_id: AQQnEgudQaoQsLF6 _key: '!actors!AQQnEgudQaoQsLF6' img: systems/pf1/icons/spells/wind-grasp-eerie-1.jpg items: - _id: xWp4XwrxIygzAicz _key: '!actors.items!AQQnEgudQaoQsLF6.xWp4XwrxIygzAicz' flags: core: sourceId: Compendium.pf1.races.Item.efwHEwjvL9Z94MJI img: systems/pf1/icons/races/gnome.png name: Gnome system: changes: - _id: 5lahshwG formula: '2' target: con type: racial - _id: ZGzTuAGU formula: '2' target: cha type: racial - _id: fEt4ZJjU formula: '-2' target: str type: racial - _id: ctNt0ugQ formula: '2' target: skill.per type: racial contextNotes: - target: ac text: +[[4]] Dodge vs Giants - target: allSavingThrows text: +[[2]] Racial vs Illusion Effects - target: attack text: +[[1]] Racial vs Humanoids (Reptillian, Goblinoid) description: value: >-
| Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
|---|---|---|---|
| 40 years | +4d6 years | +6d6
years | +9d6 years |
1 This category
includes barbarians, oracles, rogues, and sorcerers.
2
This category includes bards, cavaliers, fighters, gunslingers,
paladins, rangers, summoners, and witches.
3 This
category includes alchemists, clerics, druids, inquisitors, magi,
monks, and wizards.
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 3 ft. 0 in. | +2d4 in. | 35 lbs. | +(2d4 lbs.) |
| Female | 2 ft. 10 in. | +2d4
in. | 30 lbs. | +(2d4 lbs.) |
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
fc: hp: value: 1 skill: value: 1 hd: 6 hp: 9 level: 2 links: classAssociations: - level: 1 uuid: Compendium.pf1.class-abilities.pW1PNlDcdGl7KuEa - level: 1 uuid: Compendium.pf1.class-abilities.20JWTam2dn7jjZFV - level: 1 uuid: Compendium.pf1.class-abilities.BS9WDbCy2Up3QHw9 - level: 1 uuid: Compendium.pf1.class-abilities.Item.IPy4aqFYbOppaqKC - level: 1 uuid: Compendium.pf1.class-abilities.Item.4wdsdOkgv4uEkS9K - level: 5 uuid: Compendium.pf1.class-abilities.2h3lI574tmVjOalQ supplements: [] savingThrows: will: value: high skillsPerLevel: 2 sources: - id: PZO1110 pages: 77-83 tag: wizard wealth: 2d6 * 10 weaponProf: custom: - Club - Dagger - Heavy Crossbow - Light Crossbow - Quarterstaff type: class - _id: lo6jrqwYWA1Dd0he _key: '!actors.items!AQQnEgudQaoQsLF6.lo6jrqwYWA1Dd0he' flags: core: sourceId: Compendium.pf1.class-abilities.Item.pW1PNlDcdGl7KuEa img: systems/pf1/icons/items/inventory/ore-green.jpg name: Arcane Bond (Amulet) system: associations: classes: - Wizard class: wizard description: value: >-At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see @Compendium[pf1.feats.4hNO4OAWYF5vXphH]{Craft Magic Arms and Armor} feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
sources: - id: PZO1110 pages: '78' subType: classFeat type: feat - _id: JezeC2NnrhasIH0v _key: '!actors.items!AQQnEgudQaoQsLF6.JezeC2NnrhasIH0v' flags: core: sourceId: Compendium.pf1.class-abilities.Item.20JWTam2dn7jjZFV img: systems/pf1/icons/items/inventory/book-folder.jpg name: Arcane School system: associations: classes: - Wizard class: wizard description: value: >-A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a @Compendium[pf1.spells.6oq1wcryviik9ice]{Fireball}. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
sources: - id: PZO1110 pages: 78-79, 79-82 subType: classFeat type: feat - _id: TfUKEI8SVQFqKPYu _key: '!actors.items!AQQnEgudQaoQsLF6.TfUKEI8SVQFqKPYu' flags: core: sourceId: Compendium.pf1.class-abilities.Item.BS9WDbCy2Up3QHw9 img: systems/pf1/icons/items/inventory/note-scroll.jpg name: Scribe Scroll system: associations: classes: - Wizard - Skald changes: - _id: ptirQ13h formula: '1' target: bonusFeats type: untyped class: wizard description: value: >-The character gains @Compendium[pf1.feats.tlRu8SYjzA7WCHN7]{Scribe Scroll} as a bonus feat.
links: children: - uuid: .Item.vx2GaC8TgVOmPCwF supplements: - uuid: Compendium.pf1.feats.Item.tlRu8SYjzA7WCHN7 sources: - id: PZO1110 pages: '79' subType: classFeat type: feat - _id: V4M96Hx82E0I6olp _key: '!actors.items!AQQnEgudQaoQsLF6.V4M96Hx82E0I6olp' flags: core: sourceId: Compendium.pf1.class-abilities.Item.IPy4aqFYbOppaqKC img: icons/magic/symbols/rune-sigil-rough-white-teal.webp name: Cantrips system: associations: classes: - Arcanist - Bard - Magus - Skald - Sorcerer - Summoner - Summoner (Unchained) - Witch - Wizard class: wizard description: value: >-The character can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
sources: - id: PZO1110 pages: 34, 70, 77 - id: PZO1115 pages: 54, 65 - id: PZO1117 pages: '9' - id: PZO1131 pages: '25' - id: PZO1129 pages: 8, 49 subType: classFeat type: feat - _id: pfB0ooUyR6hDYRTu _key: '!actors.items!AQQnEgudQaoQsLF6.pfB0ooUyR6hDYRTu' flags: core: sourceId: Compendium.pf1.class-abilities.Item.4wdsdOkgv4uEkS9K img: icons/sundries/books/book-stack.webp name: Spellbooks (WIZ) system: associations: classes: - Wizard class: wizard description: value: >-The wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for @UUID[Compendium.pf1.spells.Item.j0bc0iii8zp1jiwr]{read magic}, which all wizards can prepare from memory.
A wizard begins play with a @UUID[Compendium.pf1.items.Item.onurpjwtdogsedsg]{spellbook} containing all 0-level wizard spells (except those from his prohibited schools, if any; see @UUID[Compendium.pf1.class-abilities.Item.20JWTam2dn7jjZFV]{Arcane Schools}) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
links: children: - uuid: .Item.joEbesPWsADOG2wV supplements: - uuid: Compendium.pf1.items.Item.onurpjwtdogsedsg sources: - id: PZO1110 pages: '79' subType: classFeat type: feat - _id: vx2GaC8TgVOmPCwF _key: '!actors.items!AQQnEgudQaoQsLF6.vx2GaC8TgVOmPCwF' flags: core: sourceId: Compendium.pf1.feats.Item.tlRu8SYjzA7WCHN7 pf1: source: Compendium.pf1.class-abilities.Item.BS9WDbCy2Up3QHw9 img: systems/pf1/icons/feats/scribe-scroll.jpg name: Scribe Scroll system: description: value: >- You can create magic scrolls.Prerequisites: Caster level 1st.
Benefits: 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, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
sources: - id: PZO1110 pages: 117, 133 tags: - General - Item Creation type: feat - _id: joEbesPWsADOG2wV _key: '!actors.items!AQQnEgudQaoQsLF6.joEbesPWsADOG2wV' flags: core: sourceId: Compendium.pf1.items.Item.onurpjwtdogsedsg pf1: source: Compendium.pf1.class-abilities.Item.4wdsdOkgv4uEkS9K img: systems/pf1/icons/items/inventory/book-purple.jpg name: Spellbook system: description: value: >-A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells). A newly purchased spellbook contains no spells. A wizard character begins play with a spellbook containing the spells he knows.
price: 15 sources: - id: PZO1123 pages: '77' - id: PZO1110 pages: '158' subType: tool weight: value: 3 type: loot - _id: KEdfzBfGn4jOjJgj _key: '!actors.items!AQQnEgudQaoQsLF6.KEdfzBfGn4jOjJgj' img: systems/pf1/icons/items/potions/minor-blue.jpg name: Potion of Cure Light Wounds system: actions: - _id: 9p8s460qd2jgearg actionType: heal activation: type: standard unchained: cost: 2 type: action damage: parts: - formula: 1d8 + min(5, @item.cl) type: custom: '' values: - positive duration: units: inst name: Drink range: units: personal save: dc: 10 + 1[Spell Level] + 0[Spellcasting Ability] description: Will half; see text harmless: true type: will target: value: creature touched aura: school: con cl: 1 description: value: "\n School\_Conjuration\_(healing); Level\_adept 1, alchemist 1, bard 1, cleric 1, druid 1, hunter 1, inquisitor 1, investigator 1, occultist 1, oracle 1, paladin 1, ranger 2, shaman 1, skald 1, spiritualist 1, warpriest 1, witch 1; Domain\_Healing 1\n
\n\n Casting Time\_1 Standard
\n Components\_V, S
\n
\n Range\_Personal
\n \n Targets\_creature touched
\n \n Duration\_Instantaneous
\n
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
" hardness: 1 hp: max: 1 value: 1 identified: false price: 50 quantity: 2 unidentified: name: Potion uses: per: single type: consumable - _id: QDld5OMO1r7IsbYh _key: '!actors.items!AQQnEgudQaoQsLF6.QDld5OMO1r7IsbYh' img: systems/pf1/icons/items/inventory/scroll-magic.jpg name: Scroll of Disguise Self system: actions: - _id: 7fwug283nuvicgj8 activation: type: standard unchained: cost: 2 type: action duration: units: spec value: 10 min./level name: Use range: units: personal target: value: you aura: school: ill cl: 1 description: value: "\n School\_Illusion\_(glamer); Level\_alchemist 1, antipaladin 1, arcanist 1, bard 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer 1, wizard 1; Domain\_Trickery 1; Bloodline\_Div 1, Nanite 1\n
\n\n Casting Time\_1 Standard
\n Components\_V, S
\n
\n Range\_Personal
\n \n Targets\_you
\n \n Duration\_10 min./level
\n
You make yourself--including clothing, armor, weapons, and equipmen--look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
" hp: max: 1 value: 1 identified: false price: 25 quantity: 2 subType: scroll unidentified: name: Scroll uses: per: single type: consumable - _id: f9HTVJ9bJrVOQflb _key: '!actors.items!AQQnEgudQaoQsLF6.f9HTVJ9bJrVOQflb' img: systems/pf1/icons/items/inventory/scroll-magic.jpg name: Scroll of Expeditious Retreat system: actions: - _id: ya3kwleafzjcs1az activation: type: standard unchained: cost: 2 type: action duration: dismiss: true units: spec value: 1 min./level name: Use range: units: personal target: value: you aura: school: trs cl: 1 description: value: "\n School\_Transmutation; Level\_alchemist 1, arcanist 1, bard 1, bloodrager 1, inquisitor 1, investigator 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer 1, spiritualist 1, summoner 1, summonerUnchained 1, wizard 1; Subdomain\_Azata 1, Exploration 1\n
\n\n Casting Time\_1 Standard
\n Components\_V, S
\n
\n Range\_Personal
\n \n Targets\_you
\n \n Duration\_1 min./level
\n
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
" hp: max: 1 value: 1 identified: false price: 25 quantity: 2 subType: scroll unidentified: name: Scroll uses: per: single type: consumable - _id: IQeNeiUkGVGl0ikw _key: '!actors.items!AQQnEgudQaoQsLF6.IQeNeiUkGVGl0ikw' img: systems/pf1/icons/items/inventory/scroll-magic.jpg name: Scroll of Invisibility system: actions: - _id: qp6p99piwq1svpux actionType: spellsave activation: type: standard unchained: cost: 2 type: action duration: dismiss: true units: spec value: 1 min./level name: Use range: units: personal save: dc: 10 + 2[Spell Level] + 1[Spellcasting Ability] description: Will negates or Will negates (object) harmless: true type: will target: value: you or a creature or object weighing no more than 100 lbs./level aura: school: ill cl: 3 description: value: "\n School\_Illusion\_(glamer); Level\_adept 2, alchemist 2, antipaladin 2, arcanist 2, bard 2, inquisitor 2, investigator 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, skald 2, sorcerer 2, spiritualist 2, summoner 2, summonerUnchained 2, wizard 2; Domain\_Trickery 2; Bloodline\_Arcane 2, Djinni 2, Oni 2, Rakshasa 2\n
\n\n Casting Time\_1 Standard
\n Components\_V, S, M/DF (an eyelash encased in gum arabic)
\n
\n Range\_Personal
\n \n Targets\_you or a creature or object weighing no more than 100 lbs./level
\n \n Duration\_1 min./level
\n
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.
" hp: max: 1 value: 1 identified: false price: 150 subType: scroll unidentified: name: Scroll uses: per: single type: consumable - _id: 3zJrB8O1zF4ldACN _key: '!actors.items!AQQnEgudQaoQsLF6.3zJrB8O1zF4ldACN' img: systems/pf1/icons/items/inventory/scroll-magic.jpg name: Scroll of Obscuring Mist system: actions: - _id: a4vcgmz2kjmyx0f1 activation: type: standard unchained: cost: 2 type: action duration: units: spec value: 1 min./level name: Use range: units: ft value: '20' spellEffect: cloud spreads in 20-ft. radius from you, 20 ft. high aura: school: con cl: 1 description: value: "\n School\_Conjuration\_(creation); Level\_adept 1, arcanist 1, cleric 1, druid 1, hunter 1, magus 1, mesmerist 1, oracle 1, shaman 1, sorcerer 1, spiritualist 1, summonerUnchained 1, warpriest 1, witch 1, wizard 1; Domain\_Air 1, Darkness 1, Water 1, Weather 1; Bloodline\_Ectoplasm 1, Marid 1\n
\n\n Casting Time\_1 Standard
\n Components\_V, S
\n
\n Range\_20 ft
\n \n \n Effect\_cloud spreads in 20-ft. radius from you, 20 ft. high
\n Duration\_1 min./level
\n Saving Throw\_None;\n Spell Resistance\_no\n
\n
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A Wall of Fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
" hp: max: 1 value: 1 identified: false price: 25 quantity: 2 subType: scroll unidentified: name: Scroll uses: per: single type: consumable - _id: iPQTcs8SVr80IHKR _key: '!actors.items!AQQnEgudQaoQsLF6.iPQTcs8SVr80IHKR' flags: core: sourceId: Compendium.pf1.items.Item.sUw8RMVNvDOCBl4u img: systems/pf1/icons/items/potions/unique-6.jpg name: Alchemist's Fire system: actions: - _id: 0sbs7lavoyzvoeth ability: attack: dex actionType: twak activation: type: attack unchained: type: attack damage: parts: - formula: 1d6 type: custom: '' values: - fire duration: units: inst measureTemplate: color: '#ff9500' size: '5' type: circle name: Throw range: maxIncrements: 5 units: ft value: '10' touch: true baseTypes: - Alchemist's Fire description: value: >-You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Craft (alchemy) DC 20
Recipe (12
magnesium + 22 spirit of wine)/congelation;
Craft DC 30; Time 10 minutes;
Tools alchemist's lab; Type
alchemical weapon
This dwarven favorite can make fire spells last longer.
(M): the alchemical item is expend as a
material component.;
(F): the item is used as a focus and is not
expend.
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Craft (alchemy) DC 25
Recipe (7 saltpeter + 15
silver)/digestion;
Craft DC 25;
Time 1 day; Tools heat source;
Type alchemical weapon
While they are effective enough on their own, these stones have useful interactions with some spells.
A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a "dirk"). You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
hardness: 10 hp: max: 2 value: 2 links: children: - uuid: .Item.FEorOf1vJlPNjpZs material: base: value: steel price: 2 properties: fin: true showInQuickbar: false size: sm sources: - id: PZO1110 pages: 142, 146 - id: PZO1123 pages: '17' uses: per: single weaponGroups: value: - bladesLight - thrown - tribal weight: value: 1 type: weapon - _id: UHTUcn8zcyLvfzKq _key: '!actors.items!AQQnEgudQaoQsLF6.UHTUcn8zcyLvfzKq' flags: core: sourceId: Compendium.pf1.weapons-and-ammo.Item.RWbjRwSPsuPAUDhw pf1: defaultAmmo: ubUUwGCkAmuoyjOH img: systems/pf1/icons/items/weapons/crossbow-light.PNG name: Light Crossbow system: actions: - _id: 3qt3osag8ctlzjve ability: attack: dex critRange: 19 actionType: rwak activation: type: attack unchained: type: attack damage: parts: - formula: sizeRoll(1, 8, @size) type: custom: '' values: - piercing duration: units: inst extraAttacks: type: standard name: Attack range: maxIncrements: 10 units: ft value: '80' ammo: type: bolt baseTypes: - Light Crossbow description: value: >-You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. A light crossbow fires crossbow bolts.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
hardness: 5 hp: max: 5 value: 5 links: children: - uuid: .Item.uJzs8AYyFGT5jja0 material: base: value: steel price: 35 showInQuickbar: false size: sm sources: - id: PZO1110 pages: 142, 145 - id: PZO9452 pages: '0' weaponGroups: value: - crossbows weaponSubtype: ranged weight: value: 4 type: weapon - _id: ubUUwGCkAmuoyjOH _key: '!actors.items!AQQnEgudQaoQsLF6.ubUUwGCkAmuoyjOH' flags: core: sourceId: Compendium.pf1.weapons-and-ammo.Item.v04yeRzoqrhYx0G7 img: systems/pf1/icons/items/weapons/bolt.PNG name: Masterwork Crossbow Bolt system: description: value: >-A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier x2). Bolts come in a case or quiver that holds 10 bolts. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called "quarrels."
equipped: false extraType: bolt hardness: 5 hp: max: 1 value: 1 price: 6.1 quantity: 10 size: sm sources: - id: PZO1110 pages: 142, 145 - id: PZO1123 pages: '22' subType: ammo unidentified: price: 0.1 weight: value: 0.1 type: loot - _id: rApnpZzjsAv83wj5 _key: '!actors.items!AQQnEgudQaoQsLF6.rApnpZzjsAv83wj5' flags: core: sourceId: Compendium.pf1.items.Item.lzupxmcxhslzyiyj img: icons/consumables/plants/dried-bundle-tied-stems-sticks-brown.webp name: Smokestick system: actions: - _id: OZlB2AeJiR1bN0uu activation: type: round unchained: cost: 3 type: action area: 10-foot cube duration: units: minute value: '1' measureTemplate: size: '10' type: rect name: Use description: value: >-This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Recipe (4
darkwood + 5 saltpeter)/calcination;
Craft DC
20; Time 1 hour; Tools crucible;
Type alchemical tool
Smokesticks work best with spells that create clouds or smoke.
Prerequisites: Dex 13.
Benefits: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
sources: - id: PZO1110 pages: 114, 122 tags: - Combat - Defensive type: feat - _id: W0AJP3cQ1NXV0WD6 _key: '!actors.items!AQQnEgudQaoQsLF6.W0AJP3cQ1NXV0WD6' flags: core: sourceId: Compendium.pf1.class-abilities.Item.DtpcqOC89tTG3QkO img: systems/pf1/icons/spells/light-blue-1.jpg name: Enchantment School system: associations: classes: - Wizard class: wizard description: value: >-The enchanter uses magic to control and manipulate the minds of his victims.
@Compendium[pf1.class-abilities.wnb7IxOCmhk4SXzR]{Enchanting Smile (Su)}: You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
@Compendium[pf1.class-abilities.rO2rMMlGeDdyIxJv]{Dazing Touch (Sp)}: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
@Compendium[pf1.class-abilities.75Y2PY8Uha3o0fHE]{Aura of Despair (Su)}: At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
sources: - id: PZO1110 pages: '81' subType: classFeat type: feat - _id: Br13CCr3US2vUB9K _key: '!actors.items!AQQnEgudQaoQsLF6.Br13CCr3US2vUB9K' flags: core: sourceId: Compendium.pf1.class-abilities.Item.wnb7IxOCmhk4SXzR img: systems/pf1/icons/skills/light_07.jpg name: Enchanting Smile system: abilityType: su actions: - _id: thtuznznmbk8vzkr activation: type: passive unchained: type: passive name: Use associations: classes: - Wizard changes: - _id: gYjlVP78 formula: 2 + floor(@class.level / 5) target: skill.blf type: untyped - _id: InHWKEox formula: 2 + floor(@class.level / 5) target: skill.dip type: untyped - _id: kp3uhbnG formula: 2 + floor(@class.level / 5) target: skill.int type: untyped class: wizard description: value: >-You gain a +2 enhancement bonus on @UUID[Compendium.pf1.pf1e-rules.JournalEntry.x175kVqUfLGPt8tC.JournalEntryPage.kRK5XwVBvcMi35w2]{Bluff}, @UUID[Compendium.pf1.pf1e-rules.JournalEntry.x175kVqUfLGPt8tC.JournalEntryPage.uB9Fy36RUjibxqvt]{Diplomacy}, and @UUID[Compendium.pf1.pf1e-rules.JournalEntry.x175kVqUfLGPt8tC.JournalEntryPage.KNn8uxHu23phKC0y]{Intimidate} skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per @UUID[Compendium.pf1.spells.uyn64zazmaydnk7o]{spell turning}.
sources: - id: PZO1110 pages: '81' subType: classFeat type: feat - _id: XfTVGJX7y5YfmYFx _key: '!actors.items!AQQnEgudQaoQsLF6.XfTVGJX7y5YfmYFx' flags: core: sourceId: Compendium.pf1.class-abilities.Item.rO2rMMlGeDdyIxJv img: systems/pf1/icons/skills/ice_16.jpg name: Dazing Touch (WIZ) system: abilityType: sp actions: - _id: 2yj12u668uu4iyr6 activation: type: standard unchained: cost: 2 type: action duration: units: round value: '1' name: Use range: units: touch target: value: creature touched associations: classes: - Wizard class: wizard description: value: >-You can cause a living creature to become @UUID[Compendium.pf1.pf1e-rules.NSqfXaj4MevUR2uJ.JournalEntryPage.2A6Gk60pLDKR2zT0]{dazed} for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
sources: - id: PZO1110 pages: '81' subType: classFeat tag: classFeat_dazingTouchWiz uses: maxFormula: 3 + @abilities.int.mod per: day value: 5 type: feat - _id: s08FVYEyNAxNoFiV _key: '!actors.items!AQQnEgudQaoQsLF6.s08FVYEyNAxNoFiV' flags: core: sourceId: Compendium.pf1.spells.Item.tjog6bufg5b08lvq img: icons/skills/social/diplomacy-handshake.webp name: Charm Person system: actions: - _id: cnjp9yv7c9cytysa actionType: spellsave activation: type: standard unchained: cost: 2 type: action duration: units: spec value: 1 hour/level name: Use range: units: close save: description: Will negates type: will target: value: one humanoid creature components: somatic: true verbal: true description: value: >-This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
descriptors: value: - mindAffecting domain: true learnedAt: bloodline: Rakshasa: 1 class: arcanist: 1 bard: 1 mesmerist: 1 occultist: 1 psychic: 1 shaman: 1 skald: 1 sorcerer: 1 witch: 1 wizard: 1 domain: Charm: 1 subDomain: Slavery: 1 preparation: max: 1 value: 1 school: enc sources: - id: PZO1110 pages: '254' spellbook: primary subschool: charm type: spell - _id: GDwx8anm6R7uZUFv _key: '!actors.items!AQQnEgudQaoQsLF6.GDwx8anm6R7uZUFv' flags: core: sourceId: Compendium.pf1.spells.Item.qcjskol4ac3eemhy img: systems/pf1/icons/misc/magic-swirl.png name: Color Spray system: actions: - _id: 0je0o0ute92gjamc actionType: spellsave activation: type: standard unchained: cost: 2 type: action area: cone-shaped burst duration: units: spec value: instantaneous; see text measureTemplate: size: '15' type: cone name: Use range: units: ft value: '15' save: description: Will negates type: will components: material: true somatic: true verbal: true description: value: >-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.
descriptors: value: - mindAffecting learnedAt: class: arcanist: 1 bloodrager: 1 magus: 1 mesmerist: 1 psychic: 1 sorcerer: 1 wizard: 1 materials: value: red, yellow, and blue powder or colored sand preparation: max: 1 value: 1 school: ill spellbook: primary subschool: pattern type: spell - _id: mvTH8dfKt1v7nlQt _key: '!actors.items!AQQnEgudQaoQsLF6.mvTH8dfKt1v7nlQt' flags: core: sourceId: Compendium.pf1.spells.Item.ik9u3eel5vfwrtb5 img: icons/magic/control/silhouette-fall-slip-prone.webp name: Grease system: actions: - _id: cyb5r8x93d97urfn actionType: spellsave activation: type: standard unchained: cost: 2 type: action duration: dismiss: true units: spec value: 1 min./level measureTemplate: size: '10' type: rect name: Use range: units: close save: description: see text type: ref target: value: one object or 10-ft. square components: material: true somatic: true verbal: true description: value: >-A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item.
Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
learnedAt: class: arcanist: 1 bard: 1 magus: 1 mesmerist: 1 skald: 1 sorcerer: 1 summoner: 1 summonerUnchained: 1 wizard: 1 materials: value: butter preparation: max: 1 value: 1 school: con spellbook: primary sr: false subschool: creation type: spell - _id: u6Jin6LoLCKUo2Ne _key: '!actors.items!AQQnEgudQaoQsLF6.u6Jin6LoLCKUo2Ne' flags: core: sourceId: Compendium.pf1.spells.Item.3plb67e51webutdz img: icons/magic/control/sleep-bubble-purple.webp name: Sleep system: actions: - _id: 2etzse13ptdz5qbg actionType: spellsave activation: type: round unchained: cost: 3 type: action area: one or more living creatures within a 10-ft.-radius burst duration: units: spec value: 1 min./level measureTemplate: size: '10' type: circle name: Use range: units: medium save: description: Will negates type: will components: material: true somatic: true verbal: true description: value: >-A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
descriptors: value: - mindAffecting learnedAt: bloodline: Dreamspun: 1 class: adept: 1 arcanist: 1 bard: 1 mesmerist: 1 occultist: 1 psychic: 1 shaman: 1 skald: 1 sorcerer: 1 witch: 1 wizard: 1 subDomain: Night: 1 materials: value: fine sand, rose petals, or a live cricket preparation: max: 1 value: 1 school: enc spellbook: primary subschool: compulsion type: spell - _id: eqrvxWhHw2szaoLm _key: '!actors.items!AQQnEgudQaoQsLF6.eqrvxWhHw2szaoLm' flags: core: sourceId: Compendium.pf1.spells.Item.zymaptg3vmnvfvxl img: icons/magic/light/orbs-firefly-hand-yellow.webp name: Dancing Lights system: actions: - _id: tz934s2m7t1leilt activation: type: standard unchained: cost: 2 type: action duration: units: minute value: '1' name: Use range: units: medium spellEffect: Up to four lights, all within a 10-ft.-radius area components: somatic: true verbal: true description: value: >-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.
descriptors: value: - light learnedAt: class: arcanist: 0 bard: 0 magus: 0 medium: 0 mesmerist: 0 occultist: 0 psychic: 0 shaman: 0 skald: 0 sorcerer: 0 witch: 0 wizard: 0 level: 0 preparation: max: 1 value: 1 school: evo sources: - id: PZO1110 pages: '263' spellbook: primary sr: false type: spell - _id: olKGN6UwKscAYBbt _key: '!actors.items!AQQnEgudQaoQsLF6.olKGN6UwKscAYBbt' flags: core: sourceId: Compendium.pf1.spells.Item.mtxqp85izkb20djq img: systems/pf1/icons/misc/magic-swirl.png name: Ghost Sound system: actions: - _id: ntjzkkur5i3jkn76 actionType: spellsave activation: type: standard unchained: cost: 2 type: action duration: units: spec value: 1 round/level name: Use range: units: close save: description: Will disbelief type: will spellEffect: illusory sounds components: material: true somatic: true verbal: true description: value: >-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.
learnedAt: class: adept: 0 arcanist: 0 bard: 0 magus: 0 medium: 0 mesmerist: 0 occultist: 0 psychic: 0 skald: 0 sorcerer: 0 wizard: 0 level: 0 materials: value: a bit of wool or a small lump of wax preparation: max: 2 value: 2 school: ill spellbook: primary sr: false subschool: figment type: spell - _id: u8lOmOgKhhZjrDSU _key: '!actors.items!AQQnEgudQaoQsLF6.u8lOmOgKhhZjrDSU' flags: core: sourceId: Compendium.pf1.spells.Item.p8lm7khq3ynyif21 img: icons/magic/unholy/strike-hand-glow-pink.webp name: Mage Hand system: actions: - _id: 6yo42qha8w2oq8tj activation: type: standard unchained: cost: 2 type: action duration: units: spec value: concentration name: Use range: units: close target: value: one nonmagical, unattended object weighing up to 5 lbs. components: somatic: true verbal: true description: value: >-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.
learnedAt: class: arcanist: 0 bard: 0 magus: 0 medium: 0 mesmerist: 0 occultist: 0 psychic: 0 skald: 0 sorcerer: 0 spiritualist: 0 summoner: 0 summonerUnchained: 0 wizard: 0 level: 0 preparation: max: 1 value: 1 school: trs spellbook: primary sr: false type: spell - _id: pkIQxJG5UvQXnTvZ _key: '!actors.items!AQQnEgudQaoQsLF6.pkIQxJG5UvQXnTvZ' flags: core: sourceId: Compendium.pf1.spells.Item.ct9fhh8uawn8e4md img: icons/creatures/birds/corvid-call-sound-blue.webp name: Speak with Animals system: actions: - _id: 7rqc3nlu9bg59ucs activation: type: standard unchained: cost: 2 type: action duration: units: spec value: 1 min./level name: Use range: units: personal target: value: you components: somatic: true verbal: true description: value: >-You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
learnedAt: class: bard: 3 druid: 1 hunter: 1 psychic: 2 ranger: 1 skald: 3 preparation: max: 1 value: 1 school: div spellbook: spelllike sr: false type: spell - _id: wrs2T5woLqRrFqeq _key: '!actors.items!AQQnEgudQaoQsLF6.wrs2T5woLqRrFqeq' flags: core: sourceId: Compendium.pf1.spells.Item.zymaptg3vmnvfvxl img: icons/magic/light/orbs-firefly-hand-yellow.webp name: Dancing Lights system: actions: - _id: tz934s2m7t1leilt activation: type: standard unchained: cost: 2 type: action duration: units: minute value: '1' name: Use range: units: medium spellEffect: Up to four lights, all within a 10-ft.-radius area components: somatic: true verbal: true description: value: >-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.
descriptors: value: - light learnedAt: class: arcanist: 0 bard: 0 magus: 0 medium: 0 mesmerist: 0 occultist: 0 psychic: 0 shaman: 0 skald: 0 sorcerer: 0 witch: 0 wizard: 0 level: 0 preparation: max: 1 value: 1 school: evo sources: - id: PZO1110 pages: '263' spellbook: spelllike sr: false type: spell - _id: 1ounRIkcVkRe54w4 _key: '!actors.items!AQQnEgudQaoQsLF6.1ounRIkcVkRe54w4' flags: core: sourceId: Compendium.pf1.spells.Item.mtxqp85izkb20djq img: systems/pf1/icons/misc/magic-swirl.png name: Ghost Sound system: actions: - _id: ntjzkkur5i3jkn76 actionType: spellsave activation: type: standard unchained: cost: 2 type: action duration: units: spec value: 1 round/level name: Use range: units: close save: description: Will disbelief type: will spellEffect: illusory sounds components: material: true somatic: true verbal: true description: value: >-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.
learnedAt: class: adept: 0 arcanist: 0 bard: 0 magus: 0 medium: 0 mesmerist: 0 occultist: 0 psychic: 0 skald: 0 sorcerer: 0 wizard: 0 level: 0 materials: value: a bit of wool or a small lump of wax preparation: max: 1 value: 1 school: ill spellbook: spelllike sr: false subschool: figment type: spell - _id: g2gWfBXAb0VLDkIZ _key: '!actors.items!AQQnEgudQaoQsLF6.g2gWfBXAb0VLDkIZ' flags: core: sourceId: Compendium.pf1.spells.Item.a6isom7wx0nmhwfp img: systems/pf1/icons/misc/magic-swirl.png name: Prestidigitation system: actions: - _id: q3zwff89a0ekwedh actionType: spellsave activation: type: standard unchained: cost: 2 type: action area: see text duration: units: hour value: '1' name: Use range: units: ft value: '10' save: description: see text spellEffect: see text target: value: see text components: somatic: true verbal: true description: value: >-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.
learnedAt: class: arcanist: 0 bard: 0 magus: 0 medium: 0 mesmerist: 0 psychic: 0 skald: 0 sorcerer: 0 wizard: 0 level: 0 preparation: max: 1 value: 1 school: uni spellbook: spelllike sr: false type: spell - _id: rRt3SxkzaVCVepWJ _key: '!actors.items!AQQnEgudQaoQsLF6.rRt3SxkzaVCVepWJ' img: icons/equipment/neck/amulet-geometric-gold-green.webp name: Brooch of Shielding system: actions: - _id: Q63Q6dxU4wXaa6kU activation: type: nonaction unchained: type: nonaction name: Absorb damage aura: school: abj cl: 1 description: unidentified: >-This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape.
value: >-In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from @UUID[Compendium.pf1.spells.Item.49yc9dpr4kvgki2s]{magic missiles} before it melts and becomes useless.
identified: false price: 1500 scriptCalls: - _id: cB7CaCPoP42XFzOj category: use hidden: false img: icons/svg/dice-target.svg name: Absorb damage type: script value: |- const cost = await pf1.utils.dialog.getNumber({ title: "Damage absorbed", min: 0, initial: 1, max: item.charges, }); if (cost > 0) { shared.rollData.chargeCost = cost; } else { shared.reject = true; } size: sm slot: chest sources: - id: PZO1110 pages: '505' - id: PZO1123 pages: '257' subType: wondrous unidentified: name: Brooch uses: autoDeductChargesCost: '0' maxFormula: '101' per: charges value: 10 type: equipment - _id: FEorOf1vJlPNjpZs _key: '!actors.items!AQQnEgudQaoQsLF6.FEorOf1vJlPNjpZs' img: systems/pf1/icons/items/weapons/dagger.PNG name: Dagger system: actions: - _id: tqkZBFBkRczg1MSn ability: attack: str critRange: 19 damage: str actionType: mwak activation: type: attack unchained: type: attack damage: parts: - formula: sizeRoll(1, 4, @size) type: custom: '' values: - piercing - slashing duration: units: inst extraAttacks: type: standard name: Melee range: units: melee value: '10' uses: autoDeductChargesCost: '0' - _id: PvvVVbG8L99Ragbw ability: attack: dex damage: str actionType: twak activation: type: attack unchained: type: attack damage: parts: - formula: sizeRoll(1, 4, @size) type: custom: '' values: - piercing - slashing duration: units: inst name: Throw range: maxIncrements: 5 units: ft value: '10' baseTypes: - Dagger subType: weapon weaponGroups: value: - bladesLight - thrown - tribal type: attack - _id: uJzs8AYyFGT5jja0 _key: '!actors.items!AQQnEgudQaoQsLF6.uJzs8AYyFGT5jja0' img: systems/pf1/icons/items/weapons/crossbow-light.PNG name: Light Crossbow system: actions: - _id: P5khawWmlu7DNEiG ability: attack: dex critRange: 19 actionType: rwak activation: type: attack unchained: type: attack damage: parts: - formula: sizeRoll(1, 8, @size) type: custom: '' values: - piercing duration: units: inst extraAttacks: type: standard name: Attack range: maxIncrements: 10 units: ft value: '80' baseTypes: - Light Crossbow masterwork: true subType: weapon weaponGroups: value: - crossbows type: attack name: Street Magician prototypeToken: sight: enabled: true texture: src: systems/pf1/icons/spells/wind-grasp-eerie-1.jpg system: abilities: con: value: 12 dex: value: 13 int: value: 15 str: value: 14 wis: value: 8 attributes: speed: burrow: base: null climb: base: null fly: base: null land: base: 20 swim: base: null spells: spellbooks: primary: class: wizard inUse: true kind: arcane spellPreparationMode: prepared spelllike: autoSpellLevelCalculation: false casterType: low domainSlotValue: null inUse: true kind: arcane spellPreparationMode: prepared spells: spell0: base: 3 spell1: base: 1 currency: gp: 67 details: alignment: cn biography: value:The street magician uses his talents to make money.
cr: base: 1 notes: value: >-Source NPC Codex pg. 178
During Combat The wizard casts @UUID[Compendium.pf1.spells.Item.qcjskol4ac3eemhy]{color spray}, then casts @UUID[Compendium.pf1.spells.Item.ik9u3eel5vfwrtb5]{grease} between himself and foes. If threatened, he drinks his potion of @UUID[Compendium.pf1.spells.Item.oylikodnyku2zewu]{invisibility}.
@UUID[Compendium.pf1.class-abilities.Item.3j7RxplJSeXVt0X1]{Abjuration}, @UUID[Compendium.pf1.class-abilities.Item.ZuFI7iaKeWv3n5pA]{necromancy}.
skills: blf: rank: 2 kar: rank: 1 kge: rank: 1 khi: rank: 1 klo: rank: 2 per: rank: 1 spl: rank: 1 traits: languages: value: - dwarven - halfling senses: ll: enabled: true size: sm type: npc