Created using PCGen 5.8.1 on Nov 25, 2006
       

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE REDUCTION

SPEED
HP
Hit Points
56




  
Walk 30'
BASE ATTACK
Bonus
+3
SPECIAL ABILITIES
Healing Hands, Restricted Casting ~ May not cast Chaotic spells, Restricted Casting ~ May not cast Evil spells, Spontaneous Casting ~ May channel stored spell energy into healing spells not prepared in advance, Turn Undead (Su) ~ 7/day (Turn Level 5 ~ Turn Damage 2d6+9)
FEATS
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Concentration)
LANGUAGES
Common, Literacy
SPELLS
 Cleric 0
1
2
3
4
5
6
7
8
9
5
4+1
3+1
2+1
0
0
0
0
0
0
0:
Create Water (DC:14)Cure Minor Wounds (DC:14)Detect Magic (DC:14)
Detect Poison (DC:14)Guidance (DC:14)Inflict Minor Wounds (DC:14)
Light (DC:14)Mending (DC:14)Purify Food and Drink (DC:14)
Read Magic (DC:14)Resistance (DC:14)Virtue (DC:14)
1:
Bane (DC:15)Bless (DC:15)Bless Water (DC:15)
Cause Fear (DC:15)Command (DC:15)Comprehend Languages (DC:15)
Conviction (DC:15)**Cure Light Wounds (DC:15)Cure Light Wounds (DC:15)
Detect Chaos (DC:15)Detect Evil (DC:15)Detect Good (DC:15)
Detect Law (DC:15)Detect Undead (DC:15)Divine Favor (DC:15)
Doom (DC:15)**Endure Elements (DC:15)Endure Elements (DC:15)
Entropic Shield (DC:15)Favorable Sacrifice (DC:15)Grave Strike (DC:15)
Guiding Light (DC:15)Hide from Undead (DC:15)Incite (DC:15)
Inflict Light Wounds (DC:15)Inhibit (DC:15)Magic Stone (DC:15)
Magic Weapon (DC:15)Nimbus of Light (DC:15)Obscuring Mist (DC:15)
Omen of Peril (DC:15)Protection from Chaos (DC:15)Protection from Evil (DC:15)
Remove Fear (DC:15)Resurgence (DC:15)Sanctuary (DC:15)
Shield of Faith (DC:15)Sign (DC:15)Spell Flower (DC:15)
Summon Monster I (DC:15)Lesser Vigor (DC:15)
2:
Aid (DC:16)Align Weapon (DC:16)Augury (DC:16)
Bear's Endurance (DC:16)Blood Wind (DC:16)Brambles (DC:16)
Bull's Strength (DC:16)Calm Emotions (DC:16)Consecrate (DC:16)
**Cure Moderate Wounds (DC:16)Cure Moderate Wounds (DC:16)Curse of Ill Fortune (DC:16)
Darkness (DC:16)Deific Vengeance (DC:16)Delay Poison (DC:16)
Divine Insight (DC:16)Divine Protection (DC:16)Eagle's Splendor (DC:16)
Enthrall (DC:16)Find Traps (DC:16)Fins to Feet (DC:16)
Fox's Cunning (DC:16)Gentle Repose (DC:16)Healing Lorecall (DC:16)
*Heat Metal (DC:16)Hold Person (DC:16)Inflict Moderate Wounds (DC:16)
Inky Cloud (DC:16)Iron Silence (DC:16)Living Undeath (DC:16)
Major Resistance (DC:16)Make Whole (DC:16)Owl's Wisdom (DC:16)
Quick March (DC:16)Rapid Burrowing (DC:16)Remove Paralysis (DC:16)
Resist Energy (DC:16)Lesser Restoration (DC:16)Shatter (DC:16)
Shield Other (DC:16)Silence (DC:16)Sound Burst (DC:16)
Spiritual Weapon (DC:16)Status (DC:16)Summon Monster II (DC:16)
Undetectable Alignment (DC:16)Veil of Shadow (DC:16)Wings of the Sea (DC:16)
Zone of Truth (DC:16)
3:
Air Breathing (DC:17)Bestow Curse (DC:17)Blessed Aim (DC:17)
Blindness/Deafness (DC:17)Blindsight (DC:17)Briar Web (DC:17)
Bridge of Sound (DC:17)Chain of Eyes (DC:17)Cloak of Bravery (DC:17)
Close Wounds (DC:17)Continual Flame (DC:17)Legion's Conviction (DC:17)
Create Food and Water (DC:17)**Cure Serious Wounds (DC:17)Cure Serious Wounds (DC:17)
Curse of Petty Failing (DC:17)Daylight (DC:17)Deeper Darkness (DC:17)
Delay Death (DC:17)Dispel Magic (DC:17)Flame of Faith (DC:17)
Fuse Arms (DC:17)Girallon's Blessing (DC:17)Glyph of Warding (DC:17)
Helping Hand (DC:17)Inflict Serious Wounds (DC:17)Invisibility Purge (DC:17)
Laogzed's Breath (DC:17)Locate Object (DC:17)Magic Circle Against Chaos (DC:17)
Magic Circle Against Evil (DC:17)Magic Vestment (DC:17)Meld into Stone (DC:17)
Obscure Object (DC:17)Prayer (DC:17)Protection from Energy (DC:17)
Remove Blindness/Deafness (DC:17)Remove Curse (DC:17)Remove Disease (DC:17)
Mass Resist Energy (DC:17)Ring of Blades (DC:17)**Searing Light (DC:17)
Searing Light (DC:17)Slashing Darkness (DC:17)Sonorous Hum (DC:17)
Sound Lance (DC:17)Speak with Dead (DC:17)Spikes (DC:17)
Stone Shape (DC:17)Summon Monster III (DC:17)Telepathic Bond (Lesser) (DC:17)
Vigor (DC:17)Mass Lesser Vigor (DC:17)Water Breathing (DC:17)
Water Walk (DC:17)Wind Wall (DC:17)
 * = Domain/Specialty Spell
 Healer 0
1
2
3
4
5
6
7
8
9
4
4
0
0
0
0
0
0
0
0
0:
Create Water (DC:14)Cure Minor Wounds (DC:14)Deathwatch (DC:14)
Detect Magic (DC:14)Detect Poison (DC:14)Light (DC:14)
Mending (DC:14)Purify Food and Drink (DC:14)Read Magic (DC:14)
1:
Bless Water (DC:15)Cure Light Wounds (DC:15)Goodberry (DC:15)
Protection from Evil (DC:15)Remove Fear (DC:15)Remove Paralysis (DC:15)
Sanctuary (DC:15)Speak with Animals (DC:15)
 * = Domain/Specialty Spell
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Studded Leather
Light
+3
+5
-1
15
Steel
SHIELD
TYPE
AC

CHECK
SPELL FAILURE






ITEMS

AC










*Studded Leather
TYPEARMOR BONUSMAX DEX BONUS
Light
+3
+5
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-1
15
Steel
EQUIPMENT ( - //)
x Backpack
   x Light Mace
Steel
  
x Crossbow Bolts (10)
Steel, Wood
   x Mirror (Small/Steel)
  
x Bedroll
   x Explorer's Outfit
  
x Winter Blanket
   x Soap (Per Lb.)
  
x Light Crossbow
Wood
   x Studded Leather
Steel
  
x Flint and Steel
   x Cleric's Vestments
  
x Heavy Mace
Steel
   x Waterskin
  
Cleric of Pelor
Domain
Granted Power
Healing
You cast healing spells at +1 caster level.
Sun
Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
AMMUNITION
Crossbow Bolts (10)
☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.8.1 on Nov 25, 2006

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Backpack
Equipped
1
2
2
 Crossbow Bolts (10)
(Steel, Wood)
Backpack
3
1
1
 Crossbow Bolts (10)
(Steel, Wood)
Carried
1
1
1
 Bedroll
Carried
1
5
0.1
 Winter Blanket
Backpack
1
3
0.5
 Light Crossbow
Carried
1
4
35
 Flint and Steel
Backpack
1
0
1
 Heavy Mace
Equipped
1
8
12
ITEM LOCATION QTY WT. GP COST
 Light Mace
Carried
1
4
5
 Mirror (Small/Steel)
Backpack
1
0.5
10
 Explorer's Outfit
Equipped
1
8
0
 Soap (Per Lb.)
Backpack
1
1
0.5
 Studded Leather
Equipped
1
20
25
 Cleric's Vestments
Backpack
1
6
5
 Waterskin
Carried
1
4
1
TOTAL WEIGHT CARRIED/VALUE   61.5 lbs. 101.1 gp
WEIGHT ALLOWANCE
Light 76 Medium 153 Heavy 230

FEATS
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Concentration)
MONEY
SPECIAL ABILITIES
Healing Hands, Restricted Casting ~ May not cast Chaotic spells, Restricted Casting ~ May not cast Evil spells, Spontaneous Casting ~ May channel stored spell energy into healing spells not prepared in advance, Turn Undead (Su) ~ 7/day (Turn Level 5 ~ Turn Damage 2d6+9)
PROFICIENCIES
Bead of Force, Blowgun, Bomb, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dynamite, Fragmentation Grenade, Gauntlet, Gauntlet (Spiked), Javelin, Longspear, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rock, Shieldbash (Heavy), Shieldbash (Light), Shortspear, Sickle, Sling, Smoke Grenade, Smokebomb, Spear, Unarmed Strike
LANGUAGES
Common, Literacy
Cleric of Pelor
Domain
Granted Power
Healing
You cast healing spells at +1 caster level.
Sun
Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
SPELLS
 Cleric 0
1
2
3
4
5
6
7
8
9
5
4+1
3+1
2+1
0
0
0
0
0
0
0:
Create Water (DC:14)Cure Minor Wounds (DC:14)Detect Magic (DC:14)
Detect Poison (DC:14)Guidance (DC:14)Inflict Minor Wounds (DC:14)
Light (DC:14)Mending (DC:14)Purify Food and Drink (DC:14)
Read Magic (DC:14)Resistance (DC:14)Virtue (DC:14)
1:
Bane (DC:15)Bless (DC:15)Bless Water (DC:15)
Cause Fear (DC:15)Command (DC:15)Comprehend Languages (DC:15)
Conviction (DC:15)**Cure Light Wounds (DC:15)Cure Light Wounds (DC:15)
Detect Chaos (DC:15)Detect Evil (DC:15)Detect Good (DC:15)
Detect Law (DC:15)Detect Undead (DC:15)Divine Favor (DC:15)
Doom (DC:15)**Endure Elements (DC:15)Endure Elements (DC:15)
Entropic Shield (DC:15)Favorable Sacrifice (DC:15)Grave Strike (DC:15)
Guiding Light (DC:15)Hide from Undead (DC:15)Incite (DC:15)
Inflict Light Wounds (DC:15)Inhibit (DC:15)Magic Stone (DC:15)
Magic Weapon (DC:15)Nimbus of Light (DC:15)Obscuring Mist (DC:15)
Omen of Peril (DC:15)Protection from Chaos (DC:15)Protection from Evil (DC:15)
Remove Fear (DC:15)Resurgence (DC:15)Sanctuary (DC:15)
Shield of Faith (DC:15)Sign (DC:15)Spell Flower (DC:15)
Summon Monster I (DC:15)Lesser Vigor (DC:15)
2:
Aid (DC:16)Align Weapon (DC:16)Augury (DC:16)
Bear's Endurance (DC:16)Blood Wind (DC:16)Brambles (DC:16)
Bull's Strength (DC:16)Calm Emotions (DC:16)Consecrate (DC:16)
**Cure Moderate Wounds (DC:16)Cure Moderate Wounds (DC:16)Curse of Ill Fortune (DC:16)
Darkness (DC:16)Deific Vengeance (DC:16)Delay Poison (DC:16)
Divine Insight (DC:16)Divine Protection (DC:16)Eagle's Splendor (DC:16)
Enthrall (DC:16)Find Traps (DC:16)Fins to Feet (DC:16)
Fox's Cunning (DC:16)Gentle Repose (DC:16)Healing Lorecall (DC:16)
*Heat Metal (DC:16)Hold Person (DC:16)Inflict Moderate Wounds (DC:16)
Inky Cloud (DC:16)Iron Silence (DC:16)Living Undeath (DC:16)
Major Resistance (DC:16)Make Whole (DC:16)Owl's Wisdom (DC:16)
Quick March (DC:16)Rapid Burrowing (DC:16)Remove Paralysis (DC:16)
Resist Energy (DC:16)Lesser Restoration (DC:16)Shatter (DC:16)
Shield Other (DC:16)Silence (DC:16)Sound Burst (DC:16)
Spiritual Weapon (DC:16)Status (DC:16)Summon Monster II (DC:16)
Undetectable Alignment (DC:16)Veil of Shadow (DC:16)Wings of the Sea (DC:16)
Zone of Truth (DC:16)
3:
Air Breathing (DC:17)Bestow Curse (DC:17)Blessed Aim (DC:17)
Blindness/Deafness (DC:17)Blindsight (DC:17)Briar Web (DC:17)
Bridge of Sound (DC:17)Chain of Eyes (DC:17)Cloak of Bravery (DC:17)
Close Wounds (DC:17)Continual Flame (DC:17)Legion's Conviction (DC:17)
Create Food and Water (DC:17)**Cure Serious Wounds (DC:17)Cure Serious Wounds (DC:17)
Curse of Petty Failing (DC:17)Daylight (DC:17)Deeper Darkness (DC:17)
Delay Death (DC:17)Dispel Magic (DC:17)Flame of Faith (DC:17)
Fuse Arms (DC:17)Girallon's Blessing (DC:17)Glyph of Warding (DC:17)
Helping Hand (DC:17)Inflict Serious Wounds (DC:17)Invisibility Purge (DC:17)
Laogzed's Breath (DC:17)Locate Object (DC:17)Magic Circle Against Chaos (DC:17)
Magic Circle Against Evil (DC:17)Magic Vestment (DC:17)Meld into Stone (DC:17)
Obscure Object (DC:17)Prayer (DC:17)Protection from Energy (DC:17)
Remove Blindness/Deafness (DC:17)Remove Curse (DC:17)Remove Disease (DC:17)
Mass Resist Energy (DC:17)Ring of Blades (DC:17)**Searing Light (DC:17)
Searing Light (DC:17)Slashing Darkness (DC:17)Sonorous Hum (DC:17)
Sound Lance (DC:17)Speak with Dead (DC:17)Spikes (DC:17)
Stone Shape (DC:17)Summon Monster III (DC:17)Telepathic Bond (Lesser) (DC:17)
Vigor (DC:17)Mass Lesser Vigor (DC:17)Water Breathing (DC:17)
Water Walk (DC:17)Wind Wall (DC:17)
 * = Domain/Specialty Spell
 Healer 0
1
2
3
4
5
6
7
8
9
4
4
0
0
0
0
0
0
0
0
0:
Create Water (DC:14)Cure Minor Wounds (DC:14)Deathwatch (DC:14)
Detect Magic (DC:14)Detect Poison (DC:14)Light (DC:14)
Mending (DC:14)Purify Food and Drink (DC:14)Read Magic (DC:14)
1:
Bless Water (DC:15)Cure Light Wounds (DC:15)Goodberry (DC:15)
Protection from Evil (DC:15)Remove Fear (DC:15)Remove Paralysis (DC:15)
Sanctuary (DC:15)Speak with Animals (DC:15)
 * = Domain/Specialty Spell
FEATS
NAME DESCRIPTION
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Blind-Fight In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (see Concealment, page 152). An invisible attacker gets no advantages related to hitting you in melee. That is, you dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible (see Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151). The invisible attackers bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half (see Table 9-4: Hampered Movement, page 163).
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Shield Proficiency You can use a shield and take only the standard penalties (see Table 7-6: Armor and Shields, page 123).
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Skill Focus (Concentration) You get a +3 bonus on all checks involving that skill.

Created using PCGen 5.8.1 on Nov 25, 2006

SPELLS
 Cleric 0
1
2
3
4
5
6
7
8
9
  Per Day 5
4+1
3+1
2+1
0
0
0
0
0
0
0:
Create Water (DC:14)Cure Minor Wounds (DC:14)Detect Magic (DC:14)Detect Poison (DC:14)
Guidance (DC:14)Inflict Minor Wounds (DC:14)Light (DC:14)Mending (DC:14)
Purify Food and Drink (DC:14)Read Magic (DC:14)Resistance (DC:14)Virtue (DC:14)
1:
Bane (DC:15)Bless (DC:15)Bless Water (DC:15)Cause Fear (DC:15)
Command (DC:15)Comprehend Languages (DC:15)Conviction (DC:15)**Cure Light Wounds (DC:15)
Cure Light Wounds (DC:15)Detect Chaos (DC:15)Detect Evil (DC:15)Detect Good (DC:15)
Detect Law (DC:15)Detect Undead (DC:15)Divine Favor (DC:15)Doom (DC:15)
**Endure Elements (DC:15)Endure Elements (DC:15)Entropic Shield (DC:15)Favorable Sacrifice (DC:15)
Grave Strike (DC:15)Guiding Light (DC:15)Hide from Undead (DC:15)Incite (DC:15)
Inflict Light Wounds (DC:15)Inhibit (DC:15)Magic Stone (DC:15)Magic Weapon (DC:15)
Nimbus of Light (DC:15)Obscuring Mist (DC:15)Omen of Peril (DC:15)Protection from Chaos (DC:15)
Protection from Evil (DC:15)Remove Fear (DC:15)Resurgence (DC:15)Sanctuary (DC:15)
Shield of Faith (DC:15)Sign (DC:15)Spell Flower (DC:15)Summon Monster I (DC:15)
Lesser Vigor (DC:15)
2:
Aid (DC:16)Align Weapon (DC:16)Augury (DC:16)Bear's Endurance (DC:16)
Blood Wind (DC:16)Brambles (DC:16)Bull's Strength (DC:16)Calm Emotions (DC:16)
Consecrate (DC:16)**Cure Moderate Wounds (DC:16)Cure Moderate Wounds (DC:16)Curse of Ill Fortune (DC:16)
Darkness (DC:16)Deific Vengeance (DC:16)Delay Poison (DC:16)Divine Insight (DC:16)
Divine Protection (DC:16)Eagle's Splendor (DC:16)Enthrall (DC:16)Find Traps (DC:16)
Fins to Feet (DC:16)Fox's Cunning (DC:16)Gentle Repose (DC:16)Healing Lorecall (DC:16)
*Heat Metal (DC:16)Hold Person (DC:16)Inflict Moderate Wounds (DC:16)Inky Cloud (DC:16)
Iron Silence (DC:16)Living Undeath (DC:16)Major Resistance (DC:16)Make Whole (DC:16)
Owl's Wisdom (DC:16)Quick March (DC:16)Rapid Burrowing (DC:16)Remove Paralysis (DC:16)
Resist Energy (DC:16)Lesser Restoration (DC:16)Shatter (DC:16)Shield Other (DC:16)
Silence (DC:16)Sound Burst (DC:16)Spiritual Weapon (DC:16)Status (DC:16)
Summon Monster II (DC:16)Undetectable Alignment (DC:16)Veil of Shadow (DC:16)Wings of the Sea (DC:16)
Zone of Truth (DC:16)
3:
Air Breathing (DC:17)Bestow Curse (DC:17)Blessed Aim (DC:17)Blindness/Deafness (DC:17)
Blindsight (DC:17)Briar Web (DC:17)Bridge of Sound (DC:17)Chain of Eyes (DC:17)
Cloak of Bravery (DC:17)Close Wounds (DC:17)Continual Flame (DC:17)Legion's Conviction (DC:17)
Create Food and Water (DC:17)**Cure Serious Wounds (DC:17)Cure Serious Wounds (DC:17)Curse of Petty Failing (DC:17)
Daylight (DC:17)Deeper Darkness (DC:17)Delay Death (DC:17)Dispel Magic (DC:17)
Flame of Faith (DC:17)Fuse Arms (DC:17)Girallon's Blessing (DC:17)Glyph of Warding (DC:17)
Helping Hand (DC:17)Inflict Serious Wounds (DC:17)Invisibility Purge (DC:17)Laogzed's Breath (DC:17)
Locate Object (DC:17)Magic Circle Against Chaos (DC:17)Magic Circle Against Evil (DC:17)Magic Vestment (DC:17)
Meld into Stone (DC:17)Obscure Object (DC:17)Prayer (DC:17)Protection from Energy (DC:17)
Remove Blindness/Deafness (DC:17)Remove Curse (DC:17)Remove Disease (DC:17)Mass Resist Energy (DC:17)
Ring of Blades (DC:17)**Searing Light (DC:17)Searing Light (DC:17)Slashing Darkness (DC:17)
Sonorous Hum (DC:17)Sound Lance (DC:17)Speak with Dead (DC:17)Spikes (DC:17)
Stone Shape (DC:17)Summon Monster III (DC:17)Telepathic Bond (Lesser) (DC:17)Vigor (DC:17)
Mass Lesser Vigor (DC:17)Water Breathing (DC:17)Water Walk (DC:17)Wind Wall (DC:17)
 * = Domain/Specialty Spell
 Healer 0
1
2
3
4
5
6
7
8
9
  Per Day 4
4
0
0
0
0
0
0
0
0
0:
Create Water (DC:14)Cure Minor Wounds (DC:14)Deathwatch (DC:14)Detect Magic (DC:14)
Detect Poison (DC:14)Light (DC:14)Mending (DC:14)Purify Food and Drink (DC:14)
Read Magic (DC:14)
1:
Bless Water (DC:15)Cure Light Wounds (DC:15)Goodberry (DC:15)Protection from Evil (DC:15)
Remove Fear (DC:15)Remove Paralysis (DC:15)Sanctuary (DC:15)Speak with Animals (DC:15)
 * = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Cleric Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 5 4+1 3+1 2+1 0 0 0 0 0 0
LEVEL 0
Create Water
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Generates wholesome, drinkable water - 10 gallons.
Source:  p.215
Target Area:   Up to 10 gallons of water
Cure Minor Wounds
DC: 14
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 1 point of damage.
Source:  p.216
Target Area:   Creature touched
Detect Magic
DC: 14
Save: None
Time: 1 standard action
Duration: Concentration, up to 5 minutes
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You detect magical auras.
Source:  p.219
Target Area:   Cone-shaped emanation
Detect Poison
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35')
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  p.219
Target Area:   One creature, one object, or a 5-ft. cube
Guidance
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
☐☐☐
Effect:  This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Source:  p.238
Target Area:   Creature touched
Inflict Minor Wounds
DC: 14
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.
Source:  p.244
Target Area:   Creature touched
Light
DC: 14
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes an object to glow like a torch, shedding bright light in a 20-foot-radius [and dim light for an additional 20 feet] from the point you touch. The effect is immobile, but it can be cast on a movable object.
Source:  p.248
Target Area:   Object touched
Mending
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Mending repairs small breaks or tears in objects [but not warps, such as might be caused by a warp wood spell]. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Source:  p.253
Target Area:   One object of up to 1 lb.
Purify Food and Drink
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Source:  p.267
Target Area:   5 cu. ft. of contaminated food and water
Read Magic
DC: 14
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.
Source:  p.269
Target Area:   You
Resistance
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  p.272
Target Area:   Creature touched
Virtue
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject gains 1 temporary hit point..
Source:  p.298
Target Area:   Creature touched
LEVEL 1
Bane
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 5 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Fills your enemies with fear and doubt. Enemies take -1 on attack rolls and saves against fear.
Source:  p.203
Target Area:   All enemies within 50 ft.
Bless
DC: 15
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Fills your allies with courage. Allies gain +1 on attack rolls and +1 on saves against fear.
Source:  p.205
Target Area:   The caster and all allies within a 50-ft. burst, centered on the caster
Bless Water
DC: 15
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You imbue a flask of water with positive energy, turning it into holy water.
Source:  p.205
Target Area:   Flask of water touched
Cause Fear
DC: 15
Save: Will partial
Time: 1 standard action
Duration: 1d4 rounds or 1 round; see text
Rng: Close (35')
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  The affected creature becomes frightened.
Source:  p.208
Target Area:   One living creature with 5 or fewer HD
Command
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (35')
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect:  You give the subject a single command that it must obey to the best of its ability.
Source:  p.211
Target Area:   One living creature
Comprehend Languages
DC: 15
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Personal
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Source:  p.212
Target Area:   You
Conviction
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 mins
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Target gains +2 or higher save bonus.
Source:  Miniatures Handbook, Pg.34
Target Area:   Creature touched
** Cure Light Wounds
DC: 15
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 1d8+5 damage
Source:  p.215
Target Area:   Creature touched
Cure Light Wounds
DC: 15
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 1d8+5 damage
Source:  p.215
Target Area:   Creature touched
Detect Chaos
DC: 15
Save: None
Time: 1 standard action
Duration: Concentration, up to 50 minutes
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You can sense the presence of chaos.
Source:  p.218
Target Area:   Cone-shaped emanation
Detect Evil
DC: 15
Save: None
Time: 1 standard action
Duration: Concentration, up to 50 minutes
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You can sense the presence of evil.
Source:  p.218
Target Area:   Cone-shaped emanation
Detect Good
DC: 15
Save: None
Time: 1 standard action
Duration: Concentration, up to 50 minutes
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You can sense the presence of good.
Source:  p.219
Target Area:   Cone-shaped emanation
Detect Law
DC: 15
Save: None
Time: 1 standard action
Duration: Concentration, up to 50 minutes
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You can sense the presence of law.
Source:  p.219
Target Area:   Cone-shaped emanation
Detect Undead
DC: 15
Save: None
Time: 1 standard action
Duration: Concentration, up to 5 minutes
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  You can detect the aura that surrounds undead creatures.
Source:  p.220
Target Area:   Cone-shaped emanation
Divine Favor
DC: 15
Save: None
Time: 1 standard action
Duration: 1 minute
Rng: Personal
Comp: V, S, DF
SR: No
School: Evocation
☐☐☐
Effect:  Calling on the strength and wisdom of a deity, you gain +1 on attack and damage rolls.
Source:  p.224
Target Area:   You
Doom
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 5 minutes
Rng: Medium (150')
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  Fills subject with a feeling of horrible dread that causes it to become shaken.
Source:  p.225
Target Area:   One living creature
** Endure Elements
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject suffers no harm from being in a hot or cold environment.
Source:  p.226
Target Area:   Creature touched
Endure Elements
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject suffers no harm from being in a hot or cold environment.
Source:  p.226
Target Area:   Creature touched
Entropic Shield
DC: 15
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  A magical field that deflects arrows, rays and other ranged attacks appears around you. Ranged attacks have 20% miss chance.
Source:  p.227
Target Area:   You
Favorable Sacrifice
DC: 15
Save: Will negates (harmless)
Time: 1 srandard action
Duration: 5 hours
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject gains better protection the more gems you sacrifice.
Source:  Miniatures Handbook, Pg.35
Target Area:   Creature touched
Grave Strike
DC: 15
Save:
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V, DF
SR:
School: Divination
☐☐☐
Effect:  Swift. You can sneak attack undead for 1 round.
Source:  150
Target Area:   You
Guiding Light
DC: 15
Save: None
Time: 1 standard action
Duration: 5 mins
Rng: Long (600')
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  +1 on ranged attacks against targets in illuminated area.
Source:  Miniatures Handbook, Pg.36
Target Area:   Creatures in a 5'-radius burst
Hide from Undead
DC: 15
Save: Will negates (harmless); see text
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.
Source:  p.241
Target Area:   5 touched creatures
Incite
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 5 mins
Rng: Close (35')
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  Target cannot ready actions or delay.
Source:  Miniatures Handbook, Pg.36
Target Area:   One Creature
Inflict Light Wounds
DC: 15
Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  When laying your hand upon a creature, you channel negative energy that deals 1d8+5 points of damage.
Source:  p.244
Target Area:   Creature touched
Inhibit
DC: 15
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35')
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  Target must delay until next round.
Source:  Miniatures Handbook, Pg.36
Target Area:   One Creature
Magic Stone
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
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.
Source:  p.251
Target Area:   Up to three pebbles touched
Magic Weapon
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Gives a weapon a +1 enhancement bonus on attack and damage rolls.
Source:  p.251
Target Area:   Weapon touched
Nimbus of Light
DC: 15
Save:
Time: 1 standard action
Duration: 5 minutes or until discharged [D]
Rng: Personal
Comp: V, S, DF
SR:
School: Evocation
☐☐☐
Effect:  Sunlight illuminates you until released as an attack for 1d8+5 damage.
Source:  p.170
Target Area:   A glittering corona of sunlight surrounds your body at a few inches distanceuntil you release it as a focused blast of divine energy.
Obscuring Mist
DC: 15
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.
Source:  p.258
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Omen of Peril
DC: 15
Save:
Time: 1 full round
Duration: Instantaneous
Rng: Personal
Comp: V, F
SR:
School: Divination
☐☐☐
Effect:  You know how dangerous the future will be.
Source:  p.171
Target Area:   You
Protection from Chaos
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  p.266
Target Area:   Creature touched
Protection from Evil
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  p.266
Target Area:   Creature touched
Remove Fear
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (35')
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Source:  p.271
Target Area:   2 creatures, no two of which can be more than 30 ft. apart
Resurgence
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You grant subject a second chance at a saving throw.
Source:  p.177
Target Area:   Creature touched
Sanctuary
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 5 rounds
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
☐☐☐
Effect:  Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent cant follow through with the attack, that part of its action is lost, and it cant directly attack the warded creature for the duration of the spell.
Source:  p.274
Target Area:   Creature touched
Shield of Faith
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC.
Source:  p.278
Target Area:   Creature touched
Sign
DC: 15
Save: None
Time: 1 standard action
Duration: 5 mins
Rng: Personal
Comp: V, S, M
SR: No
School: Enchantment
☐☐☐
Effect:  You initiative improves, and you know enemies initiatives.
Source:  Miniatures Handbook, Pg.39
Target Area:   You
Spell Flower
DC: 15
Save:
Time: 1 action
Duration: 5 levels
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Hold the charge on one touch spell per forelimb.
Source:  p.70
Target Area:   You
Summon Monster I
DC: 15
Save: None
Time: 1 round
Duration: 5 rounds
Rng: Close (35')
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons an extraplanar creature [typically an outsider, elemental, or magical beast native to another plane]. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. The spell conjures one of the creatures from the 1st-level list on the Summon Monster table.
Source:  p.285
Target Area:   One summoned creature
Lesser Vigor
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 15 rounds
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Gain fast healing 1 [max 15 rounds]
Source:  p.186
Target Area:   Living creature touched
LEVEL 2
Aid
DC: 16
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  +1 morale bonus on attack rolls, +1 morale bonus against fear, 1d8+5 temporary hp.
Source:  p.196
Target Area:   Living creature touched
Align Weapon
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Weapon becomes good, evil, lawful, or chaotic.
Source:  p.197
Target Area:   Weapon touched or fifty projectiles [all of which must be in contact with each other at the time of casting]
Augury
DC: 16
Save: None
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, M, F
SR: No
School: Divination
☐☐☐
Effect:  Can tell you whether an action will bring good or bad results for you in the immediate future.
Source:  p.202
Target Area:   You
Bear's Endurance
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject gains greater vitality and stamina [+4 enhancement bonus to Constitution].
Source:  p.203
Target Area:   Creature touched
Blood Wind
DC: 16
Save: Will negates (harmless)
Time: 1 action
Duration: 5 rounds [D]
Rng: Close (35')
Comp: V, S
SR: Yes (harmless)
School: Evocation
☐☐☐
Effect:  Subject uses natural weapon as thrown weapon.
Source:  p.63
Target Area:   A single creature with Intelligence of 4 or higher
Brambles
DC: 16
Save: None
Time: 1 standard action
Duration: 5 rounds
Rng: Touch
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  Wooden weapon grows spikes that deal +5 damage.
Source:  p.156
Target Area:   Wooden weapon touched
Bull's Strength
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject becomes stronger. [+4 to Str]
Source:  p.207
Target Area:   Creature touched
Calm Emotions
DC: 16
Save: Will negates
Time: 1 standard action
Duration: Concentration, up to 5 rounds
Rng: Medium (150')
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  You calm agitated creatures, negating emotion effects.
Source:  p.207
Target Area:   Creatures in a 20-ft. radius spread
Consecrate
DC: 16
Save: None
Time: 1 standard action
Duration: 10 hours
Rng: Close (35')
Comp: V, S, M, DF
SR: No
School: Evocation
☐☐☐
Effect:  Blesses an area with positive energy,
Source:  p.212
Target Area:   20-ft. radius emanation
** Cure Moderate Wounds
DC: 16
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 2d8+6 damage
Source:  p.216
Target Area:   Creature touched
Cure Moderate Wounds
DC: 16
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 2d8+6 damage
Source:  p.216
Target Area:   Creature touched
Curse of Ill Fortune
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 5 minutes
Rng: Medium (150')
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Target suffers 3 penalty on attacks, checks, and saves.
Source:  p.160
Target Area:   One living creature
Darkness
DC: 16
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes an object to radiate shadowy illumination out to a 20-ft. radius.
Source:  p.216
Target Area:   Object touched
Deific Vengeance
DC: 16
Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35')
Comp: V, S, DF
SR: Yes
School: Conjuration
☐☐☐
Effect:  God's punishment deals 2d6 damage.
Source:  p.161
Target Area:   One creature
Delay Poison
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  The targert becomes temporarily immune to poison.
Source:  p.217
Target Area:   Creature touched
Divine Insight
DC: 16
Save:
Time: 1 standard action
Duration: 5 hours or until discharged [D]
Rng: Personal
Comp: V, S, DF
SR:
School: Divination
☐☐☐
Effect:  You gain insight bonus of 5 + caster level on one single skill check.
Source:  147
Target Area:   You
Divine Protection
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 mins
Rng: Medium (150')
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Allies gain +1 morale bonus on AC abd saves.
Source:  Miniatures Handbook, Pg.35
Target Area:   Allies in a 20'-radius burst
Eagle's Splendor
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject becomes more poised, articulate and personally forceful [+4 to Cha].
Source:  p.225
Target Area:   Creature touched
Enthrall
DC: 16
Save: Will negates; see text
Time: 1 round
Duration: 1 hour or less
Rng: Medium (150')
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  If you have the attention of a group of creatures, you can holde them spellbound.
Source:  p.227
Target Area:   Any number of creatures
Find Traps
DC: 16
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus of 2 on Search checks made to find traps while the spell is in effect.
Source:  p.230
Target Area:   You
Fins to Feet
DC: 16
Save: Fortitude negates (harmless)
Time: 1 minute
Duration: 50 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Transforms tails and fins into legs and feet.
Source:  p.66
Target Area:   Creature touched
Fox's Cunning
DC: 16
Save: Will negates (harmless)
Time: 1 action
Duration: 5 hours
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gains 1d4+1 Int for 5 hr.
Source:  p.66
Target Area:   Creature touched
Gentle Repose
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: 5 days
Rng: Touch
Comp: V, S, M/DF
SR: Yes (object)
School: Necromancy
☐☐☐
Effect:  You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead.
Source:  p.235
Target Area:   Corpse touched
Healing Lorecall
DC: 16
Save:
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S, M
SR:
School: Divination
☐☐☐
Effect:  If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration [healing] spells.
Source:  151
Target Area:   You
* Heat Metal
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: 7 rounds
Rng: Close (35')
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creatures possession uses the creatures saving throw bonus unless its own is higher.
Source:  p.239
Target Area:   Metal equipment of 2 creatures, no two of which can be more than 30 ft. apart; or 125 lb. of metal, all of which must be within a 30-ft. circle
Hold Person
DC: 16
Save: Will negates; see text
Time: 1 standard action
Duration: 5 rounds; see text
Rng: Medium (150')
Comp: V, S, F/DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  The subject humanoid becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect.
Source:  p.241
Target Area:   One humanoid creature
Inflict Moderate Wounds
DC: 16
Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  When laying your hand upon a creature, you channel negative energy that deals 2d8+5 points of damage.
Source:  p.244
Target Area:   Creature touched
Inky Cloud
DC: 16
Save: None
Time: 1 action
Duration: 50 minutes
Rng: 30 ft.
Comp: V, S, M
SR: No
School: Conjuration
☐☐☐
Effect:  Obscures sight underwater beyond 5 ft.
Source:  p.68
Target Area:   Cloud that spreads underwater in a 30-ft. radius, centered on you
Iron Silence
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 5 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless,
School: Transmutation
☐☐☐
Effect:  Armor touched has no armor check penalty on Hide and Move Silently for 5 hours.
Source:  153
Target Area:   One suit of armor touched per three levels
Living Undeath
DC: 16
Save: Fort negates (harmless)
Time: 1 standard action
Duration: 5 mins
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Necromancy
☐☐☐
Effect:  Target becomes immune to critical hits and sneak attack.
Source:  Miniatures Handbook, Pg.37
Target Area:   Creature touched
Major Resistance
DC: 16
Save: Will negates (harmless)
Time: 1 action
Duration: 5 hours
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject gains +3 on saving throws.
Source:  p.68
Target Area:   Creature touched
Make Whole
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35')
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new.
Source:  p.252
Target Area:   One object of up to 50 cu. ft
Owl's Wisdom
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills.
Source:  p.259
Target Area:   Creature touched
Quick March
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 round
Rng: Medium (150')
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Allies speed increases by 30' for 1 round.
Source:  Miniatures Handbook, Pg.37
Target Area:   Allies in a 20'-radius burst
Rapid Burrowing
DC: 16
Save: Fortitude negates (harmless)
Time: 1 action
Duration: 5 minutes
Rng: Touch
Comp: V, S, F/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  +20 ft. to subject's burrow speed.
Source:  p.69
Target Area:   Creature touched
Remove Paralysis
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40')
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghouls touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
Source:  p.271
Target Area:   Up to four creatures, no two of which can be more than 30 ft. apart
Resist Energy
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage [whether from a natural or magical source], that damage is reduced by 10 points before being applied to the creatures hit points.
Source:  p.272
Target Area:   Creature touched
Lesser Restoration
DC: 16
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  any magical effects reducing one of the subjects ability scores [such as ray of enfeeblement] or cures 1d4 points of temporary ability damage to one of the subjects ability scores [such as from a shadows touch or from poison]. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued.
Source:  p.272
Target Area:   Creature touched
Shatter
DC: 16
Save: Will negates (object); Will negates (object) or Fortitude half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35')
Comp: V, S, M/DF
SR: Yes (object)
School: Evocation
☐☐☐
Effect:  Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Source:  p.278
Target Area:   5-ft. radius spread; or one solid object or one crystalline creature
Shield Other
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 hours
Rng: Close (35')
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
☐☐☐
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. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks [including that dealt by special abilities] that deal hit point damage. The amount of damage not taken by the warded creature is taken by you.
Source:  p.278
Target Area:   One creature
Silence
DC: 16
Save: Will negates; see text or none (object)
Time: 1 standard action
Duration: 5 minutes
Rng: Long (600')
Comp: V, S
SR: Yes; see text or no (object)
School: Illusion
☐☐☐
Effect:  Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area.
Source:  p.279
Target Area:   20 ft. radius emanation centered on a creature, object, or point in space
Sound Burst
DC: 16
Save: Fortitude partial
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35')
Comp: V, S, F/DF
SR: Yes
School: Evocation
☐☐☐
Effect:  You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Source:  p.281
Target Area:   10-ft. radius spread
Spiritual Weapon
DC: 16
Save: None
Time: 1 standard action
Duration: 5 rounds
Rng: Medium (150')
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8+1 force damage per hit.
Source:  p.283
Target Area:   Magic weapon of force
Status
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Divination
☐☐☐
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. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like.
Source:  p.284
Target Area:   1 living creatures touched
Summon Monster II
DC: 16
Save: None
Time: 1 round
Duration: 5 rounds
Rng: Close (35')
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Source:  p.286
Target Area:   One or more summoned creatures, no two of which can be more than 30 ft. apart
Undetectable Alignment
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: 24 hours
Rng: Close (35')
Comp: V, S
SR: Yes (object)
School: Abjuration
☐☐☐
Effect:  An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
Source:  p.297
Target Area:   One creature or object
Veil of Shadow
DC: 16
Save: None
Time: 1 standard action
Duration: 5 rounds
Rng: Personal
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  Darkness grants you concealment.
Source:  Miniatures Handbook, Pg.40
Target Area:   You
Wings of the Sea
DC: 16
Save: Fortitude negates (harmless)
Time: 1 action
Duration: 5 minutes
Rng: Touch
Comp: S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  +30 ft. to subject's swim speed.
Source:  p.72
Target Area:   You or person touched
Zone of Truth
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 5 minutes
Rng: Close (35')
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Creatures within the emanation area [or those who enter it] cant speak any deliberate and intentional lies.
Source:  p.303
Target Area:   20-ft. radius emanation
LEVEL 3
Air Breathing
DC: 17
Save: Will negates (harmless)
Time: 1 action
Duration: 10 hours
Rng: Touch
Comp: S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subjects can breathe air freely.
Source:  p.63
Target Area:   Living creatures touched
Bestow Curse
DC: 17
Save: Will negates
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You place a curse on the subject. -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Source:  p.203
Target Area:   Creature touched
Blessed Aim
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: Concentration
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  +2 bonus for allies' ranged attacks.
Source:  p.154
Target Area:   60-ft. spread, centered on you
Blindness/Deafness
DC: 17
Save: Fortitude negates
Time: 1 standard action
Duration: Permanent
Rng: Medium (150')
Comp: V
SR: Yes
School: Necromancy
☐☐☐
Effect:  You call on the powers of unlife to render the subject blinded or deafened.
Source:  p.206
Target Area:   One living creature
Blindsight
DC: 17
Save: Will negates (harmless)
Time: 1 action
Duration: 5 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gains blindsight 30 ft. for 5 minutes
Source:  p.63
Target Area:   Creature touched
Briar Web
DC: 17
Save: Reflex negates; see text
Time: 1 standard action
Duration: 5 minutes
Rng: Medium (150')
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Area entangles creatures and thorns deal 2d6 damage.
Source:  p.156
Target Area:   Plants in a 20-ft.-radius spread
Bridge of Sound
DC: 17
Save: None
Time: 1 action
Duration: Concentration + 5 rounds
Rng: Close (35')
Comp: V, S, DF
SR: Yes
School: Conjuration
☐☐☐
Effect:  Invisible bridge spans gap of 10 ft./level.
Source:  p.63
Target Area:   One bridge of sound 5 ft.wide, 1 in. thick, and up to 50 ft. long
Chain of Eyes
DC: 17
Save: Will negates
Time: 1 standard action
Duration: 5 hours
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
☐☐☐
Effect:  You send magical sensor to infiltrate an area.
Source:  p.158
Target Area:   Living creature touched
Cloak of Bravery
DC: 17
Save: Will negates (harmless)
Time: 1 action
Duration: 50 minutes
Rng: 60 ft.
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  All allies within the emanation [including you] gain a +5 morale bonus on saves against fear effects.
Source:  
Target Area:   60-ft.-radius emanation centered on you
Close Wounds
DC: 17
Save: Will half (see text)
Time: 1 swift action
Duration: Instantaneous
Rng: Close (40')
Comp: V
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Cure 2d4 damage, even on another's turn.
Source:  Miniatures Handbook, Pg.34
Target Area:   One Creature
Continual Flame
DC: 17
Save: None
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S, M
SR: No
School: Evocation
☐☐☐
Effect:  A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
Source:  p.213
Target Area:   Object touched Magical, heatless flame
Legion's Conviction
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 mins
Rng: Medium (150')
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Allies gain +2 or higher save bonus.
Source:  Miniatures Handbook, Pg.34
Target Area:   Allies in a 20'-radius burst
Create Food and Water
DC: 17
Save: None
Time: 10 minutes
Duration: 24 hours; see text
Rng: Close (35')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Feeds 15 humans or 5 horses.
Source:  p.214
Target Area:   Food and water to sustain 15 humans or 5 horses for 24 hours
** Cure Serious Wounds
DC: 17
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 3d8+6 damage
Source:  p.216
Target Area:   Creature touched
Cure Serious Wounds
DC: 17
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 3d8+6 damage
Source:  p.216
Target Area:   Creature touched
Curse of Petty Failing
DC: 17
Save: None
Time: 1 standard action
Duration: 5 mins
Rng: Close (35')
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  Target takes -2 penalty to attack rolls and saves
Source:  Miniatures Handbook, Pg.35
Target Area:   One creature
Daylight
DC: 17
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  The object touched sheds light as bright as full daylight in a 60-ft. radius and dim light for an additiona 60 ft. beyond that.
Source:  p.216
Target Area:   Object touched
Deeper Darkness
DC: 17
Save: None
Time: 1 standard action
Duration: 5 days
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes an object to radiate shadowy illumination out to a 60-ft. radius.
Source:  p.217
Target Area:   Object touched
Delay Death
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 rounds
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Necromancy
☐☐☐
Effect:  Losing hit points doesn't kill subject
Source:  Miniatures Handbook, Pg.35
Target Area:   Living creature touched
Dispel Magic
DC: 17
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (150')
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  Cancels magical spells and effects.
Source:  p.223
Target Area:   One spellcaster, creature, or object; or 20-ft. radius burst
Flame of Faith
DC: 17
Save: None
Time: 1 standard action
Duration: 5 rounds
Rng: Touch
Comp: V, S, M
SR: No
School: Evocation
☐☐☐
Effect:  Gives weapon the flaming burst quality.
Source:  p.166
Target Area:   Nonmagical weapon touched
Fuse Arms
DC: 17
Save: Fortitude negates (harmless)
Time: 1 action
Duration: 50 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Multiple arms/tentacles become one pair of stronger limbs.
Source:  p.66
Target Area:   Creature with at least four arms or tentacles touched
Girallon's Blessing
DC: 17
Save: Fortitude negates (harmless)
Time: 1 action
Duration: 50 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gains one additional pair of arms per four levels.
Source:  p.66
Target Area:   Creature touched
Glyph of Warding
DC: 17
Save: See text
Time: 10 minutes
Duration: Permanent until discharged
Rng: Touch
Comp: V, S, M
SR: No (object) and Yes; see text
School: Abjuration
☐☐☐
Effect:  This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password [which you set when casting the spell] is subject to the magic it stores.
Source:  p.236
Target Area:   Object touched or up to 25 sq. ft
Helping Hand
DC: 17
Save: None
Time: 1 standard action
Duration: 5 hours
Rng: 5 miles
Comp: V, S, DF
SR: No
School: Evocation
☐☐☐
Effect:  You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.
Source:  p.239
Target Area:   Ghostly hand
Inflict Serious Wounds
DC: 17
Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  When laying your hand upon a creature, you channel negative energy that deals 3d8+5 points of damage.
Source:  p.244
Target Area:   Creature touched
Invisibility Purge
DC: 17
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  You surround yourself with a sphere of power with a radius of 25 feet that negates all forms of invisibility. Anything invisible becomes visible while in the area.
Source:  p.245
Target Area:   You
Laogzed's Breath
DC: 17
Save: Fortitude negates
Time: 1 action
Duration: Instantaneous
Rng: Medium (150')
Comp: V, S, M
SR: Yes
School: Conjuration
☐☐☐
Effect:  Nauseating vapors, 5 rounds.
Source:  p.68
Target Area:   Cloud that spreads in 30-ft. radius, 20 ft. high
Locate Object
DC: 17
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: Long (600')
Comp: V, S, F/DF
SR: No
School: Divination
☐☐☐
Effect:  You sense the direction of a well-known or clearly visualized object. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder.
Source:  p.249
Target Area:   Circle, centered on you, with a radius of 600 ft.
Magic Circle Against Chaos
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  All creatures within the area gain the effects of a protection from chaos spell, and no nonlawful summoned creatures can enter the area either.
Source:  p.249
Target Area:   10-ft. radius emanation from touched creature
Magic Circle Against Evil
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.
Source:  p.249
Target Area:   10-ft. radius emanation from touched creature
Magic Vestment
DC: 17
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 5 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  You imbue a suit of armor or a shield with an enhancement bonus of +2
Source:  p.251
Target Area:   Armor or shield touched
Meld into Stone
DC: 17
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Personal
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone.
Source:  p.252
Target Area:   You
Obscure Object
DC: 17
Save: Will negates (object)
Time: 1 standard action
Duration: 8 hours
Rng: Touch
Comp: V, S, M/DF
SR: Yes (object)
School: Abjuration
☐☐☐
Effect:  This spell hides an object from location by divination [scrying] effects, such as the scrying spell or a crystal ball.
Source:  p.258
Target Area:   One object touched of up to 500 lbs
Prayer
DC: 17
Save: None
Time: 1 standard action
Duration: 5 rounds
Rng: 40 ft.
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Source:  p.264
Target Area:   All allies and foes within a 40-ft. radius burst centered on you
Protection from Energy
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 50 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Protection from energy grants temporary immunity to the type of energy you specify when you cast it [acid, cold, electricity, fire, or sonic]. When the spell absorbs 60 points of energy damage, it is discharged.
Source:  p.266
Target Area:   Creature touched
Remove Blindness/Deafness
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Remove blindness/deafness cures blindness or deafness [your choice], whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Source:  p.270
Target Area:   Creature touched
Remove Curse
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it.
Source:  p.270
Target Area:   Creature or item touched
Remove Disease
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others.
Source:  p.271
Target Area:   Creature touched
Mass Resist Energy
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: CLOSE (35')
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Targeted creatures ignore damage from specified energy type.
Source:  p.120
Target Area:   5 creatures, no two of which can be more than 30 ft apart
Ring of Blades
DC: 17
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S, M
SR: No
School: Conjuration
☐☐☐
Effect:  Blades surround you, damaging other creatures ~ 1d6+5 damage
Source:  p.121
Target Area:   You
** Searing Light
DC: 17
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (150')
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Focusing divine power like a ray of the sun, you project a blast of light from your open palm.
Source:  p.275
Target Area:   Ray
Searing Light
DC: 17
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (150')
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Focusing divine power like a ray of the sun, you project a blast of light from your open palm.
Source:  p.275
Target Area:   Ray
Slashing Darkness
DC: 17
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (150')
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Ray deals 2d8.
Source:  Miniatures Handbook, Pg.39
Target Area:   Ray
Sonorous Hum
DC: 17
Save:
Time: 1 action
Duration: 5 levels [D]
Rng: Personal
Comp: V, S
SR:
School: Evocation
☐☐☐
Effect:  Removes need to concentrate to maintain next spell cast.
Source:  p.69
Target Area:   You
Sound Lance
DC: 17
Save: Fortitude half
Time: 1 action
Duration: Instantaneous
Rng: Medium (150')
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Sonic energy deals 5d6 damage.
Source:  p.70
Target Area:   One creature or object
Speak with Dead
DC: 17
Save: Will negates; see text
Time: 10 minutes
Duration: 5 minutes
Rng: 10 ft.
Comp: V, S, DF
SR: No
School: Necromancy
☐☐☐
Effect:  You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask 2 questions. Unasked questions are wasted if the duration expires.
Source:  p.281
Target Area:   One dead creature
Spikes
DC: 17
Save: None
Time: 1 standard action
Duration: 5 hours
Rng: Touch
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  As brambles, but weapon gains +2 bonus and doubled threat range.
Source:  p.181
Target Area:   Wooden weapon touched
Stone Shape
DC: 17
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, M/DF
SR: No
School: Transmutation
☐☐☐
Effect:  You can form an existing piece of stone into any shape that suits your purpose.
Source:  p.284
Target Area:   Stone or stone object touched, up to 15 cu. ft.
Summon Monster III
DC: 17
Save: None
Time: 1 round
Duration: 5 rounds
Rng: Close (35')
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Source:  p.286
Target Area:   One or more summoned creatures, no two of which can be more than 30 ft. apart
Telepathic Bond (Lesser)
DC: 17
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: 30 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  As Rary's telepathic bond, but you and one other creature.
Source:  221
Target Area:   You and one willing creature within 30 ft.
Vigor
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 16 rounds
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  As lesser vigor, but 2 hp/round [max 25 rounds].
Source:  p.186
Target Area:   Living creature touched
Mass Lesser Vigor
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 16 rounds
Rng: 20 ft.
Comp: V, S
SR: Yes
School: Conjuration
☐☐☐
Effect:  Creatures gain fast healing 1 [max 25 rounds]
Source:  p.186
Target Area:   3 creatures, no two of which can be more than 30 ft. apart
Water Breathing
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 hours; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.
Source:  p.300
Target Area:   Living creatures touched
Water Walk
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects feet hover an inch or two above the surface.
Source:  p.300
Target Area:   5 touched creatures
Wind Wall
DC: 17
Save: None; see text
Time: 1 standard action
Duration: 5 rounds
Rng: Medium (150')
Comp: V, S, M/DF
SR: Yes
School: Evocation
☐☐☐
Effect:  An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength.
Source:  p.302
Target Area:   Wall up to 50 ft. long and 25 ft. high [S]
* = Domain/Specialty Spell

Healer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 4 4 0 0 0 0 0 0 0 0
LEVEL 0
Create Water
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Generates wholesome, drinkable water - 2 gallons.
Source:  p.215
Target Area:   Up to 2 gallons of water
Cure Minor Wounds
DC: 14
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 1 point of damage.
Source:  p.216
Target Area:   Creature touched
Deathwatch
DC: 14
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: 30 ft.
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect:  Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spells range.
Source:  p.217
Target Area:   Cone-shaped emanation
Detect Magic
DC: 14
Save: None
Time: 1 standard action
Duration: Concentration, up to 1 minutes
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You detect magical auras.
Source:  p.219
Target Area:   Cone-shaped emanation
Detect Poison
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25')
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  p.219
Target Area:   One creature, one object, or a 5-ft. cube
Light
DC: 14
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes an object to glow like a torch, shedding bright light in a 20-foot-radius [and dim light for an additional 20 feet] from the point you touch. The effect is immobile, but it can be cast on a movable object.
Source:  p.248
Target Area:   Object touched
Mending
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Mending repairs small breaks or tears in objects [but not warps, such as might be caused by a warp wood spell]. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Source:  p.253
Target Area:   One object of up to 1 lb.
Purify Food and Drink
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Source:  p.267
Target Area:   1 cu. ft. of contaminated food and water
Read Magic
DC: 14
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.
Source:  p.269
Target Area:   You
LEVEL 1
Bless Water
DC: 15
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You imbue a flask of water with positive energy, turning it into holy water.
Source:  p.205
Target Area:   Flask of water touched
Cure Light Wounds
DC: 15
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 1d8+2 damage
Source:  p.215
Target Area:   Creature touched
Goodberry
DC: 15
Save: None
Time: 1 standard action
Duration: 1 days
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. Each cures 1 hp [max 8 hp/24 hours].
Source:  p.237
Target Area:   2d4 fresh berries touched
Protection from Evil
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  p.266
Target Area:   Creature touched
Remove Fear
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (25')
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Source:  p.271
Target Area:   1 creatures, no two of which can be more than 30 ft. apart
Remove Paralysis
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghouls touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
Source:  p.271
Target Area:   Up to four creatures, no two of which can be more than 30 ft. apart
Sanctuary
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 rounds
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
☐☐☐
Effect:  Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent cant follow through with the attack, that part of its action is lost, and it cant directly attack the warded creature for the duration of the spell.
Source:  p.274
Target Area:   Creature touched
Speak with Animals
DC: 15
Save: None
Time: 1 standard action
Duration: 1 minutes
Rng: Personal
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can comprehend and communicate with animals.
Source:  p.281
Target Area:   You
* = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Nakim Hussein
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