![]() About Theodric StrelleyStats:
Theodric Strelley
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Prepared Spells
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Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 16 Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 5, 3rd = 5, 4th = 5, 5th = 3, 6th = 0, 7th = 0, 8th = 0, 9th = 0 Bonus Feat Humans select one extra feat at 1st level. Bonus Spell in Spellbook (6x) Add one spell from the arcanist spell list to the arcanist's spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast. Cantrips You can prepare 9 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast. Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost. Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 110 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal. Energy Shield (Su) You can protect yourself from energy damage as a standard action by expending 1 point from your arcane reservoir. You must pick one energy type and gain resistance 21 against that energy type for 11 minutes. Familiar (Ex) You can acquire a familiar as the arcane bond wizard class feature, using your arcanist level as your wizard level to determine any of the statistics and abilities of the familiar. If you receive a familiar from another class, your levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; you must choose one or the other). Force Strike (Su) You can unleash a blast of force by expending one point from your arcane reservoir. This attack automatically strikes one target within 30 feet (as per magic missile) and it deals 1d4+11 points of damage. Spells and effects that negate magic missile also negate this effect. Greater Exploits You may choose greater exploits in place of an arcanist exploit. Ice Missile (Su) You can unleash a freezing projectile by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 12d6+1 points of cold damage. In addition, the target is staggered for 1 round. The target can attempt a DC 16 Fortitude saving throw to negate the staggered condition. Icy Tomb (Su) Whenever the arcanist uses the ice missile exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, the target is coated in rime if it fails its saving throw. As long as the ice remains (typically 1 minute per level in a warm area), the target is entangled (although not anchored) and takes 1 point of Dexterity damage at the start of each of its turns. The target can break free from the ice as a standard action by making a Strength check with a DC equal to 10 + the arcanist's Charisma modifier. If the target takes more than 10 points of fire damage from a single attack, the ice melts and the effect ends. The arcanist must have the ice missile arcanist exploit to select this exploit. Lightning Lance (Su) You can unleash a lance of lightning by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 6d6+1 points of electricity damage. The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. The target can attempt a DC 0 Fortitude saving throw to negate the impaired vision. Scholar ~ Arcana You gain a +2 bonus on Knowledge (Arcana). Scholar ~ Dungeoneering You gain a +2 bonus on Knowledge (Dungeoneering). Scholar of Ruins (Knowledge (Dungeoneering)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you. Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail [/b] [b] [/b] [b] [/b] =================================================
Spoiler: Acid Splash Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V, S SR: No School: Conjuration, EarthSchool Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Source: p.239 Target Area: One missile of acid Spell Point Cost: Caster Level: 11 Arcane Mark Save: None Time: 1 standard action Duration: Permanent Rng: Touch Comp: V, S SR: No School: Universal Effect: This spell allows you to inscribe your personal rune or mark. Source: p.244 Target Area: One personal rune or mark, all of which must fit within 1 sq. ft. Spell Point Cost: Caster Level: 11 Bleed DC: 14 Save: Will negates Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V, S SR: Yes School: Necromancy Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Source: p.249 Target Area: One living creature Spell Point Cost: Caster Level: 11 Dancing Lights Save: None Time: 1 standard action Duration: 1 minute [D] Rng: Medium (210 ft.) Comp: V, S SR: No School: Evocation Effect: You create up to four lights that resemble lanterns or torches. Source: p.263 Target Area: Up to four lights, all within a 10-ft.-radius area Spell Point Cost: Caster Level: 11 Daze DC: 14 Save: Will negates Time: 1 standard action Duration: 1 round Rng: Close (50 ft.) Comp: V, S, M SR: Yes School: Enchantment Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Source: p.264 Target Area: One humanoid creature of 4 HD or less Spell Point Cost: Caster Level: 11 Detect Magic Save: None Time: 1 standard action Duration: Concentration, up to 11 minutes [D] Rng: 60 ft. Comp: V, S SR: No School: Divination Effect: You detect magical auras. Source: p.267 Target Area: Cone-shaped emanation Spell Point Cost: Caster Level: 11 Detect Poison Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V, S SR: No School: Divination Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Source: p.268 Target Area: Or Area one creature, one object, or a 5-ft. cube Spell Point Cost: Caster Level: 11 Disrupt Undead Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V, S SR: Yes School: Necromancy Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Source: p.273 Target Area: Ray Spell Point Cost: Caster Level: 11 Flare DC: 15 Save: Fortitude negates Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V SR: Yes School: Evocation Effect: This cantrip creates a burst of light. Source: p.284 Target Area: Burst of light Spell Point Cost: Caster Level: 11 Ghost Sound DC: 14 Save: Will disbelief Time: 1 standard action Duration: 11 rounds [D] Rng: Close (50 ft.) Comp: V, S, M SR: No School: Illusion Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Source: p.289 Target Area: Illusory sounds Spell Point Cost: Caster Level: 11 Haunted Fey Aspect DC: Save: Time: 1 standard action Duration: 11 rounds [D] Rng: Personal Comp: S SR: School: Illusion Effect: You surround yourself with disturbing illusions. Source: p.230 Target Area: You Spell Point Cost: Caster Level: 11 Light Save: None Time: 1 standard action Duration: 110 minutes Rng: Touch Comp: V, M/DF SR: No School: Evocation Effect: This spell causes a touched object to glow like a torch. Source: p.304 Target Area: Object touched Spell Point Cost: Caster Level: 11 Mage Hand Save: None Time: 1 standard action Duration: Concentration Rng: Close (50 ft.) Comp: V, S SR: No School: Transmutation Effect: You point your finger at an object and can lift it and move it at will from a distance. Source: p.306 Target Area: One nonmagical, unattended object weighing up to 5 lbs. Spell Point Cost: Caster Level: 11 Mending DC: 14 Save: Will negates (harmless, object) Time: 10 minutes Duration: Instantaneous Rng: 10 ft. Comp: V, S SR: Yes (harmless, object) School: Transmutation Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Source: p.312 Target Area: One object of up to 11 lb. Spell Point Cost: Caster Level: 11 Message Save: None Time: 1 standard action Duration: 110 minutes Rng: Medium (210 ft.) Comp: V, S, F SR: No School: Transmutation, AirSchool Effect: You can whisper messages and receive whispered replies. Source: p.313 Target Area: 11 creatures Spell Point Cost: Caster Level: 11 Open/Close DC: 14 Save: Will negates (object) Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V, S, F SR: Yes (object) School: Transmutation Effect: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. Source: p.317 Target Area: Object weighing up to 30 lbs. or portal that can be opened or closed Spell Point Cost: Caster Level: 11 Prestidigitation DC: 14 Save: See text Time: 1 standard action Duration: 1 hour Rng: 10 ft. Comp: V, S SR: No School: Universal Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Source: p.325 Target Area: See text Spell Point Cost: Caster Level: 11 Ray of Frost Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V, S SR: Yes School: Evocation, WaterSchool Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Source: p.330 Target Area: Ray Spell Point Cost: Caster Level: 11 Read Magic DC: Save: Time: 1 standard action Duration: 110 minutes Rng: Personal Comp: V, S, F SR: School: Divination Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Source: p.330 Target Area: You Spell Point Cost: Caster Level: 11 Resistance DC: 14 Save: Will negates (harmless) Time: 1 standard action Duration: 1 minute Rng: Touch Comp: V, S, M/DF SR: Yes (harmless) School: Abjuration Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Source: p.334 Target Area: Creature touched Spell Point Cost: Caster Level: 11 Scrivener's Chant DC: 14 Save: Will (harmless, object) Time: 1 standard action Duration: Concentration, up to 11 minutes Rng: 5 ft. Comp: V, S, M (fine sand and a vial of ink) SR: Yes (object) School: Transmutation Effect: This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing [including spells and magical scrolls], though it can duplicate non-magical writing from a magical source. Source: p.17 Target Area: One or more written objects Spell Point Cost: Caster Level: 11 Spark DC: 15 Save: Fortitude negates (object) Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V or S SR: Yes (object) School: Evocation, FireSchool Effect: Ignites flammable objects. Source: p.246 Target Area: one Fine object Spell Point Cost: Caster Level: 11 Touch of Fatigue DC: 14 Save: Fortitude negates Time: 1 standard action Duration: 11 rounds Rng: Touch Comp: V, S, M SR: Yes School: Necromancy Effect: You channel negative energy through your touch, fatiguing the target. Source: p.360 Target Area: Creature touched Spell Point Cost: Caster Level: 11 LEVEL 1
DC: 16 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 15 ft. Comp: V, S SR: Yes School: Evocation, FireSchool Effect: A cone of searing flame shoots from your fingertips dealing 5d4 points of fire damage to any creature in the effect area. Source: p.251 Target Area: Cone-shaped burst Spell Point Cost: Caster Level: 11 Color Spray DC: 15 Save: Will negates Time: 1 standard action Duration: Instantaneous; see text Rng: 15 ft. Comp: V, S, M SR: Yes School: Illusion Effect: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Source: p.256 Target Area: Cone-shaped burst Spell Point Cost: Caster Level: 11 Detect Charm Save: None Time: 1 standard action Duration: Concentration, up to 11 minutes [D] Rng: 60 ft. Comp: V, S SR: No School: Divination Effect: You detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area. Source: p.27 Target Area: Cone-shaped emanation Spell Point Cost: Caster Level: 11 Detect Undead Save: None Time: 1 standard action Duration: Concentration, up to 11 minutes [D] Rng: 60 ft. Comp: V, S, M/DF SR: No School: Divination Effect: You can detect the aura that surrounds undead creatures. Source: p.269 Target Area: Cone-shaped emanation Spell Point Cost: Caster Level: 11 Ear-Piercing Scream DC: 16 Save: Fortitude partial (see text) Time: 1 standard action Duration: Instantaneous; see text Rng: Close (50 ft.) Comp: V, S SR: Yes School: Evocation Effect: Deal sonic damage and daze target. Source: p.218 Target Area: One creature Spell Point Cost: Caster Level: 11 Endure Elements DC: 15 Save: Will negates (harmless) Time: 1 standard action Duration: 24 hours Rng: Touch Comp: V, S SR: Yes (harmless) School: Abjuration Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. Source: p.277 Target Area: Creature touched Spell Point Cost: Caster Level: 11 Icicle Dagger Save: None Time: 1 standard action Duration: 11 minutes Rng: 0 ft. Comp: V, S SR: No School: Conjuration Effect: Masterwork ice dagger deals +1 cold damage. Source: p.224 Target Area: One icicle Spell Point Cost: Caster Level: 11 Magic Missile Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (210 ft.) Comp: V, S SR: Yes School: Evocation Effect: 5 missiles that do 1d4+1 damage each. Source: p.309 Target Area: Up to five creatures, no two of which can be more than 15 ft. apart Spell Point Cost: Caster Level: 11 Protection from Evil DC: 15 Save: Will negates (harmless) Time: 1 standard action Duration: 11 minutes [D] Rng: Touch Comp: V, S, M/DF SR: No; see text School: Abjuration Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Source: p.327 Target Area: Creature touched Spell Point Cost: Caster Level: 11 Shield DC: Save: Time: 1 standard action Duration: 11 minutes [D] Rng: Personal Comp: V, S SR: School: Abjuration, VoidElementalSchool Effect: Shield creates an invisible shield of force that hovers in front of you. Source: p.342 Target Area: You Spell Point Cost: Caster Level: 11 Sleep DC: 15 Save: Will negates Time: 1 round Duration: 11 minutes Rng: Medium (210 ft.) Comp: V, S, M SR: Yes School: Enchantment Effect: A sleep spell causes a magical slumber to come upon 4 HD of creatures. Source: p.344 Target Area: One or more living creatures within a 10-ft.-radius burst Spell Point Cost: Caster Level: 11 Unseen Servant Save: None Time: 1 standard action Duration: 11 hours Rng: Close (50 ft.) Comp: V, S, M SR: No School: Conjuration Effect: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. Source: p.364 Target Area: One invisible, mindless, shapeless servant Spell Point Cost: Caster Level: 11 Wave Shield DC: Save: Time: 1 immediate action Duration: 1 round or until discharged Rng: Personal Comp: V SR: School: Abjuration Effect: Water blunts one incoming attack or fire effect. Source: p.199 Target Area: you Spell Point Cost: Caster Level: 11 LEVEL 2
Save: None Time: 1 standard action Duration: 4 rounds Rng: Long (840 ft.) Comp: V, S, M, F SR: No School: Conjuration, EarthSchool Effect: An arrow of acid springs from your hand and speeds to its target dealing 2d4 points of acid damage. Source: p.239 Target Area: One arrow of acid Spell Point Cost: Caster Level: 11 Blindness/Deafness DC: 16 Save: Fortitude negates Time: 1 standard action Duration: Permanent [D] Rng: Medium (210 ft.) Comp: V SR: Yes School: Necromancy Effect: You call upon the powers of unlife to render the subject blinded or deafened, as you choose. Source: p.250 Target Area: One living creature Spell Point Cost: Caster Level: 11 Daze Monster DC: 16 Save: Will negates Time: 1 standard action Duration: 1 round Rng: Medium (210 ft.) Comp: V, S, M SR: Yes School: Enchantment Effect: This spell functions like daze, but it can affect any one living creature of any type. Source: p.264 Target Area: One living creature of 6 HD or less Spell Point Cost: Caster Level: 11 Endure Elements (Communal) DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 24 hours Rng: Touch Comp: V, S SR: Yes (harmless) School: Abjuration Effect: As endure elements, but you may divide the duration among creatures touched. Source: p.228 Target Area: creatures touched Spell Point Cost: Caster Level: 11 Hideous Laughter DC: 16 Save: Will negates Time: 1 standard action Duration: 11 rounds Rng: Close (50 ft.) Comp: V, S, M SR: Yes School: Enchantment Effect: This spell afflicts the subject with uncontrollable laughter. Source: p.296 Target Area: One creature; see text Spell Point Cost: Caster Level: 11 Knock Save: None Time: 1 standard action Duration: Instantaneous; see text Rng: Medium (210 ft.) Comp: V SR: No School: Transmutation Effect: Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. Source: p.303 Target Area: One door, box, or chest with an area of up to 110 sq. ft. Spell Point Cost: Caster Level: 11 Scorching Ray Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V, S SR: Yes School: Evocation, FireSchool Effect: You blast your enemies with up to 3 searing beams of fire dealing 4d6 points of fire damage. Source: p.337 Target Area: One or more rays Spell Point Cost: Caster Level: 11 See Invisibility DC: Save: Time: 1 standard action Duration: 110 minutes [D] Rng: Personal Comp: V, S, M SR: School: Divination, VoidElementalSchool Effect: 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. Source: p.339 Target Area: You Spell Point Cost: Caster Level: 11 Sonic Scream DC: 17 Save: Reflex half (see text) Time: 1 standard action Duration: 11 rounds or until discharged [see text] Rng: 15 Ft. Comp: V, S SR: yes School: Evocation Effect: Create a cone of damaging sound at will. Source: p.193 Target Area: cone-shaped burst Spell Point Cost: Caster Level: 11 Spider Climb DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 110 minutes Rng: Touch Comp: V, S, M SR: Yes (harmless) School: Transmutation Effect: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. Source: p.347 Target Area: Creature touched Spell Point Cost: Caster Level: 11 Web DC: 16 Save: Reflex negates; see text Time: 1 standard action Duration: 110 minutes [D] Rng: Medium (210 ft.) Comp: V, S, M SR: No School: Conjuration Effect: Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. Source: p.368 Target Area: Webs in a 20-ft.-radius spread Spell Point Cost: Caster Level: 11 LEVEL 3
DC: 17 Save: Will negates Time: 1 round Duration: 11 minutes Rng: Close (50 ft.) Comp: V, S, M SR: Yes School: Enchantment Effect: This spell functions like sleep, except that it affects 10 HD of targets. Source: p.265 Target Area: One or more living creatures within a 10-ft.-radius burst Spell Point Cost: Caster Level: 11 Displacement DC: 17 Save: Will negates (harmless) Time: 1 standard action Duration: 11 rounds [D] Rng: Touch Comp: V, M SR: Yes (harmless) School: Illusion Effect: The subject of this spell appears to be about 2 feet away from its true location granting a 50% miss chance as if it had total concealment. Source: p.273 Target Area: Creature touched Spell Point Cost: Caster Level: 11 Fly DC: 17 Save: Will negates (harmless) Time: 1 standard action Duration: 11 minutes Rng: Touch Comp: V, S, F SR: Yes (harmless) School: Transmutation, AirSchool Effect: The subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load]. Source: p.284 Target Area: Creature touched Spell Point Cost: Caster Level: 11 Gaseous Form Save: None Time: 1 standard action Duration: 22 minutes [D] Rng: Touch Comp: S, M/DF SR: No School: Transmutation, AirSchool Effect: The subject and all its gear become insubstantial, misty, and translucent. Source: p.287 Target Area: Willing corporeal creature touched Spell Point Cost: Caster Level: 11 Halt Undead DC: 17 Save: Will negates (see text) Time: 1 standard action Duration: 11 rounds Rng: Medium (210 ft.) Comp: V, S, M SR: Yes School: Necromancy Effect: This spell renders as many as three undead creatures immobile. Source: p.294 Target Area: Up to three undead creatures, no two of which can be more than 30 ft. apart Spell Point Cost: Caster Level: 11 Heroism DC: 17 Save: Will negates (harmless) Time: 1 standard action Duration: 110 minutes Rng: Touch Comp: V, S SR: Yes (harmless) School: Enchantment Effect: This spell imbues a single creature with great bravery and morale in battle. Source: p.295 Target Area: Creature touched Spell Point Cost: Caster Level: 11 Hydraulic Torrent Save: None Time: 1 standard action Duration: Instantaneous Rng: 60 ft. Comp: V, S SR: Yes School: Evocation, WaterSchool Effect: Creates torrent of water that bull rushes any creature in its path. Source: p.229 Target Area: 60-ft. line Spell Point Cost: Caster Level: 11 Ice Spears DC: 17 Save: Reflex half and see below Time: 1 standard action Duration: Instantaneous Rng: Close (50 ft.) Comp: V, S, M (a small stalagmite-shaped crystal) SR: No School: Conjuration Effect: Favored by the spellcasters of Irrisen, this potent spell can disrupt spellcasters, topple enemies, and break even seemingly unstoppable charges.
Source: p.57 Target Area: 2 ice spears Spell Point Cost: Caster Level: 11 Lightning Bolt DC: 18 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 120 ft. Comp: V, S, M SR: Yes School: Evocation, AirSchool Effect: You release a powerful stroke of electrical energy that deals 10d6 points of electricity damage to each creature within its area. Source: p.304 Target Area: 120-ft. line Spell Point Cost: Caster Level: 11 Magic Circle against Evil DC: 17 Save: Will negates (harmless) Time: 1 standard action Duration: 110 minutes Rng: Touch Comp: V, S, M/DF SR: No; see text School: Abjuration Effect: All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Source: p.308 Target Area: 10-ft.-radius emanation from touched creature Spell Point Cost: Caster Level: 11 Silver Darts DC: 17 Save: Reflex half Time: 1 standard action Duration: instantaneous Rng: 15 Ft. Comp: V, S, M (a silver needle) SR: yes School: Conjuration Effect: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets. Source: p.192 Target Area: cone-shaped burst Spell Point Cost: Caster Level: 11 Sleet Storm Save: None Time: 1 standard action Duration: 11 rounds Rng: Long (840 ft.) Comp: V, S, M/DF SR: No School: Conjuration, WaterSchool Effect: Driving sleet blocks all sight [even darkvision] within it and causes the ground in the area to be icy. Source: p.344 Target Area: Cylinder 40 Spell Point Cost: Caster Level: 11 Stinking Cloud DC: 17 Save: Fortitude negates; see text Time: 1 standard action Duration: 11 rounds Rng: Medium (210 ft.) Comp: V, S, M SR: No School: Conjuration, EarthSchool Effect: Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Source: p.349 Target Area: Cloud spreads in 20-ft. radius, 20 ft. high Spell Point Cost: Caster Level: 11 Summon Monster III Save: None Time: 1 round Duration: 11 rounds [D] Rng: Close (50 ft.) Comp: V, S, F/DF SR: No School: Conjuration Effect: This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list. Source: p.352 Target Area: One summoned creature Spell Point Cost: Caster Level: 11 LEVEL 4
Save: None Time: 1 standard action Duration: 11 rounds [D] Rng: Medium (210 ft.) Comp: V, S, M SR: No School: Conjuration Effect: This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Source: p.248 Target Area: 20-ft.-radius spread Spell Point Cost: Caster Level: 11 Charm Monster DC: 18 Save: Will negates Time: 1 standard action Duration: 11 days Rng: Close (50 ft.) Comp: V, S SR: Yes School: Enchantment Effect: This spell functions like charm person, except that the effect is not restricted by creature type or size. Source: p.254 Target Area: One living creature Spell Point Cost: Caster Level: 11 Confusion DC: 18 Save: Will negates Time: 1 standard action Duration: 11 rounds Rng: Medium (210 ft.) Comp: V, S, M/DF SR: Yes School: Enchantment Effect: This spell causes confusion in the targets, making them unable to determine their actions. Source: p.258 Target Area: All creatures in a 15-ft.-radius burst Spell Point Cost: Caster Level: 11 Ice Storm Save: None Time: 1 standard action Duration: 11 rounds [D] Rng: Long (840 ft.) Comp: V, S, M/DF SR: Yes School: Evocation, WaterSchool Effect: Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. Source: p.298 Target Area: Cylinder 20 Spell Point Cost: Caster Level: 11 Malicious Spite DC: 18 Save: Will negates Time: 1 standard action Duration: 11 days Rng: Close (50 ft.) Comp: V, S, M (150 gp powdered turquoise) SR: Yes School: Enchantment Effect: Target is compelled to plot against another. Source: p.228 Target Area: One creature Spell Point Cost: Caster Level: 11 Phantasmal Killer DC: 18 Save: Will disbelief, then Fortitude partial; see text Time: 1 standard action Duration: Instantaneous Rng: Medium (210 ft.) Comp: V, S SR: Yes School: Illusion Effect: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Source: p.319 Target Area: One living creature Spell Point Cost: Caster Level: 11 Shadow Step Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (210 ft.) Comp: V, S SR: No School: Illusion Effect: Teleport from one shadow to another. Source: p.237 Target Area: You Spell Point Cost: Caster Level: 11 Stoneskin DC: 18 Save: Will negates (harmless) Time: 1 standard action Duration: 110 minutes or until discharged Rng: Touch Comp: V, S, M SR: Yes (harmless) School: Abjuration, EarthSchool Effect: The warded creature gains resistance to blows, cuts, stabs, and slashes. Source: p.349 Target Area: Creature touched Spell Point Cost: Caster Level: 11 Summon Monster IV Save: None Time: 1 round Duration: 11 rounds [D] Rng: Close (50 ft.) Comp: V, S, F/DF SR: No School: Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. Source: p.352 Target Area: One summoned creature Spell Point Cost: Caster Level: 11 Wall of Fire Save: None Time: 1 standard action Duration: Concentration + 11 rounds Rng: Medium (210 ft.) Comp: V, S, M/DF SR: Yes School: Evocation, FireSchool Effect: An immobile, blazing curtain of shimmering violet fire springs into existence. Source: p.365 Target Area: Opaque sheet of flame up to 220 ft. long or a ring of fire with a radius of up to 27 ft.; either form 20 ft. high Spell Point Cost: Caster Level: 11 LEVEL 5
DC: 19 Save: Reflex partial (see text) Time: 1 standard action Duration: Instantaneous Rng: 60 ft. Comp: V, S, M (10 gp vial of acid) SR: Yes School: Conjuration Effect: 11d6 acid damage plus 5d6 damage 1 round later. Source: p.204 Target Area: 60-ft. line Spell Point Cost: Caster Level: 11 Cone of Cold DC: 20 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 60 ft. Comp: V, S, M SR: Yes School: Evocation, WaterSchool Effect: Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone, dealing 11d6 points of cold damage. Source: p.258 Target Area: Cone-shaped burst Spell Point Cost: Caster Level: 11 Hold Monster DC: 19 Save: Will negates; see text Time: 1 standard action Duration: 11 rounds [D]; see text Rng: Medium (210 ft.) Comp: V, S, M/DF SR: Yes School: Enchantment Effect: This spell functions like hold person, except that it affects any living creature that fails its Will save. Source: p.296 Target Area: One living creature Spell Point Cost: Caster Level: 11 Hungry Pit DC: 19 Save: Reflex negates; Reflex half; see text Time: 1 standard action Duration: 12 rounds Rng: Medium (210 ft.) Comp: V, S, F (miniature shovel costing 10 gp) SR: No School: Conjuration, EarthSchool Effect: As create pit, but dealing 4d6 damage to those in it as it closes. Source: p.228 Target Area: 10-ft.-by-10-ft. hole, 55 ft. deep Spell Point Cost: Caster Level: 11 Lightning Arc DC: 20 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: Long (840 ft.) Comp: V, S, M SR: Yes (see text) School: Evocation Effect: Targets in a line take 11d6 electricity damage. Source: p.227 Target Area: Two creatures or objects which must be no more than 60 ft. apart Spell Point Cost: Caster Level: 11 Monstrous Physique III DC: Save: Time: 1 standard action Duration: 11 minutes [D] Rng: Personal Comp: V, S, M SR: School: Transmutation Effect: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid. Source: p.229 Target Area: You Spell Point Cost: Caster Level: 11 Transmute Rock to Mud DC: 19 Save: See text Time: 1 standard action Duration: Permanent; see text Rng: Medium (210 ft.) Comp: V, S, M/DF SR: No School: Transmutation, EarthSchool Effect: This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Source: p.361 Target Area: Up to 22 10-ft. cubes [S] Spell Point Cost: Caster Level: 11 Vampiric Shadow Shield DC: Save: Time: 1 standard action Duration: 11 rounds [D] Rng: Personal Comp: V, S SR: School: Necromancy Effect: As fire shield, except attackers take negative energy damage and attacks heal you. Source: p.198 Target Area: you Spell Point Cost: Caster Level: 11 Wreath of Blades DC: 19 Save: Reflex half (special, see below) Time: 1 standard action Duration: 11 rounds Rng: Personal Comp: V, S, F (four mithral daggers, each worth at least 502 gp each) SR: No (special, see below) School: Abjuration Effect: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity. Source: p.249 Target Area: 5-foot-radius emanation centered on you Spell Point Cost:
Gléndel's Stats:
Gléndel
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Aligned (Good, Lawful) Your natural weapons, as well as any weapons you wield, are treated as Good and Lawful for the purpose of resolving damage reduction. Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a DC 14 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours. Blades (Ex) A harbinger can extend blades from its body to strike with as primary natural attacks. These blades possess a +1 enhancement bonus on attack and damage rolls, and are treated as both magic and good-aligned for the purposes of penetrating damage reduction. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Disassemble (Su) As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its full flight speed and DR, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into an orrery is a standard action. Immunity to Electricity (Ex) You never take electricity damage. Immunity to Petrification (Ex) You can never be petrified. Minor Archon (Ex) Harbinger archons lack the aura of menace and teleport abilities of more powerful archons. Spell-Like Abilities (Sp) (CL 6th; concentration +7) Constant-detect evil At will-dancing lights (duration lasts until dismissed) 3/day-cure light wounds, protection from evil 1/week-commune (CL 12th, 6 questions) Teleport (Sp) Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried objects. Truespeech (Su) All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active. Wrath (Su) Once per minute, a harbinger archon can emit a blast of energy that deals 2d6 points of force damage to adjacent creatures. A DC 12 Reflex save halves this damage. The harbinger can choose to omit any target from this blast that it desires, damaging only those foes it chooses. The save DC is Charisma-based. |