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Taylor Hebert

This document provides character details for a level 20 Cleric named Taylor Hebert. Some key details include: - Alignment is Neutral Good - Race is Human/Humanoid - Ability scores are highest in Wisdom (24) and Constitution (16) - Has 263 hit points and an Armor Class of 10 - Has 100 skill points with ranks in skills like Acrobatics, Appraise, Bluff, and Craft - Has a +15 Fortitude save, +9 Reflex save, and +19 Will save

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Miguel Lallena
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0% found this document useful (0 votes)
84 views20 pages

Taylor Hebert

This document provides character details for a level 20 Cleric named Taylor Hebert. Some key details include: - Alignment is Neutral Good - Race is Human/Humanoid - Ability scores are highest in Wisdom (24) and Constitution (16) - Has 263 hit points and an Armor Class of 10 - Has 100 skill points with ranks in skills like Acrobatics, Appraise, Bluff, and Craft - Has a +15 Fortitude save, +9 Reflex save, and +19 Will save

Uploaded by

Miguel Lallena
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Taylor Hebert None None Neutral Good

Character Name Player Name Deity Region Alignment


Cleric 20 Human / Humanoid Medium / 5 ft. 0' 0" / 0 lbs. Normal
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
20 (24) 3600000 / 3600001 16 Masculino 25
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 14 +2 14 +2 HP 263 Walk 40 ft.


hit points
Strength

DEX 12 +1 12 +1 AC 11 : 10 : 11 = 10 + 0 + 0 + 1 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 16 +3
ARMOR TION

16 +3
BONUS BONUS

Constitution INITIATIVE +19 = +1 +


+18 0 +0 0
INT 14 +2 14 +2
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 24 +7 24 +7 Encumbrance Light TOTAL SKILLPOINTS: 100
SKILLS MAX RANKS: 20/20
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 16 +3 16 +3
MODIFIER MODIFIER MODIFIER

Charisma ✓ Acrobatics DEX 1 = 1


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
= +
SAVE ✓ Acrobatics (When Jumping) DEX 5 1 4
FORTITUDE +15 = +12 + +3 +
+0 +
+0 +
+0 + ✓ Appraise INT 6 = 2 + 1 + 3
(constitution)
✓ Bluff CHA 3 = 3
REFLEX +9 =
+6 +
+1 +
+0 +
+2 +
+0 +
✓ Climb STR 2 = 2
(dexterity)
Craft (Armor) INT 7 = 2 + 2 + 3
WILL +19 = +12 + +7 +
+0 +
+0 +
+0 +
✓ Craft (Untrained) INT 2 = 2
(wisdom)

Craft (Weapons) INT 6 = 2 + 1 + 3


Conditional Combat Modifiers: ✓ Diplomacy CHA 21 = 3 + 15 + 3
+2 racial bonus to Initiative if you can act during a surprise round ✓ Disguise CHA 3 = 3
✓ Escape Artist DEX 1 = 1
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Fly DEX 15 = 1 + 11 + 3
MELEE +17/+12/+7 = +15/+10/+5 + +2 + +0 + +0 + 0 + ✓
= +
attack bonus Handle Animal CHA 10 3 7
RANGED +16/+11/+6 = +15/+10/+5 + +1 + +0 + +0 + 0 + ✓ Heal WIS 20 = 7 + 10 + 3
attack bonus ✓ Intimidate CHA 9 = 3 + 6
CMB +17/+12/+7 = +15/+10/+5 + +2 + +0 + + + Knowledge (Arcana) INT 7 = 2 + 2 + 3
attack bonus
BULL Knowledge (History) INT 7 = 2 + 2 + 3
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Knowledge (Planes) INT 7 = 2 + 2 + 3
CMB +17/+12/+7 +17/+12/+7 +17/+12/+7 +17/+12/+7 +17 +17 = + +
Linguistics(Sylvan) INT 6 2 1 3
CMD 28 28 28 28 28 28 ✓ Perception WIS 31 = 7 + 10 + 14
DIRTY TRICK DRAG REPOSITION STEAL
✓ Perform (Untrained) CHA 3 = 3
CMB +17 +17 +17 +17
✓ Ride DEX 1 = 1
CMD 28 28 28 28 = + +
✓ Sense Motive WIS 24 7 10 7
Spellcraft INT 25 = 2 + 20 + 3
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+17/+12/+7 1d3+2 20/x2 5 ft. ✓ Stealth DEX 1 = 1
(nonlethal only)
Special Properties: ✓ Survival WIS 7 = 7
✓ Swim STR 2 = 2
*: weapon is equipped
= + +
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. = + +
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 1
Agile Feet
Uses per Day ❏❏❏❏❏ ❏❏❏❏❏
Agile Feet (Su):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
10 times per day. [Paizo Inc. - Core Rulebook, p.47]

Channel Positive Energy


Uses per day ❏❏❏❏❏ ❏
Channel Positive Energy (Su):You can unleash a wave of positive energy. You must choose to deal
10d6 points of positive energy damage to undead creatures or to heal living creatures of 10d6 points
of damage. Creatures that take damage from channeled energy receive a DC 23 Will save to halve the
damage. You can use this ability 6 times per day. [Paizo Inc. - Core Rulebook, p.40]

Dimensional Hop
5-ft. increments ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Dimensional Hop (Sp):You can teleport up to 200 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. [Paizo Inc. -
Core Rulebook, p.47]

Mythic Power
Uses per Day ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏
Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing
deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend
23 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to
regain uses of your mythic power, you can never have more than this amount. [Paizo Publishing LLC
- Mythic Adventures, p.12]

Amazing Initiative:You gain a +10 bonus on initiative checks. In addition, as a free action on your
turn, you can expend one use of mythic power to take an additional standard action during that turn.
This additional standard action can't be used to cast a spell. You can't gain an extra action in this way
more than once per round. [Paizo Publishing LLC - Mythic Adventures, p.12]

Force of Will:You can exert your will to force events to unfold as you would like. As an immediate
action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-
mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed.
Whoever rerolls a roll must take the result of the second roll, even if it is lower. [Paizo Publishing LLC
- Mythic Adventures, p.13]

Inspired Spell:As a standard action, you can expend one use of mythic power to cast any one divine
spell without expending a prepared spell or spell slot. The spell must be on one of your divine class
spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine
spellcasting class, and must have a casting time of "1 standard action" (or less). You don't need to
have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in
this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on
level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be
greater than that of the highest-level divine spell you can cast from that spellcasting class. [Paizo
Publishing LLC - Mythic Adventures, p.32]

Mage Strike:As a swift action, you can expend one use of mythic power to make one melee attack.
This is in addition to any other attacks you make this round. If you expend one arcane spell that
you've prepared or arcane spell slot that you have available, you gain a bonus on the attack roll
equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy
damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The
normal damage from this attack bypasses all damage reduction, but the energy damage is still
affected by resistances and immunities. [Paizo Publishing LLC - Mythic Adventures, p.14]

Recuperation:You are restored to full hit points after 8 hours of rest so long as you aren't dead. In
addition, by expending one use of mythic power and resting for 1 hour, you regain 131 hit points (up
to a maximum of your full hit points) and regain the use of any class features that are limited to a
certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so
on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic
power or any mythic abilities that are limited to a number of times per day. [Paizo Publishing LLC -
Mythic Adventures, p.12]

Surge:You can call upon your mythic power to overcome difficult challenges. You can expend one
use of mythic power to increase any d20 roll you just made by rolling 1d12 and adding it to the result.
Using this ability is an immediate action taken after the result of the original roll is revealed. This can
change the outcome of the roll. [Paizo Publishing LLC - Mythic Adventures, p.12]

Sustained by Faith:You require no food, water, or sleep. If you have abilities or class features that
require rest before they can be regained, you can choose to regain them once per day by spending 1
hour in uninterrupted meditation. You can expend one use of mythic power in order to also not need
to breathe for 24 hours. [Paizo Publishing LLC - Mythic Adventures, p.35]

Unstoppable:You can expend one use of mythic power as a free action to immediately end any
one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed,
dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked,
paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even
those resulting from the same spell or effect that caused the selected condition. You can use this
ability at the start of your turn even if a condition would prevent you from acting. [Paizo Publishing
LLC - Mythic Adventures, p.13]

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 2
WEIGHT ALLOWANCE Classes: The archmage is the most common path selection for characters
capable of casting arcane spells, particularly sorcerers and wizards. Bards,
Light 58 Medium 116 Heavy 175
summoners, and witches will find that this path has a great deal to offer, though
Lift over head 175 Lift off ground 350 Push / Drag 875 some other paths might also prove useful to them.
MONEY Aura (Ex) [ CR ]
Total= 0 gp A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura
MAGIC corresponding to the deity's alignment (see the detect evil spell for details).
Bonus Feat [ CR ]
Languages Humans select one extra feat at 1st level.
Celestial, Common, Sylvan, Truespeech Crafting Mastery (Ex) [ MA ]
Other Companions You can craft any magic item as if you had the necessary item creation feats. If
you actually have the item creation feat needed for a magic item you're crafting,
Traits whenever you attempt a skill check to create that item, roll twice and use the
Hedge Magician [Paizo Inc. - Advanced higher result, and you make twice as much progress on the item for any time
Player's Guide, p.329] spent. This ability does not reduce the item's cost or any other requirements.
You apprenticed for a time to a craftsman who often built magic items, and Dimensional Hop (Sp) [ CR ]
he taught you many handy shortcuts and cost-saving techniques. Whenever you You can teleport up to 200 feet per day as a move action. This teleportation must
craft a magic item, you reduce the required gp cost to make the item by 5% be used in 5-foot increments and such movement does not provoke attacks of
Reactionary [Paizo Inc. - Advanced opportunity. You must have line of sight to your destination to use this ability. You
Player's Guide, p.328] can bring other willing creatures with you, but you must expend an equal amount
You were bullied often as a child, but never quite developed an offensive of distance for each creature brought.
response. Instead, you became adept at anticipating sudden attacks and reacting Divine Metamastery (Su) [ MA ]
to danger quickly. You gain a +2 trait bonus on Initiative checks. As a swift action, you can expend one use of mythic power and pick any one
metamagic feat you know that increases the slot level of the spell by 0 levels or
Special Attacks 1 level. For the next 10 rounds, you can apply this metamagic feat to any divine
Channel Positive Energy (Su) [ CR ] spell you cast without increasing the spell slot used or casting time. You can also
use this ability on a divine spell cast from a scroll, staff, orwand. You can't have
You can unleash a wave of positive energy. You must choose to deal 10d6 points
more than one use of this ability active at a time. If you use this ability again, any
of positive energy damage to undead creatures or to heal living creatures of 10d6
previous use immediately ends (though any metamagic effects on spells already
points of damage. Creatures that take damage from channeled energy receive a
cast remain). You can select this ability more than once. Each time you select it,
DC 23 Will save to halve the damage. You can use this ability 6 times per day.
the maximum spell slot level increase of the metamagic feat goes up by 1 to a
Inspired Spell [ MA ]
maximum of 4.
As a standard action, you can expend one use of mythic power to cast any one
Divine Vessel [ MA ]
divine spell without expending a prepared spell or spell slot. The spell must be
Whenever you cast a spell that targets one or more non-mythic creatures, those
on one of your divine class spell lists (or your domain or mystery spell list), must
creatures must roll twice for any saving throws associated with the spell and take
be of a level that you can cast with that divine spellcasting class, and must have
the lower result. Whenever you are healed of hit point damage by a spell or effect,
a casting time of "1 standard action" (or less). You don't need to have the spell
you are healed for the maximum possible amount. You also gain DR 10/epic. Once
prepared, nor does it need to be on your list of spells known. When casting a spell
per round when you take more than 20 points of damage (after damage reduction
in this way, you treat your caster level as 2 levels higher for the purpose of any
is applied), you regain one use of mythic power.
effect dependent on level. You can apply any metamagic feats you know to this
spell, but its total adjusted level can't be greater than that of the highest-level Enduring Blessing (Su) [ MA ]
divine spell you can cast from that spellcasting class. Whenever you cast a spell with a duration of 10 minutes per level or longer upon
Mage Strike [ MA ] one willing target, you can change that spell's duration to 24 hours. If the spell has
other duration conditions, those still apply (for example, the duration of stoneskin
As a swift action, you can expend one use of mythic power to make one melee
changes to 24 hours or until discharged). A creature can't be subject to more than
attack. This is in addition to any other attacks you make this round. If you expend
one spell affected by this ability at a time; if another is cast upon the creature, the
one arcane spell that you've prepared or arcane spell slot that you have available,
first one ends. You can select this ability a second time at 6th tier or higher. The
you gain a bonus on the attack roll equal to double the spell's or slot's level, and
second time you select it, you can use it on spells with a duration of 1 minute per
the attack deals an additional 2d6 points of energy damage (your choice of acid,
level or longer.
cold, electricity, or fire) per level of the spell or slot expended. The normal damage
from this attack bypasses all damage reduction, but the energy damage is still Eyes of the Hawk (Ex) [ APG ]
affected by resistances and immunities. You gain a racial bonus of 10 on Perception checks. In addition, if you can act
Mythic Power (Su) [ MA ] during a surprise round, you receive a +2 racial bonus on your Initiative check.
Mythic characters can draw upon a wellspring of power to accomplish amazing Faith's Reach (Su) [ MA ]
deeds and cheat fate. This power is used by a number of different abilities. Each Whenever you cast a divine spell with a range of touch, you can instead cast the
day, you can expend 23 mythic power. This amount is your maximum amount of spell with a range of 30 feet. If the spell normally requires a melee touch attack,
mythic power. If an ability allows you to regain uses of your mythic power, you it instead requires a ranged touch attack.
can never have more than this amount. Force of Will (Ex) [ MA ]
You can exert your will to force events to unfold as you would like. As an
Special Qualities immediate action, you can expend one use of mythic power to reroll a d20 roll you
Agile Feet (Su) [ CR ] just made, or force any non-mythic creature to reroll a d20 roll it just made. You
As a free action, you can gain increased mobility for 1 round. For the next round, can use this ability after the results are revealed. Whoever rerolls a roll must take
you ignore all difficult terrain and do not take any penalties for moving through the result of the second roll, even if it is lower.
it. You can use this ability 10 times per day. Hard to Kill (Ex) [ MA ]
Amazing Initiative (Ex) [ MA ] Whenever you're below 0 hit points, you automatically stabilize without needing
You gain a +10 bonus on initiative checks. In addition, as a free action on your to attempt a Constitution check. If you have an ability that allows you to act while
turn, you can expend one use of mythic power to take an additional standard below 0 hit points, you still lose hit points for taking actions, as specified by that
action during that turn. This additional standard action can't be used to cast a ability. Bleed damage still causes you to lose hit points when below 0 hit points.
spell. You can't gain an extra action in this way more than once per round. In addition, you don't die until your total number of negative hit points is equal
to or greater than double your Constitution score.
Animal Companion (Ex) [ CR ]
Hierophant [ MA ]
You gain the service of an animal companion.
Those who draw upon a god's power find themselves becoming closer to the
Archmage [ MA ]
divine. Some aspire to become immortal servants of their gods, and others reach
For most practitioners of the arcane arts, learning magic requires a great deal
for apotheosis itself. A hierophant could be either of these, channeling divine
of study and practice. Even for those who draw magic from their blood, the effort
power directly or indirectly--whether from a deity, the spirit of nature, or the
can be taxing. Not so for the archmage. This master of the arcane draws power
power of life itself--and eventually becoming more like a patron of divine power
from the very fabric of reality itself, learning to weave magic easily and naturally.
than a mere devotee.
The archmage is the master of arcane magic, and many of the abilities of this
Role: As a hierophant, your role in the group is to act as a conduit to the divine,
path enhance your ability to cast arcane spells or greatly increase their potency.
healing and helping your allies through the miracles that you bestow. This focus
In addition, may of the options in this path increase your knowledge of magic and
is just as strong if you are instead a servant of nature, using the powers granted
of those who wield it. At the highest tiers, you can begin to break down the walls
to you by this path to protect the wilderness and bring its fury to those who would
between the different types of magic and alter the very fabric of reality itself.
dare to defile it.
Role: As an archmage, you use your abilities to add a great deal of power to
Classes: Members of any class that draws upon divine magic will find the path of
your arcane spells, enabling them to blast through defenses and cripple foes.
the hierophant useful-- particularly clerics, druids, and oracles. Even classes with
Your mastery over the arcane arts and your vast knowledge are of great benefit
limited divine spellcasting, such as the inquisitor and paladin, have a number of
to the rest of your group, and your talent at getting the most out of magic
useful options in this path.
items can prove invaluable. Although you gain little in the way of defenses, your
Immortal (Su) [ MA ]
overwhelming offensive capabilities more than make up for it--though you should
still avoid being engaged in melee.

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 3
If you are killed, you return to life 24 hours later, regardless of the condition You are adept at spellcasting when threatened or distracted.
of your body or the means by which you were killed. When you return to life, You get a +4 bonus on concentration checks made to cast a spell or use a spell-
you aren't treated as if you had rested, and don't regain the use of abilities that like ability when casting on the defensive or while grappled.
recharge with rest until you next rest. This ability doesn't apply if you're killed by
Craft Wondrous Item [CR]
a coup de grace or critical hit performed by either a mythic creature (or creature
You can create wondrous items, a type of magic item.
of even greater power) or a non-mythic creature wielding a weapon capable of
bypassing epic damage reduction. At 10th tier, you can be killed only by a coup You can create a wide variety of magic wondrous items. Crafting a wondrous
de grace or critical hit made with an artifact. item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must
Legendary Hero (Su) use up raw materials costing half of its base price. See the magic item creation
[ MA ]
rules in Chapter 15 for more information. You can also mend a broken wondrous
You have reached the height of mortal power. You regain uses of your mythic
item if it is one that you could make. Doing so costs half the raw materials and
power at the rate of one use per hour, in addition to completely refreshing your
half the time it would take to craft that item.
uses each day.
Divine Interference [UM]
Legendary Item (3x) (Ex) [ MA ]
You can convert a spell to interfere with an enemy's attack.
You gain a legendary item. This item grants 10 abilities. At 3rd tier, you can select
this ability again, causing the item to become a lesser artifact. At 6th tier, you can As an immediate action, when an enemy within 30 feet hits an ally with an attack,
select this ability again; the item then becomes a greater artifact. you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an
Longevity (Su) unused spell slot and make the enemy reroll the attack roll. The second attack roll
[ MA ]
takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a
Upon taking this ability, you can no longer die from old age. If you have penalties
spell of 1st-level or higher to use this ability. Whether or not the second attack is
to your physical ability scores due to aging, you no longer take those penalties.
successful, you cannot use this effect on the same creature again for 1 day.
You still continue to age, and you gain all the benefits to your mental ability scores.
Exotic Weapon Proficiency (Bastard Sword) [CR]
Mythic Saving Throws (Ex) [ MA ]
You understand how to use your chosen exotic weapon in combat, and can
Whenever you succeed at a saving throw against a spell or special ability, you
utilize any special tricks or qualities that exotic weapon might allow.
suffer no effects as long as that ability didn't come from a mythic source (such
as a creature with a mythic tier or mythic ranks). If you fail a saving throw that You make attack rolls with the weapon normally.
results from a mythic source, you take the full effects as normal. Lightning Reflexes [CR]
Mythic Spellcasting (Ex) [ MA ]You have faster reflexes than normal.
You can learn 10 mythic spells and can expend mythic power when casting them You get a +2 bonus on all Reflex saving throws.
to enhance the results. To select a mythic spell, you must be able to cast the non- Merciful Spell [APG]
mythic version or have it on your list of spells known. Every time you gain a new Your damaging spells subdue rather than kill.
tier, you can select an additional mythic spell. You can take this ability up to three
You can alter spells that inflict damage to inflict nonlethal damage instead. Spells
times.
that inflict damage of a particular type (such as fire) inflict nonlethal damage of
Mythic Tier [ MA ]
that same type. A merciful spell does not use up a higher-level spell slot than the
You are a 10th-tier mythic character. spell's actual level.
Orisons [ CR ]
Power Attack [CR]
You can prepare a number of orisons, or 0-level spells. These spells are cast like You can make exceptionally deadly melee attacks by sacrificing accuracy for
any other spells, but they are not expended when used and may be used again. strength.
Recuperation (Ex) [ MA ]You can choose to take a -4 penalty on all melee attack rolls and combat
You are restored to full hit points after 8 hours of rest so long as you aren't maneuver checks to gain a +8 bonus on all melee damage rolls. This bonus to
dead. In addition, by expending one use of mythic power and resting for 1 hour, damage is increased by half (+50%) if you are making an attack with a two-handed
you regain 131 hit points (up to a maximum of your full hit points) and regain weapon, a one handed weapon using two hands, or a primary natural weapon
the use of any class features that are limited to a certain number of uses per day that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to
(such as barbarian rage, bardic performance, spells per day, and so on). This rest damage is halved (-50%) if you are making an attack with an off-hand weapon or
is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of secondary natural weapon. You must choose to use this feat before making an
mythic power or any mythic abilities that are limited to a number of times per day. attack roll, and its effects last until your next turn. The bonus damage does not
Skilled [ CR ]
apply to touch attacks or effects that do not deal hit point damage.
Humans gain an additional skill rank at first level and one additional rank Selective Channeling [CR]
whenever they gain a level. You can choose whom to affect when you channel energy.
Spontaneous Casting [ CR ]
When you channel energy, you can choose 3 targets in the area. These targets
You can channel stored spell energy into healing spells that you did not prepare are not affected by your channeled energy.
ahead of time. You can "lose" any prepared spell that is not an orison or domain Toughness [CR]
spell in order to cast any cure spell of the same spell level or lower (a cure spell
You have enhanced physical stamina.
is any spell with "Cure" in its name).
You gain +20 hit points.
Surge (Su) [ MA ]
Warrior Priest [UM]
You can call upon your mythic power to overcome difficult challenges. You can
expend one use of mythic power to increase any d20 roll you just made by rolling Your religion is both a shield and a weapon in battle.
1d12 and adding it to the result. Using this ability is an immediate action taken You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks
after the result of the original roll is revealed. This can change the outcome of made to cast a spell or use a spell-like ability when casting defensively or while
the roll. grappled.
Sustained by Faith (Su) Weapon Focus (Bastard Sword)
[ MA ] [CR]
You require no food, water, or sleep. If you have abilities or class features that You are especially good at using your chosen weapon.
require rest before they can be regained, you can choose to regain them once per You gain a +1 bonus on all attack rolls you make using the selected weapon.
day by spending 1 hour in uninterrupted meditation. You can expend one use of Dual Path [Paizo Publishing LLC -
mythic power in order to also not need to breathe for 24 hours. Mythic Adventures, p.63]
Symbol of the Holy (Su) [ MA ]You follow two mythic paths.
As a standard action, you can create a wooden holy symbol dedicated to your Select a mythic path other than the path you selected at your moment
deity. If it ever leaves your possession, it fades away after 1 hour. Whenever you of ascension. You gain that path's 1st-tier ability (either archmage arcana,
use this holy symbol as a divine focus when casting a spell, you don't need to have champion's strike, divine surge, guardian's call, marshal's order, or trickster
any other material component, unless that component costs more than 500 gp. attack). Each time you gain a path ability, you can select that path ability from
Unstoppable (Ex) [ MA ]
either path's list or the list of universal path abilities.
You can expend one use of mythic power as a free action to immediately end Extra Path Ability [Paizo Publishing LLC -
any one of the following conditions currently affecting you: bleed, blind, confused, Mythic Adventures, p.65]
cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, You can call upon mythic powers beyond those already invested in you.
frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or
stunned. All other conditions and effects remain, even those resulting from the Choose one mythic ability from your path or from the universal path abilities
same spell or effect that caused the selected condition. You can use this ability at that you meet the prerequisites for. You gain that path ability.
the start of your turn even if a condition would prevent you from acting. Mythic Crafter (Mythic) [Paizo Publishing LLC -
+1 Bonus Feat [ CR ] Mythic Adventures, p.70]
GM awarded PC with +1 feat. You can craft mythic magic items.
You can create any mythic magic item for which you have the appropriate item
Feats creation feat. In addition, you gain a +5 bonus on skill checks when creating non-
Alertness [CR] mythic magic items.
You often notice things that others might miss. Toughness (Mythic) [Paizo Publishing LLC -
Mythic Adventures, p.75]
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10
You have legendary resilience and durability.
or more ranks in one of these skills, the bonus increases to +4 for that skill.
Combat Casting [CR]

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 4
Toughness provides you twice as many hit points. In addition, when you're
below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you
might possess.
Warrior Priest (Mythic) [Paizo Publishing LLC -
Mythic Adventures, p.77]
Your faith speeds you in battle and further strengthens your mind and
confidence.
You gain a +5 bonus both on initiative checks and on concentration checks to
cast a spell or use a spell-like ability when casting defensively or while grappled.
These bonuses stack with the bonuses from Warrior Priest.

Domains
Feather Subdomain
Add Fly to your list of class skills. In addition, whenever you cast a spell that
grants you a fly speed, your maneuverability increases by one step (up to perfect).
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.

Proficiencies
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Brass Knuckles,
Cestus, Club, Heavy Crossbow, Light Crossbow, Dagger, Chain Dagger,
Punching Dagger, Dart, Gaff, Gauntlet, Spiked Gauntlet, Grapple, Javelin,
Longspear, Heavy Mace, Light Mace, Mere Club, Morningstar, Pliers,
Quarterstaff, Rock, Shortspear, Sickle, Skull, Sling, Spear, Boar Spear, Ray
Spells, Touch Spells, Splash Weapon, Stake, Bastard Sword, Unarmed
Strike, Underwater Heavy Crossbow, Underwater Light Crossbow

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 5
Prepared Spell List: Prepared Spells
Cleric
Level 0 Level 1 Level 2 Level 3
❏Create Water ❏*Longstrider ❏*Locate Object ❏*Fly (DC:20)
❏Light
❏Mending (DC:17)
❏Purify Food and Drink
(DC:17)

Cleric Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
PER DAY 4 6+1 6+1 6+1 5+1 5+1 5+1 5+1 4+1 4+1
Concentration +27

LEVEL 0 / Per Day:4 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Bleed Necromancy 1 standard action Instantaneous Close (75 ft.) CR:p.249
[V, S] TARGET: One living creature; EFFECT: You cause a living creature that is below 0 hit points but stabilized to resume dying. [SR:Yes; DC:17, Will negates]
❏❏❏❏❏ Create Water Conjuration (Creation) [Water] 1 standard action Instantaneous Close (75 ft.) CR:p.262
[V, S] TARGET: Up to 40 gallons of water; EFFECT: This spell generates wholesome, drinkable water, just like clean rain water. [SR:No]
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 20 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏❏❏❏❏ Detect Poison Divination 1 standard action Instantaneous Close (75 ft.) CR:p.268
[V, S] TARGET: Or Area one creature, one object, or a 5-ft. cube; EFFECT: You determine whether a creature, object, or area has been poisoned or is poisonous. [SR:No]
❏❏❏❏❏ Guidance Divination 1 standard action 1 minute or until discharged Touch CR:p.292
[V, S] TARGET: Creature touched; EFFECT: This spell imbues the subject with a touch of divine guidance. [SR:Yes; DC:17, Will negates (harmless)]
❏❏❏❏❏ Light Evocation [Light, WoodSchool] 1 standard action 200 minutes Touch CR:p.304
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch. [SR:No]
❏❏❏❏❏ Mending Transmutation [MetalSchool] 10 minutes Instantaneous 10 ft. CR:p.312
[V, S] TARGET: One object of up to 20 lb.; EFFECT: This spell repairs damaged objects, restoring 1d4 hit points to the object. [SR:Yes (harmless, object); DC:17, Will negates (harmless, object)]
❏❏❏❏❏ Purify Food and Drink Transmutation 1 standard action Instantaneous 10 ft. CR:p.328
[V, S] TARGET: 20 cu. ft. of contaminated food and water; EFFECT: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. [SR:Yes (object); DC:17, Will
negates (object)]
❏❏❏❏❏ Read Magic Divination 1 standard action 200 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
❏❏❏❏❏ Resistance Abjuration 1 standard action 1 minute Touch CR:p.334
[V, S, M/DF] TARGET: Creature touched; EFFECT: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. [SR:Yes (harmless); DC:17, Will negates (harmless)]
❏❏❏❏❏ Spark Evocation, FireSchool [Fire] 1 standard action Instantaneous Close (75 ft.) APG:p.246
[V or S] TARGET: one Fine object; EFFECT: Ignites flammable objects. [SR:Yes (object); DC:17, Fortitude negates (object)]
❏❏❏❏❏ Stabilize Conjuration (Healing) 1 standard action Instantaneous Close (75 ft.) CR:p.348
[V, S] TARGET: One living creature; EFFECT: Upon casting this spell, you target a living creature that has -1 or fewer hit points. [SR:Yes (harmless); DC:17, Will negates (harmless)]
❏❏❏❏❏ Virtue Transmutation 1 standard action 1 min. Touch CR:p.365
[V, S, DF] TARGET: Creature touched; EFFECT: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. [SR:Yes (harmless)]

LEVEL 1 / Per Day:6+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Abadar's Truthtelling Enchantment (Compulsion) [Mind-Affecting]
1 standard action 20 minutes Touch ISG:p.228
[V, S, DF] TARGET: Creature touched; EFFECT: This spell functions identically to the spell zone of truth, except as noted above. The target mementarily takes on the semblance of a being of perfect order, like an archon or inevitable, so
that all who can see the target know it is affected by the spell. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Abstemiousness Transmutation 1 standard action 1 hour Touch ISG:p.228
[V] TARGET: a handful of berries, grains, nuts or rice; EFFECT: Sometimes lrori smiles on his worshipers, granting them a reprieve from physical hunger. This spell magically enhances a handful of simple food, imbuing it with enough
nutrition to satisfy a Medium or smaller creature for a full day. The spell does not create food, and thus will not alone prevent someone from starving, but it can extend even limited reserves for lengthy periods. [SR:Yes (harmless);
DC:18, Fortitude negates (harmless)]
❏❏❏❏❏ Abundant Ammunition Conjuration (Summoning) 1 standard action 20 minutes UC:p.222
[V, S, M/DF] TARGET: one container touched; EFFECT: Replaces nonmagical ammunition every round. [SR:No]
❏❏❏❏❏ Air Bubble Conjuration (Creation) 1 standard action 20 minutes Touch UC:p.222
[S, M/DF] TARGET: one creature or one object no larger than a Large twohanded weapon; EFFECT: Creates a small pocket of air around your head or an object. [SR:Yes (harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Ant Haul Transmutation 1 standard action 40 hours Touch APG:p.202
[V, S, M/DF] TARGET: creature touched; EFFECT: Triples carrying capacity of a creature. [SR:Yes (harmless); DC:18, Fortitude negates (harmless)]
❏❏❏❏❏ Aspect of the Nightingale Transmutation (Polymorph) 1 standard action 20 minutes Personal ISG:p.228
[V, S, DF] TARGET: You; EFFECT: You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform [sing] checks and a +2 competence bonus on Diplomacy checks. Once per
minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
❏❏❏❏❏ Bane Enchantment (Compulsion) [Fear, Mind-Affecting, Emotion]
1 standard action 20 minutes 50 ft. CR:p.246
[V, S, DF] TARGET: 50-ft.-radius burst, centered on you; EFFECT: Bane fills your enemies with fear and doubt. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Bless Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 minutes 50 ft. CR:p.249
[V, S, DF] TARGET: The caster and all allies within a 50-ft. burst, centered on the caster; EFFECT: Bless fills your allies with courage. [SR:Yes (harmless)]
❏❏❏❏❏ Blessing of the Watch Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 hours 50 ft. ISG:p.230
[V, S, DF] TARGET: Caster and all allies within a 50-ft. burst centered on the caster; EFFECT: This spell functions like bless, except as noted. It works only in the caster's home city, and in areas under the jurisdiction of the city watch. For
example, if the watch patrols a shantytown outside the city walls but not the ruined subterranean tunnels that lie beneath the city, the spell works in the former area but not the latter. [SR:Yes (harmless)]
❏❏❏❏❏ Bless Water Transmutation [Good] 1 minute Instantaneous Touch CR:p.249
[V, S, M] TARGET: Flask of water touched; EFFECT: This transmutation imbues a flask of water with positive energy, turning it into holy water. [SR:Yes (object); DC:18, Will negates (object)]
❏❏❏❏❏ *Calm Animals Enchantment (Compulsion) [Mind-Affecting, Emotion]action
1 standard 20 minutes Close (75 ft.) CR:p.252
[V, S] TARGET: Animals within 30 ft. of each other; EFFECT: This spell soothes and quiets animals, rendering them docile and harmless. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Cause Fear Necromancy [Fear, Mind-Affecting, Emotion] 1 standard action 1d4 rounds or 1 round; see text Close (75 ft.) CR:p.252
[V, S] TARGET: One living creature with 5 or fewer HD; EFFECT: The affected creature becomes frightened. [SR:Yes; DC:18, Will partial]
❏❏❏❏❏ Clarion Call Illusion 1 standard action 200 minutes Touch KOTIS:p.28
[V, S, M] TARGET: Creature touched; EFFECT: Amplify target's voice [SR:Yes (harmless); DC:18, Fortitude negates (harmless)]
❏❏❏❏❏ Command Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
1 standard action 1 round Close (75 ft.) CR:p.256
[V] TARGET: One living creature; EFFECT: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Compel Hostility Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds Personal UC:p.226
[V, S, M] TARGET: You; EFFECT: Compels opponents to attack you instead of your allies. [SR:see text; DC:18, see text]
❏❏❏❏❏ Comprehend Languages Divination 1 standard action 200 minutes Personal CR:p.258
[V, S, M/DF] TARGET: You; EFFECT: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
❏❏❏❏❏ Cure Light Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. [SR:Yes (harmless); see text; DC:18, Will half (harmless); see text]
❏❏❏❏❏ Dancing Lantern Transmutation, FireSchool [Fire, Light] 1 standard action 20 hours [D] Touch APG:p.214
[V, S, F] TARGET: Animates one lantern; EFFECT: Animates a lantern that follows you. [SR:No]
❏❏❏❏❏ Deadeye's Lore Divination 1 round 20 hours Personal UC:p.227
[V, S] TARGET: You; EFFECT: Gain a +4 bonus on Survival and move full speed while tracking.
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 6
Cleric Spells
❏❏❏❏❏ Deathwatch Necromancy 1 standard action 200 minutes 30 ft. CR:p.265
[V, S] TARGET: Cone-shaped emanation; EFFECT: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. [SR:No]
❏❏❏❏❏ Decompose Corpse Necromancy 1 standard action Instantaneous or 1 minute; see text Touch UM:p.216
[V, S, M] TARGET: One corpse or corporeal undead; EFFECT: Turn corpse into clean skeleton. [SR:Yes (object); DC:18, Fortitude negates (object)]
❏❏❏❏❏ Detect Chaos Divination 1 standard action Concentration, up to 200 minutes [D] 60 ft. CR:p.266
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the auras of chaotic creatures. [SR:No]
❏❏❏❏❏ Detect Evil Divination 1 standard action Concentration, up to 200 minutes [D] 60 ft. CR:p.266
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the presence of evil. [SR:No]
❏❏❏❏❏ Detect Good Divination 1 standard action Concentration, up to 200 minutes [D] 60 ft. CR:p.267
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the presence of good. [SR:No]
❏❏❏❏❏ Detect Law Divination 1 standard action Concentration, up to 200 minutes [D] 60 ft. CR:p.267
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the auras of lawful creatures. [SR:No]
❏❏❏❏❏ Detect Undead Divination 1 standard action Concentration, up to 20 minutes [D] 60 ft. CR:p.269
[V, S, M/DF] TARGET: Cone-shaped emanation; EFFECT: You can detect the aura that surrounds undead creatures. [SR:No]
❏❏❏❏❏ Diagnose Disease Divination 1 standard action Instantaneous Close (75 ft.) UM:p.216
[V, S] TARGET: One creature, one object, or a 5-ft. cube; EFFECT: Detect and identify diseases. [SR:No]
❏❏❏❏❏ Divine Favor Evocation 1 standard action 1 minute Personal CR:p.273
[V, S, DF] TARGET: You; EFFECT: Calling upon the strength and wisdom of a deity, you gain a +3 luck bonus on attack and weapon damage rolls.
❏❏❏❏❏ Doom Necromancy [Fear, Mind-Affecting, Emotion] 1 standard action 20 minutes Medium (300 ft.) CR:p.274
[V, S, DF] TARGET: One living creature; EFFECT: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Dream Feast Conjuration (Creation) 1 standard action Instantaneous Touch ISG:p.232
[V, S, OF] TARGET: Creature touched; EFFECT: The next time the target sleeps [within the next 8 hours], she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious
meal, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects. If you sleep with this spell
prepared, you may automatically expend it while you sleep to gain the spell's benefit. This expenditure does not count as spellcasting for the purpose of determining available spell slots [you could go to sleep at midnight, expend this
spell during an 8-hour period of sleep, and still prepare your full allotment of spells in the morning]. [SR:Yes (harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Endure Elements Abjuration 1 standard action 24 hours Touch CR:p.277
[V, S] TARGET: Creature touched; EFFECT: A creature protected by endure elements suffers no harm from being in a hot or cold environment. [SR:Yes (harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Endure Elements (Cold Environment) Abjuration 1 standard action 24 hours Touch CR:p.277
[V, S] TARGET: Creature touched; EFFECT: A creature protected by endure elements suffers no harm from being in a hot or cold environment. [SR:Yes (harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Enhance Water Transmutation 1 round Instantaneous Touch ISG:p.233
[V, S] TARGET: 20 pints of water; EFFECT: This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but perfectly drinkable. The spell also serves to remove poisons,
diseases, minerals, and other toxins from the water as it transforms. The more contaminants that exist in the water, the darker the ale or the more full-bodied the wine becomes. The beverage's alcohol content is not affected by the
presence or absence of contaminants. This spell does not work on unholy water, potions, or other liquids with magical power. [SR:Yes (harmless, object); DC:18, Fortitude negates (harmless, object)]
❏❏❏❏❏ Entropic Shield Abjuration 1 standard action 20 minutes [D] Personal CR:p.278
[V, S] TARGET: You; EFFECT: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
❏❏❏❏❏ Face of the Devourer Transmutation (Polymorph) 1 standard action 20 minutes Touch ISG:p.233
[V, S] TARGET: Creature touched; EFFECT: You transform the target's face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its
misshapen mouth. You do not choose what shape the target's face takes, and the shape is different every time you cast the spell. This transformation does not interfere with the target's senses or its ability to breathe, though it might
prevent it from speaking. The target gains a +4 circumstance bonus on Intimidate checks. If the target does not normally have a bite attack, it gains a bite attack as a natural weapon for the duration of the spell. This bite attack deals
1d6 points of damage if the target is Medium, 1d4 points of damage if the target is Small, or 1d8 points of damage if the creature is Large. The target may use this bite as a primary attack or a secondary attack. [SR:Yes (harmless);
DC:18, Fortitude negates (harmless)]
❏❏❏❏❏ Fairness Enchantment (Compulsion) [Mind-Affecting] 1 round 20 minutes Close (75 ft.) ISG:p.233
[V, S, DF] TARGET: 20 humanoid creatures; EFFECT: Humanoid creatures affected by this spell must trade fairly with others to the best of their knowledge. If they know the fair value [or even an estimated fair value] of a good or
service, they cannot participate in a trade if it would benefit one side unfairly, and must attempt to stop such trades from occurring, preventing them from cheating another while under the influence of this spell. The symbol of Abadar
appears above the heads of those affected by this spell, making those affected and unaffected by the spell immediately apparent. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Fallback Strategy Abjuration 1 standard action 20 minutes or until discharged; see text Personal ISG:p.233
[V, S, DF] TARGET: You; EFFECT: While this spell is active, you may reroll one attack roll, combat maneuver check, or skill check before the result of the roll or check is known. You must take the result of the reroll, even if it's worse than
the original roll. Once the reroll is used, the spell ends. You can have no more than one fl/bock strtegy active on you at the same time.
❏❏❏❏❏ Firebelly Abjuration 1 standard action 20 minutes Personal ISG:p.234
[V, s, DF] TARGET: You; EFFECT: A magical fire warms your belly, granting fire resistance 5 and making your gut hot to the touch [but not enough to damage you or anything else]. As a standard action, you can breathe a 15-foot cone
of flame that deals 1d4 points of fire damage [Reflex half, SR applies]. Each time you use this breath weapon, reduce the remaining duration of the spell by 1 minute. [SR:Yes; see text; DC:18, Reflex half; see text]
❏❏❏❏❏ Forbid Action Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
1 standard action 1 round Close (75 ft.) UM:p.220
[V] TARGET: One creature; EFFECT: Target obeys your command to not do something. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Gorum's Armor Transmutation 1 standard action 200 minutes Touch ISWG:p.294
[V, S, M] TARGET: One suit of metal armor or one metal shield; EFFECT: Targeted object sprouts thousand of tiny iron spikes. These act as armor/shield spikes [enhanced at CL 5+], causing 1 point of piercing damage for each
opponent's natural attack that hits. [SR:Yes (harmless); DC:18, Fortitude negates (harmless)]
❏❏❏❏❏ Hairline Fractures Transmutation [Earth] 1 standard action 20 rounds Touch ISG:p.235
[V, S, M] TARGET: 5-foot-square section of stone or a creature with the earth subtype; EFFECT: With a single touch, you create temporary hairline fractures in a piece of stone or a creature with the earth subtype. If you cast this spell on
a section of stone, you reduce its hardness to 5 and its hit points to 10/inch of thickness. If you cast this spell on a creature with the earth subtype, that creature takes a -2 penalty to AC for the spell's duration. Make whole reverses this
spell's effect. [SR:Yes (object); DC:18, Fortitude negates (object)]
❏❏❏❏❏ Haze of Dreams Enchantment (Charm) [Emotion, Mind-Affecting] 1 standard action 20 rounds Close (75 ft.) ISG:p.235
[V, M] TARGET: One creature; EFFECT: You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target moves at half its
normal speed [round down to the next 5-foot increment], which affects the creature's jumping distance as normal for decreased speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. [SR:Yes;
DC:18, Will negates]
❏❏❏❏❏ Hide from Undead Abjuration 1 standard action 200 minutes [D] Touch CR:p.296
[V, S, DF] TARGET: 20 creatures touched; EFFECT: Undead cannot see, hear, or smell creatures warded by this spell. [SR:Yes; DC:18, Will negates (harmless); see text]
❏❏❏❏❏ Ice Armor Transmutation [Cold, Water] 1 minute 20 hours or until destroyed O ft.; see text ISG:p.236
[V, S, F] TARGET: A suit of armor made of ice; EFFECT: You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing [though it can hasten the effects of exposure in
cold environments]. It offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer [who may
be you]; otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes; when the armor's
bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor without
penalty. [SR:No]
❏❏❏❏❏ Inflict Light Wounds Necromancy 1 standard action Instantaneous Touch CR:p.300
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a creature, you channel negative energy that deals 1d8+5 points of damage. [SR:Yes; DC:18, Will half]
❏❏❏❏❏ Know the Enemy Divination 1 minute Instantaneous Personal UM:p.226
[V, S, DF] TARGET: You; EFFECT: Gain +10 on a monster Knowledge check. [SR:No]
❏❏❏❏❏ Liberating Command Transmutation 1 immediate action instantaneous Close (75 ft.) UC:p.233
[V] TARGET: one creature; EFFECT: Target makes an Escape Artist check as an immediate action and gains a bonus on it. [SR:Yes (harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Lighten Object Transmutation 1 standard action 20 minutes Close (75 ft.) ISG:p.236
[V, M] TARGET: 1 object of up to 20 cubic ft.; EFFECT: The target's weight decreases by half. If this spell is cast on armor, the armor's armor check penalty decreases by 1, though its categorization as light, medium, or heavy does not
change. [SR:Yes (object); DC:18, Will negates (object)]
❏❏❏❏❏ *Longstrider Transmutation 1 standard action 20 hours [D] Personal CR:p.305
[V, S, M] TARGET: You; EFFECT: This spell gives you a +10 foot enhancement bonus to your base speed.
❏❏❏❏❏ Magic Stone Transmutation 1 standard action 30 minutes or until discharged Touch CR:p.310
[V, S, DF] TARGET: Up to three pebbles touched; 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. [SR:Yes (harmless, object); DC:18,
Will negates (harmless, object)]
❏❏❏❏❏ Magic Weapon Transmutation [MetalSchool] 1 standard action 20 minutes Touch CR:p.310
[V, S, DF] TARGET: Weapon touched; EFFECT: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. [SR:Yes (harmless, object); DC:18, Will negates (harmless, object)]
❏❏❏❏❏ Moment of Greatness Enchantment (Compulsion) [Mind-Affecting]1 standard action 20 minutes or until discharged 50 ft. UC:p.237
[V, S, M/DF] TARGET: The caster and allies within a 50-ft. burst centered on the caster; EFFECT: Doubles a morale bonus. [SR:Yes (harmless)]
❏❏❏❏❏ Murderous Command Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1 round Close (75 ft.) UM:p.230
[V] TARGET: One living creature; EFFECT: Target is compelled to kill its ally. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Obscuring Mist Conjuration, WaterSchool (Creation) 1 standard action 20 minutes [D] 20 ft. CR:p.317
[V, S] TARGET: Cloud spreads in 20-ft. radius from you, 20 ft. high; EFFECT: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet. [SR:No]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 7
Cleric Spells
❏❏❏❏❏ Pick Your Poison Conjuration (Healing) [Mind-Affecting] 1 standard action 200 minutes Touch ISG:p.238
[V, S, DF] TARGET: Creature touched; EFFECT: This spell temporarily converts even the deadliest poison affecting a creature into an intoxicating alcohol. If the subject is affected by a poison effect while under the effects of this spell,
instead of the poison's normal effect, she feels intoxicated as if she'd just had a very strong drink and takes a -2 penalty on attacks, saves, and checks for the duration of the spell. When the spell's duration expires, the penalty ends
and the poison's normal effects apply. Pick your poison does not affect any poison effects that occurred before the spell was cast. [SR:Yes (harmless); DC:18, Fortitude negates (harmless)]
❏❏❏❏❏ Poisoned Egg Transmutation [Poison] 1 standard action 20 minutes Touch ISG:p.238
[V, s, DF] TARGET: One egg; EFFECT: You transform the contents of a normal egg into a single dose of small centipede poison 0. The poison reverts to a normal egg at the end of the spell's duration [the reverted egg substance is
harmless unless the poisoned creature is vulnerable to eggs]. The egg may be raw or cooked but must be whole and not empty when you cast the spell. When applying the poisoned egg's contents to a weapon, the wielder has no
chance of poisoning herself, as though she had the poison use class feature. [SR:No (object); DC:18, None (object)]
❏❏❏❏❏ Protection from Chaos Abjuration [Lawful] 1 standard action 20 minutes [D] Touch CR:p.327
[V, S, M/DF] TARGET: Creature touched; EFFECT: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. [SR:No; see text; DC:18, Will negates (harmless)]
❏❏❏❏❏ Protection from Evil Abjuration [Good] 1 standard action 20 minutes [D] Touch CR:p.327
[V, S, M/DF] TARGET: Creature touched; EFFECT: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. [SR:No; see text; DC:18, Will negates (harmless)]
❏❏❏❏❏ Protection from Law Abjuration [Chaotic] 1 standard action 20 minutes [D] Touch CR:p.328
[V, S, M/DF] TARGET: Creature touched; EFFECT: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. [SR:No; see text; DC:18, Will negates (harmless)]
❏❏❏❏❏ Ray of Sickening Necromancy 1 standard action 20 minutes Close (75 ft.) UM:p.234
[V, S, M] TARGET: Ray; EFFECT: Ray makes the subject sickened. [SR:Yes; DC:18, Fortitude partial; see text]
❏❏❏❏❏ Read Weather Divination 1 minute Instantaneous Personal ISG:p.238
[V, S, F] TARGET: You; EFFECT: This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on. This forecast reveals only the weather that would
arise naturally, and does not take into account any magical occurrences that might change the weather.
❏❏❏❏❏ Reinforce Armaments Transmutation 1 standard action 200 minutes Touch UC:p.241
[V, S, M/DF] TARGET: one armor suit or weapon touched; EFFECT: Temporarily mitigates the fragile quality in targeted weapon or armor. [SR:Yes (harmless, object); DC:18, Will negates (harmless, object)]
❏❏❏❏❏ Remove Fear Abjuration 1 standard action 10 minutes; see text Close (75 ft.) CR:p.332
[V, S] TARGET: 6 creatures, no two of which can be more than 30 ft. apart; EFFECT: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. [SR:Yes (harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Remove Sickness Conjuration (Healing) 1 standard action 200 minutes; see text Close (75 ft.) UM:p.234
[V, S] TARGET: One creature; EFFECT: Suppress disease, nausea, and the sickened condition. [SR:Yes (harmless); DC:18, Fortitude negates (harmless)]
❏❏❏❏❏ Restore Corpse Necromancy 1 standard action Instantaneous Touch UM:p.235
[V, S] TARGET: Corpse touched; EFFECT: Skeletal corpse grows flesh. [SR:No]
❏❏❏❏❏ Sanctify Corpse Evocation [Good] 1 standard action 24 hours Touch UM:p.236
[V, S, DF, M] TARGET: Corpse touched; EFFECT: Prevent a corpse from becoming an undead creature. [SR:No]
❏❏❏❏❏ Sanctuary Abjuration 1 standard action 20 rounds Touch CR:p.336
[V, S, DF] TARGET: Creature touched; EFFECT: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. [SR:No; DC:18, Will negates]
❏❏❏❏❏ Shield of Faith Abjuration 1 standard action 20 minutes Touch CR:p.342
[V, S, M] TARGET: Creature touched; EFFECT: This spell creates a shimmering, magical field around the target that averts and deflects attacks. Mythic: Add half your tier to the spell's deflection bonus. [SR:Yes (harmless); DC:18, Will
negates (harmless)]
❏❏❏❏❏ Summon Minor Monster Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) UM:p.241
[V, S, F/DF] TARGET: 1d3 summoned creatures; EFFECT: Summon 1d3 Tiny animals [SR:No]
❏❏❏❏❏ Summon Monster I Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) CR:p.350
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell summons an extraplanar creature. [SR:No]
❏❏❏❏❏ Sun Metal Transmutation [Fire] 1 standard action 20 rounds [see text] Touch UC:p.245
[V, S] TARGET: one melee weapon; EFFECT: Weapon touched bursts into flames. [SR:Yes (object); DC:18, Fortitude negates (object)]
❏❏❏❏❏ Tap Inner Beauty Divination 1 standard action 20 minutes Personal ISG:p.243
[V, M] TARGET: You; EFFECT: This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and
Charisma-based skill checks.
❏❏❏❏❏ Touch of Bloodletting Necromancy 1 standard action 20 rounds Touch ISG:p.243
[V, S] TARGET: living creature touched; EFFECT: This spell causes any existing wounds that the target possesses to bleed profusely. If the creature's current total hit points are less than its maximum, this spell causes the creature to
take 1 point of bleed damage each round and become exhausted for the duration of the spell. A successful DC 15 Heal check or any spell that cures hit point damage negates the effects of this spell. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Tracking Mark Evocation 1 standard action 200 minutes [D] Long (1200 ft.) ISG:p.243
[S, OF] TARGET: One creature; EFFECT: You gain a supernatural ability to detect tracks and other clues left behind by the target. You treat the DCs of all Survival checks made to track the target as if they were 5 lower than normal, and
you gain a +5 bonus on Perception checks made to notice the target if it is using Stealth or recognize it if it is using Disguise. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Unbreakable Heart Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds Close (75 ft.) ISWG:p.296
[V, S] TARGET: One creature; EFFECT: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place. [SR:Yes
(harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Unwelcome Halo Evocation [Light] 1 standard action 20 minutes Medium (300 ft.) ISG:p.244
[V, S] TARGET: One nongood creature; EFFECT: This spell causes the target to glow as if surrounded by a halo of light. This halo sheds normal light in a 20-foot radius from the creature, and increases the light level by one step for an
additional 20 feet. This halo makes it impossible for the creature to gain concealment in nonmagical darkness, and in dim or darker conditions, the creature's glow can be seen even if it is not within direct line of sight. If unwelcome
halo is brought into an area of magical darkness [or vice versa], the effects of both spells are temporarily negated, so that the otherwise prevailing light conditions exist within the overlapping fields of effect. [SR:Yes; DC:18, Will
negates]
❏❏❏❏❏ Weapons Against Evil Transmutation 1 standard action 20 rounds Close (75 ft.) ISG:p.245
[V, OF] TARGET: 20 weapons, no two of which can be more than 20 ft. apart; EFFECT: Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures
that have DR 5 or lower, as long as the damage reduction is not DR/epic. [SR:Yes (harmless, object); DC:18, Fortitude negates (harmless, object)]
❏❏❏❏❏ Weaponwand Transmutation 1 round 20 minutes Touch ISM:p.62
[V, S, F] TARGET: One weapon; EFFECT: When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part
of the spell's casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon's integrity. For the spell's duration, a
character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires
an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus [including any bonuses the weapon would normally receive] rather than just a normal
attack with the wand-doing so does not allow you to add the weapon's damage to the wand's attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell. At the end of the spell's
duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the
duration of weaponwand, the encased wand is similarly broken or destroyed. [SR:Yes (harmless, object); DC:18, Will negates (harmless, object)]

LEVEL 2 / Per Day:6+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Aid Enchantment (Compulsion) [Mind-Affecting]
1 standard action 20 minutes Touch CR:p.239
[V, S, DF] TARGET: Living creature touched; EFFECT: Aid grants +1 morale bonus on attack rolls and saves vs fear effects, plus 1d8 + 10 temporary hit points. [SR:Yes (harmless)]
❏❏❏❏❏ Align Weapon Transmutation 1 standard action 20 minutes Touch CR:p.240
[V, S, DF] TARGET: Weapon touched or 50 projectiles [all of which must be together at the time of casting]; EFFECT: Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. [SR:Yes (harmless, object); DC:19, Will
negates (harmless, object)]
❏❏❏❏❏ Ant Haul (Communal) Transmutation 1 standard action 40 hours Touch UC:p.223
[V, S, M/DF] TARGET: creatures touched; EFFECT: As ant haul, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:19, Fortitude negates (harmless)]
❏❏❏❏❏ Arrow of Law Evocation [Lawful] 1 standard action Instantaneous [1 round]; see text Close (75 ft.) UM:p.207
[V, S, DF] TARGET: Arrow-shaped projectile of lawful energy; EFFECT: Harm and possibly daze chaotic creatures. [SR:Yes; DC:19, Will partial (see text)]
❏❏❏❏❏ Augury Divination 1 minute Instantaneous Personal CR:p.245
[V, S, M, F] TARGET: You; EFFECT: 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 1 standard action 20 minutes Touch CR:p.246
[V, S, M/DF] TARGET: Creature touched; EFFECT: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution. [SR:Yes; DC:19, Will negates (harmless)]
❏❏❏❏❏ Bestow Weapon Proficiency Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 minutes Close (75 ft.) UC:p.224
[V, S, M] TARGET: one creature; EFFECT: Grant a creature proficiency in a single weapon for short period of time. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Blessing of Courage and Life Conjuration (Healing) [Emotion] 1 standard action 20 minutes [see below] Close (75 ft.) APG:p.205
[V, S, DF] TARGET: one living creature; EFFECT: Grants a +2 bonus on saves vs. fear and death. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Boiling Blood Transmutation 1 standard action Concentration + 20 rounds Medium (300 ft.) UM:p.209
[V, S] TARGET: 6 creatures, no two of which may be more than 30 ft. apart; EFFECT: Targets take 1 fire damage each round; orcs get +2 Strength. [SR:Yes; DC:19, Fortitude negates (see text)]
❏❏❏❏❏ Brittle Portal Transmutation 1 standard action 20 rounds Close (75 ft.) ISG:p.230
[V, S] TARGET: 5-ft.-radius spread; EFFECT: This spell weakens the bonds of existence, and reduces the hardness of any nonmagical surface within its area of effect by 2 per caster level. The spell is centered on a flat surface chosen by
the caster, and the hardness reduction effect persists for the duration of the spell. [SR:Yes (object); DC:19, Will negates (object)]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 8
Cleric Spells
❏❏❏❏❏ Bull's Strength Transmutation 1 standard action 20 minutes Touch CR:p.251
[V, S, M/DF] TARGET: Creature touched; EFFECT: The subject becomes stronger granting a +4 enhancement bonus to Strength. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Calm Emotions Enchantment (Compulsion) [Mind-Affecting, Emotion]action
1 standard Concentration, up to 20 rounds [D] Medium (300 ft.) CR:p.252
[V, S, DF] TARGET: Creatures in a 20-ft.-radius spread; EFFECT: This spell calms agitated creatures. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Compassionate Ally Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 20 rounds Close (75 ft.) UM:p.211
[V, S] TARGET: One creature; EFFECT: Target is compelled to help injured ally. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Consecrate Evocation [Good] 1 standard action 40 hours Close (75 ft.) CR:p.258
[V, S, M, DF] TARGET: 20-ft.-radius emanation; EFFECT: This spell blesses an area with positive energy. [SR:No]
❏❏❏❏❏ Cure Moderate Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 2d8+10 points of damage. [SR:Yes (harmless) or yes; see text; DC:19, Will half (harmless) or Will half; see
text]
❏❏❏❏❏ Darkness Evocation [Darkness] 1 standard action 20 minutes [D] Touch CR:p.263
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes an object to radiate darkness out to a 20-foot radius. [SR:No]
❏❏❏❏❏ Deadeye's Arrow Evocation [Electricity] 1 standard action Instantaneous or 1 round [see text] Medium or see text ISG:p.232
[V, S, M] TARGET: Arrow of electricity; EFFECT: You create an arrow made of crackling electricity, which you may use for one of two effects. Attack: You may throw the arrow up to Medium range or fire it from a bow up to the bow's
maximum range. Either use is a ranged touch attack. The arrow deals 1d6 points of electricity damage + 1 point per level 5. Beacon: You throw or fire the arrow straight up. When it reaches maximum range or a solid surface [such as
the roof of a cave] it explodes in a peal of thunder and forms a forked bolt of electricity resembling Erastil's holy symbol, which lingers for 1 round. The thunder and lightning are as loud and bright as natural thunder and lightning,
but they do not harm any nearby creatures. [SR:Yes]
❏❏❏❏❏ Defending Bone Necromancy 1 standard action 20 hours or until discharged Personal ISG:p.232
[V, S, F] TARGET: You; EFFECT: You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks. This gives you damage reduction 5/bludgeoning. Once the bone has
prevented a total of 5 points of damage per caster level [maximum 50 points], it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.
❏❏❏❏❏ Delay Pain Enchantment [Emotion] 1 standard action 20 hours Close (75 ft.) UM:p.216
[V, S] TARGET: One creature; EFFECT: Ignore pain. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Delay Poison Conjuration (Healing) 1 standard action 20 hours Touch CR:p.265
[V, S, DF] TARGET: Creature touched; EFFECT: The subject becomes temporarily immune to poison. [SR:Yes (harmless); DC:19, Fortitude negates (harmless)]
❏❏❏❏❏ Disfiguring Touch Transmutation [Curse] 1 standard action 20 days Touch UM:p.217
[V, S] TARGET: Creature touched; EFFECT: Target becomes disfigured. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Eagle's Splendor Transmutation 1 standard action 20 minutes Touch CR:p.275
[V, S, M/DF] TARGET: Creature touched; EFFECT: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma. [SR:Yes; DC:19, Will negates (harmless)]
❏❏❏❏❏ Early Judgment Divination 1 standard action 1d4 rounds Close (75 ft.) ISG:p.233
[V, S, DF] TARGET: One humanoid creature; EFFECT: You show one creature the effect of its life so far and what it might expect when it passes under Pharasma's impartial gaze at the end of its life. Depending on the creature's
alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the Great Beyond. If the target is good-aligned,
it is fascinated for 1d4 rounds on a failed save. If the target is neutral-aligned, it is confused for 1d4 rounds on a failed save. If the target is evil-aligned, it is shaken for 1d4 rounds on a failed save. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Effortless Armor Transmutation 1 standard action 20 minutes Personal UC:p.228
[V, S] TARGET: You; EFFECT: Armor you wear no longer slows your speed.
❏❏❏❏❏ Endure Elements (Communal) Abjuration 1 standard action 24 hours Touch UC:p.228
[V, S] TARGET: creatures touched; EFFECT: As endure elements, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Enthrall Enchantment (Charm) [Language-Dependent, Mind-Affecting, Sonic]
1 round 1 hour or less Medium (300 ft.) CR:p.278
[V, S] TARGET: Any number of creatures; EFFECT: If you have the attention of a group of creatures, you can use this spell to hold them enthralled. [SR:Yes; DC:19, Will negates; see text]
❏❏❏❏❏ *Feather Fall Transmutation, AirSchool 1 immediate action Until landing or 20 rounds Close (75 ft.) CR:p.281
[V] TARGET: 20 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart; EFFECT: The affected creatures or objects fall slowly. [SR:Yes (object); DC:19, Will negates (harmless) or Will negates
(object);]
❏❏❏❏❏ Find Traps Divination 1 standard action 20 minutes Personal CR:p.281
[V, S] TARGET: You; EFFECT: You gain intuitive insight into the workings of traps.
❏❏❏❏❏ Gentle Repose Necromancy 1 standard action 20 days Touch CR:p.289
[V, S, M/DF] TARGET: Corpse touched; EFFECT: You preserve the remains of a dead creature so that they do not decay. [SR:Yes (object); DC:19, Will negates (object)]
❏❏❏❏❏ Ghostbane Dirge Transmutation 1 standard action 20 rounds Close (75 ft.) APG:p.225
[V, S, M/DF] TARGET: one incorporeal creature; EFFECT: Incorporeal creature takes half damage from nonmagical weapons. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Gozreh's Trident Evocation [Electricity] 1 standard action 20 minutes [D] O ft. ISG:p.235
[V, S, DF] TARGET: Trident-like bolt of electricity; EFFECT: A 4-foot-long, blazing, forked bolt of electricity springs forth from your hand. You wield this spear-like bolt as if it were a trident [you are considered proficient with the bolt].
Attacks with Gozreh's trident are melee touch attacks. The bolt deals 1d8 points of electricity damage + 1 point per 2 caster levels 10. Since the bolt is immaterial, your Strength modifier does not apply to the damage. The bolt can
ignite combustible materials such as parchment, straw, dry sticks, and cloth. [SR:Yes]
❏❏❏❏❏ Grace Abjuration 1 swift action see text Personal APG:p.226
[V] TARGET: You; EFFECT: Movement doesn't provoke attacks of opportunity.
❏❏❏❏❏ Hold Person Enchantment (Compulsion) [Mind-Affecting]
1 standard action 20 rounds [D]; see text Medium (300 ft.) CR:p.296
[V, S, F/DF] TARGET: One humanoid creature; EFFECT: The subject becomes paralyzed and freezes in place. [SR:Yes; DC:19, Will negates; see text]
❏❏❏❏❏ Imbue with Aura Transmutation 1 standard action 20 minutes Close (75 ft.) UM:p.225
[V, S, DF] TARGET: One creature; EFFECT: Target emulates your cleric aura. [SR:Yes; DC:19, Will negates (see text)]
❏❏❏❏❏ Inflict Moderate Wounds Necromancy 1 standard action Instantaneous Touch CR:p.300
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a creature, you channel negative energy that deals 2d8+10 points of damage. [SR:Yes; DC:19, Will half]
❏❏❏❏❏ Inheritor's Smite Transmutation 1 swift action see text Personal ISG:p.236
[V, S, DF] TARGET: You; EFFECT: You channel the power of righteousness into your weapon arm, allowing you to strike with great force. Your next melee attack [if made before the end of your next turn] gains a +5 sacred bonus on
the attack roll. If the attack hits, you may immediately attempt a bull rush combat maneuver [with a +5 sacred bonus on your combat maneuver check] against the target without provoking an attack of opportunity; if your combat
maneuver check exceeds the defender's CMD by more than 5, you do not need to move with the target to push it back more than 5 feet.
❏❏❏❏❏ Instant Armor Conjuration (Creation) [Force] 1 standard action 20 minutes [D] Personal APG:p.229
[V, S, DF] TARGET: You; EFFECT: Summon armor temporarily replacing your current attire.
❏❏❏❏❏ Instrument of Agony Transmutation 1 standard action 20 minutes Touch UC:p.232
[V, S] TARGET: weapon touched; EFFECT: Weapon exudes divine fury, granting a bonus on Intimidate checks. [SR:Yes (harmless, object), see text; DC:19, Will negates (harmless, object), see text]
❏❏❏❏❏ Light Prison Evocation [Light] 1 standard action 20 rounds [D] Close (75 ft.) ISG:p.236
[V, S] TARGET: 10 creatures; EFFECT: Rays of light burst forth from your outstretched hand, encircling each target's space with a cage of light. If a target fails its Reflex save, it becomes enclosed in the light prison. A creature enclosed
in a light prison can attack, cast spells, and otherwise act normally as long as it stays within the light prison. However, if a creature passes through the walls of a light prison enclosing it, it takes 1d6 points of damage and is blinded for
1 round. Creatures do not receive saves to negate these effects. Once a creature passes through the walls of a light prison surrounding it, the effect ends for that creature. [SR:Yes; DC:19, Reflex negates]
❏❏❏❏❏ *Locate Object Divination 1 standard action 20 minutes Long (1200 ft.) CR:p.305
[V, S, F/DF] TARGET: Circle, centered on you, with a radius of 1200 ft.; EFFECT: You sense the direction of a well-known or clearly visualized object. [SR:No]
❏❏❏❏❏ Magic Siege Engine Transmutation 1 standard action 20 minutes Touch UC:p.236
[V, S, DF] TARGET: one siege engine touched; EFFECT: Siege engine gains +1 on targeting and damage rolls. [SR:Yes (harmless, object); DC:19, Will negates (harmless, object)]
❏❏❏❏❏ Make Whole Transmutation [MetalSchool] 10 minutes Instantaneous Close (75 ft.) CR:p.311
[V, S] TARGET: One object of up to 200 cu. ft. or one construct creature of any size; EFFECT: This spell functions as mending, except that it repairs 5d6 points of damage when cast on a construct creature. [SR:Yes (harmless, object);
DC:19, Will negates (harmless, object)]
❏❏❏❏❏ Martyr's Bargain Transmutation [Good] 1 immediate action 20 rounds Personal ISM:p.58
[V] TARGET: You; EFFECT: Among the faithful followers of the gods of purity-whether they be the servants of Desna in Nidal, zealous followers of Milani struggling against Cheliax's government, paladins of Iomedae fighting against
the horrors of the Worldwound, or simply those that fight evil the world over-martyr's bargain represents true faith and true sacrifice. You cast this spell as an immediate action when you are subject to a spell or spell-like ability that
deals hit point damage, after attack rolls and saving throws have been rolled but before the damage itself is determined. The damage dealt by the spell and any related effects are then delayed for you [and you only] for a number of
rounds equal to your caster level. At the end of that time [or immediately if martyr's bargain is dispelled], the delayed damage takes effect on you as it would have at the time it was cast, but is maximized as if affected by the Maximize
Spell metamagic feat. Spells and spell-like abilities that were already maximized gain no additional benefit from this spell. Nothing can prevent this delayed damage from affecting you. You can be affected by only one martyr's bargain
spell at a time. If you cast this spell while you are already under the effects of a previous martyr's bargain, the previous spell effect ends and you immediately take the damage it had delayed. [SR:No]
❏❏❏❏❏ Masterwork Transformation Transmutation 1 hour Instantaneous Touch UM:p.228
[V, S, M] TARGET: One weapon, suit of armor, tool, or skill kit touched; EFFECT: Make a normal item into a masterwork one. [SR:No]
❏❏❏❏❏ Owl's Wisdom Transmutation 1 standard action 20 minutes Touch CR:p.318
[V, S, M/DF] TARGET: Creature touched; EFFECT: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom. [SR:Yes; DC:19, Will negates (harmless)]
❏❏❏❏❏ Pilfering Hand Evocation [Force] 1 standard action see text Close (75 ft.) UC:p.239
[S] TARGET: one object; EFFECT: You may seize an object or manipulate it from afar. [SR:Yes (object)]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 9
Cleric Spells
❏❏❏❏❏ Protection from Chaos (Communal) Abjuration [Lawful] 1 standard action 20 minutes [D] Touch UC:p.240
[V, S, M/DF] TARGET: creatures touched; EFFECT: As protection from chaos, but you may divide the duration among creatures touched. [SR:No; see text; DC:19, Will negates (harmless)]
❏❏❏❏❏ Protection from Evil (Communal) Abjuration [Good] 1 standard action 20 minutes [D] Touch UC:p.240
[V, S, M/DF] TARGET: creatures touched; EFFECT: As protection from evil, but you may divide the duration among creatures touched. [SR:No; see text; DC:19, Will negates (harmless)]
❏❏❏❏❏ Protection from Law (Communal) Abjuration [Chaotic] 1 standard action 20 minutes [D] Touch UC:p.240
[V, S, M/DF] TARGET: creatures touched; EFFECT: As protection from law, but you may divide the duration among creatures touched. [SR:No; see text; DC:19, Will negates (harmless)]
❏❏❏❏❏ Protective Penumbra Evocation [Darkness] 1 standard action 200 minutes Touch UM:p.233
[V, S] TARGET: Creature touched; EFFECT: Shadow protects the target from light. [SR:Yes; DC:19, Will negates (harmless)]
❏❏❏❏❏ Reinforce Armaments (Communal) Transmutation 1 standard action 200 minutes Touch UC:p.241
[V, S, M/DF] TARGET: armor suits or weapons touched; EFFECT: As reinforce armaments, but you may divide the spell's duration among objects touched. [SR:Yes (harmless, object); DC:19, Will negates (harmless, object)]
❏❏❏❏❏ Remove Paralysis Conjuration (Healing) 1 standard action Instantaneous Close (75 ft.) CR:p.332
[V, S] TARGET: Up to four creatures, no two of which can be more than 30 ft. apart; EFFECT: You can free one or more creatures from the effects of temporary paralysis or related magic. [SR:Yes (harmless); DC:19, Will negates
(harmless)]
❏❏❏❏❏ Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 200 minutes Touch CR:p.334
[V, S, DF] TARGET: Creature touched; EFFECT: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. [SR:Yes (harmless); DC:19, Fortitude negates (harmless)]
❏❏❏❏❏ Restoration (Lesser) Conjuration (Healing) 3 rounds Instantaneous Touch CR:p.334
[V, S] TARGET: Creature touched; 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. [SR:Yes
(harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Returning Weapon Conjuration (Teleportation) 1 standard action 20 minutes Close (75 ft.) UC:p.242
[V, S] TARGET: one weapon that can be thrown; EFFECT: Grants a weapon the returning special weapon quality. [SR:Yes (harmless, object); DC:19, Will negates (harmless, object)]
❏❏❏❏❏ Rovagug's Fury Transmutation 1 standard action Instantaneous 30 ft. ISG:p.239
[V, S] TARGET: Cone-shaped burst; EFFECT: You create a minor earthquake that can trip creatures. Attempt a single combat maneuver check and apply the result against the CMD of every creature in the area. If your roll equals
or exceeds a creature's CMD, that creature is knocked prone. This trip attack does not provoke an attack of opportunity [though you do provoke one for casting the spell], nor are you knocked prone if you fail the check by 10 or
more. Unlike with a regular trip attack, you can trip any creature touching the ground, regardless of size. Improved Trip does not affect this spell in any way. Though the earthquake is small and focused on the ground, if the area is
particularly unstable, the spell might cause items to topple, stones to shake loose from the walls or ceiling, and so on at the GM's discretion. [SR:Yes]
❏❏❏❏❏ Secret Speech Divination 1 standard action 200 minutes Touch ISG:p.240
[V, S] TARGET: Creature touched; EFFECT: This spell grants the target the ability to send secret messages embedded within normal speech. This is similar to the secret messages ability of the Bluff skill, but no check is needed; the
speaker's intended recipient always understands the hidden message perfectly, but other listeners cannot perceive the message at all. The target can send only one message at a time, though it can send that message to multiple
listeners. The secret message is considered to be in the same language the target is speaking, and intended recipients hear and understand both the actual speech and the secret message. The target can make itself understood as far
as its voice carries. For example, at a fancy noble's wedding, a jealous former suitor casts this spell on himself before making a speech. Everyone hears his glowing words of praise, but only his allies hear his secret message instructing
them to attack the groom. [SR:No (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Shard of Chaos Evocation [Chaos] 1 standard action Instantaneous [1d6 rounds] Close (75 ft.) UM:p.237
[V, S, DF] TARGET: Dart-shaped projectile of chaotic energy; EFFECT: Harm and possibly slow lawful creatures. [SR:Yes; DC:19, Will partial (see text)]
❏❏❏❏❏ Share Language Divination 1 standard action 24 hours Touch APG:p.243
[V, S, M] TARGET: creature touched; EFFECT: Subject understands chosen language. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Shatter Evocation, EarthSchool [Sonic, MetalSchool]1 standard action Instantaneous Close (75 ft.) CR:p.341
[V, S, M/DF] TARGET: Or Target 5-ft.-radius spread; or one solid object or one crystalline creature; EFFECT: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or
damages a crystalline creature. [SR:Yes; DC:19, Will negates (object); Will negates (object) or Fortitude half; see text]
❏❏❏❏❏ Shield Other Abjuration 1 standard action 20 hours [D] Close (75 ft.) CR:p.342
[V, S, F] TARGET: One creature; 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. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Silence Illusion (Glamer) 1 round 20 rounds [D] Long (1200 ft.) CR:p.343
[V, S] TARGET: 20-ft.-radius emanation centered on a creature, object, or point in space; EFFECT: Upon the casting of this spell, complete silence prevails in the affected area. [SR:Yes; see text or no (object); DC:19, Will negates; see text
or none (object)]
❏❏❏❏❏ Sound Burst Evocation [Sonic] 1 standard action Instantaneous Close (75 ft.) CR:p.346
[V, S, F/DF] TARGET: 10-ft.-radius spread; EFFECT: You blast an area with a tremendous cacophony. [SR:Yes; DC:19, Fortitude partial]
❏❏❏❏❏ Spear of Purity Evocation [Good] 1 standard action Instantaneous [1 round] Close (75 ft.) UM:p.240
[V, S, DF] TARGET: Spear-shaped projectile of good energy; EFFECT: Harm and possibly blind evil creatures. [SR:Yes; DC:19, Will partial (see text)]
❏❏❏❏❏ Spell Gauge Divination [mind-Affecting] 1 standard action Instantaneous Close (75 ft.) ISG:p.242
[V, S, F] TARGET: One creature; EFFECT: You immediately discover some of the spells that the target knows or has prepared. The number of spells revealed to you is equal to your caster level. The target's lowest-level spells are
revealed first-ignoring 0-level spells-in a random order. Once all of the target's 1st-level spells are revealed, the spell begins revealing 2nd-level spells, then 3rd-level spells. This spell does not reveal spells of 4th level or higher, nor
does it reveal spell-like abilities or other special abilities. If cast on a creature that is not a spellcaster, that has only 0-level spells or spells of 4th level or higher prepared, that has expended all of its spells, or that has not prepared any
spells that day, the spell has no effect. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Spiritual Weapon Evocation [Force] 1 standard action 20 rounds [D] Medium (300 ft.) CR:p.348
[V, S, DF] TARGET: Magic weapon of force; EFFECT: A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8+5 force damage per hit. [SR:Yes]
❏❏❏❏❏ Status Divination 1 standard action 20 hours Touch CR:p.349
[V, S] TARGET: 6 living creatures; 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. [SR:Yes (harmless); DC:19, Will negates
(harmless)]
❏❏❏❏❏ Summon Monster II Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool (Summoning)
1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; 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. [SR:No]
❏❏❏❏❏ Surmount Affliction Abjuration 1 standard action 20 rounds Personal UM:p.241
[V, S] TARGET: You; EFFECT: Temporarily suppress one condition.
❏❏❏❏❏ Undetectable Alignment Abjuration 1 standard action 24 hours Close (75 ft.) CR:p.363
[V, S] TARGET: One creature or object; EFFECT: An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. [SR:Yes (object); DC:19, Will negates (object)]
❏❏❏❏❏ Vexing Miscalculation Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 minutes or until discharged Close (75 ft.) ISG:p.245
[V, S] TARGET: One creature; EFFECT: You frustrate an opponent with ill fortune that leads even its most accurate attacks astray. The target is unable to score critical threats for the duration of this spell, even if the result of its
roll would normally be a critical threat. If the creature rolls a natural 20, the attack still hits regardless of its opponent's AC, but the hit is not eligible for a critical confirmation roll. Once a critical threat has been foiled by vexing
miscalculation, the spell is discharged. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Water Walk (Communal) Transmutation [Water] 1 standard action 200 minutes [D] Touch UC:p.249
[V, S, DF] TARGET: creatures touched; EFFECT: As water walk, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Weapon of Awe Transmutation [Emotion] 1 standard action 20 minutes Touch APG:p.256
[V, S, DF] TARGET: weapon touched; EFFECT: Weapon gets +2 on damage rolls. [SR:Yes (harmless, object); DC:19, Will negates (harmless, object)]
❏❏❏❏❏ Web Shelter Conjuration (Creation) 1 minute 20 hours [D] Close (75 ft.) UM:p.249
[V, S, DF] TARGET: 5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere; EFFECT: Create a comfortable shelter made of webbing. [SR:No]
❏❏❏❏❏ Zone of Truth Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 minutes Close (75 ft.) CR:p.371
[V, S, DF] TARGET: 20-ft.-radius emanation; EFFECT: Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies. [SR:Yes; DC:19, Will negates]

LEVEL 3 / Per Day:6+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Archon's Aura Evocation [Good, Lawful] 1 standard action 20 minutes 20 ft. UM:p.206
[V, S] TARGET: 20-ft. radius centered on you; EFFECT: Aura penalizes enemy attacks and AC. [SR:Yes; DC:20, Will negates]
❏❏❏❏❏ Badger's Ferocity Transmutation 1 standard action Concentration Close (75 ft.) UM:p.207
[V, S] TARGET: 6 weapons; EFFECT: Weapons are keen while you concentrate. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Beacon of Luck Divination 1 standard action 20 minutes [D] Personal; see text ISG:p.229
[V, S, M/DF] TARGET: You; EFFECT: You send out a burst of luck with a 30-foot radius centered around you. While the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws. As an immediate action before a saving
throw is made, allies within the area can choose to benefit from this luck, rolling twice for a saving throw and taking the better result. Once a creature benefits from the beacon of luck in this way, it cannot gain the benefit of this spell
for 24 hours.
❏❏❏❏❏ Bestow Curse Necromancy [Curse] 1 standard action Permanent Touch CR:p.247
[V, S] TARGET: Creature touched; EFFECT: You place a curse on the subject. [SR:Yes; DC:20, Will negates]
❏❏❏❏❏ Bestow Insight Enchantment (Compulsion) 1 standard action 20 minutes Touch ARG:p.79
[V, S] TARGET: One creature; EFFECT: When casting this spell, choose a single skill that you have at least one rank in. The target gains a +6 insight bonus on skill checks with this skill and is considered trained in that skill. Furthermore,
once before the spell's duration, the target can choose to roll two checks and take the greater result. Doing so ends the spell's other effects. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Bleed Glory Necromancy [Curse] 1 standard action 20 minutes Close (75 ft.) MA:p.113
[V, S] TARGET: one mythic creature; EFFECT: The mythic power cost for all path abilities, feats, spells, and other effects used by the target increases by 1. [SR:yes; DC:20, Will negates]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 10
Cleric Spells
❏❏❏❏❏ Blessing of the Mole Transmutation 1 round 20 minutes Close (75 ft.) UM:p.208
[V, S] TARGET: 20 creatures; EFFECT: 20 allies gain darkvision and a +2 Stealth bonus. [SR:Yes (harmless)]
❏❏❏❏❏ Blindness/Deafness Necromancy [Curse] 1 standard action Permanent [D] Medium (300 ft.) CR:p.250
[V] TARGET: One living creature; EFFECT: You call upon the powers of unlife to render the subject blinded or deafened, as you choose. [SR:Yes; DC:20, Fortitude negates]
❏❏❏❏❏ Blood Biography Divination 1 minute Instantaneous Touch APG:p.206
[V, S, M/DF] TARGET: one creature's blood or one bloodstain; EFFECT: Learn about a creature with its blood. [SR:No; DC:20, Will negates (see text)]
❏❏❏❏❏ Chain of Perdition Evocation [Force] 1 standard action 20 rounds [D] Close (75 ft.) UC:p.225
[V, S, M/DF] TARGET: 10-ft. chain; EFFECT: Creates a floating chain of force. [SR:Yes]
❏❏❏❏❏ Channel the Gift Evocation 1 standard action 1 round or see text Touch ISG:p.230
[V, S, DF] TARGET: Ally spellcaster touched; EFFECT: You channel your magical power to fuel the target's spellcasting. The next spell the target casts of 3rd level or lower does not expend a spell slot; in effect, you are using your spell
slot to power the target's spell. The target must start casting this spell before your next turn, and the spell cannot have a casting time longer than 1 full round. Your alignment, prohibited wizard school, and other restrictions on your
own spellcasting do not affect the target, nor do you suffer any backlash from the target's choice of spell. If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd level or lower without expending
its spell slot on your next turn [this aspect of the spell has no effect if you are a spontaneous caster]. The spell that's cast after channel the gift cannot have a casting time longer than 1 full round. [SR:Yes (harmless) or no; DC:20, Will
negates (harmless) or none]
❏❏❏❏❏ Channel Vigor Transmutation 1 standard action 20 rounds Personal ISG:p.231
[V, S] TARGET: You; EFFECT: You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following
portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time. Limbs: You gain the benefits of a haste spell. Mind: You gain
a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on
Fortitude saving throws and concentration checks.
❏❏❏❏❏ Continual Flame Evocation [Light] 1 standard action Permanent Touch CR:p.260
[V, S, M] TARGET: Object touched; EFFECT: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. [SR:No]
❏❏❏❏❏ Create Food and Water Conjuration (Creation) 10 minutes 24 hours; see text Close (75 ft.) CR:p.261
[V, S] TARGET: Food and water to sustain 60 humans or 20 horses for 24 hours; EFFECT: The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland. [SR:No]
❏❏❏❏❏ Cure Serious Wounds Conjuration (Healing) 1 standard action Instantaneous Close (75 ft.) CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 3d8+15 points of damage. [SR:Yes (harmless) or yes; see text; DC:20, Will half (harmless) or Will half; see
text]
❏❏❏❏❏ Daybreak Arrow Evocation [light] 1 standard action 200 minutes Touch UC:p.226
[V, S] TARGET: up to 50 pieces of ammunition, all of which must be together at the time of casting; EFFECT: Targeted ammunition exudes radiant energy. [SR:Yes (harmless, object); DC:20, Fortitude negates (harmless, object)]
❏❏❏❏❏ Daylight Evocation [Light] 1 standard action 200 minutes [D] Touch CR:p.264
[V, S] TARGET: Object touched; EFFECT: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. [SR:No]
❏❏❏❏❏ Deadly Juggernaut Necromancy [Death] 1 standard action 20 minutes Personal UC:p.226
[V, S] TARGET: You; EFFECT: Your might increases with every kill you make.
❏❏❏❏❏ Deeper Darkness Evocation [Darkness] 1 standard action 20 minutes [D] Touch CR:p.265
[V, M/DF] TARGET: Object touched; 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. [SR:No]
❏❏❏❏❏ Delay Poison (Communal) Conjuration (Healing) 1 standard action 20 hours Touch UC:p.227
[V, S, DF] TARGET: creatures touched; EFFECT: As delay poison, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:20, Fortitude negates (harmless)]
❏❏❏❏❏ Discovery Torch Evocation [Light] 1 round 200 minutes Touch UC:p.228
[V, S] TARGET: object touched; EFFECT: Touched object emanates bright light, granting Perception and Sense Motive bonuses. [SR:No]
❏❏❏❏❏ Dispel Magic Abjuration 1 standard action Instantaneous Medium (300 ft.) CR:p.272
[V, S] TARGET: One spellcaster, creature, or object; 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. [SR:No]
❏❏❏❏❏ Elemental Speech Divination, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action [Air,20
Earth, Fire, Water]
minutes Personal APG:p.218
[V, S, M] TARGET: You; EFFECT: Enables you to speak to elementals and some creatures.
❏❏❏❏❏ Enter Image Transmutation 1 standard action concentration 1000 ft. APG:p.219
[V, S, M/DF] TARGET: transfer consciousness to any object bearing your likeness; EFFECT: Transfers your consciousness to an object bearing your likeness. [SR:No]
❏❏❏❏❏ False Alibi Enchantment (Compulsion) [Mind-Affecting] 1 round Permanent; see text Close (75 ft.) ISG:p.234
[V, S, M] TARGET: One living creature; EFFECT: This spell functions similarly to modify memory, except you can modify the target's memory only in a specific way. In response to a triggering condition you determine, up to the last 5
minutes of the target's memory are eliminated and replaced with a memory of your choosing [or no memory at all]. For example, you could cast this on an assassin, set it to trigger when he completes his kill, and replace his memory
of the murder with the memory of him discovering the body and picking up the murder weapon. You can cast this spell multiple times on the same target, even with the same trigger, affecting different memories. A single casting of
false alibi affects a creature only until the specified condition has been triggered; once a condition has been triggered and the target's memory altered, that condition no longer triggers this spell unless the victim is subject to another
casting of false alibi that specifies the same trigger. [SR:Yes; DC:20, Will negates]
❏❏❏❏❏ *Fly Transmutation, AirSchool 1 standard action 20 minutes Touch CR:p.284
[V, S, F] TARGET: Creature touched; 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]. Mythic: The fly speed changes to 120 feet [or 80 feet if the
target is wearing medium or heavy armor, or carrying a medium or heavy load] with perfect maneuverability. When the duration expires, the target is protected by feather fall for a number of rounds equal to your caster level.
Augmented [3rd]: If you expend two uses of mythic power, the target adds your tier on Reflex saves and as a dodge bonus to AC. It gains these bonuses only while flying. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ *Fly Transmutation, AirSchool 1 standard action 20 minutes Touch CR:p.284
[V, S, F] TARGET: Creature touched; 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]. Mythic: The fly speed changes to 120 feet [or 80 feet if the
target is wearing medium or heavy armor, or carrying a medium or heavy load] with perfect maneuverability. When the duration expires, the target is protected by feather fall for a number of rounds equal to your caster level.
Augmented [3rd]: If you expend two uses of mythic power, the target adds your tier on Reflex saves and as a dodge bonus to AC. It gains these bonuses only while flying. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Fractions of Heal and Harm Transmutation 1 swift action Instantaneous Personal ISG:p.234
[V, S] TARGET: You; EFFECT: This spell channels a portion of the next spell you cast into magic that heals you. The next instantaneous area damage spell of 3rd level or lower that you cast deals only 75% of its damage, but heals you
of a number of hit points equal to the remaining 250 of the spell's damage. For example, if you cast this spell and followed it with a fireball that would normally deal 40 hit points of damage, the fireball instead deals 30 hit points of
damage and heals you of 10 hit points of damage. The spell affected by this spell must be cast before the end of your next turn. This spell has no effect on spells that do not deal damage or spells higher than 3rd level. This healing is
treated as if you had been affected by a cure or inflict spell [whichever would heal you], and is treated as the same spell level as the area-affecting spell for the purpose of effects that relate to the spell level of cure or inflict spells.
❏❏❏❏❏ Glyph of Warding Abjuration 10 minutes Permanent until discharged [D] Touch CR:p.290
[V, S, M] TARGET: Object touched or up to 100 sq. ft.; EFFECT: This powerful inscription harms those who enter, pass, or open the warded area or object. [SR:No (object) and yes; see text; DC:20, See text]
❏❏❏❏❏ Guiding Star Divination 1 minute 20 days [D] Personal APG:p.226
[V, S, M] TARGET: You; EFFECT: Know approximate distance from where you cast this spell.
❏❏❏❏❏ Helping Hand Evocation 1 standard action 20 hours 5 miles CR:p.295
[V, S, DF] TARGET: Ghostly hand; EFFECT: You create the ghostly image of a hand, which you can send to find a creature within 5 miles. [SR:No]
❏❏❏❏❏ Inflict Serious Wounds Necromancy 1 standard action Instantaneous Touch CR:p.301
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a creature, you channel negative energy that deals 3d8+15 points of damage. [SR:Yes; DC:20, Will half]
❏❏❏❏❏ Invisibility Purge Evocation 1 standard action 20 minutes [D] Personal CR:p.302
[V, S] TARGET: You; EFFECT: You surround yourself with a sphere of power with a radius of 100 feet that negates all forms of invisibility.
❏❏❏❏❏ Light of Iomedae Conjuration [Good, Light] 1 minute 20 minutes Medium (300 ft.) ISM:p.58
[V, S, DF] TARGET: All undead in a 10-foot-radius spread; EFFECT: With this spell, you create shafts of blue light that illuminate all undead creatures in the area. Affected undead take a -20 penalty on all Stealth checks. Invisible undead
are not made visible by this effect, but the light does make it easy to pinpoint the exact squares in which such undead are located [they still retain the 50% miss chance granted by invisibility]. The light of Iomedae increases light levels
by one step in a 5-foot radius around an affected undead creature. Once an undead is affected, it remains illuminated as long as remains within the spell's range, even if it leaves the spell's original radius, until the spell's duration
ends. Affected undead must also make a Will save when they are first illuminated by the light of Iomedae. Those who fail this save lose all benefits of channel resistance and take a -2 penalty on all saving throws made against positive
energy effects. [SR:Yes; DC:20, Will partial]
❏❏❏❏❏ Locate Object Divination 1 standard action 20 minutes Long (1200 ft.) CR:p.305
[V, S, F/DF] TARGET: Circle, centered on you, with a radius of 1200 ft.; EFFECT: You sense the direction of a well-known or clearly visualized object. [SR:No]
❏❏❏❏❏ Lover's Vengeance Enchantment (Compulsion) [Mind-Affecting] 1 minute Up to 20 days [D] or until fulfilled Touch ISWG:p.296
[V, M] TARGET: Creature touched; EFFECT: Inspire self or recent lover to vengeful rage against enemy who has wronged you. When in combat with that enemy, gain benefit of rage spell against them for 20 rounds [double if enemy is
an ex-lover]. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Magic Circle against Chaos Abjuration [Lawful] 1 standard action 200 minutes Touch CR:p.308
[V, S, M/DF] TARGET: 10-ft.-radius emanation from touched creature; EFFECT: All creatures within the area gain the effects of a protection from chaos spell, and chaotic summoned creatures cannot enter the area either. [SR:No; see
text; DC:20, Will negates (harmless)]
❏❏❏❏❏ Magic Circle against Evil Abjuration [Good] 1 standard action 200 minutes Touch CR:p.308
[V, S, M/DF] TARGET: 10-ft.-radius emanation from touched creature; EFFECT: All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. [SR:No; see text;
DC:20, Will negates (harmless)]
❏❏❏❏❏ Magic Circle against Law Abjuration [Chaotic] 1 standard action 200 minutes Touch CR:p.308
[V, S, M/DF] TARGET: 10-ft.-radius emanation from touched creature; EFFECT: All creatures within the area gain the effects of a protection from law spell, and lawfull summoned creatures cannot enter the area either. [SR:No; see text;
DC:20, Will negates (harmless)]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 11
Cleric Spells
❏❏❏❏❏ Magic Vestment Transmutation 1 standard action 20 hours Touch CR:p.310
[V, S, DF] TARGET: Armor or shield touched; EFFECT: You imbue a suit of armor or a shield with an enhancement bonus of +5. [SR:Yes (harmless, object); DC:20, Will negates (harmless, object)]
❏❏❏❏❏ Meld into Stone Transmutation [Earth] 1 standard action 200 minutes Personal CR:p.312
[V, S, DF] TARGET: You; EFFECT: Meld into stone enables you to meld your body and possessions into a single block of stone.
❏❏❏❏❏ Monstrous Extremities Transmutation (Polymorph) 1 minute 20 hours Touch ISG:p.237
[V, S] TARGET: Creature touched; EFFECT: You change one of the extremities of the creature touched-arms or legs only-into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing. The
subject must take approximately 10 minutes to familiarize itself with the function and movement of the new extremity to use it properly. These new forms do not allow the subject to fly, run faster, or swim better; however, they do act
as natural weapons of the appropriate type, and the subject can use them to make secondary attacks while making attacks with weapons as a full-attack action. The secondary attacks are made using the creature's base attack bonus
-5 and adding only 1/2 the creature's Strength bonus on damage rolls. The subject cannot hold a weapon or use any item that would ordinarily fit into the slot of the changed extremity. The subject can receive the benefits of this spell
multiple times. [SR:Yes; DC:20, Will negates]
❏❏❏❏❏ Nap Stack Necromancy 1 minute 8 hours 30 ft. APG:p.233
[V, S, M] TARGET: 30-ft.-radius emanation; EFFECT: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Obscure Object Abjuration 1 standard action 8 hours [D] Touch CR:p.317
[V, S, M/DF] TARGET: One object touched of up to 2000 lbs.; EFFECT: This spell hides an object from location by divination [scrying] effects, such as the scrying spell or a crystal ball. [SR:Yes (object); DC:20, Will negates (object)]
❏❏❏❏❏ Prayer Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds 40 ft. CR:p.324
[V, S, DF] TARGET: All allies and foes within a 40-ft.-radius burst centered on you; EFFECT: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. Mythic: The spell's luck bonus increases to
+2, and the penalty for enemies changes to -2. When you cast the spell, your affected allies heal an amount of hit point damage equal to double your tier, and affected enemies take an amount of damage equal to double your tier.
[SR:Yes]
❏❏❏❏❏ Protection from Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 200 minutes or until discharged Touch CR:p.327
[V, S, DF] TARGET: Creature touched; EFFECT: Protection from energy grants temporary immunity to the type of energy you specify when you cast it. [SR:Yes (harmless); DC:20, Fortitude negates (harmless)]
❏❏❏❏❏ Remove Blindness/Deafness Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.332
[V, S] TARGET: Creature touched; EFFECT: Remove blindness/deafness cures blindness or deafness. [SR:Yes (harmless); DC:20, Fortitude negates (harmless)]
❏❏❏❏❏ Remove Curse Abjuration 1 standard action Instantaneous Touch CR:p.332
[V, S] TARGET: Creature or object touched; EFFECT: Remove curse can remove all curses on an object or a creature. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Remove Disease Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.332
[V, S] TARGET: Creature touched; EFFECT: Remove disease can cure all diseases from which the subject is suffering. [SR:Yes (harmless); DC:20, Fortitude negates (harmless)]
❏❏❏❏❏ Resist Energy (Communal) Abjuration 1 standard action 200 minutes Touch UC:p.242
[V, S, DF] TARGET: creatures touched; EFFECT: As resist energy, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:20, Fortitude negates (harmless)]
❏❏❏❏❏ Restore Mythic Power Transmutation 1 standard action Instantaneous Touch MA:p.114
[V, S] TARGET: you and one mythic creature; EFFECT: By laying your hands on the target, you're able to transfer some of your mythic essence to the target. You expend three uses of your mythic power to restore one use of the target's
mythic power. [SR:yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Returning Weapon (Communal) Conjuration (Teleportation) 1 standard action 20 minutes Close (75 ft.) UC:p.243
[V, S] TARGET: weapons that can be thrown; EFFECT: As returning weapon, but you may divide the duration among weapons touched. [SR:Yes (harmless, object); DC:20, Will negates (harmless, object)]
❏❏❏❏❏ Sacred Bond Conjuration (Healing) 1 round 200 minutes [D] Touch; see text APG:p.240
[V, S, F] TARGET: creature touched; EFFECT: Cast touch healing spells from a distance. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Sadomasochism Necromancy [Pain] 1 standard action 20 minutes [D] Personal ISG:p.239
[V, S] TARGET: You; EFFECT: While subject to this spell, any time you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become
demoralized [Core Rulebook 99] for 1 round. Each time you deal damage to a creature demoralized by this spell, you roll damage twice and take the higher result. [SR:Yes; DC:20, Will negates; see text]
❏❏❏❏❏ Sands of Time Necromancy 1 standard action 200 minutes or instantaneous [See text] Touch UM:p.236
[V, S] TARGET: Touched creature or object; EFFECT: Target temporarily ages. [SR:Yes]
❏❏❏❏❏ Searing Light Evocation 1 standard action Instantaneous Medium (300 ft.) CR:p.338
[V, S] TARGET: Ray; EFFECT: Focusing divine power like a ray of the sun, you project a blast of light from your open palm dealing 5d8 points of damage. [SR:Yes]
❏❏❏❏❏ Share Glory Transmutation 1 standard action 20 minutes Close (75 ft.) MA:p.114
[V, S] TARGET: 6 non-mythic creature; EFFECT: You imbue the targets with a fraction of your mythic nature. They count as mythic creatures for the purpose of path abilities, spells, and other effects that function differently for mythic
creatures. This doesn't grant the targets mythic tiers or any uses of mythic power; it merely gives them a greater advantage when others use abilities that work differently for mythic creatures. You must be at least a 1st-tier mythic
character to cast this spell. [SR:yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Share Language (Communal) Divination 1 standard action 24 hours Touch UC:p.243
[V, S, M] TARGET: creatures touched; EFFECT: As share language, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Sky Swim Transmutation [Air] 1 standard action 20 minutes Touch ISG:p.241
[V, S, OF] TARGET: Large or smaller creature touched; EFFECT: This spell grants the target the ability to swim through the air. If the target has a swim speed, it can move through the air at that speed. Otherwise, it must succeed at
Swim checks to move as normal. Still air is treated as calm water, light or moderate wind is treated as rough water, strong or severe wind is treated as stormy water, and the target cannot swim through stronger winds [Core Rulebook
439]. This spell does not grant the ability to breathe air to creatures that normally can't. [SR:Yes (harmless); DC:20, None (harmless)]
❏❏❏❏❏ Speak with Dead Necromancy [Language-Dependent] 10 minutes 20 minutes 10 ft. CR:p.346
[V, S, DF] TARGET: One dead creature; EFFECT: You grant the semblance of life to a corpse, allowing it to answer questions. [SR:No; DC:20, Will negates; see text]
❏❏❏❏❏ Stone Shape Transmutation, EarthSchool [Earth] 1 standard action Instantaneous Touch CR:p.349
[V, S, M/DF] TARGET: Stone or stone object touched, up to 30 cu. ft.; EFFECT: You can form an existing piece of stone into any shape that suits your purpose. [SR:No]
❏❏❏❏❏ Summon Monster III Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; 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. [SR:No]
❏❏❏❏❏ Symbol of Healing Conjuration (Healing) 10 minutes See text 0 ft.; see text UM:p.241
[V, S, M] TARGET: One symbol; EFFECT: Triggered rune heals living creatures. [SR:Yes (harmless); DC:20, Will half (harmless)]
❏❏❏❏❏ Water Breathing Transmutation, WaterSchool 1 standard action 40 hours; see text Touch CR:p.368
[V, S, M/DF] TARGET: Living creatures touched; EFFECT: The transmuted creatures can breathe water freely. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Waters of Lamashtu Conjuration (Creation) 1 standard action Instantaneous Close (75 ft.) ISWG:p.297
[V, S, M] TARGET: Up to 10 drafts of the waters of Lamashtu; EFFECT: Generate one dose of apparent clear, pure water that is foul secretion that functions as unholy water. In addition, affected creatures are sickened for 1d4 rounds
and [on failed save] take 1d6 Intelligence and 1d6 Dexterity damage. [SR:No; DC:20, Fortitude partial]
❏❏❏❏❏ Water Walk Transmutation [Water] 1 standard action 200 minutes [D] Touch CR:p.368
[V, S, DF] TARGET: 20 touched creatures; EFFECT: The transmuted creatures can tread on any liquid as if it were firm ground. [SR:Yes (harmless); DC:20, Will negates (harmless)]
❏❏❏❏❏ Wind Wall Evocation, AirSchool [Air, WoodSchool] 1 standard action 20 rounds Medium (300 ft.) CR:p.370
[V, S, M/DF] TARGET: Wall up to 200 ft. long and 100 ft. high [S]; EFFECT: An invisible vertical curtain of wind appears. [SR:Yes; DC:20, None; see text]
❏❏❏❏❏ Wrathful Mantle Evocation [Force, Light] 1 standard action 20 minutes Touch or 5 ft.; see text APG:p.257
[V, S, DF] TARGET: creature touched or all creatures within 5 ft.; see text; EFFECT: Subject shines and gets 5 on all saves. [SR:Yes (harmless); DC:20, Will negates (harmless)]

LEVEL 4 / Per Day:5+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Air Walk Transmutation [Air] 1 standard action 200 minutes Touch CR:p.239
[V, S, DF] TARGET: Creature [Gargantuan or smaller] touched; EFFECT: The subject can tread on air as if walking on solid ground. [SR:Yes (harmless)]
❏❏❏❏❏ Aura of Doom Necromancy [Emotion, Fear, Mind-Affecting] 1 standard action 200 minutes Personal UM:p.207
[V, S, DF] TARGET: 20-ft. radius emanation centered on you; EFFECT: Creatures in your aura become shaken. [SR:Yes; DC:21, Will negates]
❏❏❏❏❏ Baphomet's Blessing Transmutation (Polymorph) 1 standard action 20 rounds Touch ISG:p.229
[V, M,/DF] TARGET: One living creature; EFFECT: You change the target's head into that of a bull. The creature's Intelligence becomes 2, and it gains a gore melee attack that it can use as a primary or secondary attack. The gore attack
uses the creature's base attack bonus, and the creature gains a +2 bonus on attack and damage rolls with the gore attack. The gore attack deals a number of points of damage equal to 1d6 + Strength modifier if the target is Small,
1d8 + Strength modifier if the target is Medium, and 2d6 + Strength modifier if the target is Large or larger. The affected creature still retains its type, class, levels, and Hit Dice. The creature's base attack bonus, base save bonuses,
and hit points remain unmodified. It retains all of its class features and may still cast spells, though it must do so using its newly modified Intelligence score. Any items equipped in the creature's head slot meld into its body. Affected
items that grant passive bonuses continue to do so, though items that require activation become nonfunctional for the duration of the spell. If the target fails to resist Baphomet's blessing, it also becomes immune to polymorph spells
[except for this one] for the duration of the spell's effect. Undead, incorporeal, or gaseous creatures are immune to Baphomet's blessing. [SR:Yes; DC:21, Fortitude negates]
❏❏❏❏❏ Blessing of Fervor Transmutation 1 standard action 20 rounds Close (75 ft.) APG:p.205
[V, S, DF] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: Gives allies a choice of benefits. Mythic: Affected creatures can choose two of the spell's bonuses eachround rather than one. [SR:Yes (harmless);
DC:21, Fortitude negates (harmless)]
❏❏❏❏❏ Blood Crow Strike Evocation [Fire] 1 round Instantaneous Medium (300 ft.) UM:p.208
[V, S] TARGET: One creature; EFFECT: Unarmed strikes create crows that deal fire and negative energy damage. [SR:Yes]
❏❏❏❏❏ Chaos Hammer Evocation [Chaotic] 1 standard action Instantaneous [1d6 rounds]; see text Medium (300 ft.) CR:p.254
[V, S] TARGET: 20-ft.-radius burst; EFFECT: You unleash chaotic power to smite your enemies in the form of a multicolored explosion of leaping, ricocheting energy. [SR:Yes; DC:21, Will partial; see text]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 12
Cleric Spells
❏❏❏❏❏ Control Summoned Creature Enchantment (Compulsion) [Mind-Affecting]
1 standard action 20 rounds Close (75 ft.) UM:p.212
[V, S] TARGET: One summoned creature; EFFECT: Direct a summoned monster as if you had summoned it. [SR:Yes; DC:21, Will negates]
❏❏❏❏❏ Control Water Transmutation [Water] 1 standard action 200 minutes [D] Long (1200 ft.) CR:p.260
[V, S, M/DF] TARGET: Water in a volume of 200 ft. by 200 ft. by 40 ft. [S]; EFFECT: This spell has two different applications, both of which control water in different ways. [SR:No; DC:21, None; see text]
❏❏❏❏❏ Crusader's Edge Transmutation [Good] 1 standard action 20 minutes Touch ISM:p.53
[V, S, M] TARGET: Melee weapon touched; EFFECT: This spell was created by the paladins of the Mendevian Crusades, and co-opted by inquisitors and rangers dedicated to tracking and fighting demons, devils, and other evil
extraplanar creatures. When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical
hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds-the outsider can reduce this nauseated condition to sickened for 1 round with a
successful Fortitude save. [SR:No; DC:21, Fortitude negates]
❏❏❏❏❏ Cure Critical Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.262
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 4d8+20 points of damage. Mythic: The damage cured increases to 8d8 points of damage + 2 points per
caster level 40. The spell cures up to 4 points of ability damage if the target is a living creature. The target chooses what types of ability damage are cured. [SR:Yes (harmless); see text; DC:21, Will half (harmless); see text]
❏❏❏❏❏ Deathless Necromancy 1 standard action 20 round Touch MA:p.113
[V, S] TARGET: living creature touched; EFFECT: The target's soul is strongly anchored to its body, preventing death from hit point damage. No matter how low the target's hit points get, it remains alive [though not necessarily
conscious]. This spell doesn't prevent death from sources other than hit point damage-such as Constitution damage or drain, death effects, or energy drain. Spells that cure hit points affect the creature normally. [SR:yes (harmless);
DC:21, Fortitude negates (harmless)]
❏❏❏❏❏ Death Ward Necromancy 1 standard action 20 minutes Touch CR:p.264
[V, S, DF] TARGET: Living creature touched; EFFECT: The subject gains a +4 morale bonus on saves against all death spells and magical death effects. [SR:Yes (harmless); DC:21, Will negates (harmless)]
❏❏❏❏❏ Debilitating Portent Enchantment (Compulsion) 1 standard action 20 rounds [D] see text Medium (300 ft.) UC:p.227
[V, S, DF] TARGET: one creature; EFFECT: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. [SR:Yes]
❏❏❏❏❏ Dimensional Anchor Abjuration 1 standard action 20 minutes Medium (300 ft.) CR:p.270
[V, S] TARGET: Ray; 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. [SR:Yes (object)]
❏❏❏❏❏ *Dimension Door Conjuration (Teleportation) 1 standard action Instantaneous Long (1200 ft.) CR:p.269
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: You instantly transfer yourself from your current location to any other spot within range. [SR:No and yes (object); DC:21, None and Will negates
(object)]
❏❏❏❏❏ Discern Lies Divination 1 standard action Concentration, up to 20 rounds Close (75 ft.) CR:p.270
[V, S, DF] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. [SR:No; DC:21, Will negates]
❏❏❏❏❏ Dismissal Abjuration 1 standard action Instantaneous Close (75 ft.) CR:p.271
[V, S, DF] TARGET: One extraplanar creature; EFFECT: This spell forces an extraplanar creature back to its proper plane if it fails a Will save. [SR:Yes; DC:21, Will negates; see text]
❏❏❏❏❏ Divination Divination 10 minutes Instantaneous Personal CR:p.273
[V, S, M] TARGET: You; 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.
❏❏❏❏❏ Divine Power Evocation 1 standard action 20 rounds Personal CR:p.273
[V, S, DF] TARGET: You; EFFECT: You imbue yourself with strength and skill in combat and gain a +6 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks.
❏❏❏❏❏ Forceful Strike Evocation [Force] 1 swift action Instantaneous Touch or reach of melee weapon ISM:p.55
[V, S] TARGET: 1 creature; EFFECT: You cast this spell as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force. You deal normal weapon damage from the blow, but also
deal an additional amount of force damage equal to 1d4 points per caster level [maximum of 10d4]. The force of the blow may be enough to knock the target backward as well. To determine if the target is pushed back, make a combat
maneuver check with a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. You do not move as a result of this free bull rush, but it can push the target back if it defeats the target's CMD. A
successful Fortitude save halves the force damage and negates the bull rush effect. [SR:Yes; DC:21, Fortitude partial]
❏❏❏❏❏ Freedom of Movement Abjuration 1 standard action 200 minutes Personal or touch CR:p.287
[V, S, M, DF] TARGET: You or creature touched; 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. [SR:Yes (harmless); DC:21, Will negates (harmless)]
❏❏❏❏❏ Giant Vermin Transmutation 1 standard action 20 minutes Close (75 ft.) CR:p.290
[V, S, DF] TARGET: 1 or more vermin, no two of which can be more than 30 ft. apart; EFFECT: You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts. [SR:Yes]
❏❏❏❏❏ Holy Smite Evocation [Good] 1 standard action Instantaneous [1 round]; see text Medium (300 ft.) CR:p.297
[V, S] TARGET: 20-ft.-radius burst; EFFECT: You draw down holy power to smite your enemies. [SR:Yes; DC:21, Will partial; see text]
❏❏❏❏❏ Imbue with Spell Ability Evocation 10 minutes Permanent until discharged [D] Touch CR:p.299
[V, S, DF] TARGET: Creature touched; see text; EFFECT: You transfer some of your currently prepared spells, and the ability to cast them, to another creature. [SR:Yes (harmless); DC:21, Will negates (harmless)]
❏❏❏❏❏ Inflict Critical Wounds Necromancy 1 standard action Instantaneous Touch CR:p.300
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a creature, you channel negative energy that deals 4d8+20 points of damage. [SR:Yes; DC:21, Will half]
❏❏❏❏❏ Magic Weapon (Greater) Transmutation [MetalSchool] 1 standard action 20 hours Close (75 ft.) CR:p.310
[V, S, M/DF] TARGET: One weapon or 50 projectiles [all of which must be together at the time of casting]; EFFECT: This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage
rolls of +5. Mythic: You can add one of the following weapon special abilities to the weapon: flaming, frost, keen, merciful, shock, or thundering. Augmented [5th]: If you expend two uses of mythic power, you can reduce the granted
enhancement bonus by 1 to add two of the above abilities or one of the following abilities: anarchic, axiomatic, flaming burst, holy, icy burst, shocking burst, or unholy. [SR:Yes (harmless, object); DC:21, Will negates (harmless, object)]
❏❏❏❏❏ Mythic Severance Necromancy [Curse] 1 standard action Permanent Close (75 ft.) MA:p.114
[V, S] TARGET: one creature; EFFECT: You restrict the target's access to its mythic power. Each time the target attempts to cast a mythic spell, expend mythic power to activate a path ability, or use any other effect that requires
expending uses of mythic power, it must attempt a Will saving throw against the DC of this spell. If it fails this saving throw, the creature loses its action and the ability it was attempting to use has no effect. This spell has no effect on
mythic abilities that don't require the target to expend mythic power. [SR:yes; DC:21, Will negates]
❏❏❏❏❏ Neutralize Poison Conjuration (Healing) 1 standard action Instantaneous or 200 minutes; see text Touch CR:p.316
[V, S, M/DF] TARGET: Creature or object of up to 20 cu. ft. touched; EFFECT: You detoxify any sort of venom in the creature or object touched. [SR:Yes (harmless, object); DC:21, Will negates (harmless, object)]
❏❏❏❏❏ Order's Wrath Evocation [Lawful] 1 standard action Instantaneous [1 round]; see text Medium (300 ft.) CR:p.317
[V, S] TARGET: Nonlawful creatures within a burst that fills a 30-ft. cube; EFFECT: You channel lawful power to smite enemies. [SR:Yes; DC:21, Will partial; see text]
❏❏❏❏❏ Planar Adaptation Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 20 hours [D] Personal APG:p.236
[V] TARGET: You; EFFECT: Resist harmful effects of other plane.
❏❏❏❏❏ Planar Ally (Lesser) Conjuration (Calling) 10 minutes Instantaneous Close (75 ft.) CR:p.320
[V, S, M, DF] TARGET: One called outsider of 6 HD or less; EFFECT: By casting this spell, you request your deity to send you an outsider [of 6 HD or less] of the deity's choice. [SR:No]
❏❏❏❏❏ Poison Necromancy [Poison] 1 standard action Instantaneous; see text Touch CR:p.323
[V, S, DF] TARGET: Living creature touched; EFFECT: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. [SR:Yes; DC:21, Fortitude negates;
see text]
❏❏❏❏❏ Protection from Energy (Communal) Abjuration 1 standard action 200 minutes or until discharged Touch UC:p.240
[V, S, DF] TARGET: creatures touched; EFFECT: As protection from energy, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:21, Fortitude negates (harmless)]
❏❏❏❏❏ Repel Vermin Abjuration [Pain] 1 standard action 200 minutes [D] 10 ft. CR:p.333
[V, S, DF] TARGET: 10-ft.-radius emanation centered on you; EFFECT: An invisible barrier holds back vermin. [SR:Yes; DC:21, None or Will negates; see text]
❏❏❏❏❏ Replenish Ki Conjuration (Healing) 1 minute Instantaneous Touch ISG:p.238
[V, S, DF] TARGET: Creature touched; EFFECT: You attune the target's internal store of supernatural energy to the cosmos, replenishing its ki pool. If you are the target, you regain 2 ki points. If another creature is the target, it regains
1 ki point. This does not allow the target to exceed its ki pool's maximum. This spell has no effect if the target does not have a ki pool. [SR:Yes (harmless); DC:21, Will negates (harmless);]
❏❏❏❏❏ Rest Eternal Necromancy [Curse] 1 round permanent Touch APG:p.238
[V, S, M/DF] TARGET: one dead creature touched; EFFECT: Dead creature cannot be revived. [SR:No]
❏❏❏❏❏ Restoration Conjuration (Healing) 3 rounds Instantaneous Touch CR:p.334
[V, S, M] TARGET: Creature touched; EFFECT: This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. [SR:Yes (harmless); DC:21, Will negates (harmless)]
❏❏❏❏❏ Ride the Waves Transmutation [Water] 1 standard action 20 hours [D] Touch UM:p.235
[V, S] TARGET: Creature touched; EFFECT: Target can breathe water and swim. [SR:Yes (harmless); DC:21, Will negates (harmless)]
❏❏❏❏❏ Sending Evocation [WoodSchool] 10 minutes 1 round; see text See text CR:p.339
[V, S, M/DF] TARGET: One creature; EFFECT: You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. [SR:No]
❏❏❏❏❏ Shadow Barbs Illusion (Shadow) [Darkness] 1 standard action 20 rounds 0 ft. ISM:p.59
[V, S, M] TARGET: Spiked chain-like shadowy weapon; EFFECT: This spell, developed originally by priests of Zon-Kuthon in Nidal's early years, has recently crossed the boundary between divine and arcane magic. Although it still
bears some of the stigma of being associated with the Midnight Lord, it's rapidly becoming a favorite spell of magi and other martially minded arcane spellcasters. When you cast this spell, you create a shadowy spiked chain that
shimmers and pulses with darkness. The chain exists as long as you carry it; if you ever drop the chain, give it to another, or are disarmed, it immediately vanishes and the spell's duration ends. The chain radiates darkness in a 10-foot-
radius spread around you, reducing the illumination level in this area by one step, but not below the level of dim light. You can wield the shadow barbs as a spiked chain as if you were fully proficient with spiked chains. Any additional
abilities or feats that you possess that apply to spiked chains apply to the shadow barbs as well. The weapon functions as a +2 vicious spiked chain. Its enhancement bonus increases to +3 at caster level 11th, to +4 at caster level 15th,
and finally to +5 at caster level 19th. When the spell effect ends, you can make a Will save against the spell-if successful, all of the damage caused to you by the shadow barbs' vicious weapon quality vanishes, unless you are dead or
unconscious at the time the spell ends, in which case you automatically fail this Will save and the vicious weapon damage remains. [SR:No; DC:21, Will negates (see text)]
❏❏❏❏❏ Shield of the Dawnflower Evocation [Fire, Good, Light] 1 standard action 20 rounds Personal ISWG:p.296
[V, S, DF] TARGET: You; EFFECT: Create disk of sunlight on one arm that provides illumination as a torch. Melee attackers suffer 1d6 + 15 points of fire damage on striking you.
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 13
Cleric Spells
❏❏❏❏❏ Soothe Construct Abjuration [MetalSchool] 1 round Instantaneous Close (75 ft.) UM:p.240
[V, S] TARGET: One construct; EFFECT: Reduce the berserk chance of a construct. [SR:No]
❏❏❏❏❏ Spell Immunity Abjuration 1 standard action 200 minutes Touch CR:p.346
[V, S, DF] TARGET: Creature touched; EFFECT: The warded creature is immune to the effects of one specified spell for every four levels you have. [SR:Yes (harmless); DC:21, Will negates (harmless)]
❏❏❏❏❏ Spiritual Ally Evocation [Force] 1 standard action 20 rounds [D] Medium (300 ft.) APG:p.246
[V, S, DF] TARGET: spiritual ally of force; EFFECT: Creates a divine ally to aid you. [SR:Yes]
❏❏❏❏❏ Spit Venom Transmutation [Poison] 1 standard action Instantaneous; see text Close (75 ft.) UM:p.240
[V] TARGET: One stream of venom; EFFECT: Spit blinding black adder venom. [SR:No; DC:21, Fortitude partial]
❏❏❏❏❏ Summoner Conduit Necromancy 1 standard action 20 minutes Close (75 ft.) UC:p.245
[V, S, M] TARGET: one summoned creature or eidolon; EFFECT: The target eidolon's summoner takes damage whenever the eidolon does. [SR:Yes; DC:21, Will negates]
❏❏❏❏❏ Summon Monster IV Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool (Summoning)
1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; 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. [SR:No]
❏❏❏❏❏ *Summon Nature's Ally IV (Animals Only) Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) CR:p.354
[V, S, DF] TARGET: One or more summoned animals, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like summon nature's ally I, except that you can summon one 4th-level animal, 1d3 3rd-level animals of
the same kind, or 1d4+1 lower-level animals of the same kind. [SR:No]
❏❏❏❏❏ Suppress Primal Magic Abjuration 1 standard action 20 rounds 10 ft. ISM:p.61
[V, S, M] TARGET: 10-ft.-radius emanation centered on you; EFFECT: Nexian wizards first created this spell while researching the nature of the Mana Wastes, hoping to create small zones within the magic-starved region where their
own spells could still function reliably. The best the Nexians could manage was this spell-a method to temporarily stabilize magic so that spellcasting within a small area can be accomplished without fear of triggering primal magic
events. In the area of effect of this spell, primal magic events cannot be triggered. The emanation grants a +4 circumstance bonus on all saving throws against effects generated by primal magic outside of the spell's effect that expand
into the area. Unfortunately, suppressed primal magic tends to build up around the emanation created by this spell. When suppress primal magic's duration ends [or when the spell is dispelled], a primal magic event is immediately
triggered at the center of the emanation if that point is still in an area where primal magic is active. The CR of this event is equal to the caster level of the recently ended suppress primal magic spell. The original caster of the suppress
primal magic spell can attempt to negate this triggered primal magic event by making a DC 20 Will save-most spellcasters instead relocate to an area not affected by primal magic if they can so that they can end the spell's effect
safely.
❏❏❏❏❏ Symbol of Revelation Divination 10 minutes See text 0 ft.; see text UM:p.241
[V, S, M] TARGET: One symbol; EFFECT: Triggered symbol reveals illusions. [SR:Yes]
❏❏❏❏❏ Symbol of Slowing Transmutation 10 minutes See text 0 ft.; see text UM:p.242
[V, S, M] TARGET: One symbol; EFFECT: Triggered rune slows creatures. [SR:Yes; DC:21, Will negates]
❏❏❏❏❏ Terrible Remorse Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 20 rounds Close (75 ft.) UM:p.243
[V, S] TARGET: 1 living creature; EFFECT: Creature is compelled to harm itself. [SR:Yes; DC:21, Will partial (see text)]
❏❏❏❏❏ Tongues Divination [WoodSchool] 1 standard action 200 minutes Touch CR:p.360
[V, M/DF] TARGET: Creature touched; 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. [SR:No; DC:21, Will
negates (harmless)]
❏❏❏❏❏ Ward Shield Abjuration 1 standard action 20 minutes Touch KOTIS:p.29
[V, S] TARGET: Shield touched; EFFECT: Enchant a shield to provide spell resistance 30. [SR:Yes (harmless); DC:21, Will negates (harmless)]

LEVEL 5 / Per Day:5+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Air Walk (Communal) Transmutation [Air] 1 standard action 200 minutes Touch UC:p.222
[V, S, DF] TARGET: creatures touched; EFFECT: This spell functions like air walk, except divide the duration in 10-minute intervals among the creatures touched. As air walk, but you may divide the duration among creatures touched.
[SR:Yes (harmless)]
❏❏❏❏❏ Ancestral Memory Divination 1 standard action 20 rounds Personal ISWG:p.294
[V, S] TARGET: You; EFFECT: Open your mind to vaste experiences of your ancestors. Gain +5 insight bonus to Intelligence-based skill checks. 90% chance of obtaining specific ancestral memory [GM discretion] to assist in overcoming
problem.
❏❏❏❏❏ Astral Projection, Lesser Necromancy 30 minutes See text Touch UM:p.207
[V, S, M] TARGET: You plus 10 additional willing creatures touched; EFFECT: Limited astral travel. [SR:Yes]
❏❏❏❏❏ Atonement Abjuration 1 hour Instantaneous Touch CR:p.245
[V, S, M, F/DF] TARGET: Living creature touched; EFFECT: This spell removes the burden of misdeeds from the subject. [SR:Yes]
❏❏❏❏❏ *Beast Shape III (Animals Only) Transmutation (Polymorph) 1 standard action 20 minutes [D] Personal CR:p.247
[V, S, M] TARGET: You; EFFECT: This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type.
❏❏❏❏❏ Break Enchantment Abjuration 1 minute Instantaneous Close (75 ft.) CR:p.251
[V, S] TARGET: Up to 20 creatures, all within 30 ft. of each other; EFFECT: This spell frees victims from enchantments, transmutations, and curses. [SR:No; DC:22, See text]
❏❏❏❏❏ Breath of Life Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.251
[V, S] TARGET: Creature touched; EFFECT: This spell cures 5d8+20 points of damage Mythic: The spell heals 5d12 points of damage + 1 point per caster level 25. It can revive a creature that died of hp damage within the past 2 rounds.
If the target was slain by a death effect that allows a saving throw, this spell allows the creature to attempt another save against that effect. If this save is successful, the creature is revived with -10 hp plus the amount healed by this
spell. Augmented [9th]: If you expend two uses of mythic power, you can target up to one creature per caster level within 30 feet of you. Alternatively, you can target one creature that has been dead for a number of rounds up to your
caster level. [SR:Yes (harmless) or yes, see text; DC:22, Will negates (harmless) or Will half, see text]
❏❏❏❏❏ Burst of Glory Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds [D; see text] 10 ft. ISG:p.230
[V, S, DF] TARGET: 10-ft.-radius burst, centered on you; EFFECT: Allies in the area of this spell at the time of casting gain a + 1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level
[maximum 20]. You shine with a white or golden radiance equal to a torch for the spell's duration, though you can dismiss the glow effect as a free action. [SR:Yes (harmless); DC:22, Will negates (harmless)]
❏❏❏❏❏ Caustic Blood Transmutation [Acid] 1 standard action 20 rounds Personal ISG:p.230
[V, S, M] TARGET: You; EFFECT: You imbue your blood with corrosive acid. Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in the direction of the opponent who inflicted the wound, dealing
1 d6 points of acid damage per caster level [maximum 15d6, Reflex half]. This spurt travels in a 10-foot line, damaging the first creature or object it touches, with no splash damage. After it contacts a creature or object, your acidic
blood continues to burn that creature for 1 round, dealing 1d6 points of acid damage per 2 caster levels [maximum 7d6]. A second successful Reflex save negates this additional damage. [SR:No; DC:22, Reflex half or negates; see text]
❏❏❏❏❏ Cleanse Evocation 1 standard action Instantaneous Personal APG:p.211
[S, DF] TARGET: You; EFFECT: Cures 4d8+20 damage and also removes several afflictions.
❏❏❏❏❏ Command (Greater) Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
1 standard action 20 rounds Close (75 ft.) CR:p.257
[V] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like command, except that up to 20 creatures may be affected, and the activities continue beyond 1 round. [SR:Yes; DC:22, Will
negates]
❏❏❏❏❏ Commune Divination 10 minutes 20 rounds Personal CR:p.257
[V, S, M, DF] TARGET: You; EFFECT: 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 (Healing) 1 standard action Instantaneous Close (75 ft.) CR:p.263
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: You channel positive energy to cure 1d8+20 points of damage points on each selected creature. [SR:Yes (harmless) or yes; see text; DC:22, Will half
(harmless) or Will half; see text]
❏❏❏❏❏ Curse, Major Necromancy [Curse] 1 standard action Permanent Close (75 ft.) UM:p.215
[V, S] TARGET: One creature; EFFECT: As Bestow Curse, but harder to remove. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Curse of Magic Negation Abjuration [Curse] 1 round 200 minutes Medium (300 ft.) UM:p.215
[V, S, M] TARGET: One creature; EFFECT: Target gains the negated spellblight. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Dispel Chaos Abjuration [Lawful] 1 standard action 20 rounds or until discharged, whichever Touch
comes first CR:p.271
[V, S, DF] TARGET: You and a touched chaotic creature from another plane, or you and an enchantment or chaotic spell on a touched creature or object; 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. [SR:See text; DC:22, See text]
❏❏❏❏❏ Dispel Evil Abjuration [Good] 1 standard action 20 rounds or until discharged, whichever Touch
comes first CR:p.271
[V, S, DF] TARGET: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object; 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. [SR:See text; DC:22, See text]
❏❏❏❏❏ Dispel Law Abjuration [Chaotic] 1 standard action 20 rounds or until discharged, whichever Touch
comes first CR:p.272
[V, S, DF] TARGET: You and a touched lawful creature from another plane, or you and an enchantment or lawful spell on a touched creature or object; EFFECT: Flickering, yellow chaotic energy surrounds you granting a +4 deflection
bonus to AC against attacks by lawful creatures and you can choose to drive lawful creatures back to their home plane on making a successful melee touch attack. [SR:See text; DC:22, See text]
❏❏❏❏❏ Disrupting Weapon Transmutation 1 standard action 20 rounds Touch CR:p.273
[V, S] TARGET: One melee weapon; EFFECT: This spell makes a melee weapon deadly to undead. [SR:Yes (harmless, object); DC:22, Will negates (harmless, object); see text]
❏❏❏❏❏ Fickle Winds Transmutation [Air, WoodSchool] 1 standard action 20 minutes [D] UM:p.219
TARGET: 20 Medium creatures, no two of which can be more than 30 ft. apart; EFFECT: Wind walls selectively block attacks. [SR:Yes; DC:22, None (see text)]
❏❏❏❏❏ Flame Strike Evocation [Fire] 1 standard action Instantaneous Medium (300 ft.) CR:p.283
[V, S, DF] TARGET: Cylinder 10; EFFECT: A flame strike evokes a vertical column of divine fire dealing 15d6 points of damage. [SR:Yes; DC:22, Reflex half]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 14
Cleric Spells
❏❏❏❏❏ Forbid Action, Greater Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
1 standard action 20 rounds [D] Close (75 ft.) UM:p.220
[V] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: 20 targets obey your command to not do something. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Freedom's Toast Conjuration (Teleportation) 1 standard action Instantaneous Close (75 ft.) ISG:p.234
[V, S, M/DF] TARGET: One creature; EFFECT: When the caster hoists a flagon and delivers a toast to freedom, the target is transported up to 15 feet from its position to a space of your choice, though that space must be within your
line of sight. If the target was prone at the time of casting, you can choose for the target to be standing upon reaching the destination. Furthermore, if the target was bound with nonmagical ropes, manacles, or other restraints, those
restraints are not transported with the target, effectively freeing the target from those restraints. If the target is bound by magical restraints, you can bar those restraints from being transported with the target with a successful caster
level check against a DC based on the restraints' caster level [DC = 11 + the restraining magic item's or spell's caster level]. [SR:Yes (harmless); DC:22, Will negates (harmless)]
❏❏❏❏❏ Geniekind Transmutation (Polymorph) 1 standard action 20 rounds Personal ISM:p.55
[V, S, M] TARGET: You; EFFECT: Keleshite wizards and clerics have always sought to emulate the genies that they bind. The geniekind spell is the result of attempts to gain the power and influence of these proud outsiders without
entirely forsaking the caster's own form. Upon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan. You retain your basic physical appearance but shift in some way to
become more akin to the genie type you chose. While under the effects of geniekind, you gain a +2 racial bonus on all saving throws against paralysis, poison, sleep, and stunning effects, and a +4 enhancement bonus to your natural
armor bonus. You also gain a +2 enhancement bonus to Constitution and a +5 bonus on all Diplomacy checks made when interacting with creatures of the same elemental subtype as your chosen genie. In addition, you gain other
abilities depending upon the type of genie you choose to assume the form of, as detailed below. Djinni: You gain the ability to fly at a speed of 60 feet with perfect maneuverability. When flying, your lower torso trails away into a vortex
of wind and smoke. You gain resist electricity 10. Efreeti: Your flesh turns a deep red and you grow large horns on your head. Your unarmed strikes and any melee weapon you wield deal +1d6 points of fire damage. You gain resist
fire 10. Marid: Your flesh turns blue and you gain webbed fingers and toes. You gain a swim speed of 60 feet and can breathe water. You gain resist cold 10. Shaitan: Your flesh gains the coloration of stone and your hair appears to be
sculpted from fine crystals. You gain a burrow speed of 60 feet and resist acid 10.
❏❏❏❏❏ Ghostbane Dirge, Mass Transmutation 1 standard action 20 rounds Close (75 ft.) APG:p.225
[V, S, M/DF] TARGET: 20 incorporeal creatures, no two of which can be more than 30 ft. apart; EFFECT: As ghostbane dirge, but affecting multiple creatures. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Hallow Evocation [Good] 24 hours Instantaneous Touch CR:p.293
[V, S, M, DF] TARGET: 40-ft. radius emanating from the touched point; EFFECT: Hallow makes a particular site, building, or structure a holy site. [SR:See text; DC:22, See text]
❏❏❏❏❏ Holy Ice Transmutation [Cold, Good, Water] 1 standard action 20 minutes, instantaneous, or until expended
Medium
[see(300
text]ft.) UM:p.223
[V, S, M] TARGET: Wall of ice or flying javelins [see text]; EFFECT: Create wall or javelins of frozen holy water. [SR:Yes; DC:22, Reflex negates or none (see text)]
❏❏❏❏❏ Hunter's Blessing Transmutation 1 standard action 20 hours Close (75 ft.) ISG:p.235
[V, S, DF] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: When casting this spell, you designate a type or type and subtype of creature [using the ranger's favored enemy categories; Pathfinder RPG
Core Rulebook 64] and a type of terrain [using the list of ranger's favored terrain categories, Core Rulebook 65]. Targets of the spell gain a +2 sacred bonus on Bluff, Perception, Sense Motive, and Survival checks attempted against
creatures of the selected type, and a +2 sacred bonus on attack rolls and damage rolls made against creatures of that type. Furthermore, they gain a +2 sacred bonus on initiative checks, Perception, Stealth, and Survival checks while
they are in the type of terrain you designate. Lastly, when tracking the designated creature type in the chosen terrain, the targets can follow the tracks of such creatures untrained, even if the DC for the task is 11 or higher. [SR:Yes
(harmless); DC:22, Will negates (harmless)]
❏❏❏❏❏ Inflict Light Wounds (Mass) Necromancy 1 standard action Instantaneous Close (75 ft.) CR:p.300
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: Negative energy spreads out in all directions from the point of origin, dealing 1d8+20 points of damage to nearby living enemies. [SR:Yes; DC:22, Will
half]
❏❏❏❏❏ Insect Plague Conjuration (Summoning) 1 round 20 minutes Long (1200 ft.) CR:p.301
[V, S, DF] TARGET: One swarm of wasps per three levels, each of which must be adjacent to at least one other swarm; EFFECT: You summon a number of swarms of wasps. [SR:No]
❏❏❏❏❏ Lend Path Transmutation 1 standard action 200 minutes [D] Touch MA:p.114
[V, S] TARGET: creature touched; EFFECT: You temporarily transfer one of your mythic path abilities to another creature, which can use it as if it were part of the creature's own path. If the target is unable to expend mythic power, it
can't activate any part of the ability that requires expending uses of mythic power, but the ability otherwise functions as if the creature were 1st tier. While your path ability is transferred in this way, you can't use it yourself [even if it's
an automatic ability or one that doesn't require expending uses of mythic power]. [SR:yes (harmless); DC:22, Will negates (harmless)]
❏❏❏❏❏ Life Bubble Abjuration 1 standard action 40 hours; see text Touch APG:p.230
[V, S, M/DF] TARGET: up to 20 creatures touched; EFFECT: Protects creatures from sustained environmental effects. [SR:Yes (harmless); DC:22, Will negates (harmless)]
❏❏❏❏❏ Lighten Object, Mass Transmutation 1 standard action 200 minutes Close (75 ft.) ISG:p.236
[V, M] TARGET: Multiple objects totaling up to 20 cubic ft., no two of which can be more than 30 ft. apart; EFFECT: This spell functions like lighten object, except that it affects a number of objects equal to half your caster level. [SR:Yes
(object); DC:22, Will negates (object)]
❏❏❏❏❏ Magic Siege Engine (Greater) Transmutation 1 standard action 20 hours Close (75 ft.) UC:p.236
[V, S, M/DF] TARGET: one siege engine touched; EFFECT: Siege engine gains +5 on targeting and damage rolls. [SR:Yes (harmless, object); DC:22, Will negates (harmless, object)]
❏❏❏❏❏ Mark of Justice Necromancy [Curse] 10 minutes Permanent; see text Touch CR:p.312
[V, S, DF] TARGET: Creature touched; EFFECT: You mark a subject and state some behavior on the part of the subject that will activate the mark. [SR:Yes]
❏❏❏❏❏ Pillar of Life Conjuration (Healing) [Light] 1 standard action 20 rounds Medium (300 ft.) APG:p.236
[V, S, DF] TARGET: 5-ft.-square pillar of positive energy, 20 ft. high; EFFECT: Created pillar heals 2d8 + 20. [SR:No]
❏❏❏❏❏ Plane Shift Conjuration (Teleportation) 1 standard action Instantaneous Touch CR:p.322
[V, S, F] TARGET: Creature touched, or up to eight willing creatures joining hands; EFFECT: You move yourself or some other creature to another plane of existence or alternate dimension. Mythic: If you've been to the destination
plane and are familiar with a location there, you may choose that location and arrive on target at that location with anyone else you transport with the spell. Augmented: If you expend two uses of mythic power, you grant transported
creatures the effects of a planar adaptation spell [Advanced Player's Guide 236] upon arrival, lasting for 1 hour. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Raise Dead Conjuration (Healing) 1 minute Instantaneous Touch CR:p.329
[V, S, M, DF] TARGET: Dead creature touched; EFFECT: You restore life to a deceased creature. [SR:Yes (harmless); DC:22, None, see text]
❏❏❏❏❏ Rapid Repair Transmutation [MetalSchool] 1 standard action 20 rounds Touch UM:p.234
[V, S, DF] TARGET: Construct touched; EFFECT: Construct gains fast healing 5. [SR:Yes (harmless); DC:22, Fortitude negates (harmless)]
❏❏❏❏❏ Reprobation Transmutation [Curse] 1 minute Permanent Close (75 ft.) UM:p.234
[V, S, DF] TARGET: One creature of your faith; EFFECT: Marked target is shunned by your religion. [SR:Yes]
❏❏❏❏❏ Righteous Might Transmutation 1 standard action 20 rounds [D] Personal CR:p.335
[V, S, DF] TARGET: You; EFFECT: Your height immediately doubles, and your weight increases by a factor of eight.
❏❏❏❏❏ Scrying Divination (Scrying) 1 hour 20 minutes See text CR:p.337
[V, S, M/DF, F] TARGET: Magical sensor; EFFECT: You can observe a creature at any distance. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Serenity Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 20 rounds Medium (300 ft.) UM:p.236
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: Peaceful feelings harm those attempting violence. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Siphon Magic Abjuration 1 standard action Instantaneous Touch ISM:p.60
[V, S, M] TARGET: Creature touched; EFFECT: This spell attempts to transfer a magical effect from a creature you touch to yourself. When you touch the creature, siphon magic attempts to end one ongoing spell that has been cast
on that creature, as if via a targeted dispel magic. If you know the specific spell effect you wish to target, you can name that spell effect to target that specific spell; otherwise siphon magic begins with the highest-level spell in effect
and works its way down through all spells affecting the target until it dispels one or runs out of effects, as per dispel magic. If siphon magic successfully ends a spell effect on the target, the remaining duration of that spell effect is
transferred to you. That spell effect plays out for the rest of its duration as if you had been the original target. If the spell allows a saving throw to resist the effect, you gain a saving throw as if the spell were just being cast upon you,
although this does not "reset" the spell's duration. [SR:No]
❏❏❏❏❏ Slay Living Necromancy [Death] 1 standard action Instantaneous Touch CR:p.344
[V, S] TARGET: Living creature touched; EFFECT: You can attempt to slay any one living creature. [SR:Yes; DC:22, Fortitude partial]
❏❏❏❏❏ Smite Abomination Evocation 1 standard action 20 rounds Personal ISG:p.241
[V, S, OF] TARGET: You; EFFECT: Drawing upon positive energy, you emulate some of a paladin's power to smite undead. Choose one undead creature as your target. Your melee attacks against that target gain a bonus equal to your
Charisma or Wisdom modifier, whichever is higher, on your attack rolls, and a bonus equal to your caster level on damage rolls. Your melee attacks also bypass the target's damage reduction. These bonuses do not stack with the
bonuses from a paladin's smite.
❏❏❏❏❏ Snake Staff Transmutation 1 standard action 20 rounds Medium (300 ft.) APG:p.245
[V, S, M] TARGET: 1 or more pieces of wood, no two of which can be more than 30 ft. apart; EFFECT: Transforms wood into snakes to fight for you. [SR:Yes (object); DC:22, Will negates (object)]
❏❏❏❏❏ Spell Immunity (Communal) Abjuration 1 standard action 200 minutes Touch UC:p.244
[V, S, DF] TARGET: creatures touched; EFFECT: As spell immunity, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:22, Will negates (harmless)]
❏❏❏❏❏ Spell Resistance Abjuration 1 standard action 20 minutes Touch CR:p.347
[V, S, DF] TARGET: Creature touched; EFFECT: The target gains spell resistance equal to 32. [SR:Yes (harmless); DC:22, Will negates (harmless)]
❏❏❏❏❏ Steal Power Necromancy 1 standard action Instantaneous Close (75 ft.) MA:p.114
[V, S] TARGET: one mythic creature; EFFECT: You sap the power from a mythic creature, using it to restore your own. The target loses 1d4 uses of mythic power. If you have the ability to expend mythic power, you regain one use for
each use the target loses. [SR:yes; DC:22, Will negates]
❏❏❏❏❏ Summon Monster V Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool (Summoning)
1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; 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. [SR:No]
❏❏❏❏❏ Symbol of Scrying Divination (Scrying) 10 minutes See text 0 ft.; see text UM:p.241
[V, S, M] TARGET: One symbol; EFFECT: Triggered rune activates scrying sensor. [SR:No]
❏❏❏❏❏ Symbol of Sleep Enchantment (Compulsion) [Mind-Affecting] See text 0 ft.; see text CR:p.356
[V, S, M] TARGET: One symbol; 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. [SR:Yes; DC:22,
Will negates]
❏❏❏❏❏ Symbol of Striking Illusion (Shadow) UC:p.245
[V, S, M] TARGET: ; EFFECT: As symbol of death, but fills a 5-foot square. [SR:Yes, see text; DC:22, Will half, see text]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 15
Cleric Spells
❏❏❏❏❏ *Teleport Conjuration (Teleportation) 1 standard action Instantaneous Personal and touch CR:p.358
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. [SR:No and yes (object); DC:22,
None and Will negates (object)]
❏❏❏❏❏ Tongues (Communal) Divination 1 standard action 200 minutes Touch UC:p.247
[V, M/DF] TARGET: creatures touched; EFFECT: As tongues, but you may divide the duration among creatures touched. [SR:No; DC:22, Will negates (harmless)]
❏❏❏❏❏ Treasure Stitching Transmutation 1 standard action 20 days [D] Close (75 ft.) APG:p.250
[V, S, M] TARGET: all objects on cloth; EFFECT: Objects on cloth become embroidered. [SR:Yes (object); DC:22, Fortitude negates (object)]
❏❏❏❏❏ True Seeing Divination 1 standard action 20 minutes Touch CR:p.363
[V, S, M] TARGET: Creature touched; EFFECT: You confer on the subject the ability to see all things as they actually are. [SR:Yes (harmless); DC:22, Will negates (harmless)]
❏❏❏❏❏ Wall of Stone Conjuration, EarthSchool (Creation) [Earth]1 standard action Instantaneous Medium (300 ft.) CR:p.367
[V, S, M/DF] TARGET: Stone wall whose area is up to 20 5-ft. squares [S]; EFFECT: This spell creates a wall of rock that merges into adjoining rock surfaces. [SR:No; DC:22, See text]

LEVEL 6 / Per Day:5+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Animate Objects Transmutation 1 standard action 20 rounds Medium (300 ft.) CR:p.242
[V, S] TARGET: 20 Small objects; see text; EFFECT: You imbue inanimate objects with mobility and a semblance of life. [SR:No]
❏❏❏❏❏ Antilife Shell Abjuration 1 round 20 minutes [D] 10 ft. CR:p.242
[V, S, DF] TARGET: 10-ft.-radius emanation, centered on you; EFFECT: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. [SR:Yes]
❏❏❏❏❏ Banishment Abjuration 1 standard action Instantaneous Close (75 ft.) CR:p.246
[V, S, F] TARGET: One or more extraplanar creatures, no two of which can be more than 30 ft. apart; EFFECT: A banishment spell enables you to force extraplanar creatures out of your home plane. [SR:Yes; DC:23, Will negates]
❏❏❏❏❏ Bear's Endurance (Mass) Transmutation 1 standard action 20 minutes Close (75 ft.) CR:p.247
[V, S, M/DF] TARGET: One creature/level, no two of which can be more than 30ft. apart; EFFECT: Mass Bear's Endurance works like Bear's Endurance, except that it affects multiple creatures. [SR:Yes; DC:23, Will negates (harmless)]
❏❏❏❏❏ Blade Barrier Evocation [Force] 1 standard action 20 minutes [D] Medium (300 ft.) CR:p.249
[V, S] TARGET: Wall of whirling blades up to 400ft. long, or a ringed wall of whirling blades with a radius of up to 50 ft.; either form is 20 ft. high; EFFECT: An immobile, vertical curtain of whirling blades shaped of pure force springs into
existence dealing 15d6 points of damage to any creature passing through. [SR:Yes; DC:23, Reflex half or Reflex negates; see text]
❏❏❏❏❏ Bull's Strength (Mass) Transmutation 1 standard action 20 minutes Close (75 ft.) CR:p.251
[V, S, M/DF] TARGET: 20 creatures, no two of which can be more than 30ft. apart; EFFECT: This spell functions like bull's strength, except that it affects multiple creatures. [SR:Yes (harmless); DC:23, Will negates (harmless)]
❏❏❏❏❏ Cold Ice Strike Evocation [Cold] 1 swift action Instantaneous 30 ft. UM:p.211
[V, S] TARGET: 30-ft. line; EFFECT: Line of ice slivers deals 15d6 cold. [SR:Yes; DC:23, Reflex half]
❏❏❏❏❏ Cure Moderate Wounds (Mass) Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: You channel positive energy to cure 2d8+20 points of damage points on each selected creature. [SR:Yes (harmless); see text; DC:23, Will half
(harmless); see text]
❏❏❏❏❏ Dispel Magic (Greater) Abjuration 1 standard action Instantaneous Medium (300 ft.) CR:p.272
[V, S] TARGET: One spellcaster, creature, or object; or a 20-ft.- radius burst; EFFECT: This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures. [SR:No]
❏❏❏❏❏ Dust Form Transmutation (Polymorph) 1 standard action 20 rounds Personal UC:p.228
[V, S, M] TARGET: You; EFFECT: You become an incorporeal creature of dust for a short period of time.
❏❏❏❏❏ Eagle's Splendor (Mass) Transmutation 1 standard action 20 minutes Close (75 ft.) CR:p.275
[V, S, M/DF] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like eagle's splendor, except that it affects multiple creatures. [SR:Yes; DC:23, Will negates (harmless)]
❏❏❏❏❏ Eaglesoul Conjuration (Summoning) [Good] 1 standard action 20 hours [see below] Personal ISM:p.53
[V, S, M] TARGET: You; EFFECT: As the Inner Sea's bravest men and women answered the call of what became the Second Mendevian Crusade, constructing the wardstones that eventually kept the brutal chaos of the Worldwound
at bay, they realized that they needed help beyond traditional magics. Legends say that the first eaglesoul spell was created when an agathion avoral joined his own spirit with that of a courageous paladin who was about to be
overwhelmed on the field of battle. The holy knight used the combined might of the agathion's great strength and his own to win the day for the crusaders. Now, although the spell is still in use chiefly among those that patrol the
borders of the Worldwound, other champions of good have carried it with them to all corners of the Inner Sea region. When you cast this spell, you reach into the great beyond and beseech a good-aligned outsider for their aid against
evil. The outsider infuses a small portion of its own power into you, making you a powerful force for good. You gain a +2 morale bonus on all Perception checks made against evil creatures, a +2 bonus on Initiative checks, and detect
evil as a constant spell-like ability. In addition, once during the spell's duration you can call forth a surge of holy power when fighting an evil creature. Doing so is a swift action that shortens the spell's remaining duration so that its
remaining hours of duration become rounds of duration. For the rest of this duration, the surge of power grants you the following benefits: * A +2 sacred bonus to AC * A +4 sacred bonus to Strength * Resistance 5 to acid and fire
* A +5 sacred bonus on all Intimidate checks made against evil creatures * Fast healing 2 * Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed. Although this surge of power can
be activated against any evil opponent, this ability activates automatically as soon as you attack any evil outsider, regardless of whether you hit or not, and regardless of whether you actually recognize that the target is in fact an evil
outsider. In such cases the activation is a free action. Nongood spellcasters can cast this spell, but doing so causes them to be sickened [for spellcasters who are neither good nor evil] or staggered [for spellcasters who are evil] for the
spell's duration.
❏❏❏❏❏ **Find the Path Divination 3 rounds 200 minutes Personal or touch CR:p.281
[V, S, F] TARGET: You or creature touched; EFFECT: The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. [SR:No or yes (harmless); DC:23,
None or Will negates (harmless)]
❏❏❏❏❏ Find the Path Divination 3 rounds 200 minutes Personal or touch CR:p.281
[V, S, F] TARGET: You or creature touched; EFFECT: The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. [SR:No or yes (harmless); DC:23,
None or Will negates (harmless)]
❏❏❏❏❏ *Fly, Mass Transmutation, AirSchool 1 standard action 200 minutes Close (75 ft.) APG:p.223
[V, S, F] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: 20 creatures gains ability to fly. [SR:Yes (harmless); DC:23, Will negates (harmless)]
❏❏❏❏❏ Forbiddance Abjuration 6 rounds Permanent Medium (300 ft.) CR:p.285
[V, S, M, DF] TARGET: 20 60-ft. cubes [S]; EFFECT: Forbiddance seals an area against all planar travel into or within it. [SR:Yes; DC:23, See text]
❏❏❏❏❏ Geas/Quest Enchantment (Compulsion) [Language-Dependent, 10 minutesMind-Affecting, Curse]
20 days or until discharged [D] Close (75 ft.) CR:p.288
[V] TARGET: One living creature; EFFECT: This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw. [SR:Yes]
❏❏❏❏❏ Glyph of Warding (Greater) Abjuration 10 minutes Permanent until discharged [D] Touch CR:p.291
[V, S, M] TARGET: Object touched or up to 100 sq. ft.; EFFECT: This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or
lower. [SR:No (object) and yes; see text; DC:23, See text]
❏❏❏❏❏ Hammer of Mending Transmutation 1 standard action Instantaneous 30 ft. ISG:p.235
[V, S, F] TARGET: 30-ft.-radius burst centered on you; EFFECT: Upon striking a piece of solid ground with the spell's focus or a holy symbol, you let out a wave of energy that repairs items within its burst. All objects or constructs within
the burst are repaired of 1d6 points of damage per level. When this spell affects constructs, the spell bypasses any immunity to magic as if the spell did not allow spell resistance. Hommer of mending can fix destroyed magic items
[items with 0 hit points or fewer], and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges [such as wands] and single-use items [such as potions and scrolls] cannot be
repaired in this way. [SR:Yes (harmless); DC:23, Fortitude negates (harmless);]
❏❏❏❏❏ Harm Necromancy 1 standard action Instantaneous Touch CR:p.293
[V, S] TARGET: Creature touched; EFFECT: Harm charges a subject with negative energy that deals 150 points of damage. [SR:Yes; DC:23, Will half; see text]
❏❏❏❏❏ Heal Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.294
[V, S] TARGET: Creature touched; EFFECT: Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. [SR:Yes (harmless); DC:23, Will negates (harmless)]
❏❏❏❏❏ Heroes' Feast Conjuration [Creation] 10 minutes 1 hour plus 12 hours; see text Close (75 ft.) CR:p.295
[V, S, DF] TARGET: Feast for 20 creatures; EFFECT: You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. [SR:No]
❏❏❏❏❏ Impart Mind Transmutation 2 rounds 20 hours Touch ISM:p.57
[V, S, M] TARGET: Permanent nonintelligent magic item touched; EFFECT: This spell grants the target magic item temporary intelligence by siphoning off a tiny portion of your own mind to infuse the object. Only permanent magic
items may be enhanced by this spell-one-use items and charged items cannot be affected by impart mind. Intelligent magic items cannot be affected by impart mind. When you cast impart mind on a magic item, the item gains an
Intelligence, Wisdom, and Charisma score of 10 and gains your alignment. You have no special control over the item once it becomes intelligent, although since it has your alignment, personality conflicts with items you wield won't
be a problem. Determine the item's ego normally, as per the rules on intelligent items in the Core Rulebook. An item made intelligent via impart mind communicates via speech and has normal senses to a range of 60 feet. It speaks
and reads one language known by you-if you know multiple languages, you may choose which language the item knows. When you cast impart mind on an item, roll once on Table 15-24 on page 534 of the Core Rulebook to randomly
determine the item's power-add your caster level to this roll. By expending additional diamond dust in excess of the 1,000 gp worth of material components required to cast this spell, you can gain further bonuses on the d% roll made
to determine the item's power. Every additional 100 gp in diamond dust you use in excess grants a cumulative +1 bonus to the roll, up to a maximum additional bonus equal to your caster level. If the item gains the ability to cast a
spell, determine the spell it can cast randomly from spells you know of the appropriate level. If the item gains ranks in a skill, it gains ranks in a random skill in which you have at least 1 rank. If you roll above 100, then you can choose
one item power on Table 15-24 in the Core Rulebook to grant the item, and the item gains a special purpose. Roll once on Tables 15-25 and 15-26 on page 534 of the Core Rulebook to determine what the item's special purpose and
dedicated powers are. These d% rolls are not modified by your caster level or any additional powdered gems you used to cast the spell. Once this spell ends, the item reverts to its previous nature-if you cast this spell on the item again,
it gains entirely different powers as determined by a new set of rolls. [SR:No]
❏❏❏❏❏ Inflict Moderate Wounds (Mass) Necromancy 1 standard action Instantaneous Close (75 ft.) CR:p.300
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: Negative energy spreads out in all directions from the point of origin, dealing 2d8+20 points of damage to nearby living enemies. [SR:Yes; DC:23, Will
half]
❏❏❏❏❏ Joyful Rapture Conjuration (Healing) [Emotion] 1 standard action Instantaneous 60 ft. UM:p.225
[V, S] TARGET: All allies and opponents within a 60-ft.-radius burst centered on you; EFFECT: Negate harmful emotions. [SR:Yes]
❏❏❏❏❏ Music of the Spheres Conjuration (Healing) [Sonic] 1 standard action Concentration, up to 20 rounds 20 ft. ISM:p.59
[V, S, M] TARGET: 20-ft.-radius spherical emanation, centered on you; EFFECT: As any scholar of Desnan lore or astrologer can tell you, the music of the spheres is the harmonic constant that plays under and through all of reality. It is
this constant song, this otherworldly music, that keeps the laws of reality constant and the connections between the planes of existence strong. With this spell, one can amplify the underlying music of the spheres in the spell's area of
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 16
Cleric Spells
effect to infuse yourself and all creatures within 20 feet of you, friend and foe alike. All creatures that begin their turn within the area of this spell's effect gain fast healing 5, resistance 10 to all energy types, and a +3 sacred bonus on
all saving throws against poison and disease. Any creature that enters the area of effect does not gain the benefits of the music of the spheres until it begins its turn in that area. You must maintain concentration on the amplification
of the music or the effects immediately end, but you can move around to prevent enemies from gaining the benefits of this spell. [SR:Yes (harmless)]
❏❏❏❏❏ Owl's Wisdom (Mass) Transmutation 1 standard action 20 minutes Close (75 ft.) CR:p.318
[V, S, M/DF] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like owl's wisdom, except that it affects multiple creatures. [SR:Yes; DC:23, Will negates (harmless)]
❏❏❏❏❏ Planar Adaptation, Mass Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 20 hours [D] Close (75 ft.) APG:p.236
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: Resist harmful effects of other plane. [SR:Yes (harmless); DC:23, Will negates (harmless)]
❏❏❏❏❏ Planar Ally Conjuration (Calling) 10 minutes Instantaneous Close (75 ft.) CR:p.320
[V, S, M, DF] TARGET: One or two called outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear; EFFECT: This spell functions like lesser planar ally, except you may call a single creature of 12
HD or less, or two creatures of the same kind whose HD total no more than 12. [SR:No]
❏❏❏❏❏ Shield of the Dawnflower, Greater Evocation [Fire, Good, Light] 1 standard action 20 rounds Personal ISG:p.240
[V, S, OF] TARGET: You; EFFECT: You create a disk of sunlight on one arm. Any creature that strikes you with a melee attack deals normal damage, but also takes ld6 points of damage + 1 point per caster level. Half of this damage is fire
damage and half is holy damage [as the spell fame strike]. An undead creature or a creature particularly vulnerable to light that hits you instead takes 2d6 points of damage + 1 point per caster level. Creatures with reach weapons are
not subject to this damage if they attack you. The shield provides illumination equivalent to a daylight spell. You can have only one instance of this spell in effect at a time. It does not stack with similar damaging aura spells such as fire
shield or shield of the Oawnfower [The Inner Sea World Guide 296].
❏❏❏❏❏ Summon Monster VI Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool (Summoning)
1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of thesame kind from the 5th-level list, or 1d4+1 creatures
of the same kind from a lower-level list. [SR:No]
❏❏❏❏❏ Symbol of Fear Necromancy [Fear, Mind-Affecting, Emotion] See text 0 ft.; see text CR:p.356
[V, S, M] TARGET: One symbol; EFFECT: This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. [SR:Yes; DC:23, Will negates]
❏❏❏❏❏ Symbol of Persuasion Enchantment (Charm) [Mind-Affecting] 10 minutes See text 0 ft.; see text CR:p.356
[V, S, M] TARGET: One symbol; EFFECT: This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster for 1 hour per caster level. [SR:Yes; DC:23,
Will negates]
❏❏❏❏❏ Symbol of Sealing Abjuration [Force] 10 minutes Permanent 0 ft.; see text UM:p.242
[V, S, M] TARGET: One symbol; EFFECT: Creates triggered wall of force. [SR:No]
❏❏❏❏❏ Undeath to Death Necromancy 1 standard action Instantaneous Medium (300 ft.) CR:p.363
[V, S, M/DF] TARGET: Several undead creatures within a 40-ft.-radius burst; EFFECT: This spell functions like circle of death, except that it destroys undead creatures as noted above. [SR:Yes; DC:23, Will negates]
❏❏❏❏❏ Vengeful Stinger Transmutation (Polymorph) [Poison] 1 standard action 20 rounds Personal ISG:p.245
[V, S, M] TARGET: You; EFFECT: You grow a long, wasp-like tail complete with stinger that can strike those who dare attack you. While you are under the effects of this spell, when a creature adjacent to you hits you with a melee attack,
you can make an attack of opportunity with your stinging tail, even if your opponent's attack would not otherwise provoke an attack of opportunity. You must otherwise be eligible to make an attack of opportunity to use this ability.
The attack is made with your full attack bonus, and with a +2 sacred bonus on the attack roll. The stinging tail is considered a light weapon with a critical range of 19-20/x2 . On a successful hit, the target takes 1d8 points of damage
plus an amount of damage equal your Strength modifier and must succeed at a Fortitude save or it takes 1d4 points of Dexterity damage. This poison damage is also modified on a confi rmed critical hit. [SR:No; DC:23, Fortitude
negates; see text]
❏❏❏❏❏ Wind Walk Transmutation [Air] 1 standard action 20 hours [D]; see text Touch CR:p.369
[V, S, DF] TARGET: You and 6 touched creatures; EFFECT: You alter the substance of your body to a cloudlike vapor and move through the air, possibly at great speed. [SR:No and yes (harmless); DC:23, No and Will negates (harmless)]
❏❏❏❏❏ Word of Recall Conjuration (Teleportation) 1 standard action Instantaneous Unlimited CR:p.371
[V] TARGET: You and touched objects or other willing creatures; EFFECT: Word of recall teleports you instantly back to your sanctuary when the word is uttered. [SR:No or yes (harmless, object); DC:23, None or Will negates (harmless,
object); Spell]

LEVEL 7 / Per Day:5+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ *Animal Shapes Transmutation (Polymorph) 1 standard action 20 hours [D] Close (75 ft.) CR:p.241
[V, S, DF] TARGET: Up to 20 willing creatures, all within 30 ft. of each other.; EFFECT: You change the form of up to 20 willing creatures into an animal of your choice. [SR:Yes (harmless); DC:24, None, see text]
❏❏❏❏❏ Bestow Grace of the Champion Transmutation [Good, Law] 1 standard action 20 rounds [see text] Touch UM:p.208
[V, S, DF] TARGET: Lawful good creature touched; EFFECT: Target gains paladin abilities. [SR:Yes (harmless); DC:24, Will negates (harmless)]
❏❏❏❏❏ Circle of Clarity Abjuration 1 standard action 20 rounds [D] Medium (300 ft.) UM:p.211
[V, S, F] TARGET: 20-ft.-radius emanation centered on a creature, object, or point in space; EFFECT: Emanation hampers illusions and stealth. [SR:Yes (harmless); DC:24, Will negates (harmless)]
❏❏❏❏❏ Control Weather Transmutation, AirSchool, WaterSchool [WoodSchool]
10 minutes; see text 4d12 hours; see text 2 miles CR:p.261
[V, S] TARGET: 2-mile-radius circle, centered on you; see text; EFFECT: You change the weather in the local area. Mythic: The casting time changes to 1 standard action, and the duration doubles. The weather changes after a number of
rounds equal to 11 - your tier. Augmented [6th]: If you expend two uses of mythic power, you can create weather of any type regardless of the season, and the weather changes after 1 round. [SR:No]
❏❏❏❏❏ Create Demiplane, Lesser Conjuration (Creation) 2 hours 20 days 0 ft. UM:p.214
[V, S, F] TARGET: Extradimensional demiplane, up to 60 10-ft. cubes [S]; EFFECT: Create your own demiplane. [SR:No]
❏❏❏❏❏ Cure Serious Wounds (Mass) Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: You channel positive energy to cure 3d8+20 points of damage points on each selected creature. [SR:Yes (harmless); see text; DC:24, Will half
(harmless); see text]
❏❏❏❏❏ Destruction Necromancy [Death] 1 standard action Instantaneous Close (75 ft.) CR:p.266
[V, S, F] TARGET: One creature; EFFECT: This spell instantly delivers 200 points of damage. [SR:Yes; DC:24, Fortitude partial]
❏❏❏❏❏ Dictum Evocation [Lawful, Sonic] 1 standard action Instantaneous 40 ft. CR:p.269
[V] TARGET: Nonlawful creatures in a 40-ft.-radius spread centered on you; EFFECT: Any nonlawful creature within the area of a dictum spell suffers ill effects. [SR:Yes; DC:24, None or Will negates; see text]
❏❏❏❏❏ Ethereal Jaunt Transmutation 1 standard action 20 rounds [D] Personal CR:p.279
[V, S] TARGET: You; EFFECT: You become ethereal, along with your equipment.
❏❏❏❏❏ Holy Word Evocation [Good, Sonic] 1 standard action Instantaneous 40 ft. CR:p.297
[V] TARGET: Nongood creatures in a 40-ft.-radius spread centered on you; EFFECT: Any nongood creature within the area of a holy word spell suffers ill effects. [SR:Yes; DC:24, Will partial]
❏❏❏❏❏ Inflict Serious Wounds (Mass) Necromancy 1 standard action Instantaneous Close (75 ft.) CR:p.301
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: Negative energy spreads out in all directions from the point of origin, dealing 3d8+20 points of damage to nearby living enemies. [SR:Yes; DC:24, Will
half]
❏❏❏❏❏ Jolting Portent Evocation [Electricity] 1 standard action 20 rounds [D] see text Medium (300 ft.) UC:p.232
[V, S, DF] TARGET: one creature; EFFECT: You inf lict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell. [SR:Yes]
❏❏❏❏❏ Lunar Veil Illusion (Shadow) [Darkness, Shadow] 1 standard action 200 minutes Long (1200 ft.) UM:p.227
[V, S] TARGET: 120-ft.-radius emanation; EFFECT: Dispel light and revert lycanthropes. [SR:No; DC:24, Will negates; see text]
❏❏❏❏❏ Maddening Oubliette Conjuration (Teleportation) 1 round Special; see text Close (75 ft.) ISG:p.237
[V, S, M] TARGET: One creature; EFFECT: The target is transported to a dark and dank prison in some unspecified horrific demiplane, where tentacles writhe around, clawed fingers grab at the creature [though they deal no damage],
and harsh, whispering voices speak blasphemies and maddening secrets. At the end of each round within this terrifying oubliette, the target can attempt a Will saving throw in order to escape the prison. The saving throw has a
penalty equal to the number of rounds the target has spent in the oubliette -5. If the target succeeds at its saving throw, it returns to its former space. If that space is occupied or otherwise unavailable, the target is shunted to the
nearest available space. When the target returns from the oubliette, it is confused for a number of rounds equal to the number of rounds of imprisonment [minimum 1], unless it was confined in the oubliette for 10 or more rounds, in
which case the target is affected as if it were subject to an insanity spell instead. [SR:Yes; DC:24, Will negates; see text]
❏❏❏❏❏ Refuge Conjuration (Teleportation) [WoodSchool] 1 standard action Permanent until discharged Touch CR:p.331
[V, S, M] TARGET: Object touched; EFFECT: When you cast this spell, you create powerful magic in a specially prepared object. [SR:No]
❏❏❏❏❏ Regenerate Conjuration (Healing) 3 full rounds Instantaneous Touch CR:p.331
[V, S, DF] TARGET: Living creature touched; EFFECT: The subject's severed body members [fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures], broken bones, and ruined organs grow back Mythic: The
casting time changes to 1 standard action and the target changes to 1 living creature or corpse touched. The spell removes the blinded, dazzled, and deafened conditions. The target gains regeneration equal to your tier [overcome
by acid and fire] for 1 round per caster level. If the target was killed by amputation or decapitation [such as from a vorpal weapon] within the past 1 round, the spell regenerates lost body parts and brings the creature back to life [as
breath of life], treating it as if it had negative hp equal to its Constitution score. [SR:Yes (harmless); DC:24, Fortitude negates (harmless)]
❏❏❏❏❏ Repulsion Abjuration 1 standard action 20 rounds [D] Up to 200 ft. CR:p.333
[V, S, F/DF] TARGET: Up to 200-ft.-radius emanation centered on you; EFFECT: An invisible, mobile field surrounds you and prevents creatures from approaching you. [SR:Yes; DC:24, Will negates]
❏❏❏❏❏ Restoration (Greater) Conjuration (Healing) 3 rounds Instantaneous Touch CR:p.334
[V, S, M] TARGET: Creature touched; EFFECT: This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. [SR:Yes (harmless); DC:24, Will negates
(harmless)]
❏❏❏❏❏ Resurrection Conjuration (Healing) 1 minute Instantaneous Touch CR:p.334
[V, S, M, DF] TARGET: Dead creature touched; EFFECT: This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature. [SR:Yes (harmless); DC:24, None, see text]
❏❏❏❏❏ Scrying (Greater) Divination (Scrying) 1 standard action 20 hours See text CR:p.337
[V, S] TARGET: Magical sensor; EFFECT: This spell functions like scrying, except as noted above. [SR:Yes; DC:24, Will negates]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 17
Cleric Spells
❏❏❏❏❏ Spell Scourge Abjuration 1 standard action Instantaneous or 1d4 rounds; see text Close (75 ft.) ISG:p.243
[V, S] TARGET: One creature; EFFECT: A whip of cracking magical might appears in your hand, allowing you lash spells from the mind of enemy spellcasters. With a lash of bluish-purple energy, you strip many protective spells and
effects from a single creature. If the target of this spell is currently under the effects of any harmless spells or effects, it must succeed at a Will save or all of those spells and effects end, stripping the target of the benefit of those spells.
If the target is not currently under the effect of least one harmless spell, the target is instead confused for 1d4 rounds. [SR:Yes; DC:24, Will negates]
❏❏❏❏❏ Summon Monster VII Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool (Summoning)
1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1
creatures of the same kind from a lower-level list. [SR:No]
❏❏❏❏❏ Symbol of Stunning Enchantment (Compulsion) [Mind-Affecting] See text 0 ft.; see text CR:p.356
[V, S, M] TARGET: One symbol; EFFECT: This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. [SR:Yes; DC:24, Will negates]
❏❏❏❏❏ Symbol of Weakness Necromancy See text 0 ft.; see text CR:p.357
[V, S, M] TARGET: One symbol; EFFECT: This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage. [SR:Yes;
DC:24, Will negates]
❏❏❏❏❏ *Teleport (Greater) Conjuration (Teleportation) 1 standard action Instantaneous Personal and touch CR:p.359
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. [SR:No and yes (object); DC:24, None
and Will negates (object)]
❏❏❏❏❏ Terraform Transmutation 1 hour 20 days [see text] 100 feet MA:p.114
[V, S, M] TARGET: 100-foot-radius emanation, centered on you; EFFECT: You alter the area's terrain and climate to a new terrain and climate type appropriate to the planet or plane. For example, you might transform a desert to
plains. To cast this spell, you must expend 10 uses of mythic power along with the material cost. This magically alters the area's climate and normal plants to those appropriate to the new terrain, but doesn't affect creatures or
the configuration of the earth. Transforming rocky hills into forested areas converts grasses into shrubs and small trees, but doesn't flatten the hills or change the animals to suit the new environment. You can alter the climate by
one step [warm, temperate, or cold]. The maximum extent of the terrain change is up to the GM, but in general is to a similar terrain type or one step within that terrain type [such as from a typical forest to a forest with massive
trees or light undergrowth, from a shallow bog to a deep bog, and so on]. You might be able to shift the land to a similar terrain type, such as turning a sparse forest into a relatively dry swamp. Local creatures adversely affected
by these alterations either flee the area or quickly die, depending on their mobility and awareness of the change. Multiple castings of the spell in the same area can create an area with radically different terrain and climate than the
surrounding land. The GM can decide that certain terrain shifts are unsustainable and shorten the duration, or that some are suitable for the area and extend the duration. This spell could have many secondary effects based on the
nature of the change, the type of bordering terrain, and so on; these should be determined by the GM on a case-by-case basis. For example, transforming a desert requires drawing water up from underground to sustain the plants,
which could deplete the water table in nearby areas. Creating a warm desert in the middle of a snowy tundra will create a bordering area of mud and frequent storms from the clash of hot and cold air fronts. If you're at least 8th tier,
you can expend 20 uses of mythic power instead of 10 to increase the range to 1 mile, the area to a 1-mile-radius emanation centered on you, and the duration to 1 month per caster level. [SR:no; DC:24, none]
❏❏❏❏❏ Vision of Lamashtu Illusion (Phantasm) 10 minutes Instantaneous Unlimited ISWG:p.297
[V, S] TARGET: One living creature; EFFECT: Send a hideous and unsettling vision to a specific sleeping creature that you name. This prevents restful sleep and causes 1d10 damage, leaving the subject fatigued and unable to regain
arcane spells for 24 hours. In addition, a second spell of 6th level or lower [cast immediately afterwards] affects the creature on waking. This spell must affect one creature and cannot cause hit point damage. [SR:Yes; DC:24, Will
negates (see text)]
❏❏❏❏❏ Waves of Ecstasy Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 20 rounds; see text 30 ft. UM:p.249
[V, S] TARGET: Cone-shaped burst; EFFECT: Pleasure stuns and staggers creatures. [SR:Yes; DC:24, Will partial (see text)]
❏❏❏❏❏ Word of Chaos Evocation [Chaotic, Sonic] 1 standard action Instantaneous 40 ft. CR:p.371
[V] TARGET: Nonchaotic creatures in a 40-ft.-radius spread centered on you; EFFECT: Any nonchaotic creature within the area of a word of chaos spell suffers ill effects. [SR:Yes; DC:24, None or Will negates; see text]

LEVEL 8 / Per Day:4+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Antimagic Field Abjuration 1 standard action 200 minutes [D] 10 ft. CR:p.242
[V, S, M/DF] TARGET: 10-ft.-radius emanation, centered on you; EFFECT: An invisible barrier impervious to most magical effects surrounds you and moves with you. [SR:See text]
❏❏❏❏❏ Call Construct Conjuration (Teleportation) [MetalSchool] 10 minutes Permanent until discharged Touch UM:p.210
[V, S, M] TARGET: Construct touched; EFFECT: Summon your golem to you. [SR:No]
❏❏❏❏❏ Cloak of Chaos Abjuration [Chaotic] 1 standard action 20 rounds [D] 20 ft. CR:p.255
[V, S, F] TARGET: 20 creatures in a 20-ft.-radius burst centered on you; EFFECT: A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing
lawful creatures that strike the subjects to become confused. [SR:Yes (harmless); DC:25, See text]
❏❏❏❏❏ Create Demiplane Conjuration (Creation) 4 hours 20 days or instantaneous 0 ft. UM:p.213
[V, S, F] TARGET: Extradimensional demiplane, up to 200 10-ft. cubes [S]; EFFECT: As lesser create demiplane, but larger and with planar traits. [SR:No]
❏❏❏❏❏ Cure Critical Wounds (Mass) Conjuration (Healing) 1 standard action Instantaneous Close (75 ft.) CR:p.262
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: You channel positive energy to cure 4d8+20 points of damage points on each selected creature. [SR:Yes (harmless); see text; DC:25, Will half
(harmless); see text]
❏❏❏❏❏ Dimensional Lock Abjuration 1 standard action 20 days Medium (300 ft.) CR:p.270
[V, S] TARGET: 20-ft.-radius emanation centered on a point in space; EFFECT: You create a shimmering emerald barrier that completely blocks extradimensional travel. [SR:Yes]
❏❏❏❏❏ Discern Location Divination 10 minutes Instantaneous Unlimited CR:p.270
[V, S, DF] TARGET: One creature or object; EFFECT: A discern location spell is among the most powerful means of locating creatures or objects. [SR:No]
❏❏❏❏❏ Earthquake Evocation [Earth] 1 standard action 1 round Long (1200 ft.) CR:p.275
[V, S, DF] TARGET: 80-ft.-radius spread [S]; EFFECT: When you cast earthquake, an intense but highly localized tremor rips the ground. [SR:No; DC:25, See text]
❏❏❏❏❏ Euphoric Tranquility Enchantment (Compulsion) [Mind-Affecting, Emotion,action
1 standard WoodSchool]
20 rounds Touch APG:p.219
[V, S, M/DF] TARGET: creature touched; EFFECT: Makes a creature friendly. [SR:Yes; DC:25, None and Will partial (see below)]
❏❏❏❏❏ Fire Storm Evocation [Fire] 1 standard action Instantaneous Medium (300 ft.) CR:p.282
[V, S] TARGET: 40 10-ft. cubes [S]; EFFECT: When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. [SR:Yes; DC:25, Reflex half]
❏❏❏❏❏ Frightful Aspect Transmutation (Polymorph) 1 standard action 20 minutes Personal UC:p.230
[V, S, M] TARGET: You; EFFECT: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
❏❏❏❏❏ Holy Aura Abjuration [Good] 1 standard action 20 rounds [D] 20 ft. CR:p.297
[V, S, F] TARGET: 20 creatures in a 20-ft.-radius burst centered on you; EFFECT: A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil
creatures to become blinded when they strike the subjects. [SR:Yes (harmless); DC:25, See text]
❏❏❏❏❏ Inflict Critical Wounds (Mass) Necromancy 1 standard action Instantaneous Close (75 ft.) CR:p.300
[V, S] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: Negative energy spreads out in all directions from the point of origin, dealing 4d8+20 points of damage to nearby living enemies. [SR:Yes; DC:25, Will
half]
❏❏❏❏❏ Orb of the Void Necromancy 1 standard action 20 rounds [D] Close (75 ft.) UM:p.230
[V, S, M] TARGET: 1-ft.-diameter sphere; EFFECT: Sphere inflicts negative levels. [SR:Yes; DC:25, Fortitude negates]
❏❏❏❏❏ *Phase Door Conjuration (Creation) 1 standard action One usage per two levels Touch CR:p.320
[V] TARGET: Ethereal 5-ft.-by-8-ft. opening, 43 ft. deep; EFFECT: This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. [SR:No]
❏❏❏❏❏ Planar Ally (Greater) Conjuration (Calling) 10 minutes Instantaneous Close (75 ft.) CR:p.320
[V, S, M, DF] TARGET: Up to three called outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.; EFFECT: This spell functions like lesser planar ally, except that you may call a single
creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. [SR:No]
❏❏❏❏❏ Shield of Law Abjuration [Lawful] 1 standard action 20 rounds [D] 20 ft. CR:p.342
[V, S, F] TARGET: 20 creatures in a 20-ft.-radius burst centered on you; EFFECT: A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic
creatures when they strike the subjects. [SR:Yes (harmless); DC:25, See text]
❏❏❏❏❏ Spell Immunity (Greater) Abjuration 1 standard action 200 minutes Touch CR:p.347
[V, S, DF] TARGET: Creature touched; EFFECT: This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower. [SR:Yes (harmless); DC:25, Will negates (harmless)]
❏❏❏❏❏ Spellscar Abjuration 1 standard action 200 minutes [D] Medium (300 ft.) ISM:p.61
[V, S, M] TARGET: 40 10-ft. cubes [S]; EFFECT: This potent spell invokes the same sort of magical devastation that created the Mana Wastes so long ago- albeit on a much more localized [and thankfully temporary] scale. Within the area
you choose to affect with spellscar, the terrain takes on a strange pale hue, as if colors were muted. Periodically, ripples of vibrant color wriggle through the terrain. Within this area, any spell, spell-like ability, or magic item activation
automatically triggers a primal magic event-a spellcaster can avoid triggering such an event by making a concentration check [DC 15 + twice the spell's level], but non-spellcasters who activate magic items have no such option. &nlYou
gain a +4 insight bonus on concentration checks made to avoid triggering primal magic events while within a spellscar you have created, and if you do trigger a primal magic event, you may roll d% twice and pick which of the two
results you wish to have occur.
❏❏❏❏❏ Stormbolts Evocation, AirSchool [Electricity, MetalSchool] 1 standard action Instantaneous 30 ft. APG:p.247
[V, S, M/DF] TARGET: a 30-ft.-radius spread, centered on you; EFFECT: 20d8 damage to targets. [SR:Yes; DC:25, Fortitude partial]
❏❏❏❏❏ Summon Monster VIII Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool (Summoning)
1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1
creatures of the same kind from a lower-level list. [SR:No]
❏❏❏❏❏ *Summon Nature's Ally VIII (Animals Only) Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) CR:p.354
[V, S, DF] TARGET: One or more summoned animals, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like summon nature's ally I, except that you can summon one 8th-level animal, 1d3 7th-level animals of
the same kind, or 1d4+1 lower-level animals of the same kind. [SR:No]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 18
Cleric Spells
❏❏❏❏❏ Symbol of Death Necromancy [Death] 10 minutes See text 0 ft.; see text CR:p.355
[V, S, M] TARGET: One symbol; EFFECT: This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol. [SR:Yes; DC:25, Fortitude
negates]
❏❏❏❏❏ Symbol of Debauchery Enchantment (Compulsion) [Emotion, Mind-Affecting]
10 minutes See text O ft.; see text ISG:p.243
[V, S, M] TARGET: One symbol; EFFECT: You conjure a sizable symbol into being, a rune suggestive of bloated bodies, flung food, and flowing wine. This spell functions as symbol of death, except that all creatures within 60 feet of
the symbol of debauchery are instead filled with lust for the nearest conscious creature. This effect lasts for 1 round per caster level, even after creatures leave the symbol's area of effect. Affected creatures are compelled to rush to
the nearest creature in order to caress and kiss it, and may take no other actions. Each creature receives a single Will save when the symbol of debauchery is triggered to negate the effect. If no other creatures are visible, an affected
creature may act normally. [SR:Yes; DC:25, Will negates]
❏❏❏❏❏ Symbol of Dispelling Abjuration 10 minutes Instantaneous O ft.; see text ISG:p.243
[V, S, M] TARGET: One symbol; EFFECT: This spell functions as symbol of death, except that all creatures within 40 feet of the symbol of dispelling are instead affected as if by the area dispel function of greater dispel magic. Attempt a
dispel check when casting symbol of dispelling. Once the symbol is triggered, apply the result of that check to each creature in the area, as well as each object that is the target of one or more spells. Unlike symbol of death, symbol of
dispelling grants no saving throws, and it is not subject to spell resistance. [SR:No]
❏❏❏❏❏ Symbol of Insanity Enchantment (Compulsion) [Mind-Affecting] 10 minutes See text 0 ft.; see text CR:p.356
[V, S, M] TARGET: One symbol; EFFECT: This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane. [SR:Yes; DC:25, Will negates]

LEVEL 9 / Per Day:4+1 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Ascension Universal 1 hour 40 hours; see text Close (75 ft.) MA:p.113
[V, S, F/M] TARGET: 6 non-mythic creature; EFFECT: You imbue a number of creatures with mythic power, granting each of them 1st tier in a mythic path of its choice. The creatures immediately gain the benefits of their chosen paths.
Divide the duration evenly among all targets. The targets retain their mythic tier only while they're within 100 feet of the spell's focus component. A target that goes outside this range loses its mythic tier, but instantly regains it if it
moves into range again. If the focus component is destroyed while the spell is in effect, the spell immediately ends and all targets gain 1d4 permanent negative levels. [SR:yes (harmless); DC:26, Will negates (harmless)]
❏❏❏❏❏ **Astral Projection Necromancy 30 minutes See text Touch CR:p.244
[V, S, M] TARGET: You plus 10 additional willing creatures touched; EFFECT: By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. [SR:Yes]
❏❏❏❏❏ Astral Projection Necromancy 30 minutes See text Touch CR:p.244
[V, S, M] TARGET: You plus 10 additional willing creatures touched; EFFECT: By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. [SR:Yes]
❏❏❏❏❏ Create Demiplane, Greater Conjuration (Creation) 6 hours 20 days or instantaneous 0 ft. UM:p.213
[V, S, F] TARGET: Extradimensional demiplane, up to 400 10-ft. cubes [S]; EFFECT: As create demiplane, but larger and with more planar traits. [SR:No]
❏❏❏❏❏ Energy Drain Necromancy 1 standard action Instantaneous Close (75 ft.) CR:p.277
[V, S] TARGET: Ray of negative energy; EFFECT: This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. [SR:Yes; DC:26, Fortitude partial; see text for enervation]
❏❏❏❏❏ Etherealness Transmutation 1 standard action 20 minutes [D] Touch; see text CR:p.279
[V, S] TARGET: You and 6 others touched; EFFECT: This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands become ethereal. [SR:Yes]
❏❏❏❏❏ Gate Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action (Creation, Calling)
Instantaneous or concentration [up to 20Medium
rounds];(300
see text
ft.) CR:p.287
[V, S, M (see text)] TARGET: See text; EFFECT: Casting a gate spell creates an interdimensional connection between your plane of existence and a plane you specify. You may call a particular individual or kind of being through the gate.
[SR:No]
❏❏❏❏❏ Heal (Mass) Conjuration (Healing) 1 standard action Instantaneous Close (75 ft.) CR:p.294
[V, S] TARGET: One or more creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 200. [SR:Yes
(harmless); DC:26, Will negates (harmless)]
❏❏❏❏❏ Implosion Evocation 1 standard action Concentration [up to 10 rounds] Close (75 ft.) CR:p.299
[V, S] TARGET: One corporeal creature/round; EFFECT: This spell causes a destructive resonance in a corporeal creature's body. [SR:Yes; DC:26, Fortitude negates]
❏❏❏❏❏ Interplanetary Teleport Conjuration (Teleportation) 1 standard action Instantaneous Personal and touch UM:p.225
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: Teleport to another planet. [SR:No and yes (object); DC:26, None and Will negates (object)]
❏❏❏❏❏ Miracle Evocation 1 standard action See text See text CR:p.314
[V, S; see text] TARGET: See text; EFFECT: You don't so much cast a miracle as request one. [SR:Yes; DC:26, See text]
❏❏❏❏❏ Overwhelming Presence Enchantment (Compulsion) [Emotion, Mind-Affecting]
1 standard action 20 rounds; see text Medium (300 ft.) UM:p.230
[V, S, M] TARGET: 20 creatures, no two of which can be more than 30 ft. apart; EFFECT: Creatures bow before you as if you were divine. [SR:Yes; DC:26, Will negates; see text]
❏❏❏❏❏ Polar Midnight Transmutation [Cold, Darkness] 1 standard action 20 rounds Close (75 ft.) UM:p.232
[V, S] TARGET: 30-ft. spread; EFFECT: Cold darkness paralyzes and deals damage. [SR:Yes; DC:26, Fortitude partial]
❏❏❏❏❏ *Shapechange Transmutation (Polymorph) 1 standard action 200 minutes [D] Personal CR:p.341
[V, S, F] TARGET: You; EFFECT: This spell allows you to take the form of a wide variety of creatures.
❏❏❏❏❏ Soul Bind Necromancy 1 standard action Permanent Close (75 ft.) CR:p.345
[V, S, F (see text)] TARGET: Corpse; EFFECT: You draw the soul from a newly dead body and imprison it in a black sapphire gem. [SR:No; DC:26, Will negates]
❏❏❏❏❏ Spell Immunity (Greater/Communal) Abjuration 1 standard action 200 minutes Touch UC:p.245
[V, S, DF] TARGET: creatures touched; EFFECT: As greater spell immunity, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:26, Will negates (harmless)]
❏❏❏❏❏ Storm of Vengeance Conjuration (Summoning) 1 round Concentration [maximum 10 rounds] [D] Long (1200 ft.) CR:p.350
[V, S] TARGET: 360-ft.-radius storm cloud; EFFECT: You create a huge black storm cloud in the air. [SR:Yes; DC:26, See text]
❏❏❏❏❏ Summon Monster IX Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1
creatures of the same kind from a lower-level list. [SR:No]
❏❏❏❏❏ Symbol of Strife Enchantment (Compulsion) [Mind-Affecting] 10 minutes See text 0 ft.; see text UM:p.242
[V, S, M] TARGET: One symbol; EFFECT: Triggered rune makes creatures attack. [SR:Yes; DC:26, Will negates]
❏❏❏❏❏ Symbol of Vulnerability Abjuration 10 minutes See text 0 ft.; see text UM:p.243
[V, S, M] TARGET: One symbol; EFFECT: Triggered rune gives penalties. [SR:No]
❏❏❏❏❏ True Resurrection Conjuration (Healing) 10 minutes Instantaneous Touch CR:p.362
[V, S, M, DF] TARGET: Dead creature touched; EFFECT: This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 200 years. [SR:Yes (harmless); DC:26, None, see text]
❏❏❏❏❏ Winds of Vengeance Evocation, AirSchool [Air, WoodSchool] 1 standard action 20 minutes Personal APG:p.256
[V, S, DF] TARGET: You; EFFECT: You can fly and attack with wind.
❏❏❏❏❏ Wooden Phalanx Conjuration (Creation) 1 standard action 20 hours [D] Medium (300 ft.) UM:p.249
[V, S] TARGET: Three or more wood golems, no two of which can be more than 30 ft. apart [see text]; EFFECT: Creates 1d4+2 temporary wood golems to fight for you. [SR:No]
* =Domain/Speciality Spell

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 19
Taylor Hebert
Human
RACE
16
AGE
Masculino
GENDER

VISION
Neutral Good
ALIGNMENT
Derecha
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
None
REGION
None
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Taylor Hebert PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:24)
Player: Created using PCGen v6.08.00 RC8 on 20 abr. 2020 at [Link] Page 20

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