Tronar HanFrum #2
Male half-orc (mystic) arcanist 15 (Pathfinder RPG Advanced Class Guide 8)
N Medium humanoid (human, orc)
Init +3; Senses darkvision 120 ft.; Perception +15
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge; +2 deflection vs. evil)
hp 140 (15d6+78)
Fort +14, Ref +13, Will +14; +2 resistance vs. evil
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 60 ft., fly 60 ft. (good)
Melee longspear +8/+8/+3 (1d8/×3) or
. . staff of the pyre lord +9/+9/+4 (1d6+1 plus 1d6 fire) or
. . wyroot (3 life points) quarterstaff +8/+8/+3 (1d6)
Ranged +1 hvy crossbow with hunter's sight +11/+11 (1d10+1/19-20) or
. . javelin of lightning +10/+10 (1d6) or
. . javelin of lightning +10/+10 (1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks arcane reservoir (8/21), arcanist exploits (arcane weapon[ACG], counterspell[ACG], dimensional slide[ACG], greater counterspell[ACG], greater metamagic knowledge[ACG], metamagic knowledge[ACG], metamixing[ACG], potent magic[ACG], quick study[ACG]), consume spells
Arcanist Spells Prepared (CL 16th; concentration +25)
. . 7th (4/day)—banishment (DC 25), forcecage (DC 27)
. . 6th (5/day)—chain lightning (DC 26), disintegrate (DC 24), greater dispel magic
. . 5th (5/day)—life bubble[APG] (DC 23), lightning arc[UM] (DC 25), teleport, wall of force
. . 4th (6/day)—black tentacles, dragon's breath[APG] (DC 24), greater invisibility, communal phantom steed[UC]
. . 3rd (6/day)—fly, haste, invisibility sphere, communal resist energy[UC]
. . 2nd (6/day)—burning arc (DC 22), glitterdust (DC 20), limp lash, resist energy, web (DC 20)
. . 1st (6/day)—burning hands (DC 21), grease, magic missile, ray of enfeeblement (DC 19), shield
. . 0 (at will)—acid splash, detect magic, light, mage hand, message, open/close (DC 18), ray of frost, read magic, resistance
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Statistics
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Str 10, Dex 14, Con 18, Int 26, Wis 10, Cha 8
Base Atk +7; CMB +8; CMD 20
Feats Deepsight[APG], Endurance, Extra Arcanist Exploit[ACG], Extra Reservoir[ACG], Greater Spell Focus (evocation), Greater Spell Penetration, Heighten Spell, Intensified Spell[APG], Silent Spell, Spell Focus (evocation), Spell Penetration
Traits arcane temper, dockside avenger
Skills Acrobatics +2 (+14 to jump), Appraise +20, Disguise +14, Fly +27, Handle Animal +0, Knowledge (arcana) +26, Knowledge (dungeoneering) +17, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +14, Knowledge (local) +26, Knowledge (nature) +18, Knowledge (nobility) +14, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +18, Perception +15, Ride +3, Spellcraft +26, Stealth +37 (+57 when immobile), Use Magic Device +17
Languages Abyssal, Ancient Shoanti, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Giant, Goblin, Halfling, Ignan, Infernal, Orc, Senzar, Shoanti, Varisian
SQ orc blood
Combat Gear extend metamagic rod, javelin of lightning, javelin of lightning, potion of barkskin, potion of bear's endurance, potion of cure moderate wounds, potion of cure serious wounds, ring of counterspells (Greater Dsipel Magic), ring of invisibility, scroll of clairaudience/clairvoyance (x3), scroll of dimension door (x3), scroll of identify, staff of the pyre lord, wand of dimension door (8 charges), wand of ghoul touch (22 charges), wand of haste (CL 5th, 19 charges), wand of identify (50 charges), wand of illusory script (12 charges), wand of invisibility (10 charges), wand of mage armor (50 charges), wand of magic missile (CL 3rd, 43 charges), wand of ray of enfeeblement (CL 2nd, 11 charges), wand of shield (23 charges), wand of slow (13 charges); Other Gear +1 hvy crossbow with hunter's sight with 1 hunter's sight, crossbow bolts (50), longspear, wyroot (3 life points) quarterstaff, bag of holding ii, belt of mighty constitution +2, bracers of armor +4, cloak of resistance +4, headband of vast intelligence +6, orange prism ioun stone, arcanist starting spellbook, belt pouch, hunter's sight[ACG], scroll box[UE], silk rope (50 ft.), spell component pouch, spellbook, spellbook, light horse (combat trained), backpack, bit and bridle, flint and steel, ink, inkpen, military saddle, saddlebags, soap, torch, trail rations, waterskin, 13,646 gp, 4 sp, 1 cp
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Special Abilities
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Arcane Reservoir +2 DC or CL (21/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Arcane Weapon (Su) Use 1 reservoir, weapon gains enhancement, some of which can be spent on powers.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Darkvision (120 feet) You can see in the dark (black and white only).
Dimensional Slide (150 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fly (60 feet, Good) You can fly!
Greater Counterspell (Su) Counterspell exploit only needs equal level spell when countering.
Greater Metamagic Knowledge When preparing spells, can exchange bonus MM feat for another that qualify for.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Sacred Tattoo +1 to all saves.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
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tattoo: 1/day you can cast Summon Monster V, Dismissal, or Dimension Door. Spells treat your total character level as the caster level. Use whatever mental stat is highest for Save DCs.
As you gain levels, the power of the Summon Monster spell slowly increases (VI at 13, VII at 15, VIII at 17, IX at 20).
At level 15, Dismissal gets upgraded to Banishment.
At level 17, using Dimension Door becomes a Swift Action, and you no longer end your turn after using it.
After using one of these spells, the color fades from the Mark until 8 hours rest have passed.
each of you gets the Marked For Glory feat from Andachi's remaining power as he fades (no need to meet the prerequisites). Once per day each of you can add 1d6 to any d20 roll.
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full spell book:
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Acid Splash Arcanist 0
School conjuration / earth elemental (creation) [acid]
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell 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.
Detect Magic Arcanist 0
School divination
Casting Time 1 action
Components V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the
most potent aura.
3rd Round: The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make Knowledge
(arcana) skill checks to determine the school of magic involved in each.
(Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for
a nonspell effect.) If the aura eminates from a magic item, you can
attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell
level or an item's caster level; see the accompanying table. If an aura falls
into more than one category, detect magic indicates the stronger of the
two.
Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a magic
item). If detect magic is cast and directed at such a location, the spell
indicates an aura strength of dim (even weaker than a faint aura). How
long the aura lingers at this dim level depends on its original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they are
summoned, the conjuration spell registers. Each round, you can turn to
detect magic in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or
dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Light Arcanist 0
School evocation / wood elemental [light]
Casting Time 1 action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding
normal light in a 20-foot radius, and increasing the light level for an
additional 20 feet by one step, up to normal light (darkness becomes dim
light, and dim light becomes normal light). In an area of normal or bright
light, this spell has no effect. The effect is immobile, but it can be cast on
a movable object. You can only have one light spell active at any one
time. If you cast this spell while another casting is still in effect, the
previous casting is dispelled. If you make this spell permanent (through
permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or
lower spell level.
Mage Hand Arcanist 0
School transmutation
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell 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.
Message Arcanist 0
School transmutation / air elemental [language-dependent]
Casting Time 1 action
Components V, S, F (a piece of copper wire)
Range medium (100 + 10 ft./level)
Target one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those
nearby can hear these messages with a DC 25 Perception check. You
point your finger at each creature you want to receive the message. When
you whisper, the whispered message is audible to all targeted creatures
within range. Magical silence, 1 foot of stone, 1 inch of common metal (or
a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The
message does not have to travel in a straight line. It can circumvent a
barrier if there is an open path between you and the subject, and the
path's entire length lies within the spell's range. The creatures that receive
the message can whisper a reply that you hear. The spell transmits
sound, not meaning; it doesn't transcend language barriers. To speak a
message, you must mouth the words and whisper.
Tronar HanFrum #2, Arcanist 15 – Spells
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Open/Close Arcanist 0
School transmutation
Casting Time 1 action
Components V, S, F (a brass key)
Range close (25 + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal that can be opened or
closed
Duration instantaneous
Saving Throw DC 18 Will negates (object); Spell 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.
Ray of Frost Arcanist 0
School evocation / water elemental [cold]
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
A ray of freezing air and ice projects from your pointing finger. You
must succeed on a ranged touch attack with the ray to deal damage to a
target. The ray deals 1d3 points of cold damage.
Read Magic Arcanist 0
School divination
Casting Time 1 action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects - books, scrolls,
weapons, and the like - that would otherwise be unintelligible. This
deciphering does not normally invoke the magic contained in the writing,
although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical
inscription, you are thereafter able to read that particular writing without
recourse to the use of read magic. You can read at the rate of one page
(250 words) per minute. The spell allows you to identify a glyph of warding
with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16
Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 +
spell level).
Read magic can be made permanent with a permanency spell.
Resistance Arcanist 0
School abjuration
Casting Time 1 action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm,
granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Burning Hands Arcanist 1
School evocation / fire elemental [fire]
Casting Time 1 action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw DC 21 Reflex half; Spell 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.
Grease Arcanist 1
School conjuration / earth elemental (creation)
Casting Time 1 action
Components V, S, M (butter)
Range close (25 + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Saving Throw see text; Spell 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.
Magic Missile Arcanist 1
School evocation / aether elemental [force]
Casting Time 1 action
Components V, S
Range medium (100 + 10 ft./level)
Target up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and strikes
its target, dealing 1d4+1 points of force damage. The missile strikes
unerringly, even if the target is in melee combat, so long as it has less
than total cover or total concealment. Specific parts of a creature can't be
singled out. Objects are not damaged by the spell. For every two caster
levels beyond 1st, you gain an additional missile - two at 3rd level, three
at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.
If you shoot multiple missiles, you can have them strike a single creature
or several creatures. A single missile can strike only one creature. You
must designate targets before you check for spell resistance or roll
damage.
Tronar HanFrum #2, Arcanist 15 – Spells
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Ray of Enfeeblement Arcanist 1
School necromancy
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw DC 19 Fortitude half; Spell Resistance yes
A coruscating ray springs from your hand. You must succeed on a
ranged touch attack to strike a target. The subject takes a penalty to
Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The
subject's Strength score cannot drop below 1. A successful Fortitude save
reduces this penalty by half. This penalty does not stack with itself. Apply
the highest penalty instead.
Shield Arcanist 1
School abjuration / void elemental [force]
Casting Time 1 action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It
negates magic missile attacks directed at you. The disk also provides a
+4 shield bonus to AC. This bonus applies against incorporeal touch
attacks, since it is a force effect. The shield has no armor check penalty
or arcane spell failure chance.
Burning Arc Arcanist 2
School evocation [fire]
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one primary target plus one additional target / 3 levels (each of
which must be within 15 ft. of the primary target)
Duration instantaneous
Saving Throw DC 22 Reflex half; Spell Resistance yes
Keleshites brag that they stole this spell from genie-kind thousands of
years ago while other civilizations struggled without fire.
This spell causes an arc of flame to leap from your fingers, burning a
number of enemies nearby. It deals 1d6 points of fire damage per caster
level (maximum 10d6). For every additional target the discharge arcs to,
reduce the number of damage dice by half (rounded down). Therefore, at
9th level, your burning arc deals 9d6 points of fire damage to the primary
target, then 4d6 points of fire damage to a secondary target, then 2d6
points of fire damage to an additional target.
Each target can attempt a Reflex saving throw for half damage. The
Reflex DC to halve the damage of the secondary bolts is 2 lower than the
DC to halve the damage of the primary bolt. You may choose secondary
targets as you like, but they must all be within 15 feet of the primary
target, and no target can be struck more than once. You can choose to
affect fewer secondary targets than the maximum.
Appears in: Humans of Golarion
Glitterdust Arcanist 2
School conjuration / earth elemental / metal elemental (creation)
Casting Time 1 action
Components V, S, M (ground mica)
Range medium (100 + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Saving Throw DC 20 Will negates (blinding only); Spell 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.
Tronar HanFrum #2, Arcanist 15 – Spells
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Limp Lash Arcanist 2
School necromancy
Casting Time 1 action
Components V, S, M (a dead wasp)
Range 20 feet
Target 1 creature
Duration special (see below)
Saving Throw none; Spell Resistance yes
You create a dark whip-shaped field of energy that wraps around an
enemy's neck, leaving everything except his head paralyzed until you let
go of the whip or it is destroyed. You must make a ranged touch attack
with this spell. If you strike your target, he takes a 1d6 penalty to his
Strength, Dexterity, and Constitution each round. This penalty cannot
reduce any attribute to less than 1, and once any of these attributes
reaches 1 the target collapses and his body, except his head, becomes
paralyzed. While paralyzed in this way, the target retains full use of his
senses, including the ability to feel pain, and can speak (including casting
spells with only verbal components). The whip has a maximum length of
20 feet, 15 hit points, and a hardness of 5. The spell ends immediately if
you let go of the whip or it is destroyed. When the spell ends, all penalties
the target took from this spell also end.
Note: This spell was FAQ'd. Rules clarifications from that faq are listed
below.
Limp lash suffers a bit from using game terms as general descriptive
text. Here are some clarifications.
1. You strike the target with the whip, he start taking ability penalties, is
he paralyzed or hindered in any other way?
He is not paralyzed until the ability penalty reduces the victim's
effective Strength, Dexterity, or Constitution to 1 (the minimum to which
this spell can adjust a score). Once one of these 3 scores is reduced to 1,
the victim becomes paralyzed—he is not paralyzed before this point.
2. The whip has a maximum range of 20 ft. If the target is not paralyzed
or otherwise prevented from moving, what happens when he moves out of
the 20 ft range? The spell dissipates or ?
If the target moves out of range, the spell ends. (This is similar to what
happens if you let go of the whip.) This does mean it's relatively easy for a
victim to escape from the spell—that is by design, since otherwise the fact
that there's no save to resist the penalties is pretty powerful.
3. Can you take any actions while holding the whip?
You can take any action you want, but if any action requires you to
release your hold on the whip, the limp lash spell immediately ends.
4. What happens if some effect attempts to displace the whip (e.g. wall
of stone between you and the target), or some effect moves the target
away (e.g. bull rush)?
The spell effect ends if something moves the target out of range or
completely breaks the line of effect between you and the target.
Appears in: Goblins of Golarion
Resist Energy Arcanist 2
School abjuration / all elements
Casting Time 1 action
Components V, S, DF
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates (harmless); Spell 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.
Web Arcanist 2
School conjuration / wood elemental (creation)
Casting Time 1 action
Components V, S, M (spider web)
Range medium (100 + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (D)
Saving Throw DC 20 Reflex negates; see text; Spell Resistance no
Web creates a many-layered mass of strong, sticky strands. These
strands trap those caught in them. The strands are similar to spiderwebs
but far larger and tougher. These masses must be anchored to two or
more solid and diametrically opposed points or else the web collapses
upon itself and disappears. Creatures caught within a web become
grappled by the sticky fibers. Attacking a creature in a web doesn't cause
you to become grappled. Anyone in the effect's area when the spell is
cast must make a Reflex save. If this save succeeds, the creature is
inside the web but is otherwise unaffected. If the save fails, the creature
gains the grappled condition, but can break free by making a combat
maneuver check or Escape Artist check as a standard action against the
DC of this spell. The entire area of the web is considered difficult terrain.
Anyone moving through the webs must make a combat maneuver check
or Escape Artist check as part of their move action, with a DC equal to the
spell's DC. Creatures that fail lose their movement and become grappled
in the first square of webbing that they enter. If you have at least 5 feet of
web between you and an opponent, it provides cover. If you have at least
20 feet of web between you, it provides total cover. The strands of a web
spell are flammable. A flaming weapon can slash them away as easily as
a hand brushes away cobwebs. Any fire can set the webs alight and burn
away one 5-foot square in 1 round. All creatures within flaming webs take
2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent
web that is damaged (but not destroyed) regrows in 10 minutes.
Tronar HanFrum #2, Arcanist 15 – Spells
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Fly Arcanist 3
School transmutation / air elemental
Casting Time 1 action
Components V, S, F (a wing feather)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
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). It can ascend at
half speed and descend at double speed, and its maneuverability is good.
Using a fly spell requires only as much concentration as walking, so the
subject can attack or cast spells normally. The subject of a fly spell can
charge but not run, and it cannot carry aloft more weight than its
maximum load, plus any armor it wears. The subject gains a bonus on Fly
skill checks equal to 1/2 your caster level. Should the spell duration expire
while the subject is still aloft, the magic fails slowly. The subject floats
downward 60 feet per round for 1d6 rounds. If it reaches the ground in
that amount of time, it lands safely. If not, it falls the rest of the distance,
taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell
effectively ends it, the subject also descends safely in this way if the fly
spell is dispelled, but not if it is negated by an antimagic field.
Haste Arcanist 3
School transmutation
Casting Time 1 action
Components V, S, M (a shaving of licorice root)
Range close (25 + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
(harmless)
The transmuted creatures move and act more quickly than normal.
This extra speed has several effects.
When making a full attack action, a hasted creature may make one
extra attack with one natural or manufactured weapon. The attack is
made using the creature's full base attack bonus, plus any modifiers
appropriate to the situation. (This effect is not cumulative with similar
effects, such as that provided by a speed weapon, nor does it actually
grant an extra action, so you can't use it to cast a second spell or
otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge
bonus to AC and Reflex saves. Any condition that makes you lose your
Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses.
All of the hasted creature's modes of movement (including land
movement, burrow, climb, fly, and swim) increase by 30 feet, to a
maximum of twice the subject's normal speed using that form of
movement. This increase counts as an enhancement bonus, and it affects
the creature's jumping distance as normal for increased speed. Multiple
haste effects don't stack. Haste dispels and counters slow.
Invisibility Sphere Arcanist 3
School illusion (glamer)
Casting Time 1 action
Components V, S, M (an eyelash encased in gum arabic)
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Area 10-ft.-radius emanation around the creature
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless,
object); Spell Resistance yes (harmless) or yes (harmless, object)
This spell functions like invisibility, except that this spell confers
invisibility upon all creatures within 10 feet of the recipient at the time the
spell is cast. The center of the effect is mobile with the recipient. Those
affected by this spell can see each other and themselves as if unaffected
by the spell. Any affected creature moving out of the area becomes
visible, but creatures moving into the area after the spell is cast do not
become invisible. Affected creatures (other than the recipient) who attack
negate the invisibility only for themselves. If the spell recipient attacks, the
invisibility sphere ends.
Invisibility
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.
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Resist Energy, Communal Arcanist 3
School abjuration / all elements
Casting Time 1 action
Components V, S, DF
Range touch
Target creatures touched
Duration 10 min./level split among the recipients
Saving Throw Fortitude negates (harmless); Spell Resistance yes
(harmless)
This spell functions like resist energy, except you divide the duration in
10-minute intervals among the creatures touched.
Resist Energy
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.
Appears in: Ultimate Combat
Black Tentacles Arcanist 4
School conjuration (creation)
Casting Time 1 action
Components V, S, M (octopus or squid tentacle)
Range medium (100 + 10 ft./level)
Area 20-ft.-radius spread
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell causes a field of rubbery black tentacles to appear,
burrowing up from the floor and reaching for any creature in the area.
Every creature within the area of the spell is the target of a combat
maneuver check made to grapple each round at the beginning of your
turn, including the round that black tentacles is cast. Creatures that enter
the area of effect are also automatically attacked. The tentacles do not
provoke attacks of opportunity. When determining the tentacles' CMB, the
tentacles use your caster level as their base attack bonus and receive a
+4 bonus due to their Strength and a +1 size bonus. Roll only once for the
entire spell effect each round and apply the result to all creatures in the
area of effect.
If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points
of damage and gains the grappled condition. Grappled opponents cannot
move without first breaking the grapple. All other movement is prohibited
unless the creature breaks the grapple first. The black tentacles spell
receives a +5 bonus on grapple checks made against opponents it is
already grappling, but cannot move foes or pin foes. Each round that
black tentacles succeeds on a grapple check, it deals an additional 1d6+4
points of damage. The CMD of black tentacles, for the purposes of
escaping the grapple, is equal to 10 + its CMB. The tentacles created by
this spell cannot be damaged, but they can be dispelled as normal. The
entire area of effect is considered difficult terrain while the tentacles last.
Dragon's Breath Arcanist 4
School evocation / all elements [acid, cold, electricity, fire]
Casting Time 1 action
Components V, S, M (a dragon scale)
Range 30 ft. or 60 ft.
Area cone-shaped burst or line
Duration instantaneous
Saving Throw DC 24 Reflex half; Spell Resistance yes
You breathe out a blast of energy. Creatures in the affected area take
1d6 points of energy damage per caster level (maximum of 12d6). A
successful Reflex save results in half damage. The spell's effect and
energy type depend on the type of dragon scale used:
Black dragon: 60-foot line of acid.
Blue or bronze dragon: 60-foot line of electricity.
Green dragon: 30-foot cone of acid.
Gold or red dragon: 30-foot cone of fire.
Silver or white dragon: 30-foot cone of cold.
Brass dragon: 60-foot line of fire.
Copper dragon: 60-foot line of acid.
Appears in: Advanced Player's Guide
Invisibility, Greater Arcanist 4
School illusion (glamer)
Casting Time 1 action
Components V, S, M/DF (an eyelash encased in gum arabic)
Range personal or touch
Target you or creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
or yes (harmless, object)
This spell functions like invisibility, except that it doesn't end if the
subject attacks.
Invisibility
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.
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Phantom Steed, Communal Arcanist 4
School conjuration (creation)
Casting Time 10 minutes
Components V, S
Range close (25 + 5 ft./2 levels)
Effect up to six quasi-real, horselike creatures
Duration 1 hour/level (D) split among the recipients
Saving Throw none; Spell Resistance no
This spell functions like phantom steed, except you can summon up to
six steeds, and you divide the duration in 1-hour intervals among the
steeds summoned.
Phantom Steed
You conjure a Large, quasi-real, horselike creature (the exact
coloration can be customized as you wish). It can be ridden only by you or
by the one person for whom you specifically created the mount. A
phantom steed has a black head and body, gray mane and tail, and
smoke-colored, insubstantial hooves that make no sound. It has what
seems to be a saddle, bit, and bridle. It does not fight, but animals shun it
and refuse to attack it. The mount is AC 18 (-1 size, +4 natural armor, +5
Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit
points, the phantom steed disappears. A phantom steed has a speed of
20 feet per two caster levels, to a maximum of 100 feet at 10th level. It
can bear its rider's weight plus up to 10 pounds per caster level. These
mounts gain certain powers according to caster level. A mount's abilities
include those of mounts of lower caster levels.
8th Level: The mount can ride over sandy, muddy, or even swampy
ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no
action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action
required to activate this ability) for up to 1 round at a time, after which it
falls to the ground.
14th Level: The mount can fly at its speed with a bonus on Fly skill
checks equal to your caster level.
Appears in: Ultimate Combat
Life Bubble Arcanist 5
School abjuration
Casting Time 1 action
Components V, S, M/DF (a bit of eggshell)
Range touch
Target creatures touched, up to one/level
Duration 2 hours/level; see text
Saving Throw DC 23 Will negates (harmless); Spell Resistance yes
(harmless)
You surround the touched creatures with a constant and moveable 1-
inch shell of tolerable living conditions. This shell enables the subjects to
breathe freely, even underwater or in a vacuum, as well as making them
immune to harmful gases and vapors, including inhaled diseases and
poisons and spells like cloudkill and stinking cloud. In addition, the shell
protects subjects from extremes of temperature (per endure elements) as
well as extremes of pressure.
Life bubble does not provide protection from negative or positive
energy (such as found on the Negative and Positive Energy planes), the
ability to see in conditions of poor visibility (such as in smoke or fog), nor
the ability to move or act normally in conditions that impede movement
(such as underwater).
When you cast this spell it has a total duration of 2 hours per caster
level. You can divide this duration up in any manner you wish, not
necessarily equally, between up to 1 creature per caster level.
Appears in: Advanced Player's Guide
Lightning Arc Arcanist 5
School evocation / air elemental / metal elemental [electricity]
Casting Time 1 action
Components V, S, M (fur and two glass figurines)
Range long (400 + 40 ft./level)
Target two creatures or objects which must be no more than 60 ft. apart
Duration instantaneous
Saving Throw DC 25 Reflex half; Spell Resistance yes (see text)
You generate an arc of lightning between two targets. The lightning
deals 1d6 points of electricity damage per caster level (maximum 15d6) to
both targets and any creatures in a line connecting them. The spell fails if
there is no line of effect between the targets. Lightning arc sets fire to
combustibles and damages objects in its path. It can melt metals that
have a low melting point, such as lead, gold, copper, silver, or bronze.
Appears in: Ultimate Magic
Tronar HanFrum #2, Arcanist 15 – Spells
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Teleport Arcanist 5
School conjuration / void elemental (teleportation)
Casting Time 1 action
Components V
Range personal Touch
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and
yes (object)
This spell instantly transports you to a designated destination, which
may be as distant as 100 miles per caster level. Interplanar travel is not
possible. You can bring along objects as long as their weight doesn't
exceed your maximum load. You may also bring one additional willing
Medium or smaller creature (carrying gear or objects up to its maximum
load) or its equivalent per three caster levels. A Large creature counts as
two Medium creatures, a Huge creature counts as four Medium creatures,
and so forth. All creatures to be transported must be in contact with one
another, and at least one of those creatures must be in contact with you.
As with all spells where the range is personal and the target is you, you
need not make a saving throw, nor is spell resistance applicable to you.
Only objects held or in use (attended) by another person receive saving
throws and spell resistance. You must have some clear idea of the
location and layout of the destination. The clearer your mental image, the
more likely the teleportation works. Areas of strong physical or magical
energy may make teleportation more hazardous or even impossible. To
see how well the teleportation works, roll d% and consult the table at the
end of this spell. Refer to the following information for definitions of the
terms on the table.
Familiarity: "Very familiar" is a place where you have been very often
and where you feel at home. "Studied carefully" is a place you know well,
either because you can currently physically see it or you've been there
often. "Seen casually" is a place that you have seen more than once but
with which you are not very familiar. "Viewed once" is a place that you
have seen once, possibly using magic such as scrying. "False
destination" is a place that does not truly exist or if you are teleporting to
an otherwise familiar location that no longer exists as such or has been so
completely altered as to no longer be familiar to you. When traveling to a
false destination, roll 1d20+80 to obtain results on the table, rather than
rolling d%, since there is no real destination for you to hope to arrive at or
even be off target from.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the
destination in a random direction. Distance off target is d% of the distance
that was to be traveled. The direction off target is determined randomly.
Similar Area: You wind up in an area that's visually or thematically
similar to the target area. Generally, you appear in the closest similar
place within range. If no such area exists within the spell's range, the spell
simply fails instead.
Mishap: You and anyone else teleporting with you have gotten
"scrambled." You each take 1d10 points of damage, and you reroll on the
chart to see where you wind up. For these rerolls, roll 1d20+80. Each time
"Mishap" comes up, the characters take more damage and must reroll.
Familiarity - On Target - Off Target - Similar Area - Mishap
Very familiar - 01-97 - 98-99 - 100 - -
Studied carefully - 01-94 - 95-97 - 98-99 - 100
Seen casually - 01-88 - 89-94 - 95-98 - 99-100
Viewed once - 01-76 - 77-88 - 89-96 - 97-100
False destination - - - - - 81-92 - 93-100
Wall of Force Arcanist 5
School evocation [force]
Casting Time 1 action
Components V, S, M (powdered quartz)
Range close (25 + 5 ft./2 levels)
Effect wall whose area is up to one 10-ft. square/level
Duration 1 round /level (D)
Saving Throw none; Spell Resistance no
A wall of force creates an invisible wall of pure force. The wall cannot
move and is not easily destroyed. A wall of force is immune to dispel
magic, although a mage's disjunction can still dispel it.
A wall of force can be damaged by spells as normal, except for
disintegrate, which automatically destroys it. It can be damaged by
weapons and supernatural abilities, but a wall of force has hardness 30
and a number of hit points equal to 20 per caster level. Contact with a
sphere of annihilation or rod of cancellation instantly destroys a wall of
force.
Breath weapons and spells cannot pass through a wall of force in either
direction, although dimension door, teleport, and similar effects can
bypass the barrier. It blocks ethereal creatures as well as material ones
(though ethereal creatures can usually circumvent the wall by going
around it, through material floors and ceilings). Gaze attacks can operate
through a wall of force. The caster can form the wall into a flat, vertical
plane whose area is up to one 10-foot square per level. The wall must be
continuous and unbroken when formed. If its surface is broken by any
object or creature, the spell fails.
Wall of force can be made permanent with a permanency spell.
Chain Lightning Arcanist 6
School evocation / air elemental / metal elemental [electricity]
Casting Time 1 action
Components V, S, F (a bit of fur; a piece of amber, glass, or a crystal
rod; plus one silver pin per caster level)
Range long (400 + 40 ft./level)
Target one primary target, plus one secondary target/level (each of which
must be within 30 ft. of the primary target)
Duration instantaneous
Saving Throw DC 26 Reflex half; Spell Resistance yes
This spell creates an electrical discharge that begins as a single stroke
commencing from your fingertips. Unlike lightning bolt, chain lightning
strikes one object or creature initially, then arcs to other targets. The bolt
deals 1d6 points of electricity damage per caster level (maximum 20d6) to
the primary target. After it strikes, lightning can arc to a number of
secondary targets equal to your caster level (maximum 20). The
secondary bolts each strike one target and deal as much damage as the
primary bolt. Each target can attempt a Reflex saving throw for half
damage. The Reflex DC to halve the damage of the secondary bolts is 2
lower than the DC to halve the damage of the primary bolt. You choose
secondary targets as you like, but they must all be within 30 feet of the
primary target, and no target can be struck more than once. You can
choose to affect fewer secondary targets than the maximum.
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Disintegrate Arcanist 6
School transmutation / metal elemental
Casting Time 1 action
Components V, S, M/DF (a lodestone and a pinch of dust)
Range medium (100 + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw DC 24 Fortitude partial (object); Spell Resistance yes
A thin, green ray springs from your pointing finger. You must make a
successful ranged touch attack to hit. Any creature struck by the ray takes
2d6 points of damage per caster level (to a maximum of 40d6). Any
creature reduced to 0 or fewer hit points by this spell is entirely
disintegrated, leaving behind only a trace of fine dust. A disintegrated
creature's equipment is unaffected. When used against an object, the ray
simply disintegrates as much as a 10-foot cube of nonliving matter. Thus,
the spell disintegrates only part of any very large object or structure
targeted. The ray affects even objects constructed entirely of force, such
as forceful hand or a wall of force, but not magical effects such as a globe
of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially
affected, taking only 5d6 points of damage. If this damage reduces the
creature or object to 0 or fewer hit points, it is entirely disintegrated. Only
the first creature or object struck can be affected; that is, the ray affects
only one target per casting.
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Dispel Magic, Greater Arcanist 6
School abjuration / void elemental
Casting Time 1 action
Components V, S
Range medium (100 + 10 ft./level)
Target one spellcaster, creature, or object; or a 20-ft.- radius burst
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell functions like dispel magic, except that it can end more than
one spell on a target and it can be used to target multiple creatures.
You choose to use greater dispel magic in one of three ways: a
targeted dispel, area dispel, or a counterspell:
Targeted Dispel : This functions as a targeted dispel magic, but it can
dispel one spell for every four caster levels you possess, starting with the
highest level spells and proceeding to lower level spells.
Additionally, greater dispel magic has a chance to dispel any effect that
remove curse can remove, even if dispel magic can't dispel that effect.
The DC of this check is equal to the curse's DC.
Area Dispel: When greater dispel magic is used in this way, the spell
affects everything within a 20-foot-radius burst. Roll one dispel check and
apply that check to each creature in the area, as if targeted by dispel
magic. For each object within the area that is the target of one or more
spells, apply the dispel check as with creatures. Magic items are not
affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the
area of the greater dispel magic spell, apply the dispel check to dispel the
spell. For each ongoing spell whose area overlaps that of the greater
dispel magic spell, apply the dispel check to end the effect, but only within
the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a
monster summoned by summon monster) is in the area, apply the dispel
check to end the spell that conjured that object or creature (returning it
whence it came) in addition to attempting to dispel one spell targeting the
creature or object.
You may choose to automatically succeed on dispel checks against
any spell that you have cast.
Counterspell: This functions as dispel magic, but you receive a +4
bonus on your dispel check to counter the other spellcaster's spell.
Dispel Magic
You can use dispel magic to end one ongoing spell that has been cast
on a creature or object, to temporarily suppress the magical abilities of a
magic item, or to counter another spellcaster's spell. A dispelled spell
ends as if its duration had expired. Some spells, as detailed in their
descriptions, can't be defeated by dispel magic. Dispel magic can dispel
(but not counter) spell-like effects just as it does spells. The effect of a
spell with an instantaneous duration can't be dispelled, because the
magical effect is already over before the dispel magic can take effect. You
choose to use dispel magic in one of two ways: a targeted dispel or a
counterspell.
Targeted Dispel: One object, creature, or spell is the target of the
dispel magic spell. You make one dispel check (1d20 + your caster level)
and compare that to the spell with highest caster level (DC = 11 + the
spell's caster level). If successful, that spell ends. If not, compare the
same result to the spell with the next highest caster level. Repeat this
process until you have dispelled one spell affecting the target, or you have
failed to dispel every spell. For example, a 7th-level caster casts dispel
magic, targeting a creature affected by stoneskin (caster level 12th) and
fly (caster level 6th). The caster level check results in a 19. This check is
not high enough to end the stoneskin (which would have required a 23 or
higher), but it is high enough to end the fly (which only required a 17). Had
the dispel check resulted in a 23 or higher, the stoneskin would have been
dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no
Banishment Arcanist 7
School abjuration
Casting Time 1 action
Components V, S, F, see text
Range close (25 + 5 ft./2 levels)
Target one or more extraplanar creatures, no two of which can be more
than 30 ft. apart
Duration instantaneous
Saving Throw DC 25 Will negates; Spell Resistance yes
A banishment spell is a more powerful version of the dismissal spell. It
enables you to force extraplanar creatures out of your home plane. As
many as 2 Hit Dice of creatures per caster level can be banished. You
can improve the spell's chance of success by presenting at least one
object or substance that the target hates, fears, or otherwise opposes. For
each such object or substance, you gain a +1 bonus on your caster level
check to overcome the target's spell resistance (if any), and the saving
throw DC increases by 2. Certain rare items might work twice as well as a
normal item for the purpose of the bonuses (each providing a +2 bonus
on the caster level check against spell resistance and increasing the save
DC by 4).
Forcecage Arcanist 7
School evocation [force]
Casting Time 1 action
Components V, S, M (ruby dust worth 500 gp)
Range close (25 + 5 ft./2 levels)
Area barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration 1 round/level (D)
Saving Throw DC 27 Reflex negates; Spell Resistance no
This spell creates an immobile, invisible cubical prison composed of
either bars of force or solid walls of force (your choice). Creatures within
the area are caught and contained unless they are too big to fit inside, in
which case the spell automatically fails. Teleportation and other forms of
astral travel provide a means of escape, but the force walls or bars extend
into the Ethereal Plane, blocking ethereal travel. Like a wall of force, a
forcecage resists dispel magic, although a mage's disjunction still
functions. The walls of a forcecage can be damaged by spells as normal,
except for disintegrate, which automatically destroys it. The walls of a
forcecage can be damaged by weapons and supernatural abilities, but
they have a Hardness of 30 and a number of hit points equal to 20 per
caster level. Contact with a sphere of annihilation or rod of cancellation
instantly destroys a forcecage. Barred Cage: This version of the spell
produces a 20-foot cube made of bands of force (similar to a wall of force
spell) for bars. The bands are a half-inch wide, with half-inch gaps
between them. Any creature capable of passing through such a small
space can escape; others are confined within the barred cage. You can't
attack a creature in a barred cage with a weapon unless the weapon can
fit between the gaps. Even against such weapons (including arrows and
similar ranged attacks), a creature in the barred cage has cover. All spells
and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the spell produces a 10-foot cube with
no way in and no way out. Solid walls of force form its six sides.
Tronar HanFrum #2, Arcanist 15 – Spells