Zerus

Alignment
C
Race
Size
M
Region
The Wildlands
Gender
Male
Age
25
Height
6'5"
Weight
190 lbs.
Total HP
7 6 (Wizard (Pact Wizard)) + 1 (con)
Initiative
+1 1 (ability)
Speed
30

Defense

Saves

Fort
+3 0 (base) + 1 (ability) + 2 (familiar)
Ref
+1 0 (base) + 1 (ability)
Will
+3 2 (base) + 1 (ability)

AC

AC
11 10 (base) + 1 (dex)
Touch
11 10 (base) + 1 (dex)
Flat
10 10 (base)

 

CMD
11 10 (base) + 1 (dex) + 0 (str) + 0 (bab)

Offense

Speed
30
BAB
0
CMB
0 0 (bab) + 0 (ability)
Light Crossbow +1 1 (ability) + 0 (bab) (1d8 1d8 (weapon) + 0 (ability) / 19-20x2) P 80 ft.

Ability Scores

Ability Score Mod
Str 10 0
Dex 12 +1
Con 12 +1
Int 20 +5
Wis 12 +1
Cha 12 +1

Skills

Dex
+1 1 (ability)
Int
+5 5 (ability)
Cha
+1 1 (ability)
Str
0 0 (ability)
Int
+5 5 (ability)
Cha
+1 1 (ability)
Cha
+1 1 (ability)
Dex
+1 1 (ability)
Dex
+1 1 (ability)
Wis
+1 1 (ability)
Cha
+6 1 (ranks) + 1 (ability) + 1 (trait) + 3 (class)
Int
+9 1 (ranks) + 5 (ability) + 3 (class)
Int
+10 1 (ranks) + 5 (ability) + 3 (class) + 1 (trait)
Int
+9 1 (ranks) + 5 (ability) + 3 (class)
Wis
+2 1 (ranks) + 1 (ability)
Cha
+1 1 (ability)
Dex
+1 1 (ability)
Wis
+1 1 (ability)
Int
+9 1 (ranks) + 5 (ability) + 3 (class)
Dex
+1 1 (ability)
Wis
+2 1 (ranks) + 1 (ability)
Str
0 0 (ability)

Special Abilities

Class

Spells

🔗 AoN d20

A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3–16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep andspending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

This feature has been altered by the Effortless Magic feature of the Pact Wizard archetype.

Effortless Magic

🔗 AoN d20

Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.

Bonus Languages

🔗 AoN d20

A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond

🔗 AoN d20

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for familiars appear on page 82, while rules for bonded items are given below.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Chapter 5). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School

🔗 AoN d20

A wizard can choose to specialize in one school of magic, gaining additional spells and powers basedon that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Force of Will

You can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language. At 11th level, affected creatures can communicate back to you via the telepathic link as well. At 20th level, any creature that succeeds at a saving throw against an enchantment spell you have just cast is still affected for 1 round if the spell has a duration greater than 1 round.

Dazing Touch

You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cantrips

🔗 AoN d20

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots (see below).

Patron Spells

🔗 AoN d20

At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.

Spellbooks

🔗 AoN d20

A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Chapter 9).

Race

Darkvision

🔗 AoN d20

Half-orcs can see in the dark up to 60 feet.

Intimidating

🔗 AoN d20

Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood

🔗 AoN d20

Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity

🔗 AoN d20

Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity

🔗 AoN d20

Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages

🔗 AoN d20

Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Feats

Spell Focus

🔗 AoN d20

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spells

Resistance

🔗 AoN d20
School
abjuration
Descriptors
None
Casting Time
1 standard action
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.

Acid Splash

🔗 AoN d20
School
conjuration (creation)
Descriptors
[acid]
Casting Time
1 standard action
V
S
Range
close
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

🔗 AoN d20
School
divination
Descriptors
None
Casting Time
1 standard action
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 emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Faint Aura Moderate Aura Strong aura Overwhelming Aura
Functioning spell (spell level) 3rd or lower 4th--6th 7th--9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th--11th 12th--20th 21st+ (artifact)

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 × 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.

Read Magic

🔗 AoN d20
School
divination
Descriptors
None
Casting Time
1 standard action
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.

Daze

🔗 AoN d20
School
enchantment (compulsion)
Descriptors
[mind-affecting]
Casting Time
1 standard action
V
S
M (a pinch of wool or similar substance)
Range
close
Target
one humanoid creature of 4 HD or less
Duration
1 round
Saving Throw
Will negates
Spell Resistance
yes

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dancing Lights

🔗 AoN d20
School
evocation
Descriptors
[light]
Casting Time
1 standard action
V
S
Range
medium
Duration
1 minute (D)
Saving Throw
none
Spell Resistance
no

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

Flare

🔗 AoN d20
School
evocation
Descriptors
[light]
Casting Time
1 standard action
V
Range
close
Duration
instantaneous
Saving Throw
Fortitude negates
Spell Resistance
yes

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Light

🔗 AoN d20
School
evocation
Descriptors
[light]
Casting Time
1 standard action
V
M/DF (a fire y)
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 from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Ray of Frost

🔗 AoN d20
School
evocation
Descriptors
[cold]
Casting Time
1 standard action
V
S
Range
close
Duration
instantaneous
Saving Throw
none
Spell Resistance
yes

A ray of freezing air and ice projects from your pointing nger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Spark

🔗 AoN d20
School
evocation
Descriptors
[fire]
Casting Time
1 standard action
V or S
Range
close
Target
one Fine object
Duration
instantaneous
Saving Throw
Fortitude negates (object)
Spell Resistance
yes (object)

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

Ghost Sound

🔗 AoN d20
School
illusion (figment)
Descriptors
None
Casting Time
1 standard action
V
S
M (a bit of wool or a small lump of wax)
Range
close
Duration
1 round/level (D)
Saving Throw
Will disbelief
Spell Resistance
no

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.

Haunted Fey Aspect

🔗 AoN d20
School
illusion (glamer)
Descriptors
None
Casting Time
1 standard action
S
Range
Personal
Target
You
Duration
1 round/level (D)

You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.

Mage Hand

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
1 standard action
V
S
Range
close
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.

Mending

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
10 minutes
V
S
Range
10 ft.
Target
one object of up to 1 lb./level
Duration
instantaneous
Saving Throw
Will negates (harmless, object)
Spell Resistance
yes (harmless, object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message

🔗 AoN d20
School
transmutation
Descriptors
[language-dependent]
Casting Time
1 standard action
V
S
F (a piece of copper wire)
Range
medium
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.

Open/Close

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
1 standard action
V
S
F (a brass key)
Range
close
Target
object weighing up to 30 lbs. or portal that can be opened or closed
Duration
instantaneous
Saving Throw
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.

Arcane Mark

🔗 AoN d20
School
universal
Descriptors
None
Casting Time
1 standard action
V
S
Range
touch
Duration
permanent
Saving Throw
none
Spell Resistance
no

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Prestidigitation

🔗 AoN d20
School
universal
Descriptors
None
Casting Time
1 standard action
V
S
Range
10 ft.
Duration
1 hour
Saving Throw
see text
Spell Resistance
no

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

Charm Person

🔗 AoN d20
School
enchantment (charm)
Descriptors
[mind-affecting]
Casting Time
1 standard action
V
S
Range
close
Target
one humanoid creature
Duration
1 hour/level
Saving Throw
Will negates
Spell Resistance
yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Sleep

🔗 AoN d20
School
enchantment (compulsion)
Descriptors
[mind-affecting]
Casting Time
1 round
V
S
M (fine sand, rose petals, or a live cricket)
Range
medium
Area
one or more living creatures within a 10-ft.-radius burst
Duration
1 min./level
Saving Throw
Will negates
Spell Resistance
yes

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Shield

🔗 AoN d20
School
abjuration
Descriptors
[force]
Casting Time
1 standard action
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.

Color Spray

🔗 AoN d20
School
illusion (pattern)
Descriptors
[mind-affecting]
Casting Time
1 standard action
V
S
M (red
yellow
and blue powder or colored sand)
Range
15 ft.
Area
cone-shaped burst
Duration
instantaneous; see text
Saving Throw
Will negates
Spell Resistance
yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

  • 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) - 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. - 5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Disguise Self

🔗 AoN d20
School
illusion (glamer)
Descriptors
None
Casting Time
1 standard action
V
S
Range
personal
Target
you
Duration
10 min./level (D)

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

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

Mage Armor

🔗 AoN d20
School
conjuration (creation)
Descriptors
[force]
Casting Time
1 standard action
V
S
F (a piece of cured leather)
Range
touch
Target
creature touched
Duration
1 hour/level (D)
Saving Throw
Will negates (harmless)
Spell Resistance
no

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Grease

🔗 AoN d20
School
conjuration (creation)
Descriptors
None
Casting Time
1 standard action
V
S
M (butter)
Range
close
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

🔗 AoN d20
School
evocation
Descriptors
[force]
Casting Time
1 standard action
V
S
Range
medium
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 ngertip 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.

Inventory

GP
3 gp
Inventory Weight
25.5 lbs.
Value
69.8 gp

Weapons

Light Crossbow
Cost
35 gp
Weight
4 lbs.

You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Load: Loading a light crossbow is a move action that provokes attacks of opportunity.

Items

Bedroll
Cost
0.1 gp
Weight
5 lbs.

This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Crowbar
Cost
2 gp
Weight
5 lbs.

A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Holy Water
Cost
25 gp
Weight
1 lbs.

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.

Mess Kit
Cost
0.2 gp
Weight
1 lbs.

This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Belt Pouch
Cost
1 gp
Weight
0.5 lbs.

A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.

Trail Rations (x5)
Cost
2.5 gp
Weight
5 lbs.

The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

Waterskin
Cost
1 gp
Weight
4 lbs.

A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.