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Olis LN
Character Name Alignment
Magus 10
Character Level
elf M
Race Size
Male 142
Gender Age
6'2" 140lbs
Height Weight
Auburn Emerald
Hair Eyes
Brandon
Player
Nythys, and Yuelral "Andrestian Empire"
Deity Homeland
- 118,130
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
16 +3 N/A +3
Dex
Dexterity
13 +1 N/A +1
Con
Constitution
13 +1 N/A +1
Int
Intelligence
22 +6 N/A +6
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
75
0
0
Initiative
Dex
Modifier
+9
+1
+8
BAB
+7
ARMOUR CLASS
Total AC
Armour
Shield
Dex
20
+7
+0
+1
Size
Natural
Deflection
Misc
+0
+1
+1
+0
Touch
13
Flat Footed
19
Flat Footed + Touch
12
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +8 +7 CON +1 +0 +0 +0
Reflex +5 +4 DEX +1 +0 +0 +0
Will +7 +7 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+10 +7 +3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
21 10 +7 +3 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
20
-
5
5
-
Languages

Common, Elven, Celestial, Draconic, Orc, Sylvan, Dwarven, Gnomish

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Per Day
5
4
4
2
0
0
0
0
0
0
Bonus
-
2
2
1
1
1
0
0
0
0
DC
18
19
20
21
22
23
0
0
0
Spell List

0- Acid Splash, Arcane Mark, Dancing lights, Daze, Detect Fiendish Presence, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Grasp, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1- Chill Touch, Enlarge Person, Jury-rig, Shield, Shocking Grasp, Vanish, Touch of Combustion, Coin Shot, Color Spray, Line in the Sand, Corrosive Touch, Burning hands
2-Bladed Dash, Fridged Touch, Detect Magic-Greater, Time shudder, Flurry of Snowballs, Mirror Image, scorching ray, fog cloud, Acid Arrow, Burning Gaze, Web, Alter self, Cats grace, Fog cloud, Levitate, Invisibility
3- Haste, Fireball, Air geyser, Horrifying Visage, mythic fireball, Conjure Carriage, Dispel Magic, Gaseous, Lighting Bolt, Major Image, Sleet storm, Slow, Arcane sight, Displacement
4- Dragon breath, Dimension Door, Instant Fake, Solid Fog, Wall of Fire
5- Cloudkill, Cone of Cold, Overland Flight, Teleport.

Book 2
4- Agressive Thunder cloud, greater, Rigor Mortis
3- Slow, Arcane Sight,
2-
1- Auditory Hallucinations, Floating Disk, Obscuring Mists, True Strike, Desperate Weapon, Mount, Ray of enfeeblement , Silent Image, Unseen Servant, Mage Armor, Magic Weapon.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +1 (DEX)  +1 +0 +0
  Bluff +0 (CHA)  +0 +0 +0
Climb +3 (STR)  +3 +0 +0
  Diplomacy +4 (CHA)  +0 +4 +0
  Disable Device* +2 (DEX)  +1 +1 +0
  Disguise +0 (CHA)  +0 +0 +0
  Escape Artist +1 (DEX)  +1 +0 +0
Fly +9 (DEX)  +1 +5 +3
  Heal +0 (WIS)  +0 +0 +0
Intimidate +4 (CHA)  +0 +1 +3
Knowledge: Arcana +21 (INT)  +6 +10 +5
Knowledge: Dungeoneering +13 (INT)  +6 +4 +3
  Knowledge: Local +6 (INT)  +6 +0 +0
  Knowledge: Nature +6 (INT)  +6 +0 +0
Knowledge: Planes +19 (INT)  +6 +10 +3
  Knowledge: Religion +6 (INT)  +6 +0 +0
  Perception +12 (WIS)  +0 +10 +2
Ride +5 (DEX)  +1 +1 +3
  Sense Motive +2 (WIS)  +0 +2 +0
Spellcraft* +21 (INT)  +6 +10 +5
  Stealth +1 (DEX)  +1 +0 +0
  Survival +3 (WIS)  +0 +3 +0
Swim +8 (STR)  +3 +2 +3
Use Magic Device* +15 (CHA)  +0 +10 +5
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +8 (INT)  +6 +2 +0
  Knowledge: Engineering +6 (INT)  +6 +0 +0
  Knowledge: Geography +6 (INT)  +6 +0 +0
  Knowledge: History +6 (INT)  +6 +0 +0
  Knowledge: Nobility +6 (INT)  +6 +0 +0
  Linguistics* +11 (INT)  +6 +5 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Extra Arcane Pool (+2)
Extra Arcana(arcane accuracy)
Improved Initiative
Weapon Focus: Longsword
Outflank
Eschew Materials

Special Abilities

Low-light Vision

Traits

Warrior of old,
Worldly-once per day when using a skill untrained can roll twice and take the better results.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Composite Longbow +3 x3 Piercing 110ft 1d8+3
Black Blade(longsword) +13 19-20/x2 Slashing melee 1d8+6
Black Blade(Attack 2) +8 19-20/x2 Slashing melee 1d8+6
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Chain Shirt +2 +6 Light Armor -1 0% 25lbs
Agile breastplate +1 +7 Medium -3 0% 25lbs
Arms & Equipment

Ring of protection +1, Amulet of Natural armor +1, agile breastplate +1

Class Features

Magus Arcana - Arcane accuracy, Arcane Edge

Creatures & Mounts

Draft Horse & Wagon

Allies, Companions & Retinue

Sathir Emvosa, Urdann, Marduk, Ryska, Tristan, the professor, Wysp

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Read Magic

You can decipher magical inscriptions on objects


divination \ \

Casting time: 1 standard action
Range: Personal
Duration: 10 min / level

Description

You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.
SRD

Daze

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.


Enchantment \ Compulsion \ Mind-Affecting

Casting time: 1 standard action - Components V, S, M (a pinch of wool or similar substance)
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one humanoid creature of 4 HD or less

Description

Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

When augmented

Daze, Mass School enchantment (compulsion) [mind-affecting]; Level bard 4, inquisitor 4, psychic 3, sorcerer/wizard 4, summoner/unchained summoner 4, witch 4   CASTING   Components V, S   EFFECT   Range medium (100 ft. + 10 ft./level) Targets one or more humanoid creatures, no two of which may be more than 30 ft. apart   DESCRIPTION   This spell functions as daze, except as noted above.

Flare


evocation [light]; \ \ bard 0, druid 0, magus 0, psychic 0, sorcerer/wizard 0

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: burst of light

Description

Components V
Saving Throw Fortitude negates; Spell Resistance yes

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

Prestidigitation


universal \ \

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
PRPG Core Rulebook pg. 244

Arcane Mark

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.


universal \ \

Casting time: 1 standard action
Range: touch
Duration: 30 days on living creature, permanent otherwise
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.   See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.   If an arcane mark is placed on a living being, the effect gradually fades in about a month.   Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Ray of Frost


Evocation \ \ Cold
magus 0, sorcerer/wizard 0-level
Save: None
SR: Yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: Ray
Componenent: V, S

Description

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

Acid Splash

orb of acid


conjuration \ creation \ acid
0-level
Save: none
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one missile of acid

Description

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Dancing Lights


Evocation \ \ Light
bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0-level
Save: None
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute (D)
Effect: Up to four lights, all within a 10-ft.-radius area
Componenent: V, S

Description

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.   You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.   Dancing lights can be made permanent with a permanency spell.

Grasp


divination; \ \ arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, magus 0, psychic 0, skald 0, sorcerer/wizard 0, warpriest 0, witch 0

Casting time: 1 immediate action
Range: personal
Duration: instantaneous
Targets: you

Description

Components V
Saving Throw none; Spell Resistance no       You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.   Section 15: Copyright Notice Pathfinder Player Companion: Heroes of the Darklands © 2017, Paizo Inc.; Authors: Robert Brookes, Eleanor Ferron, Michelle Jones, Alex Riggs, and Nicholas Wasko.
PFRPG Core

Light


evocation \ light \ bard 0, cleric 0, druid 0, sorcerer/ wizard 0 Components V, M/DF (a firefly)

Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: object touched

Description

Saving Throw none; Spell Resistance no   This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.   You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
PFRPG Core

Open/Close

Opens or closes small or light things.


Transmutation \ \
0-level
Save: Will negates (Object)
SR: yes (object)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: Object weighing up to 30 lbs., or a portal that can be opened or closed
Componenent: V, S, F (A brass key)

Description

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
SRD

Read Magic

You can decipher magical inscriptions on objects.


Divination \ \

Casting time: 1 Standard Action
Range: Personal
Duration: 10 Minutes/level
Targets: You

Description

Components: V, S, F (a clear crystal or mineral prism)   You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.
PFSRD

Disrupt Undead

You direct a ray of positive energy.


necromancy \ \
0-level
Save: none
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: ray

Description

You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
PRPG Core Rulebook pg. 267

Detect Magic

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


divination \ \

Casting time: 1 standard action
Range: 60 ft
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation

Description

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of magical auras.   2nd Round: Number of different magical auras and the power of the most potent aura.   3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).   Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.   Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.   Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:   (Original Strength/ duration of Lingering Aura)   (Faint\1d6 rounds)   (Moderate\1d6 minutes)   (Strong\1d6 x 10 minutes)   (Overwhelming\1d6 days)     Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.   Detect magic can be made permanent with a permanency spell.   (Spell or Object: [Aura power: faint], [Aura power: Moderate], [Aura power: Strong], [Aura power: Overwhelming])   (Functioning spell (spell level): 3rd or lower / 4th-6th / 7th-9th / 10th+ (deity-level) )   (Magic item (caster level): 5th or lower / 6th-11th / 12th-20th / 21st+ (artifact) )
Advanced Player's Guide

Spark

Magical Lighter, catch something on fire


Evocation \ \ Fire

Casting time: 2 standard action
Range: close ( 25 ft + 5/2 lvl)
Duration: Instant.
Effect: A spark of fire
Targets: 1 Fine object

Description

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

Detect Fiendish Presence

Detect traces left by fiend and evil taint


Divination \ \

Casting time: 1 standard action
Range: Self
Duration: concentration, up to 10 min. /lvl
Area: 60 ft cone shaped emanation

Description

This spell functions like detect evil, except that it detects only outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells. It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords.
SRD

Ghost Sound

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.


illusion \ (figment) \
bard 0, magus 0, psychic 0, sorcerer/wizard 0-level
Save: Will disbelief
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: illusory sounds
Componenent: V, S, M (a bit of wool or a small lump of wax)

Description

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.   The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.   Ghost sound can enhance the effectiveness of a silent image spell.   Ghost sound can be made permanent with a permanency spell.   Can this create intelligible speech? Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can’t make out what the “people” are saying. After all, it is a cantrip, and shouldn’t be as good as ventriloquism (which is a higher-level spell).
SRD

Mage Hand

5-pound telekinesis


Transmutation \ \
0-level
Save: None
SR: No

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: one non-magical, unattended object weighing up to 5 lbs
Componenent: V, S

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Level 1 Spells

Chill Touch


necromancy \ \
bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1-level
Save: Fortitude partial or Will negates; see text
SR: yes

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: creature or creatures touched (up to one/level)
Componenent: V, S

Description

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.   An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
Core Rulebook (6th print)

Enlarge Person


transmutation \ \
alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1-level

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Domain: strength 1
Bloodline: aberrant 1, boreal 1
Componenent: V, S, M (powdered iron)

Description

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.   A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.   If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.   All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.   Multiple magical effects that increase size do not stack.   Enlarge person counters and dispels reduce person .   Enlarge person can be made permanent with a permanency spell.

Mythic Effects

You can increase the target’s size by up to two size categories, to a maximum of Huge. If the target grows two sizes, its weight increases by a factor of 25, it gains a +4 size bonus to Strength, and takes a –4 size penalty to Dexterity and a –2 penalty on attack rolls and to AC because of its increased size. A Medium humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 10 feet. Mythic enlarge person counters and dispels mythic reduce person.
PRPG Core Rulebook pg. 342

Shield


abjuration \ \ [Force]

Casting time: 1 standard action
Range: personal
Duration: 1 min./level (D)
Targets: You

Description

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
SRD

Shocking Grasp

Your successful melee touch attack deals 1d6 points of electricity damage


evocation \ [electricity] \
bloodrager 1, magus 1, sorcerer/wizard 1; Elemental School air 1, metal 1-level
Save: none
SR: Yes

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: creature or object touched
Componenent: V, S

Description

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
SRD

Vanish


illusion \ (glamer) \
bard 1, magus 1, psychic 1, sorcerer/wizard 1-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: touch
Duration: 1 round/level (up to 5 rounds) (D)
Targets: creature touched
Componenent: V, S

Description

This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature. The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.   Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.   Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.   Invisibility can be made permanent (on objects only) with a permanency spell.
SRD

Touch of Combustion

Your successful melee touch attack causes the target to ignite in a violent burst of flame.


Evocation \ \ Fire

Casting time: 1 standard action; Components V, S
Range: Touch
Duration: instantaneous
Effect: Reflex negates; see text; Spell Resistance yes
Targets: creature or object touched

Description

Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire damage. If it fails its saving throw, the target also catches on fire. If the target catches fire, on the first round thereafter, creatures adjacent to it (including you) must each succeed at a Reflex save or take 1d4 points of fire damage.
Paizo, inc

Jury-rig


Transmutation \ \
bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1-level
Save: Will negates (harmless, object)
SR: yes (harmless, object)

Casting time: 1 standard action
Range: Touch
Duration: 1 round/level
Targets: one broken object of up to 2 lbs./level
Componenent: V, S, M (a pinch of tree resin)

Description

When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy the object.
D20pfsrd

Coin Shot


Transmutation \ \
alchemist 1, antipaladin 1, bard 1, bloodrager 1, magus 1, sorcerer/wizard 1-level
Save: None
SR: yes (harmless, object)

Casting time: 1 standard action
Range: Touch
Duration: 10 minutes or until discharged
Targets: up to three coins touched
Componenent: S

Description

You turn up to three coins into deadly projectiles that gain the velocity of a bullet when thrown. The coins retain their normal appearance but can be used as simple thrown weapons with a range increment of 20 feet and a critical multiplier of ×2. The transmuted coins are treated as ammunition for the purposes of drawing them. Like firearm bullets, the coins deal bludgeoning and piercing damage, and attacks with them are resolved as touch attacks within the first range increment. Regardless of whether a transmuted coin hits or misses the target, it is destroyed after the attack. Only you can make attacks with the coins, though other creatures can safely handle them without discharging the spell.   You can make a single ranged attack with a coin as part of casting this spell. Different types of coins create different bullet effects. Copper coins deal 1d4 points of damage. Silver coins deal 1d6 points of damage and count as silver for the purpose of overcoming damage reduction. Gold coins deal 1d8 points of damage and count as masterwork weapons. Platinum coins deal 1d10 points of damage, count as masterwork weapons, and are treated as adamantine weapons for the purposes of overcoming damage reduction and bypassing hardness. All coin bullets deal an additional 1 point of damage per 2 caster levels (to a maximum of an extra 10 points of damage at 20th level).
D20pfsrd

Color Spray


Illusion \ \ (pattern) [mind-affecting]
bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1; Mystery heavens 1-level
Save: Will negates
SR: Yes

Casting time: 1 standard action
Range: 15ft
Duration: instantaneous
Area: Cone-shaped Burst
Componenent: V, S, M (red, yellow, and blue powder or colored sand)

Description

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.   2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)   3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.   5 or more HD: The creature is stunned for 1 round.   Sightless creatures are not affected by color spray.

Mythic Effects

The range increases to 30 feet.   Add half your tier to the spell’s Hit Dice categories to determine its effects on creatures. (At 3rd tier a creature with 3 or fewer HD is unconscious, blinded, and stunned; one with 4 or 5 HD is blinded andstunned, and one with 6 or more HD is stunned.)   Creatures that succeed at their saves are dazzled for 1 minute.
D20pfsrd

Line in the Sand


Abjuration \ \
bloodrager 1, magus 1, sorcerer/wizard 1-level
Save: none
SR: no

Casting time: 1 standard action
Range: 5 ft
Duration: 1 round/level
Area: 5-ft. burst centered on you
Componenent: V, S

Description

You create a glowing crimson line around the area. Against creatures in the area, you can attempt a number of additional attacks of opportunity per round equal to your spellcasting ability score modifier (Intelligence for magi and wizards, Charisma for bloodragers and sorcerers), although this does not allow you to make more than one attack against a creature per action that provokes.
D20pfsrd

Corrosive Touch


conjuration \ \ (creation) [acid]
bloodrager 1, magus 1, sorcerer/ wizard 1, summoner/unchained summoner 1-level
Save: none
SR: Yes

Casting time: 1 standard action
Range: Touch
Duration: instantaneous
Targets: creature or object touched
Componenent: V, S

Description

Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).

Level 2 Spells

Pathfinder Player Companion: People of the North © 2013, Paizo Publishing

Flurry of Snowballs


Evocation \ Cold, Water \
druid 2, magus 2, sorcerer/wizard 2, witch 2-level
Save: Reflex half
SR: no

Casting time: 1 standard action
Effect: Cone-Shaped Burst
Componenent: V, S

Description

You send a flurry of snowballs hurtling at your foes.   Any creature in the area takes 4d6 points of cold damage from being pelted with the icy spheres.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Mirror Image


illusion \ (figment) \
bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2-level

Casting time: 1 standard action
Range: Personal
Duration: 1 min./level
Targets: You
Domain: Deception
Componenent: V, S

Description

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.   When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.   An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply)
D20pfsrd

Bladed Dash


Transmutation \ \
bard 2, magus 2, skald 2-level

Casting time: 1 standard action
Range: personal
Duration: instantaneous
Targets: You
Componenent: V

Description

When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.
D20pfsrd

Frigid Touch


evocation \ \
bloodrager 2, druid 2, magus 2, sorcerer/wizard 2-level
Save: none
SR: Yes

Casting time: 1 standard action
Range: Touch
Duration: instantaneous
Targets: creature touched
Componenent: V, S

Description

This spell causes your hand to glow with a pale blue radiance.   Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead.
D20pfsrd

Detect Magic, Greater


divination \ \
bard 2, cleric 2, druid 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 minute/level (D)
Area: cone-shaped emanation
Componenent: V, S

Description

This spell functions as detect magic, except that you can glean much more information from the magical auras that you find, and those auras can be found after a much greater length of time. You can detect a lingering aura for up to 1 day per caster level you have, regardless of the aura’s original strength.   Additionally, when you use a standard action to concentrate on this spell, you can also study a creature within the spell’s area and attempt a Spellcraft check in order to determine the last spell that the creature cast by identifying lingering traces that the spell left in the caster’s aura. The DC to identify the spell is equal to 20 + the creature’s caster level.   Finally, you are able to locate and analyze the signature flourishes in a magical aura that allow you to match a spell to the person who cast it. In order to find these identifiers in a spell’s aura, you must spend 1 round focusing on that spell in particular, and succeed at an opposed Knowledge (arcana) check against the caster (or a Knowledge [arcana] check with a DC equal to 15 + the spell level if the caster wants her work to be identified and emphasizes these unique elements rather than obscuring them). Once you learn a caster’s set of identifiers, you can remember them as easily as a face or a voice. You can recognize this signature if you succeed at a Spellcraft check when later identifying a spell to determine whether or not that spell was cast by the same individual. The spell greater magic aura can obfuscate this information, making it seem that someone else cast the spell. Greater detect magic grants a saving throw against magic aura (but not greater magic aura).
D20pfsrd

Time Shudder


Transmutation \ \
magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2-level
Save: none
SR: Yes

Casting time: 1 standard action
Range: 30 ft.
Duration: 1 round

Description

You cause a ripple in time that affects all creatures in the area. At the start of each creature’s turn, there is a 50% chance the creature is hasted (as haste otherwise it is slowed (as slow).

Level 3 Spells

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Fireball


Evocation \ \ Fire
bloodrager 3, magus 3, sorcerer/wizard 3-level
Save: Reflex half
SR: Yes

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: instantaneous
Area: 20-ft.-radius spread
Domain: Fire
Componenent: V, S, M (a ball of bat guano and sulfur)

Description

A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6 ) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.   You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.   The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
SRD

Haste

One creature/level moves faster, receives +1 on attack rolls, AC, and Ref lex saves


Transmutation \ \
3 (2)-level
Save: Fortitude negates (harmless)
SR: Yes (harmless)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Targets: one creature/level, no two of which can be more than 30 ft. apart
Componenent: V, S, M (a shaving of licorice root)

Description

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.   When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)   A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.   All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.

Mythic Effects

Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature’s normal speed for that movement type.   Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature’s normal speed. If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.
D20pfsrd

Air Geyser


evocation \ \ Air
bloodrager 3, druid 3, magus 3, shaman 4, sorcerer/wizard 3, witch 3-level
Save: Reflex partial (see text
SR: Yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature or object up to Large size
Componenent: V, S

Description

You create a powerful blast of air capable of flinging an opponent upward. If the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 × your caster level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.
D20pfsrd

Horrifying Visage


\ \
bard 3, cleric 3, inquisitor 3, magus 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3-level
Save: Will negates
SR: Yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 day/level (D)
Area: close (25 ft. + 5 ft./2 levels)
Componenent: V, S,M (a live spider)

Description

You channel residual feelings of terror into the minds of creatures within the area, causing those fears to manifest when confronted with a specific object. All creatures in the area must succeed at a Will save or acquire a phobia for the spell’s duration. You choose one kind of creature, object, or image within the area of the spell when it is cast that triggers the phobia. The kind of creature, object, or image that triggers the phobia must be named specifically. A creature type or subtype is not specific enough.   The phobia can be cured using traditional methods of treating insanity, and spells or effects that prevent possession or mind control suppress the phobia for their duration. Each time the phobia is triggered in an affected creature, the spell’s haunt-like manifestation occurs during that round.

Lightning Bolt


evocation \ [electricity \ bloodrager 3, magus 3, sorcerer/wizard 3, witch 3;

Casting time: 1 standard action
Range: 120 ft.
Duration: instantaneous
Area: Area 120-ft. line

Description

Components V, S, M (fur and a glass rod)
Saving Throw Reflex half; Spell Resistance yes     You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.   The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
PFRPG: CORE

Dispel Magic


Abjuration \ \
antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, medium 3, mesmerist 3, occultist 3, paladin 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3-level
Save: none
SR: no

Casting time: 1 standard action
Range: medium (100 ft. +10 ft./level)
Duration: instantaneous
Targets: one spellcaster, creature, or object
Componenent: V,S

Description

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.   You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.   Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.   For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.   You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.   If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.   If the object that you target is a magic item, you make a dispel check against the item’s caster level (DC = 11 + the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.   You automatically succeed on your dispel check against any spell that you cast yourself.   Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

Mythic Effects

When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. If the targeted dispel successfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the dispelled spell. If you dispel two spells, this healing applies only to the highest-level spell dispelled. If you use this spell to counterspell, roll your dispel check twice and take the higher result.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Mirror Image


illusion \ (figment) \
bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2-level

Casting time: 1 standard action
Range: Personal
Duration: 1 min./level
Targets: You
Domain: Deception
Componenent: V, S

Description

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.   When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.   An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply)

Level 4 Spells

PRPG Core

Dimension Door

Teleports you a short distance.


Conjuration \ Teleportation \
4 (3)-level
Save: none and Will negates (object)
SR: no and yes (object)

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: instantaneous
Targets: you and touched objects or other touched willing creatures
Domain: Travel 4
Bloodline: Arcane 4
Componenent: V

Description

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.   If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.   If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.

Mythic Effects

The duration of this spell changes to 1 round per 2 caster levels, and it creates A temporary, invisible, one-way portal in your square to your destination. You immediately pass through the portal and arrive at the destination, but you can’t take any other creatures with you.   When casting the spell, you can designate a number of creatures equal to your caster level.   These creatures can see and use the portal, passing through it to arrive at the destination (this isn’t an action). A creature that passes through the portal can’t take any other actions until its next turn.
PFRPG:MA

Dragon's Breath


Evocation \ acid, cold, electricity, or fire \
alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4-level
Save: Reflex half
SR: yes

Range: 30 ft. or 60 ft.
Duration: instantaneous
Area: cone-shaped burst or line

Description

You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell’s effect and energy type depend on the type of dragon scale used:   Black dragon: 60-foot line of acid. Blue or bronze dragon: 60-foot line of electricity. Green dragon: 30-foot cone of acid. Gold or red dragon: 30-foot cone of fire. Silver or white dragon: 30-foot cone of cold. Brass dragon: 60-foot line of fire. Copper dragon: 60-foot line of acid.

Mythic Effects

The spell’s duration changes to 1 minute/level or until discharged. You can use the breath weapon up to three times during this duration. On the round you cast the spell, using the breath weapon is a free action; later uses require a standard action. You must wait 1d4 rounds between each use of the breath weapon. All uses for A particular casting have the same range, area, and energy type. You can have only one dragon’s breath spell in effect at a time; casting a new one ends the previous one.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Anotherdingo.

System

Pathfinder 1e

Statblock Type

Character Sheet

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