./2 sp)
Parchment (20 sheets) (- lbs./4 gp)

(Horse Packs/Total 64.5 lbs.)

At the Seven Silvers
Medium Treasure Chest (50 lbs./7 gp)
Medium Treasure Chest w/False Bottom (50 lbs./59 gp)
Spellbook (empty) (3 lbs./15 gp)
Artisan's Outfit (4 lbs./1 gp)
Masterwork Artisan's Tools (Armorsmithing) (5 lbs./55 gp)
Masterwork Artisan's Tools (Stonemasonry) (5 lbs./55 gp)
Masterwork Artisan's Tools (Weaponsmithing) (5 lbs./55 gp)
Barrel (empty) (30 lbs./2 gp)
Medium Wagon (2,000 lbs. capacity) (75 gp)
Mules x2 (16 gp)

(Total 397 lbs./918.43 gp)

Spell book:

Spell book 100 pages (67 pages used) (690 gp in additional scribing and purchasing spells)

2nd level (13) - Bear's Endurance, Book Ward, Continual Flame, Fox's Cunning, Glitterdust, Invisibility, Knock, Masterwork Transformation, Mirror Image, *Pyrotechnics, Resist Energy, Spider Climb

1st level (19) - Ant Haul, *Burning Hands, Charm Person, Color Spray, Comprehend Languages, Crafter's Fortune, *Dancing Lantern, Disguise Self, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Infernal Healing, Jump, Magic Weapon, Protection from Evil, Protection from Chaos, Sleep, Touch of the Sea.

0th level (23) - Acid Splash, Arcane Mark, Bleed, Breeze, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Read Magic, Resistance, *Spark, Touch of Fatigue.

***IN PROGRESS***

0th Level Spells:

Acid Splash Wizard 0
School: Conjuration / Earth Elemental (Creation) [Acid]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Save: None
Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Arcane Mark Wizard 0
School: Universal
Components: V, S
Casting Time : 1 action
Range: Touch
Effect: One personal rune or mark, all of which must fit within 1 sq.
ft.
Duration: Permanent
Save: None
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 Wizard 0
School: Necromancy
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
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.

Breeze Wizard 0
School: Evocation [Air]
Components: V, S, M (a miniature fan)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one creature or object
Duration: 1 hour (D)
Save: Harmless Will Negates
Resistance: Yes

You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Appears In : Ultimate Magic, Paizo Blog

Dancing Lights Wizard 0
School: Evocation [Light]
Components: V, S
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Save: None
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 Wizard 0
School: Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M (a pinch of wool or similar substance)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Save: DC 13 Will negates
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 Wizard 0
School: Divination
Components: V, S
Casting Time : 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
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 Wizard 0
School: Divination
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Save: None
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.

Flare Wizard 0
School: Evocation [Light]
Components: V
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: burst of light
Duration: Instantaneous
Save: DC 14 Fortitude negates
Resistance: Yes

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.

Jolt Wizard 0
School: Transmutation [Electricity]
Components: V, S (a miniature fan)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: spark of electricity
Duration: Instantaneous
Save: None
Resistance: Yes

You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage. Appears In : Ultimate Magic, Paizo Blog

Light Wizard 0
School: Evocation / Wood Elemental [Light]
Components: V, M/DF (a firefly)
Casting Time : 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level
Save: None
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.

Mage Hand Wizard 0
School: Transmutation
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lbs.
Duration: Concentration
Save: None
Resistance: No

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Mending Wizard 0
School: Transmutation / Metal Elemental
Components: V, S
Casting Time : 10 minutes
Range: 10 ft.
Target: One object of up to 1 lb./level
Duration: Instantaneous
Save: Will negates (harmless, object)
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 Wizard 0
School: Transmutation / Air Elemental [language-dependent]
Components: V, S, F (a piece of copper wire)
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Target: One creature/level
Duration: 10 min./level
Save: None
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.

Open/Close Wizard 0
School: Transmutation
Components: V, S, F (a brass key)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: Object weighing up to 30 lbs. or portal that can be opened or
closed
Duration: Instantaneous
Save: DC 13 Will negates (object)
Resistance: Yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Penumbra Wizard 0
School: Evocation [Darkness]
Components: V, S, M (a bit of soot)
Casting Time : 1 action
Range: Touch
Target: creature or object touched
Duration: 10 minutes/level (D)
Save: Harmless Will Negates
Resistance: Yes

This spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness. You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Appears In : Ultimate Magic, Paizo Blog

Prestidigitation Wizard 0
School: Universal
Components: V, S
Casting Time : 1 action
Range: 10 ft.
Target: See text
Effect: See text
Area: See text
Duration: 1 hour
Save: See text
Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic Wizard 0
School: Divination
Components: V, S, F (a clear crystal or mineral prism)
Casting Time : 1 action
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 Wizard 0
School: Abjuration
Components: V, S, M/DF (a miniature cloak)
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Save: Will negates (harmless)
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.

Root Wizard 0
School: Transmutation [Earth]
Components: V, S, M (a pinch of dirt)
Casting Time : 1 action
Range: Touch
Target: creature touched
Duration: 1 minute (D)
Save: Harmless Will Negates
Resistance: Yes

This spell strengthens the subject's connection to the ground below, bolstering its defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing on earth, sand, stone, or a similar rocky substance. Appears In : Ultimate Magic, Paizo Blog

Scoop Wizard 0
School: Evocation [Force]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: 6 inch diameter container of force
Duration: Concentration
Save: None
Resistance: Yes

You will a small vessel of force into existence. As a move action, you can direct the container up to 15 feet per round in any direction, though the spell ends if the distance between you and the container ever exceeds the spell's range. You can dip the container to pick up or drop a liquid as a move action. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds. You can also gather up a pint of liquid or small objects spread across a surface with 1 minute of careful concentration. Appears In : Ultimate Magic, Paizo Blog

Spark Wizard 0
School: Evocation / Fire Elemental [Fire]
Components: (V or S)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one Fine object
Duration: Instantaneous
Save: DC 14 Fortitude negates (object)
Resistance: Yes (object)

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Appears In : Advanced Player's Guide

1st Level Spells:

Ant Haul Wizard 1
School: Transmutation
Casting Time: 1 standard action
Components: V, S, M/DF (a small pulley)
Range: Touch
Targets: Creature touched
Duration: 2 hours/level
Saving Throw: Fortitude negates (harmless)
Resistance: Yes (harmless)

The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

Burning Hands Wizard 1
School: Evocation / Fire Elemental [Fire]
Components: V, S
Casting Time : 1 action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Save: DC 15 Reflex half
Resistance: Yes

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.

Charm Person Wizard 1
School: Enchantment / Wood Elemental (Charm) [Mind-Affecting]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Save: DC 14 Will negates
Resistance: Yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Color Spray Wizard 1
School: Illusion (pattern) [mind-affecting]
Casting Time: 1 standard action
Components: V, S, M (red, yellow, and blue powder or colored sand)
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
*Sightless creatures are not affected by color spray.

Comprehend Languages Wizard 1
School: Divination
Components: V, S, M/DF (pinch of soot and salt)
Casting Time : 1 action
Range: Personal
Target: You
Duration: 10 min./level

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.

Crafter's Fortune Wizard 1
School: Transmutation
Casting Time: 1 standard action
Components: V, S, F (a tool)
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: 1 day/level or until discharged (D)
Saving Throw: Will negates (harmless)
Resistance: Yes (harmless)

The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Appears In : Advanced Player's Guide

Dancing Lantern Wizard 1
School: Transmutation [fire, light]
Casting Time: 1 standard action
Components: V, S, F (a lantern)
Range: Touch
Effect: Animates one lantern
Duration: 1 hour/level (D)
Saving Throw: None
Resistance: no

You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell (CL 9th, 2,500 gp). Appears In : Advanced Player's Guide

Disguise Self Wizard 1
School: Illusion (glamer)
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 10 min./level (D)

You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Enlarge Person Wizard 1
School: Transmutation
Casting Time: 1 round
Components: V, S, M (powdered iron)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Resistance: Yes

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.

Expeditious Retreat Wizard 1
School: Transmutation
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 min./level (D)

This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Feather Fall Wizard 1
School: Transmutation
Casting Time: 1 immediate action
Components: V
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Resistance: Yes (object)

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.

Grease Wizard 1
School: Conjuration (creation)
Casting Time: 1 standard action
Components: V, S, M (butter)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or 10-ft. square
Duration: 1 min./level (D)
Saving Throw: see text
Resistance: No

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Identify Wizard 1
School: Divination
Casting Time: 1 standard action
Components: V, S, M (wine stirred with an owl's feather)
Range: 60 ft.
Area: Cone-shaped emanation
Duration: 3 rounds/level (D)
Saving Throw: none
Resistance: No

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

Infernal Healing Wizard 1
School: Conjuration (healing) [evil]
Casting Time: 1 round
Components: V, S, M (1 drop of devil blood or 1 dose of unholy water)
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Resistance: Yes (harmless)

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 an evil creature 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.

Jump Wizard 1
School: Transmutation
Casting Time: 1 standard action
Components: V, S, M (a grasshopper's hind leg)
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Resistance: Yes

The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Magic Weapon Wizard 1
School: Transmutation
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Resistance: Yes (harmless, object)

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Note: This spell also affects siege engines and siege engine ammunition. Source Skull & Shackles Player's Guide

Protection from Evil Wizard 1
School: Abjuration [good]
Casting Time: 1 standard action
Components: V, S, M/DF
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Resistance: No; see text

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Chaos Wizard 1
School: Abjuration [lawful]
Casting Time: 1 standard action
Components: V, S, M/DF
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Resistance: No; see text

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.

Sleep Wizard 1
School: Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M (fine sand, rose petals, or a live cricket)
Casting Time : 1 round
Range: Medium (100 + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Save: DC 14 Will negates
Resistance: Yes
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.

Touch of the Sea Wizard 1
School: Transmutation
Casting Time: 1 standard action
Components: V, S, M (a fish scale)
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Resistance: Yes (harmless)

You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.

2nd Level Spells:

Bear's Endurance Wizard 2
School: Transmutation
Casting Time: 1 standard action
Components: V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Resistance: Yes

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

Book Ward Wizard 2
School: Abjuration
Casting Time: 1 standard action
Components: V, S, M/DF (a drop of clear oil)
Range: Touch
Target: One touched object of up to 10 pounds/level
Duration: 1 day/level or until discharged (see text)
Saving Throw: Will negates
Resistance: Yes (harmless)

As protection from energy, except as noted above and that the spell only protects against acid and fire damage. While the energy protection remains, the item is also completely waterproof (this protection extends to other liquids as well, such as alcohol and oil).

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

Continual Flame Wizard 2
School: Evocation [light]
Casting Time: 1 standard action
Components: V, S, M (ruby dust worth 50 gp)
Range: Touch
Target: Object touched
Effect: Magical, heatless flame
Duration: Permanent
Saving Throw: none
Resistance no

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Fox's Cunning Wizard 2
School: Transmutation
Casting Time: 1 standard action
Components: V, S, M/DF (hairs or dung from a fox)
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Resistance: Yes

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.

Glitterdust Wizard 2
School: Conjuration (creation)
Casting Time: 1 standard action
Components: V, S, M (ground mica)
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.

Invisibility Wizard 2
School: Illusion (glamer)
Casting TimeL: 1 standard action
Components: V, S, M/DF (an eyelash encased in gum arabic)
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lbs./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Resistance: Yes (harmless) or yes (harmless, object)

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Knock Wizard 2
School: Transmutation
Casting Time: 1 standard action
Components: V
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous; see text
Saving Throw: none
Resistance: No

Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock (see table at right) with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.

Lock Quality DCs
Simple - 20
Average - 25
Good - 30
Amazing - 40

Masterwork Transformation Wizard 2
School: Transmutation
Casting Time: 1 hour
Components: V, S, M (see below)
Range: Touch
Target: One weapon, suit of armor, shield, tool, or skill kit touched
Duration: Instantaneous
Saving Throw: None
Resistance: No

You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.

The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).

Mirror Image Wizard 2
School: Illusion (figment)
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 min./level

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).

Pyrotechnics Wizard 2
School: Transmutation
Casting Time: 1 standard action
Components: V, S, M (one fire source)
Range: Long (400 ft. + 40 ft./level)
Target: One fire source, up to a 20-ft. cube
Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
Saving Throw: Will negates or Fortitude negates; see text
Resistance: Yes or no; see text

Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Resist Energy Wizard 2
School: Abjuration
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Resistance: Yes (harmless)

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Spider Climb Wizard 2

Familiar:
Mongoose Valet Familiar - Fáinní
N Tiny Animal (Magical Beast)
Init +6; Senseslow-light vision, scent; Perception +1

DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
HP 10 (1/2 Master's)
Fort +2, Ref +4, Will +4

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 7 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics

SPECIAL ABILITIES

Attach (Ex): When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Able Assistant (Ex): A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.

Cooperative Crafting: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

Empathic Link (Su): 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.

Improved Evasion (Ex): A familiar takes no damage if it makes a successful Reflex saving throw and half damage even if the saving throw fails.

Prestidigitation (Sp): A valet can use prestidigitation once per hour.

Share Spells: 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).

Deliver Touch Spells (Su): When delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.

The master of a mongoose familiar gains a +2 bonus on Fortitude saves.

A valet familiar treats Craft, Perform, and Profession as class skills.

Magic Item Crafting Mechanics