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Vadim Piwix

Player: Joshua Hurd


Male sylph transmuter 1 - CR 1/2
Chaotic Neutral Outsider (Native); Deity: Hanspur; Age: 74; Skill Name Total Ability Ranks Temp
Height: 5' 9"; Weight: 135 lb. Acrobatics +3 DEX (3) -
Ability Score Modifier Temporary Appraise +8 INT (4) 1
STR 11 0 Bluff +2 CHA (2) -
STRENGTH
Climb +0 STR (0) -
DEX 16 +3 Diplomacy +2 CHA (2) -
DEXTERITY
Disguise +2 CHA (2) -
CON 11/12 0/+1
CONSTITUTION Escape Artist +3 DEX (3) -
INT Fly +3 DEX (3) -
INTELLIGENCE
18 +4
Heal +2 WIS (2) -
WIS 15 +2 Intimidate +2 CHA (2) -
WISDOM
Linguistics +8 INT (4) 1
CHA 14 +2 -
CHARISMA Perception +2 WIS (2)
Profession (sailor) +6 WIS (2) 1
Saving Throw Total Base Ability Resist Misc Temp Notes
Ride +3 DEX (3) -
FORTITUDE +1 = +1
(CONSTITUTION) Sense Motive +3 WIS (2) 1
REFLEX +3 = +3 Spellcraft +8 INT (4) 1
(DEXTERITY)

WILL Stealth +3 DEX (3) -


(WISDOM) +4 = +2 +2
Survival +2 WIS (2) -
Energy Resistance, Electricity (5) -
Swim +0 STR (0)
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Use Magic Device +7 CHA (2) 1
AC 13 = +3
Touch AC
10
13 Flat-Footed AC 10
Feats
BAB Strength Size Misc Improved Initiative
Scribe Scroll
CM Bonus +0 = - +0 - -
Wizard Weapon Proficiencies
BAB Strength Dexterity Size
Traits
CM Defense 13 = 10 - +0 +3 -
Dangerously Curious
Reactionary
Base Attack +0 HP 8
Damage / Current HP Special Abilities
Initiative +9 Darkvision (60 feet)
Empathic Link with Familiar (Su)
Speed 30 ft Familiar Bonus: +3 to Linguistics checks
Illusion
Quarterstaff Necromancy
Physical Enhancement +1 (Constitution) (Su)
Both hands: +0, 1d6 Crit: ×2 Share Spells with Familiar
Double, B, Monk
Double: -4 (Off: -8), 1d6/1d6+0 Transmutation
Spell-Like Abilities
Feather Fall (1/day)
Telekinetic Fist (1d4 bludgeoning, 7/day) (Sp)

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Gear Experience & Wealth
Total Weight Carried: 7.9/115 lbs, Light Load Experience Points: 0/2,000
(Light: 38 lbs, Medium: 76 lbs, Heavy: 115 lbs) Current Cash: 45 gp
Money 0.9 lbs
Quarterstaff 4 lbs Sourcebooks Used
Scholar's outfit (Free) - ? Advanced Player's Guide Traits / Character Traits
Wizard Starting Spellbook 3 lbs Web Enhancement - Reactionary (trait)
? Advanced Player's Guide Traits / Character Traits
Languages Web Enhancement / Ultimate Campaign -
Auran Gnome Dangerously Curious (trait)
Common Halfling ? Advanced Race Guide / Bestiary 2 / Blood of the
Dwarven Lashunta Elements / Inner Sea Races - Sylph (race)
? Advanced Races Compendium / Deep Magic /
Elven Midgard Player's Guide / Player's Guide to the
Spells & Powers Crossroads - Resize Shadow (spell)
? Black Markets - Arcane Pocket (spell)
Transmuter spells memorized (CL 1st; concentration +5) ? Paizo Blog / Ultimate Magic - Breeze (spell); Drench
Melee Touch +0 Ranged Touch +3 (spell); Jolt (spell); Root (spell); Scoop (spell)
1st•Earcane pocket , enlarge person (DC 15), enlarge ? Ultimate Combat - Frost Fall (spell); Haunted Fey
person (DC 15) Aspect (spell)
0th (at will) •Edrench UM (DC 14), joltUM , mage hand

Companions
Arcane Familiar CR ?
Female parrot ( Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
?????
Defense
?????
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2
size)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +4
Defensive Abilities improved evasion
?????
Offense
?????
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
?????
Statistics
?????
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse B
Skills Acrobatics +2 (-6 to jump), Appraise -1, Fly +6,
Linguistics -1, Perception +9, Sense Motive +3, Spellcraft
-1, Use Magic Device -1
Languages Triaxian
SQ empathic link

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PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Vadim Piwix •E Abilities & Gear

Improved Initiative Feat Necromancy Class Ability (Wizard)


Your quick reflexes allow you to react rapidly to danger. You must spend 2 slots to cast spells from the Necromancy school.

Benefit : You get a +4 bonus on initiative checks. Physical Enhancement +1 (Constitution) (Su)
Class Ability (Wizard)
You gain a +1 enhancement bonus to one physical ability score
Scribe Scroll Feat (Strength, Dexterity, or Constitution). This bonus increases by +1
You can create magic scrolls. for every five wizard levels you possess to a maximum of +5 at
20th level. You can change this bonus to a new ability score when
Prerequisite: Caster level 1st. you prepare spells. At 20th level, this bonus applies to two physical
ability scores of your choice.
Benefit : You can create a scroll of any spell that you know.
Scribing a scroll takes 2 hours if its base price is 250 gp or less, Share Spells with Familiar Class Ability (Wizard)
otherwise scribing a scroll takes 1 day for each 1,000 gp in its The wizard may cast a spell with a target of "You" on his familiar
base price. To scribe a scroll, you must use up raw materials (as a touch spell) instead of on himself. A wizard may cast spells
costing half of this base price. See the magic item creation rules in on his familiar even if the spells do not normally affect creatures of
Magic Items for more information. the familiar's type (magical beast).

Telekinetic Fist (1d4 bludgeoning, 7/day) (Sp)


Class Ability (Wizard)
Dangerously Curious Trait As a standard action you can strike with a telekinetic fist, targeting
You have always been intrigued by magic, possibly because you any foe within 30 feet as a ranged touch attack. The telekinetic fist
were the child of a magician or priest. You often snuck into your deals 1d4 points of bludgeoning damage + 1 for every two wizard
parent•fs laboratory or shrine to tinker with spell components and levels you possess. You can use this ability a number of times per
magic devices, and often caused quite a bit of damage and day equal to 3 + your Intelligence modifier.
headaches for your parent as a result.

Benefit : You gain a +1 bonus on Use Magic Device checks, and


Transmutation Class Ability (Wizard)
Use Magic Device is always a class skill for you. Transmuters use magic to change the world around them.

Appears In : Character Traits Web Enhancement, Advanced


Player's Guide Traits, Ultimate Campaign

Reactionary Trait
You were bullied often as a child, but never quite developed an
offensive response. Instead, you became adept at anticipating
sudden attacks and reacting to danger quickly. You gain a +2 trait
bonus to Initiative checks.

Appears In : Character Traits Web Enhancement, Advanced


Player's Guide Traits

Darkvision (60 feet) Racial Ability,Senses (Outsider)


A creature with darkvision can see in total darkness, usually to a
range of 60 feet. Within this range the creature can see as clearly
as a sighted creature could see in an area of bright light.
Darkvision is black and white only but otherwise like normal sight.

Energy Resistance, Electricity (5) Unknown


You have the specified Energy Resistance against Electricity
attacks.

Empathic Link with Familiar (Su) Class Ability (Wizard)


The master has an empathic link with his familiar out to a distance
of up to 1 mile. The master cannot see through the familiar's eyes,
but they can communicate empathically. Because of the limited
nature of the link, only general emotional content can be
communicated.

Because of this empathic link, the master has the same connection
to an item or place that his familiar does.

Familiar Bonus: +3 to Linguistics checks Class Ability (Wizard)


If you are within arm's reach of your familiar, you gain the benefits
of the Alertness feat.

If you are within 1 mile of your familiar, you may gain other
benefits.

Illusion Class Ability (Wizard)


You must spend 2 slots to cast spells from the Illusion school.

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PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Vadim Piwix, Transmuter 1 •E Spells in Spellbook

Acid Splash 0 Breeze 0


Pages in Spellbook : 1 (Wizard Starting Spellbook) Pages in Spellbook : 1 (Wizard Starting Spellbook)

Classes that cast this spell at this level : Inquisitor, Magus, Classes that cast this spell at this level : Sorcerer, Wizard
Sorcerer, Summoner, Summoner (Unchained), Underterror Evolution, School evocation [air]
Wizard Casting Time 1 action
School conjuration / earth elemental (creation) [acid] Components V, S, M (a miniature fan)
Casting Time 1 action Range close (25 + 5 ft./2 levels)
Components V, S Target one creature or object
Range close (25 + 5 ft./2 levels) Duration 1 hour (D)
Effect one missile of acid Saving Throw Will negates (harmless); Spell Resistance yes
Duration instantaneous
Saving Throw none; Spell Resistance no You create a light wind that blows against the target, from a
direction of your choice. The breeze grants the subject a +2 bonus on
You fire a small orb of acid at the target. You must succeed on a saves against very hot conditions, severe heat, breath weapons, and
ranged touch attack to hit your target. The orb deals 1d3 points of saves against cloud vapors and gases (such as cloudkill, stinking
acid damage. This acid disappears after 1 round. cloud, and inhaled poisons). This spell does not function without air or
underwater.
Arcane Mark 0
Pages in Spellbook : 1 (Wizard Starting Spellbook) You can only have one breeze active at any one time. If you cast
this spell while another casting is still in effect, the previous casting is
Classes that cast this spell at this level : Magus, Psychic, dispelled.
Shadowsworn, Shaman, Sorcerer, Summoner, Summoner
(Unchained), Warlock, White Necromancer, Witch, Wizard Appears in : Paizo Blog, Ultimate Magic
School universal
Casting Time 1 action Dancing Lights 0
Components V, S Pages in Spellbook : 1 (Wizard Starting Spellbook)
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft. Classes that cast this spell at this level : Bard, Magus, Medium,
Duration permanent Mesmerist, Occultist, Psychic, Shaman, Sorcerer, Underterror
Saving Throw none; Spell Resistance no Evolution, Warlock, White Necromancer, Witch, Wizard
School evocation [light]
This spell allows you to inscribe your personal rune or mark, which Casting Time 1 action
can consist of no more than six characters. The writing can be visible Components V, S
or invisible. An arcane mark spell enables you to etch the rune upon Range medium (100 + 10 ft./level)
any substance without harm to the material upon which it is placed. If Effect up to four lights, all within a 10-ft.-radius area
an invisible mark is made, a detect magic spell causes it to glow and Duration 1 minute (D)
be visible, though not necessarily understandable. Saving Throw none; Spell Resistance no

See invisibility, true seeing , a gem of seeing , or a robe of eyes Depending on the version selected, you create up to four lights that
likewise allows the user to see an invisible arcane mark. A read magic resemble lanterns or torches (and cast that amount of light), or up to
spell reveals the words, if any. The mark cannot be dispelled, but it four glowing spheres of light (which look like will-o'- wisps), or one
can be removed by the caster or by an erase spell. faintly glowing, vaguely humanoid shape. The dancing lights must stay
within a 10-foot-radius area in relation to each other but otherwise
If an arcane mark is placed on a living being, the effect gradually move as you desire (no concentration required): forward or back, up
fades in about a month. 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
Arcane mark must be cast on an object prior to casting instant and it exceeds the spell's range. You can only have one dancing lights
summons on the same object (see that spell description for details). 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
Bleed 0 this spell permanent, it does not count against this limit.
Pages in Spellbook : 1 (Wizard Starting Spellbook)
Dancing lights can be made permanent with a permanency spell.
Classes that cast this spell at this level : Cleric, Inquisitor, Medium,
Mesmerist, Occultist, Psychic, Shaman, Sorcerer, Spiritualist,
Warlock, White Necromancer, Witch, Wizard
School necromancy
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw DC 14 Will negates; Spell Resistance yes

You cause a living creature that is below 0 hit points but stabilized
to resume dying. Upon casting this spell, you target a living creature
that has -1 or fewer hit points. That creature begins dying, taking 1
point of damage per round. The creature can be stabilized later
normally. This spell causes a creature that is dying to take 1 point of
damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Vadim Piwix, Transmuter 1 •E Spells in Spellbook

Daze 0 Detect Magic 0


Pages in Spellbook : 1 (Wizard Starting Spellbook) Pages in Spellbook : 1 (Wizard Starting Spellbook)

Classes that cast this spell at this level : Bard, Inquisitor, Magus, Classes that cast this spell at this level : Adept, Bard, Cleric, Druid,
Medium, Mesmerist, Occultist, Psychic, Shaman, Sorcerer, Inquisitor, Magus, Medium, Mesmerist, Occultist, Psychic, Shaman,
Spiritualist, Summoner, Summoner (Unchained), Underterror Sorcerer, Spellchymist, Spiritualist, Summoner, Summoner
Evolution, Warlock, White Necromancer, Witch, Wizard (Unchained), Underterror Evolution, Warlock, White Necromancer,
School enchantment (compulsion) [mind-affecting] Witch, Wizard
Casting Time 1 action School divination
Components V, S, M (a pinch of wool or similar substance) Casting Time 1 action
Range close (25 + 5 ft./2 levels) Components V, S
Target one humanoid creature of 4 HD or less Range 60 ft.
Duration 1 round Area cone-shaped emanation
Saving Throw DC 14 Will negates; Spell Resistance yes Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
This spell clouds the mind of a humanoid creature with 4 or fewer
Hit Dice so that it takes no actions. Humanoids of 5 or more HD are You detect magical auras. The amount of information revealed
not affected. A dazed subject is not stunned, so attackers get no depends on how long you study a particular area or subject.
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. 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.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Vadim Piwix, Transmuter 1 •E Spells in Spellbook

Detect Poison 0 Flare 0


Pages in Spellbook : 1 (Wizard Starting Spellbook) Pages in Spellbook : 1 (Wizard Starting Spellbook)

Classes that cast this spell at this level : Cleric, Druid, Inquisitor, Classes that cast this spell at this level : Bard, Druid, Magus,
Mesmerist, Occultist, Psychic, Shaman, Sorcerer, Warlock, White Medium, Mesmerist, Occultist, Psychic, Sorcerer, Underterror
Necromancer, Witch, Wizard Evolution, Wizard
School divination School evocation [light]
Casting Time 1 action Casting Time 1 action
Components V, S Components V
Range close (25 + 5 ft./2 levels) Range close (25 + 5 ft./2 levels)
Target one creature, one object, or a 5-ft. cube Effect burst of light
Duration instantaneous Duration instantaneous
Saving Throw none; Spell Resistance no Saving Throw DC 14 Fortitude negates; Spell Resistance yes

You determine whether a creature, object, or area has been This cantrip creates a burst of light. If you cause the light to burst
poisoned or is poisonous. You can determine the exact type of poison in front of a single creature, that creature is dazzled for 1 minute
with a DC 20 Wisdom check. A character with the Craft (alchemy) unless it makes a successful Fortitude save. Sightless creatures, as
skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, well as creatures already dazzled, are not affected by flare.
or may try the Craft (alchemy) check prior to the Wisdom check. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common Ghost Sound 0
metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Pages in Spellbook : 1 (Wizard Starting Spellbook)
Disrupt Undead 0 Classes that cast this spell at this level : Adept, Bard, Magus,
Pages in Spellbook : 1 (Wizard Starting Spellbook) Medium, Mesmerist, Occultist, Psychic, Sorcerer, Underterror
Evolution, Wizard
Classes that cast this spell at this level : Inquisitor, Magus, School illusion (figment)
Sorcerer, White Necromancer, Wizard Casting Time 1 action
School necromancy Components V, S, M (a bit of wool or a small lump of wax)
Casting Time 1 action Range close (25 + 5 ft./2 levels)
Components V, S Effect illusory sounds
Range close (25 + 5 ft./2 levels) Duration 1 round/level (D)
Effect ray Saving Throw DC 14 Will disbelief; Spell Resistance no
Duration instantaneous
Saving Throw none; Spell Resistance yes Ghost sound allows you to create a volume of sound that rises,
recedes, approaches, or remains at a fixed place. You choose what
You direct a ray of positive energy. You must make a ranged touch type of sound ghost sound creates when casting it and cannot
attack to hit, and if the ray hits an undead creature, it deals 1d6 thereafter change the sound's basic character. The volume of sound
points of damage to it. created depends on your level. You can produce as much noise as
four normal humans per caster level (maximum 40 humans). Thus,
Drench 0 talking, singing, shouting, walking, marching, or running sounds can be
Pages in Spellbook : 1 (Wizard Starting Spellbook) 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
Classes that cast this spell at this level : Sorcerer, Wizard squeaking is about the same volume as eight humans running and
School conjuration (creation) [water] shouting. A roaring lion is equal to the noise from 16 humans, while a
Casting Time 1 action roaring dragon is equal to the noise from 32 humans. Anyone who
Components V, S hears a ghost sound receives a Will save to disbelieve.
Range close (25 + 5 ft./2 levels)
Target one creature or object of size Large or smaller Ghost sound can enhance the effectiveness of a silent image spell.
Duration 1 round
Saving Throw DC 14 Reflex negates (object); Spell Resistance yes Ghost sound can be made permanent with a permanency spell.
(object)
Haunted Fey Aspect 0
A sudden downpour soaks the target creature or object. The rain Pages in Spellbook : 1 (Wizard Starting Spellbook)
follows the subject up to the range of the spell, soaking the target
with water. If the target is on fire, the flames are automatically Classes that cast this spell at this level : Bard, Medium, Mesmerist,
extinguished. Fires smaller than campfires (such as lanterns and Psychic, Sorcerer, Wizard
torches) are automatically extinguished by this spell. School illusion (glamer)
Casting Time 1 action
Appears in : Paizo Blog, Ultimate Magic Components S
Range personal
Target you
Duration 1 round/level (D)

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

Appears in : Ultimate Combat

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Vadim Piwix, Transmuter 1 •E Spells in Spellbook

Jolt 0 Mending 0
Pages in Spellbook : 1 (Wizard Starting Spellbook) Pages in Spellbook : 1 (Wizard Starting Spellbook)

Classes that cast this spell at this level : Sorcerer, Wizard Classes that cast this spell at this level : Adept, Bard, Cleric, Druid,
School transmutation [electricity] Occultist, Psychic, Shaman, Sorcerer, Spiritualist, Summoner,
Casting Time 1 action Summoner (Unchained), Warlock, White Necromancer, Witch,
Components V, S Wizard
Range close (25 + 5 ft./2 levels) School transmutation / metal elemental
Effect spark of electricity Casting Time 10 minutes
Duration instantaneous Components V, S
Saving Throw none; Spell Resistance yes Range 10 ft.
Target one object of up to 1 lb./level
You cause a spark of electricity to strike the target with a Duration instantaneous
successful ranged touch attack. The spell deals 1d3 points of Saving Throw Will negates (harmless, object); Spell Resistance yes
electricity damage. (harmless, object)

Appears in : Paizo Blog, Ultimate Magic This spell repairs damaged objects, restoring 1d4 hit points to the
object. If the object has the broken condition, this condition is
Light 0 removed if the object is restored to at least half its original hit points.
Pages in Spellbook : 1 (Wizard Starting Spellbook) All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster
Classes that cast this spell at this level : Adept, Bard, Cleric, Druid, level equal to or higher than that of the object. Magic items that are
Inquisitor, Magus, Medium, Mesmerist, Occultist, Psychic, Shaman, destroyed (at 0 hit points or less) can be repaired with this spell, but
Sorcerer, Spiritualist, Summoner, Summoner (Unchained), this spell does not restore their magic abilities. This spell does not
Underterror Evolution, Warlock, White Necromancer, Witch, Wizard affect creatures (including constructs). This spell has no effect on
School evocation / wood elemental [light] objects that have been warped or otherwise transmuted, but it can still
Casting Time 1 action repair damage done to such items.
Components V, M/DF (a firefly)
Range touch Message 0
Target object touched Pages in Spellbook : 1 (Wizard Starting Spellbook)
Duration 10 min./level
Saving Throw none; Spell Resistance no Classes that cast this spell at this level : Bard, Medium, Mesmerist,
Occultist, Psychic, Sorcerer, Spellchymist, Spiritualist, Summoner,
This spell causes a touched object to glow like a torch, shedding Summoner (Unchained), Warlock, White Necromancer, Witch,
normal light in a 20-foot radius, and increasing the light level for an Wizard
additional 20 feet by one step, up to normal light (darkness becomes School transmutation / air elemental [language-dependent]
dim light, and dim light becomes normal light). In an area of normal or Casting Time 1 action
bright light, this spell has no effect. The effect is immobile, but it can Components V, S, F (a piece of copper wire)
be cast on a movable object. You can only have one light spell active Range medium (100 + 10 ft./level)
at any one time. If you cast this spell while another casting is still in Target one creature/level
effect, the previous casting is dispelled. If you make this spell Duration 10 min./level
permanent (through permanency or a similar effect), it does not count Saving Throw none; Spell Resistance no
against this limit.
You can whisper messages and receive whispered replies. Those
Light can be used to counter or dispel any darkness spell of equal nearby can hear these messages with a DC 25 Perception check. You
or lower spell level. point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted
Mage Hand 0 creatures within range. Magical silence, 1 foot of stone, 1 inch of
Pages in Spellbook : 1 (Wizard Starting Spellbook) common metal (or a thin sheet of lead), or 3 feet of wood or dirt
blocks the spell. The message does not have to travel in a straight
Classes that cast this spell at this level : Bard, Magus, Medium, line. It can circumvent a barrier if there is an open path between you
Mesmerist, Occultist, Psychic, Sorcerer, Spellchymist, Spiritualist, and the subject, and the path's entire length lies within the spell's
Summoner, Summoner (Unchained), Underterror Evolution, Wizard range. The creatures that receive the message can whisper a reply
School transmutation that you hear. The spell transmits sound, not meaning; it doesn't
Casting Time 1 action transcend language barriers. To speak a message, you must mouth
Components V, S the words and whisper.
Range close (25 + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no

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

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Vadim Piwix, Transmuter 1 •E Spells in Spellbook

Open/Close 0 Read Magic 0


Pages in Spellbook : 1 (Wizard Starting Spellbook) Pages in Spellbook : 1 (Wizard Starting Spellbook)

Classes that cast this spell at this level : Bard, Magus, Medium, Classes that cast this spell at this level : Adept, Bard, Cleric, Druid,
Mesmerist, Occultist, Psychic, Sorcerer, Spiritualist, Summoner, Inquisitor, Magus, Medium, Mesmerist, Occultist, Psychic, Shaman,
Summoner (Unchained), Wizard Sorcerer, Spiritualist, Summoner, Summoner (Unchained), Warlock,
School transmutation White Necromancer, Witch, Wizard
Casting Time 1 action School divination
Components V, S, F (a brass key) Casting Time 1 action
Range close (25 + 5 ft./2 levels) Components V, S, F (a clear crystal or mineral prism)
Target object weighing up to 30 lbs. or portal that can be opened or Range personal
closed Target you
Duration instantaneous Duration 10 min./level
Saving Throw DC 14 Will negates (object); Spell Resistance yes
(object) You can decipher magical inscriptions on objects - books, scrolls,
weapons, and the like - that would otherwise be unintelligible. This
You can open or close (your choice) a door, chest, box, window, deciphering does not normally invoke the magic contained in the
bag, pouch, bottle, barrel, or other container. If anything resists this writing, although it may do so in the case of a cursed or trapped
activity (such as a bar on a door or a lock on a chest), the spell fails. scroll. Furthermore, once the spell is cast and you have read the
In addition, the spell can only open and close things weighing 30 magical inscription, you are thereafter able to read that particular
pounds or less. Thus, doors, chests, and similar objects sized for writing without recourse to the use of read magic. You can read at
enormous creatures may be beyond this spell's ability to affect. 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
Prestidigitation 0 glyph of warding with a DC 16 Spellcraft check, or any symbol spell
Pages in Spellbook : 1 (Wizard Starting Spellbook) with a Spellcraft check (DC 10 + spell level).

Classes that cast this spell at this level : Bard, Magus, Medium, Read magic can be made permanent with a permanency spell.
Mesmerist, Psychic, Shadowsworn, Sorcerer, Wizard
School universal Resistance 0
Casting Time 1 action Pages in Spellbook : 1 (Wizard Starting Spellbook)
Components V, S
Range 10 ft. Classes that cast this spell at this level : Bard, Cleric, Druid,
Target see text Inquisitor, Medium, Occultist, Psychic, Shaman, Sorcerer,
Effect see text Spellchymist, Spiritualist, Summoner, Summoner (Unchained),
Area see text Warlock, White Necromancer, Witch, Wizard
Duration 1 hour School abjuration
Saving Throw see text; Spell Resistance no Casting Time 1 action
Components V, S, M/DF (a miniature cloak)
Prestidigitations are minor tricks that novice spellcasters use for Range touch
practice. Once cast, a prestidigitation spell enables you to perform Target creature touched
simple magical effects for 1 hour. The effects are minor and have Duration 1 minute
severe limitations. A prestidigitation can slowly lift 1 pound of material. Saving Throw Will negates (harmless); Spell Resistance yes
It can color, clean, or soil items in a 1-foot cube each round. It can (harmless)
chill, warm, or flavor 1 pound of nonliving material. It cannot deal
damage or affect the concentration of spellcasters. You imbue the subject with magical energy that protects it from
harm, granting it a +1 resistance bonus on saves.
Prestidigitation can create small objects, but they look crude and
artificial. The materials created by a prestidigitation spell are extremely Resistance can be made permanent with a permanency spell.
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.

Ray of Frost 0
Pages in Spellbook : 1 (Wizard Starting Spellbook)

Classes that cast this spell at this level : Magus, Sorcerer,


Underterror Evolution, White Necromancer, Wizard, fShadeUsk
School evocation / water elemental [cold]
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

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.

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PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Vadim Piwix, Transmuter 1 •E Spells in Spellbook

Resize Shadow 0 Touch of Fatigue 0


Pages in Spellbook : 1 (Wizard Starting Spellbook) Pages in Spellbook : 1 (Wizard Starting Spellbook)

Classes that cast this spell at this level : Shadowsworn, Sorcerer, Classes that cast this spell at this level : Adept, Mesmerist,
Wizard Occultist, Shaman, Sorcerer, Underterror Evolution, Warlock, White
School transmutation / illumination Necromancer, Witch, Wizard
Casting Time 1 action School necromancy
Components S Casting Time 1 action
Range close (25 + 5 ft./2 levels) Components V, S, M (a drop of sweat)
Effect one shadow Range touch
Duration 10 minutes/level (D) Target creature touched
Saving Throw DC 14 Will negates (harmless); Spell Resistance yes Duration 1 round/level
(harmless) Saving Throw DC 14 Fortitude negates; Spell Resistance yes

You change the size of a natural shadow. You can distort it to as You channel negative energy through your touch, fatiguing the
small as 1/10 its normal size or as large as 10 x its normal size. The target. You must succeed on a touch attack to strike a target. The
shape of the shadow is always the same as it was before; only the subject is immediately fatigued for the spell's duration.
size is altered. Resize shadow has no effect on shadow-based
creatures or illusions. This spell has no effect on a creature that is already fatigued.
Unlike with normal fatigue, the effect ends as soon as the spell's
The GM may grant up to +3 or -3 modifiers to Stealth checks duration expires.
based on smaller or larger shadows, depending on the situation.
Arcane Pocket 1
Appears in : Advanced Races Compendium, Deep Magic, Midgard Pages in Spellbook : 1 (Wizard Starting Spellbook)
Player's Guide, Player's Guide to the Crossroads
Classes that cast this spell at this level : Sorcerer, Wizard
Root 0 School conjuration (creation)
Pages in Spellbook : 1 (Wizard Starting Spellbook) Casting Time 1 action
Components V, F (a pocket and a silver button)
Classes that cast this spell at this level : Sorcerer, Wizard Range touch
School transmutation [earth] Effect extradimensional space up to 1 cu. ft./level
Casting Time 1 action Duration 1 hour/level
Components V, S, M (a pinch of dirt) Saving Throw none; Spell Resistance no
Range touch
Target creature touched With a touch, you conjure an extradimensional space inside a pouch
Duration 1 minute (D) or pocket. The pocket acts as a bag of holding , except it can hold
Saving Throw Will negates (harmless); Spell Resistance yes only 10 pounds per caster level. Regardless of what is placed into the
pocket, it weighs 3 pounds. Unlike a bag of holding , the pocket
This spell strengthens the subject's connection to the ground below, created by this ability cannot be overloaded or ruptured?any additional
bolstering its defense against combat maneuvers. It gains a +2 insight material simply spills out of the top?nor does it have any special
bonus to its CMD to resist being moved or tripped and a +2 interaction with other kinds of extradimensional spaces.
competence bonus on all Acrobatics checks made to balance or
remain standing on earth, sand, stone, or a similar rocky substance. An arcane pocket grants you a +1 bonus on Sleight of Hand checks
to conceal its contents. The pocket becomes nonmagical, spilling all of
Appears in : Paizo Blog, Ultimate Magic its contents onto the ground unharmed, if it leaves your possession or
you create a new arcane pocket .
Scoop 0
Pages in Spellbook : 1 (Wizard Starting Spellbook) Appears in : Black Markets

Classes that cast this spell at this level : Sorcerer, Wizard


School evocation [force]
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect 6 inch diameter container of force
Duration concentration
Saving Throw none; Spell Resistance yes

You will a small vessel of force into existence. As a move action,


you can direct the container up to 15 feet per round in any direction,
though the spell ends if the distance between you and the container
ever exceeds the spell's range. You can dip the container to pick up
or drop a liquid as a move action. The vessel holds up to 1 pint of
liquid or small objects, weighing up to 5 pounds. You can also gather
up a pint of liquid or small objects spread across a surface with 1
minute of careful concentration.

Appears in : Paizo Blog, Ultimate Magic

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PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Vadim Piwix, Transmuter 1 •E Spells in Spellbook

Enlarge Person 1
Pages in Spellbook : 1 (Wizard Starting Spellbook)

Classes that cast this spell at this level : Alchemist, Bloodrager,


Magus, Medium, Occultist, Psychic, Sorcerer, Summoner, Summoner
(Unchained), Witch, Wizard
School transmutation
Casting Time 1 round
Components V, S, M (powdered iron)
Range close (25 + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw DC 15 Fortitude negates; Spell Resistance yes

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 page 145). 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.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.
Title - Vadim Piwix (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/10/06
XP Reward : 0 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
PathfinderR and associated marks and logos are trademarks of Paizo Inc.R, and are used under license.

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