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Groetus:
Nur mal schnelle damit ihr ein Topic für eure Heldenstats habt. Den Bogen von List kopiere ich gleich mal hier rein...

Malakar:
Malakar d'Vir

Volk: Mensch
Klasse: Gunslinger 5 (Pistolero)/Inquisitor 4 (Spellbreaker)
Organisation: Kirche des Abadar
Herkunft: River Kingdoms
Gesinnung: Rechtschaffen Neutral
Glaube: Abadar
Alter: 34
Größe: 1,86m
Gewicht: 80 kg
Haarfarbe: blond
Augenfarbe: blau
Offensiv (Anzeigen)Spd: 40 ft.
CMB: +8
Attack Options: Deadly Aim, Foil Casting, Jugdement +2 (2/day), Point Blank Shot, Rapid Shot
Melee: Agile Cestus +1, Att: +15/+10 (+ 8 BAB, +6 Dex, +1 Waffe), Dmg: 1d4+7 (+6 Dex, +1 Waffe), Crit: 19-20/x2
Ranged: Reliable Pistol +1, Att: +15/+10 (+ 8 BAB, +6 Dex, +1 Waffe), Dmg: 1d8+7 (+6 Dex, +1 Waffe), Crit:19-20/x4 , Range: 20 ft., Misfire: 1
Special Attacks: Pistol-Whip, Utility Shot, Up Close and Deadly (Grit: 3)Defensiv (Anzeigen)AC 29; touch 20; flat footed 22
(Dex: +6; Shield: +3 ; Armor: +6; Luck: + 2; Deflection +1; Dodge: +1)
CMD: 28 (10 +8 BAB, +6 Dex, +2 Luck, +1 deflection, + 1 dodge)
Hitpoints: 77 (10+24+20+18+5 Fav.); HD: 5d10 + 4d8
Initiative: +11 (+6 Dex, +3 Wis, +2 Gunslinger's Initiative)
Fort +11 (+4 Gunslinger, +4 Inquisitor, +2 Con, +1 Resistance)
Ref +12 (+4 Gunslinger, +1 Inquisitor, +6 Dex, +1 Resistance)
Will +9 (+1 Gunslinger, +4 Inquisitor, +3 Wis, +1 Resistance)
Special: Agile Feet (6/day), Defense against Magic (enchantment) +1, Negate Critical/Sneak Attack (1/day), Strong-WilledAttribute, Feats und Traits (Anzeigen)Str 10, Dex 22, Con 14, Int 14, Wis 16, Cha 10
Attributsveränderungen: Dex: +2 Mensch, +2 Stufenanstieg, +2 Item; Wis: +2 Item
Base Atk. +8
Feats: (Anzeigen)KlassenstufeTalent1Rapid Reload1Deadly Aim1Gunsmithing3Point Blank Shot4Precise Shot5Rapid Shot7Weapon Finesse9Improved Critical (pistol)Traits: Bandit, Fate's Favored, Magical Knack (Inquisitor)
Drawback: Pride
Languages: Handelssprache, Elfisch, DrakonischAusrüstung (Anzeigen)TypGegenstandWertBeschreibungBrust (chest)Quick Runner's Shirt1000Ein verstärktes dunkelgrünes Leinenhemd.GürtelBelt of Incredible Dexterity +24000Ein schmaler Gürtel aus dunkelbraunem Leder, die silberne Schnalle hat die Form eines Wolfkopfes.KopfbandHeadband of Inspired Wisdom +24000Ein einfaches Kopfband aus Bronze, in das feine grünliche Gravuren eingefasst sind.KopfJingasa of the Fortunate Soldier5000Ein ungewöhnlicher Helm aus einer exotischen Metalllegierung. Die Helmglocke ist konisch geformt und enthält kein Visier, schützt aber die Wangen des Trägers. In poliertem Zustand lässt der Helm eine klare Struktur aus mehreren, sich abwechselnden Lagen unterschiedlichen Ausgangsmaterials erkennen.NahkampfwaffeAgile Cestus +18305Der Cestus besteht aus schwarzem Leder, in das goldfarbene Stränge eingearbeitet sind, die zum Teil bereits etwas in Mitleidenschaft gezogen wurden. Er geht nahtlos in Malakars Armband über. Vorne ist der Cestus mit dunklem Stahl verstärkt.FernkampfwaffeReliable Pistol +18300Die Pistole besteht aus dunklem, altem Holz und Stahl, der im Laufe der Zeit und von dem stetigen Gebrauch dunkel angelaufen ist. Kimme und Korn sind aus Gold, wie auch die Ornamente, die in die Waffe eingearbeitet sind.SchildBuckler +23155Malakar hat eine stählerne Armschiene an dem Armband und dem Cestus an seinem linken Unterarm befestigt, die diesen vor Hieben schützt und mit der sich sogar schwere Schläge abfangen lassen. In die Schiene ist das Zeichen Abadars eingraviert.Ring 1Ring of Protection +12000Ein goldener Ring, in den kleine blaue Steine eingesetzt sind.RüstungMithral Chain Shirt +24100Unter seiner dunkelbraunen Reisekleidung trägt der Inquisitor ein feinsilbriges Kettenhemd, dem auch der größte Schmutz nichts anzuhaben scheint.SchulterCloak of Resistance +11000Ein schwerer Mantel aus dunkelgrün gefärbten Leder. Die Innenseite ist mit hellbraunem Stoff gefüttert.Ohne SlotArmband-Das Armband aus schwarzem Leder gehört zu dem Malakars Cestus und ist so konstruiert, dass an ihm die metallerne Armschiene angebracht werden kann. Wie in den Cestus sind auch in das Armband goldfarbene Stränge eingearbeitet.Ohne SlotSonstige Kleidung (Explorer's Kit)-Am KörperOhne SlotIoun Torch75Ein durchsichtiger Edelstein im Smaragdschliff, üblicherweise in einer der Taschen von Malakar.Ohne SlotHandy Haversack2000Am GürtelOhne SlotHoly Symbol100Das heilige Symbol von Abadar hängt an einer kurzen Kette um Malakars HalsOhne SlotGunslinger's Kit26Im Rucksack und am KörperOhne SlotHeilige Texte50Ein in Leder gebundenes Buch mit den heiligen Texten Abadars. Es enthält viele persönliche Anmerkungen und weist deutliche Gebrauchsspuren auf.Ohne SlotZauberkomponentenbeutel50Am GürtelOhne Slot200 Schuss Munition (Cartridge, Paper)1200Im BeutelOhne SlotWand of Cure light Wounds750Im BeutelOhne SlotMehrere Schriftrollen200Im BeutelOhne SlotMehrere Tränke450Im BeutelBaresGold239 (zu Beginn)In einem Beutel am GürtelKlassenfähigkeiten (Anzeigen)KlassenstufeKlasseFähigkeit1GunslingerDeeds (Gunslinger's Dodge, Quick Clear, Up Close and Deadly), Grit, Gunsmith2GunslingerNimble +13GunslingerDeeds (Gunslinger's Initiative, Pistol-Whip, Utility Shot)4GunslingerBonus Feat5GunslingerPistol Training6InquisitorTravel Domain, Jugdement (1/day), Orisons, Stern Gaze, Strong-Willed7InquisitorCunning Initiative, Detect Alignment, Track8InquisitorDefense against Magic (enchantment), Foil Casting9InquisitorJugdement (2/day)Skills (Anzeigen)SkillsAttrGesamtRangModClass SkillSonstAcrobaticsDex+167+6+3BluffCha+52+0+3ClimbStr+52+0+3Craft (alchemy)Int+61+2+3DiplomacyCha+63+0+3HealWis+71+3+3IntimidateCha+159+0+3+2 Stern Gaze, +1 traitKnowledge (arcana)Int+61+2+3Knowledge (local)Int+105+2+3Knowledge (religion)Int+105+2+3PerceptionWis+159+3+3RideDex+101+6+3Sense MotiveWis+179+3+3+2 Stern GazeSpellcraftInt+61+2+3StealthDex+189+6+3SurvivalWis+104+3+3+2 to follow or identify tracksSwimStr+52+0+3
Skill Ranks: 71 (5 x 4 Gunslinger + 4 x 6 Inquisitor + 9 x 2 Int + 9 Human + 0 Fav.Class)
Rassenmerkmale (Anzeigen)MerkmalBonus FeatSkilledZauber (Anzeigen)ZaubergradBekannte ZauberZauber pro Tag0Brand, Create Water,
Detect Magic, Detect Poison, Light, Read Magic-1Cure Light Wounds, Divine Favor, Protection from Evil,Remove Fear42Confess, Invisibility2
Casterlevel: 6

Aussehen und Charakter (Anzeigen)

Aussehen:
Malakar d'Vir ist ein großer, schlanker Mann Mitte 30. Seine dunkelblonden, struppigen Haare trägt er lang und sein wettergegerbtes Gesicht ist mit einem Dreitagebart bedeckt. Die schönen Gesichtszüge des Mannes wirken hart und nur selten lassen seine Mundwinkel den Anflug eines Lächelns erkennen. Besonders muskulös ist Malakar nicht, doch er bewegt sich trotz seiner Größe mit der Anspannung und Eleganz eines Raubtieres. Seine Stimme ist tief und fest, aber er erhebt sie nur selten.
 
Charakter:
Malakar ist ein grimmiger und stolzer Mann, der zur Strenge, Regelmäßigkeit und Rechtschaffenheit neigt, was durch seinen Hass gegen das Banditengesindel bestärkt wird, dem er entstammt. Von seinem Auftrag, im Namen Abadars für Gerechtigkeit zu sorgen und die Schuldigen zu finden, zu überführen und zu strafen, ist er restlos überzeugt. Pflichterfüllung geht ihm über alles. Er ist hart gegen sich selbst und gegen andere und der Blick seiner eisblauen Augen ist kalt und stechend wie ein Bohrer. Es ist sein fester Glaube, dass die Gesellschaft in zwei Klassen von Menschen aufgeteilt ist: nämlich in ihre Feinde und ihre Verteidiger.

Zitate:
Strafe ist Gerechtigkeit für die Ungerechten.
Leitspruch von Malakar

Gebete reinigen den Körper, Schmerz reinigt die Seele.
Leitspruch von Malakar

Die Unreinheit ihres Äußeren ist nichts verglichen mit der Unreinheit ihrer Herzen.
Malakar über die Goblinoiden

Niemand urteilt schärfer als der Ungebildete. Er kennt weder Gründe noch Gegengründe und glaubt sich immer im Recht.
Malakar zu dem Anführer eines Dorfmobs

Die Verdorbenen sind unwiderruflich verloren. Von ihnen kann nichts Gutes mehr kommen.
Malakar über die Anhänger von Lamashtu

In Treue zum Meister der Ersten Kammer, Gott der Städte, des Wohlstandes, der Händler und des Gesetzes, Richter der Götter, unserem unsterblichen Herrn und bei seiner Gnade, im Namen der Kirche und der Inquisition erkläre ich Euch zum Feind des Glaubens und als Zeugnis eurer Verbrechen reiche ich diese Schriftrolle ein. Möge die Gerechtigkeit ihren Lauf nehmen. Abadar beschütze uns.
Malakar zu Großhändler Raduval Xantos

Ich habe das Gesetz nie gebrochen. Ich bin das Gesetz!
Malakar in der Anhörung zu seinem Vorgehen gegen das Corazza-Syndikat

Hintergrund (Anzeigen)Malakar d'Vir wuchs im Protektorat des Schwarzen Marquis in den Flusskönigreichen auf, einer Region ohne staatliche Kontrolle, in der Flusspiraten und Räuber das Sagen haben und die bis auf das Gesetz des Stärkeren kaum eine Regel kennt. Seine Mutter hat Malakar nie kennengelernt. Gerüchteweise war sie eine Gefangene der Banditen aus dem Süden, die man nach Zahlung des Lösegeldes wieder gehen ließ. Malakar malte sich aus, dass es sich um eine Adelige gehandelt haben müsste, weshalb er sich in Ermangelung eines anderen Nachnamens den Namen d'Vir zulegte, nachdem er Jahre später die Flusslande verließ. Sein Vater war hingegen ein unbedeutender Räuberhauptmann, der in Malakars zehntem Lebensjahr bei einer Messerstecherei sein Leben ließ. Die Bande seines Vaters adoptierte ihn danach gewissermaßen, was aber natürlich eher symbolischer Natur war. Tatsächlich lief es darauf hinaus, dass sich Malakar den Banditen anschloss und wie viele andere Jugendliche in den Flusskönigreichen nach und nach zu einem vollwertigen Bandenmitglied wurde. Sein Leben hätte wohl alsbald ein blutiges Ende genommen, wenn die Bande, die sich die "Flussschlangen" nannte, nicht eines Tages bei einem Überfall auf ein eigentlich eher unscheinbares Boot aufgerieben worden wäre. Der dunkelhäutige Händler, dem sie aufgelauert hatten, hatte seine Haut teuer verkauft und am Ende - tödlich verwundet - das gesamte Boot durch das Entzünden des geladenen Schwarzpulvers in die Luft gejagt. Malakar wurde von der Wucht der Explosion über Bord geschleudert, konnte sich aber als einziger trotz einer schweren Verwundung durch Holzsplitter noch ans Ufer retten, wo er jedoch bewusstlos zusammenbrach. Im fiebrigen Wahn erschien ihm eine Vision von Abadar, Meister der Ersten Kammer, Gott der Städte, des Wohlstandes, der Händler und des Gesetzes, dessen Diener der Handler gewesen war. Eigentlich war Malakar nie ein gläubiger Mensch gewesen, doch der Gott verkündigte ihm die unerbittliche Wahrheit seines Glaubens und zeigte ihm seinen Irrweg auf. Als Malakar zwei Tage später wieder erwachte, sah er, dass neben ihm die Leiche des Händlers, der durch sein Mitwirken verstorben war, angeschwemmt worden war. Als er sie untersuchte, fielen ihm ein goldenes göttliches Symbol Abadars und eine exotische Schusswaffe auf, die er kurzerhand an sich nahm. Malakar erkannte, dass ihm eine zweite Chance gewährt worden war. Er schwor sich, von nun an sein Leben gänzlich zu wandeln. Er nahm sich des Leichnams an und sorgte für ein angemessenes Begräbnis des Mannes. Danach kehrte er den Flusskönigreichen den Rücken. Von nun an würde er keine Menschen mehr überfallen und um den Lohn ihrer Arbeit bringen und keine Anarchie mehr dulden, die all dies möglich machte, sondern dem Willen des Gottes entsprechend die Gesetzlosen jagen und strafen und dabei würde die Waffe, die ihren Weg in seine Hände gefunden hatte, als sein heiliges Werkzeug dienen.
In den folgenden Jahren zog Malakar umher und blieb selten lange an einem Ort. Zuletzt war er mehr oder weniger zufällig in Canorate, um in dem dortigen Tempel die heiligen Schriften zu studieren. Mit einem gnomischen Kleriker hatte er sogar drei unbekannte Seiten aus dem Poleiheira zur Sammlung der Bibliothek hinzufügen können, die sie im Staub eines Vampirs, der in Canorate gelebt und gejagt hatte, gefunden hatten. Als die Stadt angegriffen wurde, hatte er sich selbstverständlich den Verteidigern angeschlossen und seinen Teil dazu beigetragen, dass die Stadt letztlich gehalten werden konnte.

Cruz:
Cruz als Kleriker
Volk: Gome
Klasse: Cleric 9
Organisation:Kirche von Abadar
Herkunft: Canorate
Gesinnung: Lawful Neutral
Glaube:Abadar
Alter:40
Größe:3 feet
Gewicht:35 lbs
Haarfarbe: Schwarz/Weiss
Augenfarbe: Blau
Offensiv (Anzeigen)Spd:20 .
CMB:+5
Attack Options:
Melee: +7/+2  Longspear (Small):
to hit:       +7/+2 damage:       1d6 critical:     20/x3
Ranged: +7/+2 Crossbow (Light) (Small):
to hit:       +7/+2 damage:       1d6 critical:     19-20/x2 range:        80 ft.
Defensiv (Anzeigen)AC 25  16 touch  25 flat footed
(Dex: 0; Shield: 3; Armor:10; Size +1: Deflection 1; Dodge:)
CMD:16
Hitpoints:82
Initiative:6
Fort +11
Ref +5   
Will +14
Attribute, Feats und Traits (Anzeigen)Str , Dex , Con  , Int , Wis   ,Cha
10  ,10   ,16+3 ,10   ,22+6 ,16+3
Base Atk.6/1
Feats: (Anzeigen)Armor Proficiency, Heavy:  You are skilled at wearing heavy armor.
Combat Casting: You are adept at spellcasting when threatened or distracted.
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Improved Initiativ: Your quick reflexes allow you to react quickly to danger.
Selective Channeling
traits: (Anzeigen)Child of the Temple (Knowledge (Religion))
[Paizo Inc. - Advanced Player's Guide, p.328]
You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (Nobility) and Knowledge (Religion) checks, and Knowledge (Religion) is always a class skill for you.
Reactionary
[Paizo Inc. - Advanced Player's Guide, p.328]
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Ausrüstung (Anzeigen)Amulet of Natural Armor +1           1   2lbs  Headband of Inspired Wisdom +4   1   1lbs  Ring of Force Shield                       1   0lbs  Ring of Protection +1                     1    0lbs  Full Plate +1 (Small/Dragonhide)    1    25lbsSpecial: 10 hp/inch, hardness 10Bolts (Crossbow/10) (Small)          2   1lbs Holy Symbol (Wooden)                  1   0lbs Longspear (Small)                         1   45lbs Special: Extra damage when set against a charging character (pg. 144)Crossbow (Light) (Small)             1      2 lbs.Handy Haversack                        1      5 lbs Scroll (Comprehend Languages/Divine)   1    1lbsScroll (Obscuring Mist/Divine)  1    1lbsScroll (Remove Curse/Divine)  1    1lbsScroll (Summon Monster II/Divine) 1    1lbsWand of Aid                                  16lbsSpecial: Aid grants +1 morale bonus on attack rolls and saves vs fear effects, plus 1d8 + Level (max 10) temporary hit points.Wand of Cure Light Wounds    1     6lbs   Special: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1/level, max 5 points of damage.Wand of Restoration (Lesser) 16lbs   Special: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.Wand of Summon Monster I  1   6lbs   Special: This spell summons an extraplanar creature.
Total weight carried: 38,52 lbs.
Current load:         Medium
Encumbrance
Light:  25   
Medium: 50   
Heavy:  75
Klassenfähigkeiten (Anzeigen)Domain
Protection
 Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Travel
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
SPECIAL QUALITIES   (Anzeigen)Agile Feet (Su) 
[Paizo Inc. - Core Rulebook, p.47]
    As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 9 times per day.
Aura (Ex) 
[Paizo Inc. - Core Rulebook, p.]
    A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Law (Ex) 
[Paizo Inc. - Core Rulebook]
 You project a strong lawful aura.
Aura of Protection (Su) 
[Paizo Inc. - Core Rulebook, p.46]
 You can emit a 30-foot aura of protection for 9 rounds per day. You and your allies within this aura gain a +1 deflection to AC resistance 5 against all elements (acid, cold, electricity, fire, and sonic). These rounds do not need to be consecutive.
Channel Positive Energy (Su) 
[Paizo Inc. - Advanced Player's Guide, p.40]
You can unleash a wave of positive energy. You must choose to deal -1d6 points of positive energy damage to undead creatures or to heal living creatures of -1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this ability 6 times per day.
Defensive Training (Ex) 
[Paizo Inc. - Core Rulebook, p.23]
Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Dimensional Hop (Sp) 
[Paizo Inc. - Core Rulebook, p.47]
You can teleport up to 90 feet per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Gnome Magic (Sp) 
[Paizo Inc. - Core Rulebook, p.23]
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred (Ex) 
[Paizo Inc. - Core Rulebook, p.23]
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (Ex) 
[Paizo Inc. - Core Rulebook, p.23]
Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex) 
[Paizo Inc. - Core Rulebook, p.23]
Gnomes receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) 
[Paizo Inc. - Bestiary]
You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Obsessive (Ex) 
[Paizo Inc. - Core Rulebook, p.23]
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Orisons 
[Paizo Inc. - Core Rulebook, p.41]
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistant Touch (Sp) 
[Paizo Inc. - Core Rulebook, p.46]
As a standard action, you can touch an ally and grant them your +2 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 9 times per day.
Spontaneous Casting 
[Paizo Inc. - Core Rulebook, p.41]
Weapon Familiarity (Ex) 
[Paizo Inc. - Core Rulebook, p.23]
Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Skills (Anzeigen)Skill Ranks:
Skill                      Total Rnk StatMscAcrobatics              -5      0.0      0      -5Acrobatics   (Jump) -9 0.0  0  -9Appraise                0  0.0 0  0Bluff  3  0.0  3  0Climb  -5 0.0  0  -5Craft (Untrained)  0  0.0  0  0Diplomacy  30  3  0Disguise  3 0.0  3  0Escape Artist  -5 0.0  0  -5Fly  -30.0 0 -3Heal  15 6.0 6  3Intimidate  3 0.03  0Knowledge (Arcana)  4 1.0  0  3Knowledge (History)  4 0.0 0  3Knowledge (Religion)  4 1.0  0  4Perception  8 0.06 2Perform (Untrained) 3  0.0  3  0Profession (Librarian)  13 2  6 5Ride  -5 0.00  -5Sense Motive  60  6  0Spellcraft  118.0  0 3Stealth  -1 0.0  0  -1Survival  6 0.0 6  0Swim -5 0.0  0 -5Zauber (Anzeigen)Innate Spells (Anzeigen)Dancing Lights (Evocation) - 1 per day
Zauberbeschreibung (Anzeigen)Saves: None
DC:
Casting: 1 standard action
Duration: 1 minute [D]
Range: Medium (190 ft.)
Components: V, S
SR: No
Effect: You create up to four lights that resemble lanterns or torches.
Target:   Up to four lights, all within a 10-ft.-radius area
Ghost Sound (Illusion) - 1 per day
Zauberbeschreibung (Anzeigen)Saves: Will disbelief
DC: 13
Casting: 1 standard action
Duration: 9 rounds [D]
Range: Close (45 ft.)
Components: V, S, M
SR: No
Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Target:   Illusory sounds
Prestidigitation (Universal) - 1 per day
Zauberbeschreibung (Anzeigen)Saves: See text
DC: 13
Casting: 1 standard action
Duration: 1 hour
Range: 10 ft.
Components: V, S
SR: No
Effect: Prestidigitations are minor tricks that novice spellcasters use for practice.
Target:   See text
Speak with Animals (Divination) - 1 per day
Zauberbeschreibung (Anzeigen)Saves:
DC:
Casting: 1 standard action
Duration: 9 minutes
Range: Personal
Components: V, S
SR:
Effect: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
Cleric Spells
SPELLBOOKNAME0
Level 0 (Anzeigen)Bleed (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 16   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: Yes   Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying.   Target: One living creature
DESC 2:  You cause a living creature that is below 0 hit points but stabilized to resume dying.
Create Water (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: No   Effect: This spell generates wholesome, drinkable water, just like clean rain water.   Target: Up to 18 gallons of water
DESC 2:  This spell generates wholesome, drinkable water, just like clean rain water.
Detect Magic (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 9 minutes [D]   Range: 60 ft.   Components: V, S
SR: No   Effect: You detect magical auras.   Target: Cone-shaped emanation
DESC 2:  You detect magical auras.
Detect Poison (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: No   Effect: You determine whether a creature, object, or area has been poisoned or is poisonous.   Target: Or Area one creature, one object, or a 5-ft. cube
DESC 2:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Guidance (Divination)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 16   Casting: 1 standard action
Duration: 1 minute or until discharged   Range: Touch   Components: V, S
SR: Yes   Effect: This spell imbues the subject with a touch of divine guidance.   Target: Creature touched
DESC 2:  This spell imbues the subject with a touch of divine guidance.
Light (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, M/DF
SR: No   Effect: This spell causes a touched object to glow like a torch.   Target: Object touched
DESC 2:  This spell causes a touched object to glow like a torch.
Mending (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 16   Casting: 10 minutes
Duration: Instantaneous   Range: 10 ft.   Components: V, S
SR: Yes (harmless, object)   Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object.   Target: One object of up to 9 lb.
DESC 2:  This spell repairs damaged objects, restoring 1d4 hit points to the object.
Purify Food and Drink (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (object)   DC: 16   Casting: 1 standard action
Duration: Instantaneous   Range: 10 ft.   Components: V, S
SR: Yes (object)   Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.   Target: 9 cu. ft. of contaminated food and water
DESC 2:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Read Magic (Divination)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 90 minutes   Range: Personal   Components: V, S, F
SR:    Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.   Target: You
DESC 2:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Resistance (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 16   Casting: 1 standard action
Duration: 1 minute   Range: Touch   Components: V, S, M/DF
SR: Yes (harmless)   Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.   Target: Creature touched
DESC 2:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Spark (Evocation, FireSchool)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (object)   DC: 16   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V or S
SR: Yes (object)   Effect: Ignites flammable objects.   Target: one Fine object
DESC 2:  Ignites flammable objects.
Stabilize (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 16   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: Yes (harmless)   Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points.   Target: One living creature
DESC 2:  Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Virtue (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 1 min.   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.   Target: Creature touched
DESC 2:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Level 1 (Anzeigen)Ant Haul (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (harmless)   DC: 17   Casting: 1 standard action
Duration: 18 hours   Range: Touch   Components: V, S, M/DF (a small pulley)
SR: Yes (harmless)   Effect: Triples carrying capacity of a creature.   Target: creature touched
DESC 2:  Triples carrying capacity of a creature.
Bane (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 17   Casting: 1 standard action
Duration: 9 minutes   Range: 50 ft.   Components: V, S, DF
SR: Yes   Effect: Bane fills your enemies with fear and doubt.   Target: 50-ft.-radius burst, centered on you
DESC 2:  Bane fills your enemies with fear and doubt.
Bless (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes   Range: 50 ft.   Components: V, S, DF
SR: Yes (harmless)   Effect: Bless fills your allies with courage.   Target: The caster and all allies within a 50-ft. burst, centered on the caster
DESC 2:  Bless fills your allies with courage.
Bless Water (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (object)   DC: 17   Casting: 1 minute
Duration: Instantaneous   Range: Touch   Components: V, S, M
SR: Yes (object)   Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water.   Target: Flask of water touched
DESC 2:  This transmutation imbues a flask of water with positive energy, turning it into holy water.
Cause Fear (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will partial   DC: 17   Casting: 1 standard action
Duration: 1d4 rounds or 1 round; see text   Range: Close (45 ft.)   Components: V, S
SR: Yes   Effect: The affected creature becomes frightened.   Target: One living creature with 5 or fewer HD
DESC 2:  The affected creature becomes frightened.
Command (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 17   Casting: 1 standard action
Duration: 1 round   Range: Close (45 ft.)   Components: V
SR: Yes   Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.   Target: One living creature
DESC 2:  You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
Comprehend Languages (Divination)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 90 minutes   Range: Personal   Components: V, S, M/DF
SR:    Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.   Target: You
DESC: You can understand the spoken words of creatures or read otherwise incomprehensible DESC 2:  You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Cure Light Wounds (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will half (harmless); see text   DC: 17   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless); see text   Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage.   Target: Creature touched
DESC 2:  When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage.
Curse Water (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates (object)   DC: 17   Casting: 1 minute
Duration: Instantaneous   Range: Touch   Components: V, S, M
SR: Yes (object)   Effect: This spell imbues a flask [1 pint] of water with negative energy, turning it into unholy water.   Target: Flask of water touched
DESC 2:  This spell imbues a flask [1 pint] of water with negative energy, turning it into unholy water.
Dancing Lantern (Transmutation, FireSchool)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 hours [D]   Range: Touch   Components: V, S, F (a lantern)
SR: No   Effect: Animates a lantern that follows you.   Target: Animates one lantern
DESC 2:  Animates a lantern that follows you.
Deathwatch (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 90 minutes   Range: 30 ft.   Components: V, S
SR: No   Effect: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.   Target: Cone-shaped emanation
DESC 2:  Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
Detect Chaos (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 90 minutes [D]   Range: 60 ft.   Components: V, S, DF
SR: No   Effect: You can sense the auras of chaotic creatures.   Target: Cone-shaped emanation
DESC 2:  You can sense the auras of chaotic creatures.
Detect Evil (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 90 minutes [D]   Range: 60 ft.   Components: V, S, DF
SR: No   Effect: You can sense the presence of evil.   Target: Cone-shaped emanation
DESC 2:  You can sense the presence of evil.
Detect Good (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 90 minutes [D]   Range: 60 ft.   Components: V, S, DF
SR: No   Effect: You can sense the presence of good.   Target: Cone-shaped emanation
DESC 2:  You can sense the presence of good.
Detect Law (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 90 minutes [D]   Range: 60 ft.   Components: V, S, DF
SR: No   Effect: You can sense the auras of lawful creatures.   Target: Cone-shaped emanation
DESC 2:  You can sense the auras of lawful creatures.
Detect Undead (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 9 minutes [D]   Range: 60 ft.   Components: V, S, M/DF
SR: No   Effect: You can detect the aura that surrounds undead creatures.   Target: Cone-shaped emanation
DESC 2:  You can detect the aura that surrounds undead creatures.
Divine Favor (Evocation)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 1 minute   Range: Personal   Components: V, S, DF
SR:    Effect: Calling upon the strength and wisdom of a deity, you gain a +3 luck bonus on attack and weapon damage rolls.   Target: You
DESC 2:  Calling upon the strength and wisdom of a deity, you gain a +3 luck bonus on attack and weapon damage rolls.
Doom (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 17   Casting: 1 standard action
Duration: 9 minutes   Range: Medium (190 ft.)   Components: V, S, DF
SR: Yes   Effect: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.   Target: One living creature
DESC 2:  This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Endure Elements (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 17   Casting: 1 standard action
Duration: 24 hours   Range: Touch   Components: V, S
SR: Yes (harmless)   Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment.   Target: Creature touched
DESC 2:  A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Entropic Shield (Abjuration)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 minutes [D]   Range: Personal   Components: V, S
SR:    Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.   Target: You
DESC 2:  A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
Hide from Undead (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless); see text   DC: 17   Casting: 1 standard action
Duration: 90 minutes [D]   Range: Touch   Components: V, S, DF
SR: Yes   Effect: Undead cannot see, hear, or smell creatures warded by this spell.   Target: 9 creatures touched
DESC 2:  Undead cannot see, hear, or smell creatures warded by this spell.
Inflict Light Wounds (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will half   DC: 17   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes   Effect: When laying your hand upon a creature, you channel negative energy that deals 1d8+5 points of damage.   Target: Creature touched
DESC 2:  When laying your hand upon a creature, you channel negative energy that deals 1d8+5 points of damage.
Longstrider (Transmutation)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 hours [D]   Range: Personal   Components: V, S, M
SR:    Effect: This spell gives you a +10 foot enhancement bonus to your base speed.   Target: You
DESC 2:  This spell gives you a +10 foot enhancement bonus to your base speed.
Magic Stone (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 17   Casting: 1 standard action
Duration: 30 minutes or until discharged   Range: Touch   Components: V, S, DF
SR: Yes (harmless, object)   Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.   Target: Up to three pebbles touched
DESC 2:  You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
Magic Weapon (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 17   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless, object)   Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.   Target: Weapon touched
DESC 2:  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Obscuring Mist (Conjuration, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes [D]   Range: 20 ft.   Components: V, S
SR: No   Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.   Target: Cloud spreads in 20-ft. radius from you, 20 ft. high
DESC 2:  A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
Protection from Chaos (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 17   Casting: 1 standard action
Duration: 9 minutes [D]   Range: Touch   Components: V, S, M/DF
SR: No; see text   Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.   Target: Creature touched
DESC 2:  This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.
Protection from Evil (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 17   Casting: 1 standard action
Duration: 9 minutes [D]   Range: Touch   Components: V, S, M/DF
SR: No; see text   Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.   Target: Creature touched
DESC 2:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Protection from Good (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 17   Casting: 1 standard action
Duration: 9 minutes [D]   Range: Touch   Components: V, S, M/DF
SR: No; see text   Effect: This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures.   Target: Creature touched
DESC 2:  This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures.
Remove Fear (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 17   Casting: 1 standard action
Duration: 10 minutes; see text   Range: Close (45 ft.)   Components: V, S
SR: Yes (harmless)   Effect: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.   Target: 3 creatures, no two of which can be more than 30 ft. apart
DESC 2:  You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.
Sanctuary (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 17   Casting: 1 standard action
Duration: 9 rounds   Range: Touch   Components: V, S, DF
SR: No   Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.   Target: Creature touched
DESC 2:  Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
Sanctuary (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 17   Casting: 1 standard action
Duration: 9 rounds   Range: Touch   Components: V, S, DF
SR: No   Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.   Target: Creature touched
DESC 2:  Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
Shield of Faith (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 17   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, M
SR: Yes (harmless)   Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks.   Target: Creature touched
DESC 2:  This spell creates a shimmering, magical field around the target that averts and deflects attacks.
Summon Monster I (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 round
Duration: 9 rounds [D]   Range: Close (45 ft.)   Components: V, S, F/DF
SR: No   Effect: This spell summons an extraplanar creature.   Target: One summoned creature
DESC 2:  This spell summons an extraplanar creature.
Level 2 (Anzeigen)Aid (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: Aid grants +1 morale bonus on attack rolls and saves vs fear effects, plus 1d8 + 9 temporary hit points.   Target: Living creature touched
DESC 2:  Aid grants +1 morale bonus on attack rolls and saves vs fear effects, plus 1d8 + 9 temporary hit points.
Align Weapon (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 18   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless, object)   Effect: Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose.   Target: Weapon touched or 50 projectiles [all of which must be together at the time of casting]
DESC 2:  Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose.
Augury (Divination)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 minute
Duration: Instantaneous   Range: Personal   Components: V, S, M, F
SR:    Effect: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.   Target: You
DESC 2:  An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
Bear's Endurance (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, M/DF
SR: Yes   Effect: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.   Target: Creature touched
DESC 2:  The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
Blessing of Courage and Life (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 minutes [see below]   Range: Close (45 ft.)   Components: V, S, DF
SR: Yes (harmless)   Effect: Grants a +2 bonus on saves vs. fear and death.   Target: one living creature
DESC 2:  Grants a +2 bonus on saves vs. fear and death.
Bull's Strength (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, M/DF
SR: Yes (harmless)   Effect: The subject becomes stronger granting a +4 enhancement bonus to Strength.   Target: Creature touched
DESC 2:  The subject becomes stronger granting a +4 enhancement bonus to Strength.
Calm Emotions (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 18   Casting: 1 standard action
Duration: Concentration, up to 9 rounds [D]   Range: Medium (190 ft.)   Components: V, S, DF
SR: Yes   Effect: This spell calms agitated creatures.   Target: Creatures in a 20-ft.-radius spread
DESC 2:  This spell calms agitated creatures.
Consecrate (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 18 hours   Range: Close (45 ft.)   Components: V, S, M, DF
SR: No   Effect: This spell blesses an area with positive energy.   Target: 20-ft.-radius emanation
DESC 2:  This spell blesses an area with positive energy.
Cure Moderate Wounds (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will half (harmless) or Will half; see text   DC: 18   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless) or yes; see text   Effect: When laying your hand upon a living creature, you channel positive energy that cures 2d8+9 points of damage.   Target: Creature touched
DESC 2:  When laying your hand upon a living creature, you channel positive energy that cures 2d8+9 points of damage.
Darkness (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes [D]   Range: Touch   Components: V, M/DF
SR: No   Effect: This spell causes an object to radiate darkness out to a 20-foot radius.   Target: Object touched
DESC 2:  This spell causes an object to radiate darkness out to a 20-foot radius.
Death Knell (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 18   Casting: 1 standard action
Duration: Instantaneous/10 minutes per HD of subject; see text   Range: Touch   Components: V, S
SR: Yes   Effect: You draw forth the ebbing life force of a creature and use it to fuel your own power.   Target: Living creature touched
DESC 2:  You draw forth the ebbing life force of a creature and use it to fuel your own power.
Delay Poison (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 hours   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: The subject becomes temporarily immune to poison.   Target: Creature touched
DESC 2:  The subject becomes temporarily immune to poison.
Desecrate (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 18 hours   Range: Close (45 ft.)   Components: V, S, M, DF
SR: Yes   Effect: This spell imbues an area with negative energy.   Target: 20-ft.-radius emanation
DESC: This spell imbues an area with negative energy.
DESC 2:  This spell imbues an area with negative energy.
Eagle's Splendor (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, M/DF
SR: Yes   Effect: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma.   Target: Creature touched
DESC 2:  The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma.
Enthrall (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: Will negates; see text   DC: 18   Casting: 1 round
Duration: 1 hour or less   Range: Medium (190 ft.)   Components: V, S
SR: Yes   Effect: If you have the attention of a group of creatures, you can use this spell to hold them enthralled.   Target: Any number of creatures
DESC 2:  If you have the attention of a group of creatures, you can use this spell to hold them enthralled.
Find Traps (Divination)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 minutes   Range: Personal   Components: V, S
SR:    Effect: You gain intuitive insight into the workings of traps.   Target: You
DESC 2:  You gain intuitive insight into the workings of traps.
Gentle Repose (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates (object)   DC: 18   Casting: 1 standard action
Duration: 9 days   Range: Touch   Components: V, S, M/DF
SR: Yes (object)   Effect: You preserve the remains of a dead creature so that they do not decay.   Target: Corpse touched
Zauberbeschreibung (Anzeigen)DESC 2:  You preserve the remains of a dead creature so that they do not decay.
Ghostbane Dirge (Transmutation)
Saves: Will negates   DC: 18   Casting: 1 standard action
Duration: 9 rounds   Range: Close (45 ft.)   Components: V, S, M/DF (an old reed from a wind instrument)
SR: Yes   Effect: Incorporeal creature takes half damage from nonmagical weapons.   Target: one incorporeal creature
DESC 2:  Incorporeal creature takes half damage from nonmagical weapons.
Grace (Abjuration)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 swift action
Duration: see text   Range: Personal   Components: V
SR:    Effect: Movement doesn't provoke attacks of opportunity.   Target: You
DESC 2:  Movement doesn't provoke attacks of opportunity.
Hold Person (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: Will negates; see text   DC: 18   Casting: 1 standard action
Duration: 9 rounds [D]; see text   Range: Medium (190 ft.)   Components: V, S, F/DF
SR: Yes   Effect: The subject becomes paralyzed and freezes in place.   Target: One humanoid creature
DESC 2:  The subject becomes paralyzed and freezes in place.
Inflict Moderate Wounds (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will half   DC: 18   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes   Effect: When laying your hand upon a creature, you channel negative energy that deals 2d8+9 points of damage.   Target: Creature touched
DESC 2:  When laying your hand upon a creature, you channel negative energy that deals 2d8+9 points of damage.
Instant Armor (Conjuration)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 minutes [D]   Range: Personal   Components: V, S, DF
SR:    Effect: Summon armor temporarily replacing your current attire.   Target: You
DESC 2:  Summon armor temporarily replacing your current attire.
Locate Object (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes   Range: Long (760 ft.)   Components: V, S, F/DF
SR: No   Effect: You sense the direction of a well-known or clearly visualized object.   Target: Circle, centered on you, with a radius of 760 ft.
DESC 2:  You sense the direction of a well-known or clearly visualized object.
Make Whole (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 18   Casting: 10 minutes
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: Yes (harmless, object)   Effect: This spell functions as mending, except that it repairs 5d6 points of damage when cast on a construct creature.   Target: One object of up to 90 cu. ft. or one construct creature of any size
DESC 2:  This spell functions as mending, except that it repairs 5d6 points of damage when cast on a construct creature.
Owl's Wisdom (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, M/DF
SR: Yes   Effect: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.   Target: Creature touched
DESC 2:  The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
Remove Paralysis (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: Yes (harmless)   Effect: You can free one or more creatures from the effects of temporary paralysis or related magic.   Target: Up to four creatures, no two of which can be more than 30 ft. apart
DESC 2:  You can free one or more creatures from the effects of temporary paralysis or related magic.
Resist Energy (Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.   Target: Creature touched
DESC 2:  This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
Restoration (Lesser) (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 3 rounds
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless)   Effect: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.   Target: Creature touched
Zauberbeschreibung (Anzeigen)DESC 2:  Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Share Language (Divination)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 24 hours   Range: Touch   Components: V, S, M (a page from a dictionary)
SR: Yes (harmless)   Effect: Subject understands chosen language.   Target: creature touched
DESC 2:  Subject understands chosen language.
Shatter (Evocation, EarthSchool)
Zauberbeschreibung (Anzeigen)Saves: Will negates (object); Will negates (object) or Fortitude half; see text   DC: 18   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S, M/DF
SR: Yes   Effect: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.   Target: Or Target 5-ft.-radius spread; or one solid object or one crystalline creature
DESC 2:  Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Shield Other (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 hours [D]   Range: Close (45 ft.)   Components: V, S, F
SR: Yes (harmless)   Effect: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.   Target: One creature
DESC 2:  This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.
Shield Other (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 hours [D]   Range: Close (45 ft.)   Components: V, S, F
SR: Yes (harmless)   Effect: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.   Target: One creature
DESC 2:  This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.
Silence (Illusion)
Zauberbeschreibung (Anzeigen)Saves: Will negates; see text or none (object)   DC: 19   Casting: 1 round
Duration: 9 rounds [D]   Range: Long (760 ft.)   Components: V, S
SR: Yes; see text or no (object)   Effect: Upon the casting of this spell, complete silence prevails in the affected area.   Target: 20-ft.-radius emanation centered on a creature, object, or point in space
DESC 2:  Upon the casting of this spell, complete silence prevails in the affected area.
Sound Burst (Evocation)
Zauberbeschreibung (Anzeigen)Saves: Fortitude partial   DC: 18   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S, F/DF
SR: Yes   Effect: You blast an area with a tremendous cacophony.   Target: 10-ft.-radius spread
DESC 2:  You blast an area with a tremendous cacophony.
Spiritual Weapon (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 rounds [D]   Range: Medium (190 ft.)   Components: V, S, DF
SR: Yes   Effect: A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8+3 force damage per hit.   Target: Magic weapon of force
DESC 2:  A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8+3 force damage per hit.
Status (Divination)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 18   Casting: 1 standard action
Duration: 9 hours   Range: Touch   Components: V, S
SR: Yes (harmless)   Effect: When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition.   Target: 3 living creatures
DESC 2:  When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition.
Summon Monster II (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 round
Duration: 9 rounds [D]   Range: Close (45 ft.)   Components: V, S, F/DF
SR: No   Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.   Target: One summoned creature
DESC 2:  This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Undetectable Alignment (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (object)   DC: 18   Casting: 1 standard action
Duration: 24 hours   Range: Close (45 ft.)   Components: V, S
SR: Yes (object)   Effect: An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.   Target: One creature or object
DESC 2:  An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
Weapon of Awe (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 18   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless, object)   Effect: Weapon gets +2 on damage rolls.   Target: weapon touched
DESC 2:  Weapon gets +2 on damage rolls.
Zone of Truth (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 18   Casting: 1 standard action
Duration: 9 minutes   Range: Close (45 ft.)   Components: V, S, DF
SR: Yes   Effect: Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies.   Target: 20-ft.-radius emanation
DESC 2:  Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies.
Level 3 (Anzeigen)Animate Dead (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S, M
SR: No   Effect: Turns corpses into undead skeletons or zombies that obey your spoken commands.   Target: One or more corpses touched
DESC 2:  Turns corpses into undead skeletons or zombies that obey your spoken commands.
Bestow Curse (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 19   Casting: 1 standard action
Duration: Permanent   Range: Touch   Components: V, S
SR: Yes   Effect: You place a curse on the subject.   Target: Creature touched
DESC 2:  You place a curse on the subject.
Blindness/Deafness (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates   DC: 19   Casting: 1 standard action
Duration: Permanent [D]   Range: Medium (190 ft.)   Components: V
SR: Yes   Effect: You call upon the powers of unlife to render the subject blinded or deafened, as you choose.   Target: One living creature
DESC 2:  You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
Blood Biography (Divination)
Zauberbeschreibung (Anzeigen)Saves: Will negates (see text)   DC: 19   Casting: 1 minute
Duration: Instantaneous   Range: Touch   Components: V, S, M/DF (a scrap of parchment)
SR: No   Effect: Learn about a creature with its blood.   Target: one creature's blood or one bloodstain
DESC 2:  Learn about a creature with its blood.
Contagion (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates   DC: 19   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes   Effect: The subject contracts a disease.   Target: Living creature touched
DESC 2:  The subject contracts a disease.
Continual Flame (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Permanent   Range: Touch   Components: V, S, M
SR: No   Effect: A flame, equivalent in brightness to a torch, springs forth from an object that you touch.   Target: Object touched
DESC 2:  A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
Create Food and Water (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 10 minutes
Duration: 24 hours; see text   Range: Close (45 ft.)   Components: V, S
SR: No   Effect: The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland.   Target: Food and water to sustain 27 humans or 9 horses for 24 hours
DESC 2:  The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland.
Cure Serious Wounds (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will half (harmless) or Will half; see text   DC: 19   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: Yes (harmless) or yes; see text   Effect: When laying your hand upon a living creature, you channel positive energy that cures 3d8+9 points of damage.   Target: Creature touched
DESC 2:  When laying your hand upon a living creature, you channel positive energy that cures 3d8+9 points of damage.
Daylight (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 90 minutes [D]   Range: Touch   Components: V, S
SR: No   Effect: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.   Target: Object touched
DESC 2:  You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.
Deeper Darkness (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes [D]   Range: Touch   Components: V, M/DF
SR: No   Effect: This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps.   Target: Object touched
DESC 2:  This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps.
Dispel Magic (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Medium (190 ft.)   Components: V, S
SR: No   Effect: 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.   Target: One spellcaster, creature, or object
DESC 2:  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.
Elemental Speech (Divination, AirSchool, EarthSchool, FireSchool, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 minutes   Range: Personal   Components: V, S, M (iron filings)
SR:    Effect: Enables you to speak to elementals and some creatures.   Target: You
DESC 2:  Enables you to speak to elementals and some creatures.
Enter Image (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: concentration   Range: 450 ft.   Components: V, S, M/DF (a drop of paint and a ball of clay)
SR: No   Effect: Transfers your consciousness to an object bearing your likeness.   Target: transfer consciousness to any object bearing your likeness
DESC 2:  Transfers your consciousness to an object bearing your likeness.
Fly (Transmutation, AirSchool)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, F
SR: Yes (harmless)   Effect: The subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load].   Target: Creature touched
DESC 2:  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].
Glyph of Warding (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: See text   DC: 19   Casting: 10 minutes
Duration: Permanent until discharged [D]   Range: Touch   Components: V, S, M
SR: No (object) and yes; see text   Effect: This powerful inscription harms those who enter, pass, or open the warded area or object.   Target: Object touched or up to 45 sq. ft.
DESC 2:  This powerful inscription harms those who enter, pass, or open the warded area or object.
Guiding Star (Divination)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 minute
Duration: 9 days [D]   Range: Personal   Components: V, S, M (a spool of thread or string)
SR:    Effect: Know approximate distance from where you cast this spell.   Target: You
DESC 2:  Know approximate distance from where you cast this spell.
Helping Hand (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 hours   Range: 5 miles   Components: V, S, DF
SR: No   Effect: You create the ghostly image of a hand, which you can send to find a creature within 5 miles.   Target: Ghostly hand
DESC 2:  You create the ghostly image of a hand, which you can send to find a creature within 5 miles.
Inflict Serious Wounds (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will half   DC: 19   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes   Effect: When laying your hand upon a creature, you channel negative energy that deals 3d8+9 points of damage.   Target: Creature touched
DESC 2:  When laying your hand upon a creature, you channel negative energy that deals 3d8+9 points of damage.
Invisibility Purge (Evocation)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 minutes [D]   Range: Personal   Components: V, S
SR:    Effect: You surround yourself with a sphere of power with a radius of 45 feet that negates all forms of invisibility.   Target: You
DESC 2:  You surround yourself with a sphere of power with a radius of 45 feet that negates all forms of invisibility.
Locate Object (Divination)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes   Range: Long (760 ft.)   Components: V, S, F/DF
SR: No   Effect: You sense the direction of a well-known or clearly visualized object.   Target: Circle, centered on you, with a radius of 760 ft.
DESC 2:  You sense the direction of a well-known or clearly visualized object.
Magic Circle against Chaos (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, S, M/DF
SR: No; see text   Effect: All creatures within the area gain the effects of a protection from chaos spell, and chaotic summoned creatures cannot enter the area either.   Target: 10-ft.-radius emanation from touched creature
DESC 2:  All creatures within the area gain the effects of a protection from chaos spell, and chaotic summoned creatures cannot enter the area either.
Magic Circle against Evil (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, S, M/DF
SR: No; see text   Effect: All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either.   Target: 10-ft.-radius emanation from touched creature
DESC 2:  All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either.
Magic Circle against Good (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, S, M/DF
SR: No; see text   Effect: All creatures within the area gain the effects of a protection from good spell, and good summoned creatures cannot enter the area either.   Target: 10-ft.-radius emanation from touched creature
DESC 2:  All creatures within the area gain the effects of a protection from good spell, and good summoned creatures cannot enter the area either.
Magic Vestment (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 19   Casting: 1 standard action
Duration: 9 hours   Range: Touch   Components: V, S, DF
SR: Yes (harmless, object)   Effect: You imbue a suit of armor or a shield with an enhancement bonus of +2.   Target: Armor or shield touched
DESC 2:  You imbue a suit of armor or a shield with an enhancement bonus of +2.
Meld into Stone (Transmutation)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 90 minutes   Range: Personal   Components: V, S, DF
SR:    Effect: Meld into stone enables you to meld your body and possessions into a single block of stone.   Target: You
DESC 2:  Meld into stone enables you to meld your body and possessions into a single block of stone.
Nap Stack (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 minute
Duration: 8 hours   Range: 30 ft.   Components: V, S, M (a little silk pillow worth 100 gp)
SR: Yes (harmless)   Effect: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.   Target: 30-ft.-radius emanation
DESC 2:  Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
Obscure Object (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (object)   DC: 19   Casting: 1 standard action
Duration: 8 hours [D]   Range: Touch   Components: V, S, M/DF
SR: Yes (object)   Effect: This spell hides an object from location by divination [scrying] effects, such as the scrying spell or a crystal ball.   Target: One object touched of up to 900 lbs.
DESC 2:  This spell hides an object from location by divination [scrying] effects, such as the scrying spell or a crystal ball.
Prayer (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 rounds   Range: 40 ft.   Components: V, S, DF
SR: Yes   Effect: You bring special favor upon yourself and your allies while bringing disfavor to your enemies.   Target: All allies and foes within a 40-ft.-radius burst centered on you
DESC 2:  You bring special favor upon yourself and your allies while bringing disfavor to your enemies.
Protection from Energy (Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 90 minutes or until discharged   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: Protection from energy grants temporary immunity to the type of energy you specify when you cast it.   Target: Creature touched
DESC 2:  Protection from energy grants temporary immunity to the type of energy you specify when you cast it.
Protection from Energy (Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 90 minutes or until discharged   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: Protection from energy grants temporary immunity to the type of energy you specify when you cast it.   Target: Creature touched
DESC 2:  Protection from energy grants temporary immunity to the type of energy you specify when you cast it.
Remove Blindness/Deafness (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (harmless)   DC: 19   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless)   Effect: Remove blindness/deafness cures blindness or deafness.   Target: Creature touched
DESC 2:  Remove blindness/deafness cures blindness or deafness.
Remove Curse (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless)   Effect: Remove curse can remove all curses on an object or a creature.   Target: Creature or object touched
DESC 2:  Remove curse can remove all curses on an object or a creature.
Remove Disease (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (harmless)   DC: 19   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless)   Effect: Remove disease can cure all diseases from which the subject is suffering.   Target: Creature touched
DESC 2:  Remove disease can cure all diseases from which the subject is suffering.
Sacred Bond (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 round
Duration: 90 minutes [D]   Range: Touch; see text   Components: V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target)
SR: Yes (harmless)   Effect: Cast touch healing spells from a distance.   Target: creature touched
DESC 2:  Cast touch healing spells from a distance.
Searing Light (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Medium (190 ft.)   Components: V, S
SR: Yes   Effect: Focusing divine power like a ray of the sun, you project a blast of light from your open palm dealing 4d8 points of damage.   Target: Ray
DESC 2:  Focusing divine power like a ray of the sun, you project a blast of light from your open palm dealing 4d8 points of damage.
Speak with Dead (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates; see text   DC: 19   Casting: 10 minutes
Duration: 9 minutes   Range: 10 ft.   Components: V, S, DF
SR: No   Effect: You grant the semblance of life to a corpse, allowing it to answer questions.   Target: One dead creature
DESC 2:  You grant the semblance of life to a corpse, allowing it to answer questions.
Stone Shape (Transmutation, EarthSchool)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S, M/DF
SR: No   Effect: You can form an existing piece of stone into any shape that suits your purpose.   Target: Stone or stone object touched, up to 19 cu. ft.
DESC 2:  You can form an existing piece of stone into any shape that suits your purpose.
Summon Monster III (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 round
Duration: 9 rounds [D]   Range: Close (45 ft.)   Components: V, S, F/DF
SR: No   Effect: This spell functions like summon monster I, except that you can  summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.   Target: One summoned creature
DESC 2:  This spell functions like summon monster I, except that you can  summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Water Breathing (Transmutation, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 18 hours; see text   Range: Touch   Components: V, S, M/DF
SR: Yes (harmless)   Effect: The transmuted creatures can breathe water freely.   Target: Living creatures touched
DESC 2:  The transmuted creatures can breathe water freely.
Water Walk (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 90 minutes [D]   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: The transmuted creatures can tread on any liquid as if it were firm ground.   Target: 9 touched creatures
DESC 2:  The transmuted creatures can tread on any liquid as if it were firm ground.
Wind Wall (Evocation, AirSchool)
Zauberbeschreibung (Anzeigen)Saves: None; see text   DC: 19   Casting: 1 standard action
Duration: 9 rounds   Range: Medium (190 ft.)   Components: V, S, M/DF
SR: Yes   Effect: An invisible vertical curtain of wind appears.   Target: Wall up to 90 ft. long and 45 ft. high
DESC 2:  An invisible vertical curtain of wind appears.
Wrathful Mantle (Evocation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 19   Casting: 1 standard action
Duration: 9 minutes   Range: Touch or 5 ft.; see text   Components: V, S, DF
SR: Yes (harmless)   Effect: Subject shines and gets 2 on all saves.   Target: creature touched or all creatures within 5 ft.; see text
DESC 2:  Subject shines and gets 2 on all saves.
Level 4 (Anzeigen)Air Walk (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: The subject can tread on air as if walking on solid ground.   Target: Creature [Gargantuan or smaller] touched
DESC 2:  The subject can tread on air as if walking on solid ground.
Blessing of Fervor (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (harmless)   DC: 20   Casting: 1 standard action
Duration: 9 rounds   Range: Close (45 ft.)   Components: V, S, DF
SR: Yes (harmless)   Effect: Gives allies a choice of benefits.   Target: 9 creatures, no two of which can be more than 30 ft. apart
DESC 2:  Gives allies a choice of benefits.
Control Water (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: None; see text   DC: 20   Casting: 1 standard action
Duration: 90 minutes [D]   Range: Long (760 ft.)   Components: V, S, M/DF
SR: No   Effect: This spell has two different applications, both of which control water in different ways.   Target: Water in a volume of 90 ft. by 90 ft. by 18 ft.
DESC 2:  This spell has two different applications, both of which control water in different ways.
Cure Critical Wounds (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will half (harmless); see text   DC: 20   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless); see text   Effect: When laying your hand upon a living creature, you channel positive energy that cures 4d8+9 points of damage.   Target: Creature touched
DESC 2:  When laying your hand upon a living creature, you channel positive energy that cures 4d8+9 points of damage.
Death Ward (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 20   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: The subject gains a +4 morale bonus on saves against all death spells and magical death effects.   Target: Living creature touched
DESC 2:  The subject gains a +4 morale bonus on saves against all death spells and magical death effects.
Dimension Door (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None and Will negates (object)   DC: 20   Casting: 1 standard action
Duration: Instantaneous   Range: Long (760 ft.)   Components: V
SR: No and yes (object)   Effect: You instantly transfer yourself from your current location to any other spot within range.   Target: You and touched objects or other touched willing creatures
DESC 2:  You instantly transfer yourself from your current location to any other spot within range.
Dimensional Anchor (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes   Range: Medium (190 ft.)   Components: V, S
SR: Yes (object)   Effect: A green ray springs from your hand, any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.   Target: Ray
DESC 2:  A green ray springs from your hand, any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.
Discern Lies (Divination)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 20   Casting: 1 standard action
Duration: Concentration, up to 9 rounds   Range: Close (45 ft.)   Components: V, S, DF
SR: No   Effect: You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.   Target: 9 creatures, no two of which can be more than 30 ft. apart
DESC 2:  You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.
Dismissal (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates; see text   DC: 20   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S, DF
SR: Yes   Effect: This spell forces an extraplanar creature back to its proper plane if it fails a Will save.   Target: One extraplanar creature
DESC 2:  This spell forces an extraplanar creature back to its proper plane if it fails a Will save.
Divination (Divination)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 10 minutes
Duration: Instantaneous   Range: Personal   Components: V, S, M
SR:    Effect: A divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week.   Target: You
DESC 2:  A divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week.
Divine Power (Evocation)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 rounds   Range: Personal   Components: V, S, DF
SR:    Effect: You imbue yourself with strength and skill in combat and gain a +3 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks.   Target: You
DESC 2:  You imbue yourself with strength and skill in combat and gain a +3 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks.
Freedom of Movement (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 20   Casting: 1 standard action
Duration: 90 minutes   Range: Personal or touch   Components: V, S, M, DF
SR: Yes (harmless)   Effect: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.   Target: You or creature touched
DESC 2:  This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
Giant Vermin (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 minutes   Range: Close (45 ft.)   Components: V, S, DF
SR: Yes   Effect: You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterpart.   Target: 1 or more vermin, no two of which can be more than 30 ft. apart
DESC 2:  You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts.
Holy Smite (Evocation)
Zauberbeschreibung (Anzeigen)Saves: Will partial; see text   DC: 20   Casting: 1 standard action
Duration: Instantaneous [1 round]; see text   Range: Medium (190 ft.)   Components: V, S
SR: Yes   Effect: You draw down holy power to smite your enemies.   Target: 20-ft.-radius burst
DESC 2:  You draw down holy power to smite your enemies.
Imbue with Spell Ability (Evocation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 20   Casting: 10 minutes
Duration: Permanent until discharged [D]   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: You transfer some of your currently prepared spells, and the ability to cast them, to another creature.   Target: Creature touched; see text
DESC 2:  You transfer some of your currently prepared spells, and the ability to cast them, to another creature.
Inflict Critical Wounds (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will half   DC: 20   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes   Effect: When laying your hand upon a creature, you channel negative energy that deals 4d8+9 points of damage.   Target: Creature touched
DESC 2:  When laying your hand upon a creature, you channel negative energy that deals 4d8+9 points of damage.
Magic Weapon (Greater) (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 20   Casting: 1 standard action
Duration: 9 hours   Range: Close (45 ft.)   Components: V, S, M/DF
SR: Yes (harmless, object)   Effect: This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +2.   Target: One weapon or 50 projectiles [all of which must be together at the time of casting]
DESC 2:  This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +2.
Neutralize Poison (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object)   DC: 20   Casting: 1 standard action
Duration: Instantaneous or 90 minutes; see text   Range: Touch   Components: V, S, M/DF
SR: Yes (harmless, object)   Effect: You detoxify any sort of venom in the creature or object touched.   Target: Creature or object of up to 9 cu. ft. touched
DESC 2:  You detoxify any sort of venom in the creature or object touched.
Order's Wrath (Evocation)
Zauberbeschreibung (Anzeigen)Saves: Will partial; see text   DC: 20   Casting: 1 standard action
Duration: Instantaneous [1 round]; see text   Range: Medium (190 ft.)   Components: V, S
SR: Yes   Effect: You channel lawful power to smite enemies.   Target: Nonlawful creatures within a burst that fills a 30-ft. cube
DESC 2:  You channel lawful power to smite enemies.
Planar Adaptation (Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 hours [D]   Range: Personal   Components: V
SR:    Effect: Resist harmful effects of other plane.   Target: You
DESC 2:  Resist harmful effects of other plane.
Planar Ally (Lesser) (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 10 minutes
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S, M, DF
SR: No   Effect: By casting this spell, you request your deity to send you an outsider [of 6 HD or less] of the deity's choice.   Target: One called outsider of 6 HD or less
DESC 2:  By casting this spell, you request your deity to send you an outsider [of 6 HD or less] of the deity's choice.
Poison (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates; see text   DC: 20   Casting: 1 standard action
Duration: Instantaneous; see text   Range: Touch   Components: V, S, DF
SR: Yes   Effect: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.   Target: Living creature touched
DESC 2:  Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.
Repel Vermin (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: None or Will negates; see text   DC: 20   Casting: 1 standard action
Duration: 90 minutes [D]   Range: 10 ft.   Components: V, S, DF
SR: Yes   Effect: An invisible barrier holds back vermin.   Target: 10-ft.-radius emanation centered on you
DESC 2:  An invisible barrier holds back vermin.
Rest Eternal (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 round
Duration: permanent   Range: Touch   Components: V, S, M/DF (ashes and a vial of holy or unholy water)
SR: No   Effect: Dead creature cannot be revived.   Target: one dead creature touched
DESC 2:  Dead creature cannot be revived.
Restoration (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 20   Casting: 3 rounds
Duration: Instantaneous   Range: Touch   Components: V, S, M
SR: Yes (harmless)   Effect: This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level.   Target: Creature touched
DESC 2:  This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level.
Sending (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 10 minutes
Duration: 1 round; see text   Range: See text   Components: V, S, M/DF
SR: No   Effect: You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject.   Target: One creature
DESC 2:  You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject.
Spell Immunity (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 20   Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: The warded creature is immune to the effects of one specified spell for every four levels you have.   Target: Creature touched
DESC 2:  The warded creature is immune to the effects of one specified spell for every four levels you have.
Spell Immunity (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 20   Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: The warded creature is immune to the effects of one specified spell for every four levels you have.   Target: Creature touched
DESC 2:  The warded creature is immune to the effects of one specified spell for every four levels you have.
Spiritual Ally (Evocation)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 rounds [D]   Range: Medium (190 ft.)   Components: V, S, DF
SR: Yes   Effect: Creates a divine ally to aid you.   Target: spiritual ally of force
DESC 2:  Creates a divine ally to aid you.
Summon Monster IV (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 round
Duration: 9 rounds [D]   Range: Close (45 ft.)   Components: V, S, F/DF
SR: No   Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.   Target: One summoned creature
DESC 2:  This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Tongues (Divination)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 20   Casting: 1 standard action
Duration: 90 minutes   Range: Touch   Components: V, M/DF
SR: No   Effect: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.   Target: Creature touched
DESC 2:  This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
Unholy Blight (Evocation)
Zauberbeschreibung (Anzeigen)Saves: Will partial   DC: 20   Casting: 1 standard action
Duration: Instantaneous [1d4 rounds]; see text   Range: Medium (190 ft.)   Components: V, S
SR: Yes   Effect: You call up unholy power to smite your enemies.   Target: 20-ft.-radius spread
DESC 2:  You call up unholy power to smite your enemies.
Level 5 (Anzeigen)Atonement (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 hour
Duration: Instantaneous   Range: Touch   Components: V, S, M, F/DF
SR: Yes   Effect: This spell removes the burden of misdeeds from the subject.   Target: Living creature touched
DESC 2:  This spell removes the burden of misdeeds from the subject.
Break Enchantment (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: See text   DC: 21   Casting: 1 minute
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: No   Effect: This spell frees victims from enchantments, transmutations, and curses.   Target: Up to one creature per level, all within 30 ft. of each other
DESC 2:  This spell frees victims from enchantments, transmutations, and curses.
Breath of Life (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless) or Will half, see text   DC: 21   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless) or yes, see text   Effect: This spell cures 5d8+9 points of damage   Target: Creature touched
DESC 2:  This spell cures 5d8+9 points of damage
Cleanse (Evocation)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Personal   Components: S, DF
SR:    Effect: Cures 4d8+9 damage and also removes several afflictions.   Target: You
DESC 2:  Cures 4d8+9 damage and also removes several afflictions.
Command (Greater) (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 21   Casting: 1 standard action
Duration: 9 rounds   Range: Close (45 ft.)   Components: V
SR: Yes   Effect: This spell functions like command, except that up to 9 creatures may be affected, and the activities continue beyond 1 round.   Target: 9 creatures, no two of which can be more than 30 ft. apart
DESC 2:  This spell functions like command, except that up to 9 creatures may be affected, and the activities continue beyond 1 round.
Commune (Divination)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 10 minutes
Duration: 9 rounds   Range: Personal   Components: V, S, M, DF
SR:    Effect: You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no.   Target: You
DESC 2:  You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no.
Cure Light Wounds (Mass) (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will half (harmless) or Will half; see text   DC: 21   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: Yes (harmless) or yes; see text   Effect: You channel positive energy to cure 1d8+9 points of damage points on each selected creature.   Target: 9 creatures, no two of which can be more than 30 ft. apart
DESC 2:  You channel positive energy to cure 1d8+9 points of damage points on each selected creature.
Dispel Chaos (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: See text   DC: 21   Casting: 1 standard action
Duration: 9 rounds or until discharged, whichever comes first   Range: Touch   Components: V, S, DF
SR: See text   Effect: Shimmering, blue lawful energy surrounds you granting a +4 deflection bonus to AC against attacks by chaotic creatures and you can choose to drive chaotic creatures back to their home plane on making a successful melee touch attack.   Target: You and a touched chaotic creature from another plane, or you and an enchantment or chaotic spell on a touched creature or object
DESC 2:  Shimmering, blue lawful energy surrounds you granting a +4 deflection bonus to AC against attacks by chaotic creatures and you can choose to drive chaotic creatures back to their home plane on making a successful melee touch attack.
Dispel Evil (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: See text   DC: 21   Casting: 1 standard action
Duration: 9 rounds or until discharged, whichever comes first   Range: Touch   Components: V, S, DF
SR: See text   Effect: Shimmering, white holy energy surrounds you granting a +4 deflection bonus to AC against attacks by evil creatures and you can choose to drive evil creatures back to their home plane on making a successful melee touch attack.   Target: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object
DESC 2:  Shimmering, white holy energy surrounds you granting a +4 deflection bonus to AC against attacks by evil creatures and you can choose to drive evil creatures back to their home plane on making a successful melee touch attack.
Dispel Good (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: See text   DC: 21   Casting: 1 standard action
Duration: 9 rounds or until discharged, whichever comes first   Range: Touch   Components: V, S, DF
SR: See text   Effect: Dark, wavering unholy energy surrounds you granting a +4 deflection bonus to AC against attacks by good creatures and you can choose to drive good creatures back to their home plane on making a successful melee touch attack.   Target: You and a touched good creature from another plane, or you and an enchantment or good spell on a touched creature or object
DESC 2:  Dark, wavering unholy energy surrounds you granting a +4 deflection bonus to AC against attacks by good creatures and you can choose to drive good creatures back to their home plane on making a successful melee touch attack.
Disrupting Weapon (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless, object); see text   DC: 21   Casting: 1 standard action
Duration: 9 rounds   Range: Touch   Components: V, S
SR: Yes (harmless, object)   Effect: This spell makes a melee weapon deadly to undead.   Target: One melee weapon
DESC: This spell makes a melee weapon deadly to undead.
DESC 2:  This spell makes a melee weapon deadly to undead.
Flame Strike (Evocation)
Zauberbeschreibung (Anzeigen)Saves: Reflex half   DC: 21   Casting: 1 standard action
Duration: Instantaneous   Range: Medium (190 ft.)   Components: V, S, DF
SR: Yes   Effect: A flame strike evokes a vertical column of divine fire dealing 9d6 points of damage.   Target: Cylinder 10
DESC 2:  A flame strike evokes a vertical column of divine fire dealing 9d6 points of damage.
Ghostbane Dirge, Mass (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 21   Casting: 1 standard action
Duration: 9 rounds   Range: Close (45 ft.)   Components: V, S, M/DF (an old reed from a wind instrument)
SR: Yes   Effect: As ghostbane dirge, but affecting multiple creatures.   Target: 9 incorporeal creatures, no two of which can be more than 30 ft. apart
DESC: As ghostbane dirge, but affecting multiple creatures.
Hallow (Evocation)
Zauberbeschreibung (Anzeigen)Saves: See text   DC: 21   Casting: 24 hours
Duration: Instantaneous   Range: Touch   Components: V, S, M, DF
SR: See text   Effect: Hallow makes a particular site, building, or structure a holy site.   Target: 40-ft. radius emanating from the touched point
DESC: Hallow makes a particular site, building, or structure a holy site.
Inflict Light Wounds (Mass) (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Will half   DC: 21   Casting: 1 standard action
Duration: Instantaneous   Range: Close (45 ft.)   Components: V, S
SR: Yes   Effect: Negative energy spreads out in all directions from the point of origin, dealing 1d8+9 points of damage to nearby living enemies.   Target: 9 creatures, no two of which can be more than 30 ft. apart
DESC 2:  Negative energy spreads out in all directions from the point of origin, dealing 1d8+9 points of damage to nearby living enemies.
Insect Plague (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 round
Duration: 9 minutes   Range: Long (760 ft.)   Components: V, S, DF
SR: No   Effect: You summon a number of swarms of wasps.   Target: One swarm of wasps per three levels, each of which must be adjacent to at least one other swarm
DESC: You summon a number of swarms of wasps.
Life Bubble (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 21   Casting: 1 standard action
Duration: 18 hours; see text   Range: Touch   Components: V, S, M/DF (a bit of eggshell)
SR: Yes (harmless)   Effect: Protects creatures from sustained environmental effects.   Target: up to 9 creatures touched
DESC: Protects creatures from sustained environmental effects.
Mark of Justice (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 10 minutes
Duration: Permanent; see text   Range: Touch   Components: V, S, DF
SR: Yes   Effect: You mark a subject and state some behavior on the part of the subject that will activate the mark.   Target: Creature touched
DESC 2:  You mark a subject and state some behavior on the part of the subject that will activate the mark.
Pillar of Life (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 standard action
Duration: 9 rounds   Range: Medium (190 ft.)   Components: V, S, DF
SR: No   Effect: Created pillar heals 2d8 + 9.   Target: 5-ft.-square pillar of positive energy, 20 ft. high
DESC 2:  Created pillar heals 2d8 + 9.
Plane Shift (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 21   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S, F
SR: Yes   Effect: You move yourself or some other creature to another plane of existence or alternate dimension.   Target: Creature touched, or up to eight willing creatures joining hands
DESC: You move yourself or some other creature to another plane of existence or alternate dimension.
Raise Dead (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None, see text   DC: 21   Casting: 1 minute
Duration: Instantaneous   Range: Touch   Components: V, S, M, DF
SR: Yes (harmless)   Effect: You restore life to a deceased creature.   Target: Dead creature touched
DESC: You restore life to a deceased creature.
Righteous Might (Transmutation)
Zauberbeschreibung (Anzeigen)Saves:    DC:    Casting: 1 standard action
Duration: 9 rounds [D]   Range: Personal   Components: V, S, DF
SR:    Effect: Your height immediately doubles, and your weight increases by a factor of eight.   Target: You
DESC: Your height immediately doubles, and your weight increases by a factor of eight.
Scrying (Divination)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 21   Casting: 1 hour
Duration: 9 minutes   Range: See text   Components: V, S, M/DF, F
SR: Yes   Effect: You can observe a creature at any distance.   Target: Magical sensor
DESC: You can observe a creature at any distance.
Slay Living (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Fortitude partial   DC: 21   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes   Effect: You can attempt to slay any one living creature.   Target: Living creature touched
DESC: You can attempt to slay any one living creature.
Snake Staff (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Will negates (object)   DC: 21   Casting: 1 standard action
Duration: 9 rounds   Range: Medium (190 ft.)   Components: V, S, M (a knife suitable for whittling)
SR: Yes (object)   Effect: Transforms wood into snakes to fight for you.   Target: 1 or more pieces of wood, no two of which can be more than 30 ft. apart
DESC 2:  Transforms wood into snakes to fight for you.
Spell Resistance (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 21   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: The target gains spell resistance equal to 21.   Target: Creature touched
DESC 2:  The target gains spell resistance equal to 21.
Spell Resistance (Abjuration)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 21   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: The target gains spell resistance equal to 21.   Target: Creature touched
DESC 2:  The target gains spell resistance equal to 21.
Summon Monster V (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
Zauberbeschreibung (Anzeigen)Saves: None   DC:    Casting: 1 round
Duration: 9 rounds [D]   Range: Close (45 ft.)   Components: V, S, F/DF
SR: No   Effect: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.   Target: One summoned creature
DESC: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Symbol of Pain (Necromancy)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates   DC: 21   Casting: 10 minutes
Duration: See text   Range: 0 ft.; see text   Components: V, S, M
SR: Yes   Effect: This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks.   Target: One symbol
DESC: This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks.
Symbol of Sleep (Enchantment)
Zauberbeschreibung (Anzeigen)Saves: Will negates   DC: 21   Casting:
Duration: See text   Range: 0 ft.; see text   Components: V, S, M
SR: Yes   Effect: This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 *o 10 minutes.   Target: One symbol
DESC: This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 *o 10 minutes.
Teleport (Conjuration)
Zauberbeschreibung (Anzeigen)Saves: None and Will negates (object)   DC: 21   Casting: 1 standard action
Duration: Instantaneous   Range: Personal and touch   Components: V
SR: No and yes (object)   Effect: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.   Target: You and touched objects or other touched willing creatures
DESC: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.
Treasure Stitching (Transmutation)
Zauberbeschreibung (Anzeigen)Saves: Fortitude negates (object)   DC: 21   Casting: 1 standard action
Duration: 9 days [D]   Range: Close (45 ft.)   Components: V, S, M (a piece of embroidered cloth no larger than 10-ft. square worth 100 gp)
SR: Yes (object)   Effect: Objects on cloth become embroidered.   Target: all objects on cloth
DESC: Objects on cloth become embroidered.
True Seeing (Divination)
Zauberbeschreibung (Anzeigen)Saves: Will negates (harmless)   DC: 21   Casting: 1 standard action
Duration: 9 minutes   Range: Touch   Components: V, S, M
SR: Yes (harmless)   Effect: You confer on the subject the ability to see all things as they actually are.   Target: Creature touched
DESC: You confer on the subject the ability to see all things as they actually are.
Unhallow (Evocation)
Zauberbeschreibung (Anzeigen)Saves: See text   DC: 21   Casting: 24 hours
Duration: Instantaneous   Range: Touch   Components: V, S, M
SR: See text   Effect: Unhallow makes a particular site, building, or structure an unholy site.   Target: 40-ft. radius emanating from the touched point
DESC: Unhallow makes a particular site, building, or structure an unholy site.
Wall of Stone (Conjuration, EarthSchool)
Zauberbeschreibung (Anzeigen)Saves: See text   DC: 21   Casting: 1 standard action
Duration: Instantaneous   Range: Medium (190 ft.)   Components: V, S, M/DF
SR: No   Effect: This spell creates a wall of rock that merges into adjoining rock surfaces.   Target: Stone wall whose area is up to 9 5-ft. squares
DESC: This spell creates a wall of rock that merges into adjoining rock surfaces.
SPELLBOOKNAME (Anzeigen)Level 0
Stabilize (Conjuration) - 4 per day
Level 1
Bless (Enchantment) - 1 per day
Deathwatch (Necromancy) - 1 per day
Obscuring Mist (Conjuration, WaterSchool) - 1 per day
Protection from Evil (Abjuration) - 1 per day
Remove Fear (Abjuration) - 1 per day
Sanctuary (Abjuration) - 1 per day
 Level 2
Aid (Enchantment) - 1 per day
Remove Paralysis (Conjuration) - 1 per day
Shield Other (Abjuration) - 1 per day
Spiritual Weapon (Evocation) - 2 per day
Status (Divination) - 1 per day
Level 3
Dispel Magic (Abjuration) - 1 per day
Fly (Transmutation, AirSchool) - 1 per day
Magic Circle against Evil (Abjuration) - 1 per day
Prayer (Enchantment) - 1 per day
Level 4
Dimension Door (Conjuration) - 1 per day
Freedom of Movement (Abjuration) - 1 per day
Planar Ally (Lesser) (Conjuration) - 2 per day
Level 5
Teleport (Conjuration) - 1 per day
True Seeing (Divination) - 1 per day
Aussehen (Anzeigen)Bild, ggf. BeschreibungHintergrund (Anzeigen)Cruz ist in Canorate aufgewachsen. Seine Familie ist bekannt in Canorate für Ihren Wissendurst und den Wunsch wissen zu sichern. Deshalb hat seine Familie früh dem Glauben an Abadar  angenommen haben. Die Familie hat enge und langjährige Beziehungen zum Temple und dessen Bibliothek. Die Forschung der Familie im Bereich Alchemie wurde immer als militärisch betrachte, was zu Schutz und die Befreiung des Militärdienst einbrachte. Cruz möchte die Tempelbesuche und er erhielt dort Unterricht in Religion und Buchwesen. Außerhalb des Tempels war seine Kindheit nicht so leicht bei viele Jugendliche die Schutzgeld erpressten  und seine Reflexe  diesen Jugendlichen aus zu weichen. Er trat in sobald wie möglich in die Ausbildung als Kleriker von Abadar in seine Lehrjahren half er gerne in der Bibliothek aus insbesondere half er den Katzen und Hunde die das Ungeziefer wie Ratten jagten. Hierbei entdeckte er und Gruppe von Hilfsbibliothekaren, ein Netz von Ätherratten. Er wurde Mitglied eines Spezialteam im Militär, das wichtige Kulturgüter bei Eroberung sichert. Zur Übung wurden Ruinen und Grabmäler erkundet und befreit. Jedes Buch oder Schriftrolle war Ihm Mehrwert als Gold oder Edelsteine.
Sein letzter Beitrag zur Sammlung der Bibliothek waren drei unbekannte Seiten aus dem Poleiheira, diese Seiten fand er im Staub eines Vampier. Der Vampier wohnte in Canorate und jagte dort. Bei der Jagd arbeitet er mit Malakar d'Vir zusammen, denn Cruz als wahren Streiter für Abadar kennen gelernt. 
Seine letzte Aktion führt ihn in  Konflikt mit einem roten Drachen dessen Haut er jetzt als Rüstung trägt.   
 Wenn ihn ein Mensch fragt, was ihn antreibt. So sagt er "Wenn ihr ein Gnome währt würde ich sagen  Bücher halten mich in dieser Welt." Das würde er verstehen.  "Doch ich sehe es eurem Gesicht an, dass ihr nicht versteht."
 

Gofindor:
Gofindor Mentras (alles unfertig)

Volk: Mensch
Klasse: Wizard (Conjurer 9 mit der fokused arkane School Teleportation) (Verbotene Schulen: Necromancy und Entchantment)
Organisation: Heer von Molthune
Dienstgrad: Kriegsmagier-Leutnant
Herkunft: Molthune
Gesinnung: neutral gut
Schutzgottheit: Nethys
Alter: 31 Jahre
Größe: 1,74 m
Gewicht: 72 kg
Haarfarbe: schwarz mit grauen Strähnen
Augenfarbe: braun
Offensiv (Anzeigen)Spd: 30 ft.
CMB:  4
Attack Options:
Melee: 
Keule, Att: 4, Dmg: 1W6, Crit: x2
Dolch, Att: 4, Dmg: 1W4, Crit: 19-20/x2
Ranged: 
schwere Armbrust, Att: 7, Dmg: 1W10, Crit: 19-20/x2, Range: 36m
Special Attacks:Defensiv (Anzeigen)AC 19; touch 15; flat footed 16
(Dex:  +3; Shield: +3 ; Armor: +0 ; Size: +0 +Amulet of natural armor +1 +Ring of protection +2)
CMD: 22 (10 + 9TWstattBaseDurchTalent + 3 Dex)
Hitpoints: 65 (=6 + 8x4 + 9x2(Con) + 9x1(Fav)); HD: 9d6
Initiative: +7 (+3 Dex +4 Improved Initiative)
Fort +8 (+3Base, +2Con, +1Orphan, +2Cloak of Resistence)
Ref +8 (+3Base, +3Dex, +2Cloak of Resistence)
Will +11 (+6Base, +1Wis, +2Familiar, +2Cloak of Resistence)
Special:
Bonus auf Konzentrationswürfe: +17 (+9Zauberstufe + 6Int + 2Trait)
Bonus auf Konzentrationwürfe für defensives Zaubern oder beim Ringne: 21 (+9Zauberstufe + 6Int + 4Taltent + 2Trait)Attribute, Feats, Traits und Sprachen (Anzeigen)Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 22*° (+6), Wis 12(+1), Cha 8 (-1)
*Stufe 4 und Stufe 8 je 1 Punkt auf Int, °Headband of vast intelligence +2
Attributsveränderungen : +2 Int
Base Atk. +4
Feats: (Anzeigen)KlassenstufeTalent1Combat Casting1Improved Initiative
3Defensive Combat Training5Eschew Materials5Silent Spell7Spell Focus (Conjuration)9Augment SummoningTraits: Desperate Fokus, Orphan
Languages: Handelssprache, Drakonisch, Elfisch, Gnomisch, Halblingisch, ZwergischAusrüstung und Pferd (Anzeigen)TypGegenstandWertBeschreibungHeadbandHeadband of vast intelligence +2 4000Ein verzierter Goldstirnreif mit blauen und violetten Edelsteinen.NeckAmulet of natural armor +12000Eine Silberkette an der ein Amulett aus grünen Schuppen hängtShouldersCloak of Resistence +24000RingRing of protection +28000Ein einfacher SilberringRingRing of sustenance2500Ein einfacher kupferfarbener RingSchildMithral Buckler +24015Nahkampfwaffe 1Keule0Nahkampfwaffe 2Dolch2Fernkampfwaffeschwere Armbrust50Haversack, linke Tascheohne SlotEntdeckerkleidung10Kleidung, die er meistens trägtohne Slotblessed Book12.500Ein kleines in Eisen gebundenes Buch mit silbernen Verzierungenohne SlotSpell component pouch5ohne SlotFamiliar satchel25ohne slotHandy Haversack2000Haupttasche(216 Liter, 80Pfd), beide Seitentaschen (je 54 Liter 20Pfd)ohne slotSilberspiegel als Fokus1000Haversack Haupttasche, Fokus für Scryingohne slotRucksack2Haversack Haupttascheohne slotKleidung für festliche Anlässe30Haversack Haupttascheohne slotKaltwetterkleidung8Haversack Haupttascheohne slot3 Wasserschläuche3Haversack Haupttascheohne slotSchlafsack0,1Haversack Haupttascheohne slotFeuerstein + Stahl1Haversack Haupttascheohne slot2 Winterdecken1Haversack Haupttascheohne slotEimer (5 Liter) (leer)0,5Haversack Haupttascheohne slotFlasche (1Liter) (leer)0,03Haversack Haupttascheohne slotWizard's Kit21Haversack Haupttascheohne slotTraveler's Any-Tool250Haversack Haupttascheohne slot2 Seidenseile (15m)20Haversack rechte Tasche
leichtes Streitross (Kosten 110)
TypGegenstandWertBeschreibungohne SlotMilitärsattel20ohne Slot2 Satteltaschen8Classabilities (Anzeigen)StufeFähigkeitBemerkung1Summoner's Charm (+4 Runden für Conjuration(summoning)-Sprüche)1Shift (9 x pro Tag als swift action bis zu 6m sich selbst teleportieren)5Bonus Feat (Silent Spell)bei Feats mit aufgeführt8Dimensional Steps (Als Standardaktion bis zu 81m weit teleportieren, bei kürzeren Distanzen mit anderen freiwilligen Kreaturen)
Verbotene Schulen: Enchantment und Necromancy
Skills (Anzeigen)SkillsAttrGesamtRangModClass SkillSonstAppraiseInt+101+6+3FlyDex+71+3+3Handle AnimalCha+01-1+0Knowledge (Arcana)Int+189+6+3Knowledge (Dungeoneering)Int+123+6+3Knowledge (Engineering)Int+101+6+3Knowledge (Geography)Int+101+6+3Knowledge (History)Int+145+6+3Knowledge (Local)Int+101+6+3Knowledge (Nature)Int+178+6+3Knowledge (Nobility)Int+101+6+3Knowledge (Planes)Int+189+6+3Knowledge (Religion)Int+123+6+3LinguisticsInt+101+6+3PerceptionWis+109+1+0RideDex+41+3+0Sense MotiveWis+100+1+0+9 from Headband of vast intelligenceSpellcraftInt+189+6+3
7 Skill Ranks Per Level until Level 8
(2 Class + 4 Int + 1 Human + 0 Fav.Class)
8 Skill Ranks Per Level since Level 9
(2 Class + 5 Int + 1 Human + 0 Fav.Class)
Rassenmerkmale (Anzeigen)[*]+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
[*]Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
[*]Normal Speed: Humans have a base speed of 30 feet.
[*]Bonus Feat: Humans select one extra feat at 1st level.
[*]Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
[*]Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/list]
Zauber (Anzeigen)ZaubergradBekannte ZauberZauber pro Tag0alle 0. Grades außgenommen Zauber aus verbotenen Schulen (Necromancy und Enchantment)41Alarm, Animate Rope, Burning Hands, Color Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Enlarge Person, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Identify, Jump, Mage Armor, Magic Missile, Mount, Protect from Evil, Shield, Shocking Grasp, Silent Image, Summon Monster I7 (4+2+1)2Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Fox's Cunning, Glitterdust, Gust of Wind, Invisibility, Knock, Locate Objekt, Minor Image, Owl's Wisdom, Protection from Arrows, Resist Energy, Rope Trick, Scorching Ray, Summon Monster II, 7 (4+2+1)3Arkane Sight, Daylight, Dispel Magic, Fireball, Fly, Haste, Lightning Bolt, Major Image, Protection from Energy, Slow, Summon Monster III, Tiny Hut, Wind Wall 5 (3+1+1)4Black Tentacles, Dimension Door, Greater Invisibility, Locate Creater, Rainbow Pattern, Remove Curse, Resilient Sphere, Scrying, Stoneskin, Summon Monster IV4 (2+1+1)5Break Enchantment, Interposing Hand, Permanency, Persistent Image, Sending, Summon Monster V, Teleport, Transmute Rock to Mud3 (1+1+1)
Familiar (Anzeigen)
  Terion (Igel)

- Offensiv (Anzeigen)Speed: 20 ft.
Space: 1 ft.
Reach: 0 ft.
CMB:  4
Melee Attack:  7
- Defensiv (Anzeigen)AC 23; touch 17; flat footed 20
(+3 Dex, +1 natural, +5 natural(Familiar), +4 size)
CMD: 4 (8 vs. trip)
Hitpoints: 32 (=65/2 abgerundet); HD: 9
Initiative: +7 (+3 Dex +4 Improved Initiative)
Fort +4(6-2), Ref +9(6+3), Will +7(6+1)
- Attribute, Skills (Anzeigen)Str 1 (-5), Dex 16 (+3), Con 6 (-2), Int 10 (+0), Wis 12(+1), Cha 7 (-2)
Base Atk. +4

SkillsAttrGesamtRangModClass SkillSonstAppraiseInt+11+0FlyDex+71+3+3Handle AnimalCha-11-2Knowledge (Arcana)Int+99+0Knowledge (Dungeoneering)Int+33+0Knowledge (Engineering)Int+11+0Knowledge (Geography)Int+11+0Knowledge (History)Int+55+0Knowledge (Local)Int+11+0Knowledge (Nature)Int+88+0Knowledge (Nobility)Int+11+0Knowledge (Planes)Int+99+0Knowledge (Religion)Int+33+0LinguisticsInt+11+0PerceptionWis+139+1+3RideDex+41+3SpellcraftInt+99+0StealthDex+191+3Dimutive +12 - Special Hedgehog (Anzeigen)low light vision
Familiar
The master of a hedgehog familiar gains a +2 bonus on Will saves.
Spiny Defense
As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
- Familiar Basics (Anzeigen)Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
- Familiar Ability Descriptions (Anzeigen)All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Natural Armor Adj.: +5 is in addition to the familiar's existing natural armor bonus.

Int: 10

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.Aussehen (Anzeigen)


Auch wenn er durch einige graue Haare und kantige Gesichtszüge deutlich älter aussieht, ist Gofindor Mentras erst 31 Jahre alt. Er weiß selbst nicht woher das kommt, da er sich nicht sonderlich alt fühlt, nimmt er an ,dass dies ein Erbe seiner Vorfahren ist.
Hintergrund (Anzeigen)
Gofindor wurde in einen kleinem Fort im Dreiländereck zwischen Cheliax, Molthune und Isger geboren. Als Sohn eines dort stationierten Magiers und einer Kämpferin. Als er 2 Jahre alt war kamm von der Patrouille, an der seine Eltern teilgenommen hatten, nur ein Kämpfer zurück, der berichtete, dass er der einzige Überlebende eines Goblinüberfalls ist. Den Testamenten seiner Eltern folgend, wurde Gofindor in ein Waisenhaus in Canorate gebracht.

All dies weiß Gofindor nur aus Erzählungen, genauso wie er nur aus Erzählungen weiß, dass er und seine 3 besten Freunde, schon als sie alle 3 Jahre alt waren, miteinander befreundet waren und im Sandkasten Burgen bauten. Ornand war und ist ungewöhnlich groß, stark und als Kinder war er immer der Beschützer der weiteren Mitglieder ihrer Clique. Diese Clique bestand noch aus den ungleichen Zwillingen Bolton und Jarun. Während Bolton listig ist, hat Jarun eine ausgeprägten Sinn für Gerechtigkeit.

Diese drei wurden für Gofindor eine Ersatzfamilie, die fest zusammenhielt. Sie stifteten sich oft gegenseitig zu Streichen an, was auch immer wieder Ärger durch die Erzieher nach sich zog.

Mit 15 trennten sich ihre Wege. Ornand ging direkt in die Ausbildung zum Militär. Bolton wurde ein Händler und Jarun wandte sich ganz dem Glauben an Iomedae zu. Während Gofindor an die Magierakademie von Canorate ging. Dies wurde ihm durch ein Stipendium ermöglicht. Das ihm erlassen wurde, da er durch Eifer und hohe Intelligenz 3 von 7 Klassen überspringen konnte.

Im für ihn 2. Jahr lernte er Mira, damals eine Studienanfängerin an der Magierakademie kennen. Sie verliebten sich und heirateten, kurz nachdem Gofindor mit seinem 7. Dienstjahr im Militär fertig und damit Teil der oberen Kaste war.

Nach dem Studium mit 19 Jahren tratt Gofindor in die Armee ein, einerseits für Mira, da ihre Eltern nur einer Hochzeit mit einen aus ihrer Kaste zustimmen würden und andereseits, um Canorate zu verteidigen, wo seine Geliebte und seine Freunde leben.

Da er immer noch seine Leute beschützen möchte und er weiterhin die Vorteile durch das Militär behalten möchte, ist er beim Militär geblieben auch wenn er schon 7 Jahre dort gedient hat.

Libarus:
Baustelle

Libarus
Männlich, Mensch, chaotic good, Barde (fc) (Archäologe) 9
Patron Deity: Desna
Herkunft: Die Straße
Haarfarbe: dunkelbraun
Augenfarbe: grau
Alter: 33
Größe: 1,82m
Gewicht:  80kg
Languages: Common, Draconic (, Abyssal, Aklo, Aquan, Auran, Celestial, Elven, Ignan, Infernal, Sylvan, Terran)
Init: +6; Senses: Perception: +26 (Trapspotter)
Aura:

Defensiv (Anzeigen)AC 22; touch 16; flat footed 22
(Dex: +6 ; Shield: +0; Armor: +6; Size: + 0)
CMD: 21
Hitpoints: 48; HD: 9

Fort +3  (+3+0), Ref +12  (+6+6), Will +8  (+6+2)
Special: +3 AC and +3 Ref vs. Traps;
Archaeologists Luck: +2 Luck to Saves

Concentration Check: +13

Offensiv (Anzeigen)Spd: 30ft. (6 Felder); Eerie Disappearance
CMB: +5 (+12 with light weapons for "disarm, sunder or trip")

Melee : Rapier (mw): +13; Dmg: 1d6-1 (18-20/x2)
Attack Options: Archaeologists Luck: +2 to Att and Dmg

Ranged: light Crossbow+2: +14; Dmg: 1d8+2
Attack Options:Point Blank: +1 Att and +1 Dmg in 30ft.; Deadly Aim: -2 Att, +4 Dmg; Archaeologists Luck: +2 to Att and Dmg

Special Attacks:

Attributs, Feats and Gear (Anzeigen)Str 8, Dex 22 , Con 10, Int 14, Wis 14 , Cha 18
Attributserhöhung: +2  Geschicklichkeit durch Mensch,  +2 Geschicklichkeit (Stufe 4, 8), +2 Geschicklichkeit durch Gürtel; +2 Charisma und +2 Intelligenz durch Stirnband
Base Atk. +6/+1

Traits:
Maestro of society
Vagabond Child (Disable Device)

Feats (Anzeigen)
LevelFeatLevel 1Point Blank ShotHuman Bonus 1Skill Focus (Stealth)Level 3Weapon-finesseLevel 5Precise ShotLevel 7Lingering Performance Human Bonus Level 8Skill Focus (Perception) Level 9Deadly Aim
Gear (Anzeigen)TypGegenstandWertBeschreibung(Gewicht)Gewicht in lbsShouldersMuleback-cords1.000Braune Lederbänder, die sich um kräftige Oberarme und Schultern schlingen.1/4 BeltBelt of Incredible Dexterity +24.000Ein breiter Gürtel aus dunkelbraunem Leder.-HeadbandHeadband of Mental prowess+2 (Charisma; Intelligence (Linguistics)10.000-ChestVest of Escape5.200Diese einfache Brockatweste scheint nichts Besonderes zu sein.-EyesEyes of the eagle2.500Kleine dunkle Kristalllinsen-ArmorShadowMithral-shirt +28.850 10Ranged WeaponLight Crossbow +28.035 4-Rope of Climbing3.000 3-Efficent Quiver1.800 2-3 x Potion ofDarkvision (CL3)900 --Explorer Outfit10 8-Spell components pouch5 2AmmunitionBolts (50)5 -AmmunitionAdamantine Bolts (5)301 -AmunitionBolts Silver (10)3 -WeaponWhip1 2WeaponRapier (Masterwork)320 2
Money: 80 gp
Carrying Capacity:
light: <77,
medium: 77 - 153,
heavy: 154 - 230

Skills (Anzeigen)The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

SkillsAttrGesamtRangModClass SkillSonstAcrobaticsDex +10 1 +6+3+BluffCha +16 9 +4+3+ClimbStr -1 0 -1+3+DiplomacyCha +16 9 +4+3+Disable DeviceDex +27 9 +6+3+4 class; +4 competence(item); +1 traitEscape ArtistDex +16 1 +6+3+6 competence(item)IntimidateCha +16 9 +4+3+Knowledge (Arcane)Int +10 1 +2+3+4 classKnowledge (Dungeoneering)Int +10 1 +2+3+4 classKnowledge (History)Int +10 1 +2+3+4 classKnowledge (Local)Int +10 1 +2+3+4 classKnowledge (Planes)Int +10 1 +2+3+4 classKnowledge (Religion)Int +10 1 +2+3+4 classKnowledge (other)Int +6 0 +2+3+4 classLinguisticsInt +14 (9) +2+3+PerceptionWis +26 9 +2+3+3 Feat; +5 competence(item); +4 classSense MotiveWis +2 +2+3+Sleight of HandDex +10 1 +6+3+StealthDex +26 9 +6+3+3 Feat; +5 competence(item)Use Magic DeviceCha +16 9 +4+3+
Fertigkeitsränge: Mensch +9; Intelligenz: +9; Barde x9: +54 = 72

Options: Archaeologists Luck: +2 to skill check;
Clever Explorer: He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps;
Lore Master: Take 10 on Knowledge Checks, if min. 1 Rang; take 20 once/day on any Knowledge Check

class abilities (Anzeigen)LevelClass AbilityBarde 1Bardic Knowledge +4 (Ex) Barde 1Archaeologists Luck +2; 11/day (Ex) Barde 1Cantrips (Sp) Barde 1Spells Barde 2Clever Explorer +4 (Ex)Barde 2Uncanny Dodge (Ex) Barde 3Trap Sense +3 (Ex) Barde 4Rogue Talent (Trap Spotter) (Ex)Barde 5Lore Master 1/day (Ex) Barde 6Evasion (Ex) Barde 8Rogue Talent (Eerie Disappearance) (Ex)
Spells (Anzeigen)LevelSpells per DayDC0∞1416 (5+1)1525 (4+1)1634 (3+1)17
Caster Level: 9
Known Spells:
Lvl0: Detect Magic,
Lullaby,
Mage Hand,
Message,
Read Magic,
Sift
Lvl1: Abundant Ammunition,
Beguiling Gift,
Cure light Wounds,
Ear-piercing Scream,
Liberating Comand,
Vanish
Lvl2: Alter Self,
Blistering Invective,
Cats Grace,
Cure moderate Wounds,
Gallant Inspiration*,
Instant Weapon*,
Lvl3: (Aura of the Unremarkable),
Cure serious Wounds,
Exquisite Accompaniment,
Good Hope

*: Favorite Class - Wahl (Mensch)

Rassenmerkmale (Anzeigen)[*]+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
[*]Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
[*]Normal Speed: Humans have a base speed of 30 feet.
[*] Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
[*]Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
[*]Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/list]

Beschreibung und Hintergrund (Anzeigen)Beschreibung:

Hintergrund:
Libarus wurde als einziges Kind einer varisischen Mutter und eines ulfischen Vaters geboren, die mit der großen Famlilie der Mutter durch die Lande zogen. Seine Mutter verdingte sich als Tänzerin und Hilfe für Wurfvorstellungen, während sein Vater als "starker Mann" auftratt, der hin und wieder auch als Jahrmarkstringer auftratt.
Schon früh zeigte sich bei Libarus die gemischte Herkunft, wenn auch anders als sein Vater es sich wünschte. Denn der Junge erhielt nicht die körperlich beeindruckenden Attribute eines Ulfen sondern nur hellere Haare und Hautfarbe als seine Mutter. Er war ein geschickter und schneller Junge, der es liebte den Geschichten der anderen Familien zu lauschen oder Erzählungen aus der Vergangenheit zu hören. Und auch in den Städten, durch die ihre kleine Familienkarawane kamen, hörte er den Leuten aufmerksam zu und lernte so mehr und mehr über die Länder und Geschichte der Inneren See.
Als Libarus zum Jugendlichen wurde, reichten ihm diese Erzählungen nicht mehr aus. Seine Neugier war immer noch ungestillt. Und so versuchte er, an Bücher und Schriftstücke zu kommen. Bald war es soweit, daß er nicht nur das nahm, was er erwerben konnte, sondern er fing auch an, hier und da in Häuser einzusteigen.
Bei einem dieser "Besuche" entdeckte er eine Sammlung von steineren Schrifttafeln, viel zu schwer, um sie mit seinen mageren Armen wegtragen zu können. Und so nahm er kleinere Stücke mit, die ebenfalls Zeichen zeigten. Doch so einfach konnte er diese nicht lesen. Und dies stachelte ihn an, nach ähnlichen Dingen Ausschau zu halten und einen Weg zu finden, die Sprachen zu lernen. Sein Weg zur Archäologie war vorgezeichnet.
Einige Jahre später gab er die kleinen Einbrüche auf und wendete sich dem Abenteurerleben zu. Endlich wollte er selbst die Monumente der Vergangenheit sehen und sie erforschen. Es trieb ihn immer mehr der Drang an, neues Wissen zu erlangen als Schätze zu bergen, auch wenn diese nicht liegen gelassen wurden. Schließlich konnten damit neue Ausgrabungen finanziert werden.
Inzwischen hat Libarus sich einen kleinen Ruf als fähiger Experte für die Erkundung von Ruinen erworben und er träumt davon, irgendwann bei den Kundschaftern Aufnahme zu finden.

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