Karzoug the Claimer CE. Wizard 20. Human (Azlanti, Pureblooded) 60 FT. SKILL NAMES ACROBATICS APPRAISE +9 = +9 + TOTAL MISC.

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1 of 99 Karzoug the Claimer CE CHARACTER NAME ALIGNMENT PLAYER Wizard 20 CHARACTER LEVEL DEITY HOMELAND Human (Azlanti, Pureblooded) Medium Male 455 6' 3" 170 lbs. Black Ice-Blue RACE SIZE GENDER AGE HEIGHT WEIGHT HAIR EYES ABILITY NAME STR STRENGTH DEX DEXTERITY ABILITY SCORE ABILITY MODIFIER 14/20 +2/+5 23/29 +6/+9 CON 23/29 +6/+9 CONSTITUTION INT 28/34 +9/+12 INTELLIGENCE WIS WISDOM CHA CHARISMA AC ARMOR CLASS TOUCH ARMOR CLASS 14/12 +2/ TEMP ADJUSTMENT TEMP MODIFIER HP HIT POINTS WOUNDS / CURRENT HP NONLETHAL DAMAGE INITIATIVE MODIFIER TOTAL 345 DR +9 = +9 + TOTAL DEX MODIFIER 35 = TOTAL SAVING THROWS FORTITUDE (CONSTITUTION) REFLEX (DEXTERITY) WILL (WISDOM) ARMOR BONUS SHIELD BONUS 24 FLAT-FOOTED ARMOR CLASS TOTAL BASE SAVE ABILITY MODIFIER DEX MODIFIER 26 MAGIC MODIFIER SIZE MODIFIER MISC MODIFIER +20 = = = NATURAL ARMOR TEMPORARY MODIFIER DEFLECTION MODIFIER MISC MODIFIER MISC MODIFIER MODIFIERS MODIFIERS BASE ATTACK BONUS +10 SPELL RESISTANCE 24 CMB +15 = TOTAL BASE ATTACK BONUS STRENGTH MODIFIER SIZE MODIFIER MODIFIERS CMD 39 = TOTAL BASE ATTACK BONUS STRENGTH MODIFIER DEXTERITY MODIFIER SIZE MODIFIER MISC MODIFIER WEAPON ATTACK BONUS CRITICAL Karzoug's Burning Glaive (2-hand) +17/+12 20/x3 TYPE RANGE AMMUNITION DAMAGE S 10' reach 1d10+9 WEAPON ATTACK BONUS CRITICAL Talons of Leng (Claws x2) +18/+13 20/x3 TYPE RANGE AMMUNITION DAMAGE P/S 1d4+8 SPEED LAND 30 FT. 6 SQ. 30 FT. 6 SQ. BASE SPEED WITH ARMOR 60 FT. Perfect 7.5 FT. 7.5 FT. FT. FLY MANEUVERABILITY SWIM CLIMB BURROW SKILL NAMES ACROBATICS APPRAISE SKILLS TOTAL BONUS ABILITY MOD. TEMP MODIFIERS RANKS MISC. MOD. 9 9 =DEX =INT BLUFF 24 4 =CHA CLIMB 5 5 =STR CRAFT (ALCHEMY) =INT DIPLOMACY 24 =CHA DISGUISE 4 =CHA ESCAPE ARTIST 9 =DEX FLY 17 =DEX HEAL 1 =WIS INTIMIDATE 4 =CHA KNOWLEDGE (ARCANA)* 35 =INT KNOWLEDGE (GEOGRAPHY)* 35 =INT KNOWLEDGE (HISTORY)* 35 =INT KNOWLEDGE (PLANES)* 35 =INT KNOWLEDGE (RELIGION)* 35 =INT PERCEPTION 21 =WIS RIDE 9 =DEX SENSE MOTIVE 21 =WIS SPELLCRAFT* 35 =INT STEALTH SURVIVAL SWIM CLASS SKILL * TRAINED ONLY CONDITIONAL MODIFIERS: 9 =DEX 9 1 =WIS 1 5 =STR WEAPON ATTACK BONUS CRITICAL Unarmed Strike +15/+10 20/x2 TYPE RANGE AMMUNITION DAMAGE B 1d3+5 nonlethal LANGUAGES: Aboleth, Abyssal, Azlanti, Celestial, Common, Daemonic, Draconic, Elven, Giant, Infernal, Thassilonian

2 2 of 99 AC ITEMS BONUS TYPE CHECK PENALTY SPELL FAILURE WEIGHT PROPERTIES Natural Armor +5 ITEM GEAR TOTALS +5 WT. Belt of Physical Perfection, +6 1 Fortification, Heavy Bracers of 1 Armor Ioun Stone, Amber Spindle (x5) Ioun Stone, Crimson Sphere (x3) Ioun Stone, Emerald Ellipsoid (x12) Ioun Stone, Onxy Rhomboid (x3) Karzoug's Burning Glaive 10 Metamagic Rod, Quicken, Greater (x5) (3 charges) Ring of Acid Resistance, Greater Ring of Counterspells Ring of Protection, +5 Ring of Spell Turning (3 charges) Ring of Three Wishes (3 charges) Robes of Xin-Shalast 1 Rune of Contingency Runewell Amulet Sihedron Tome 1 Talons of Leng (Claws x2) 1 Wand of Dispel Magic (CL 10) (40 charges) TOTAL WEIGHT 15 FEATS Arcane Blast (Su) Bouncing Spell Craft Magic Arms & Armor Craft Wand Craft Wondrous Item Empower Spell Greater Spell Penetration Greater Spell Specialization Martial Weapon Proficiency: Glaive Opposition Research Persistent Spell Scribe Scroll Spell Focus: Transmutation Spell Penetration Spell Perfection: Chain Lightning Spell Specialization Wizard Weapon Proficiencies SPECIAL ABILITIES Fast Healing 10 (Ex) Spell Resistance (24) Flight (60 feet, Perfect) Bonded Object: Karzoug's Burning Glaive (1/day) (Sp) (Wizard Ability) Change Shape II (20 rounds/day) (Sp) (Wizard Ability) Illusion (Wizard Opposition School) Physical Enhancement +5: Constitution, Dexterity (Su) (Wizard Ability) Telekinetic Fist (15/day) (Sp) (Wizard Ability) Transmutation (Wizard Ability) Action Points EXPERIENCE POINTS NEXT LEVEL 0 SPELLS KNOWN SPELL SAVE DC CONDITIONAL MODIFIERS SPELLS LEVEL SPELLS PER DAY BONUS SPELLS 23 1ST ND RD TH TH TH TH TH TH 4 1 DOMAINS/SPECIALTY SCHOOL Transmutation (Opp: Illusion) 1ST Stone Fist (S) Protection from Good Ray of Enfeeblement 2ND Earthbind (S) Death Armor 3RD Devolution (S) Acid Breath Devolution (x3) False Gravity Fireball Haste 4TH Backlash (S) Enervation Fire Shield Force Missiles (x5) 5TH Blink, Greater (S) Blink, Greater Duelward Fireburst, Greater Hungry Pit Summoner Conduit Wall of Force 6TH Brilliant Blade (S) Brilliant Blade Chain Lightning Circle of Death Cloak of Dreams Contagious Flame Globe of Invulnerability 7TH Bite of the Werebear (S) Avasculate Banishment Energy Immunity Forcecage Ironguard Sword of Darkness 8TH Flensing (S) Avascular Mass Euphoric Tranquility Lightning Ring

3 3 of 99 LIGHT LOAD 133 MEDIUM LOAD 266 HEAVY LOAD 400 CP 0 SP 0 GP 0 PP 0 MONEY LIFT OVER HEAD 400 LIFT OFF GROUND 800 DRAG OR PUSH 2000 Power Word Stun Prediction of Failure Stormbolts 9TH Time Stop (S) Mage's Disjunction Meteor Swarm Power Word Kill Wail of the Banshee Winds of Vengeance

4 4 of 99 Feats Arcane Blast (Su) You can convert any spell into an attack. Prerequisites: Arcane spellcaster, caster level 10th. Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner. This is a supernatural ability. Bouncing Spell You can direct a failed spell against a different target. Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. A bouncing spell uses up a spell slot one level higher than the spell s actual level. Craft Magic Arms & Armor You can create magic armor, shields, and weapons. Prerequisite: Caster level 5th. Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. Craft Wand You can create magic wands. Prerequisite: Caster level 5th. Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Magic Items for more information. Craft Wondrous Item You can create wondrous items, a type of magic item. Prerequisite: Caster level 3rd. Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. Empower Spell You can increase the power of your spells, causing them to deal more damage. Benefit: All variable, numeric effects of an empowered spell are increased by half.

5 5 of 99 Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level. Greater Spell Penetration Your spells break through spell resistance much more easily than most. Prerequisite: Spell Penetration. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration. Greater Spell Specialization You can sacrifice a prepared spell in order to spontaneously cast your specialized spell. Prerequisites: Int 13, Spell Focus, Spell Specialization, able to prepare 5th-level spells. Benefit: By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as its normal level, regardless of the spell slot used to cast it. You may add a metamagic feat to the spell by increasing the spell slot and casting time, just like a cleric spontaneously casting a cure or inflict spell with a metamagic feat. Martial Weapon Proficiency: Glaive Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty). Normal: When using a weapon with which you are not proficient, you take a 4 penalty on attack rolls. Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon. Opposition Research By completing strenuous studies, you have broken through the mental barriers that made it hard for you to prepare spells from one of your opposition schools. Select one wizard opposition school; preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the -4 Spellcraft penalty for crafting items from that school. You must be at least a 9th-level wizard to select this discovery. Note: This functions by removing one of the required slots from the Opposition Schools table. Once you choose this Arcane Discovery, you can delete one of your opposition schools. Persistent Spell You can modify a spell to become more tenacious when its targets resist its effect. Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell s actual level. Spells that do not require a saving throw to resist or lessen the spell s effect do not benefit from this feat. Scribe Scroll You can create magic scrolls. Prerequisite: Caster level 1st. 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, 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. Spell Focus: Transmutation Choose a school of magic. Any spells you cast of that school are more difficult to resist.

6 of 99 Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Spell Penetration Your spells break through spell resistance more easily than most. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. Spell Perfection: Chain Lightning You are unequaled at the casting of one particular spell. Prerequisites: Spellcraft 15 ranks, at least three metamagic feats. Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell. Note: The effects of this feat have not been implemented yet. Spell Specialization Select one spell. You cast that spell with greater than normal power. Prerequisites: Int 13, Spell Focus. Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell. Wizard Weapon Proficiencies Benefit: You are proficient with the Dagger, Crossbow (Light and Heavy) and Quarterstaff. Normal: When using a weapon with which you are not proficient, you are at -4 to attack rolls. Special Abilities Fast Healing 10 (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Spell Resistance (24) You have Spell Resistance. Flight (60 feet, Perfect) A creature with this ability can cease or resume flight as a free action. If the creature has wings, flight is an extraordinary ability. Otherwise, it is spell-like or supernatural, and it is ineffective in an antimagic field; the creature loses its ability to fly for as long as the antimagic effect persists. Bonded Object: Karzoug's Burning Glaive (1/day) (Sp) (Wizard Ability) 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

7 7 of 99 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 wielded. 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). 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 the Craft Magic Arms and Armor feat in Chapter 5). 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. Note: If your bonded object does not have any other powers or properties yet, there are power-less versions of the wand, staff, ring, and amulet available on the magic tab. Change Shape II (20 rounds/day) (Sp) (Wizard Ability) At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II. Illusion (Wizard Opposition School) You must spend 2 slots to cast spells from the Illusion school. Metamagic Rod, Quicken, Greater The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price 170,000 gp. Physical Enhancement +5: Constitution, Dexterity (Su) (Wizard Ability) You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 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 you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Ring of Counterspells This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again. Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000 gp. Ring of Spell Turning Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer. Strong abjuration; CL 13th; Forge Ring, spell turning; Price 98,280 gp. Ring of Three Wishes

8 of 99 This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item. Strong evocation (if miracle is used); CL 20th; Forge Ring, wish or miracle; Price 97,950 gp; Cost 11,475 gp + 15,918 XP. Sihedron Tome A useful lesser artifact said to have been crafted by a dragon in the service of Emperor Xin, the Sihedron tome holds infinite pages for wizards to inscribe spells upon. In addition to potentially holding libraries worth of arcane knowledge, any wizard who prepares spells from the Sihedron Tome may prepare bonus spells as if his Intelligence were 6 points higher. This is not an actual bonus to Intelligence and grants the user no additional benefit. Currently, the book is filled with arcane formulas for every spell Karzoug has memorized, plus 2d12 others (mostly from the school of transmutation and none from the schools of enchantment or illusion). Telekinetic Fist (15/day) (Sp) (Wizard Ability) As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Transmutation (Wizard Ability) Transmuters use magic to change the world around them. Spell Descriptions ACID BREATH School Conjuration (Acid, Creation); Level Wizard 3 Range 15 ft cone Saving Throw DC 25 Reflex Half; Spell Resistance Yes You pop the fire ants into your mouth and exhale quickly. The ants distill into drops of pure acid in midair, spattering against your foes and leaving smoking holes. You breathe forth a 15 ft cone of acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6). AVASCULAR MASS School Necromancy (Death, Evil, Ray); Level Wizard 8 (25 ft. + 5 ft./2 levels) Duration See text Saving Throw DC 30 Fortitude partial and Reflex negates; see text; Spell Resistance Yes You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror. You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. Oozes and plants are not affected by this spell. The avascular mass instantaneously erupts from the subject and must be anchored to at least two

9 9 of 99 opposed points-such as floor and ceiling or opposite walls-or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius avascular mass become entangled. The original target of the spell is automatically entangled. Because the avascular mass is magically animate and gradually tightens on those it holds, an entangled character who attempts to cast a spell must make a DC 25 Concentration check or lose the spell. Anyone within 20 feet of the primary target when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving might be a problem (see below). If the save fails, the creature is stuck. A stuck creature can break loose by spending 1 round and succeeding on a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature can progress through the writhing blood vessels very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of avascular mass between you and an opponent, it provides cover. If you have at least 20 feet of avascular mass between you, it provides total cover. The avascular mass of entangling tissue persists for 1 round per caster level. When the duration elapses, the blood vessel mass becomes so much limp, decaying tissue. AVASCULATE School Necromancy (Death, Evil, Ray); Level Wizard 7 (25 ft. + 5 ft./2 levels) Saving Throw DC 29 Fortitude partial; Spell Resistance Yes You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood or other vital fluids through his skin. You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. BACKLASH School Transmutation (None); Level 4 Range Touch Duration 10 minutes/level or until discharged Saving Throw DC 27 Will negates; Spell Resistance Yes You touch your opponent and a red aura entwines him, then fades without further effect. You back away as your opponent laughs and begins to cast a spell. The first time the target creature attempts to cast a spell or use a spell-like ability, the magic of that spell backfires. The spell is expended, and the creature takes 1d6 points of damage per level of the spell being cast. This discharge ends the spell.

10 10 of 99 BANISHMENT School Abjuration; Level Wizard 7, Focus, Special Target one or more extraplanar creatures, no two of which can be more than 30 ft. apart Saving Throw DC 29 Will negates; Spell Resistance Yes A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), and the saving throw DC increases by 2. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4). BITE OF THE WEREBEAR School Transmutation (None); Level 7 Range Personal Duration 1 round/level Saving Throw N/A; Spell Resistance No With an inhuman roar, your face extends and expands, and your hands enlarge into clawed paws. Powerful muscle builds under your skin, and you become a half-bear creature. You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. Your hands become claws, granting you two claw attacks, and your mouth becomes that of a bear, giving you a bite attack. You can attack with both claws at your full attack bonus, but your bite attack takes a 2 penalty (as if you had the Multiattack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) + your Str modifier, and your bite deals 2d8 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks. Material Component: A tuft of bear fur. BLINK, GREATER School Transmutation (None); Level 5 Range Personal Duration 1 round/level (D) Saving Throw None; Spell Resistance - An immaterial fog descends over your eyes as you complete the spell. You perceive the closeness of a parallel, ethereal reality, and you know that you can pass freely between that world and the one upon which you stand.

11 11 of 99 This spell functions like blink (PH 206), except that you have control over the timing of your blinking back and forth between the Ethereal Plane and the Material Plane. You can also ready an action to blink away from any physical or magical attack. The attack misses automatically unless it also affects ethereal targets (as a force effect does). While blinking, you have no chance of interfering with your own attacks or your own spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner. BLINK, GREATER School Transmutation (None); Level Wizard 5 Range Personal Duration 1 round/level (D) Saving Throw None; Spell Resistance - An immaterial fog descends over your eyes as you complete the spell. You perceive the closeness of a parallel, ethereal reality, and you know that you can pass freely between that world and the one upon which you stand. This spell functions like blink (PH 206), except that you have control over the timing of your blinking back and forth between the Ethereal Plane and the Material Plane. You can also ready an action to blink away from any physical or magical attack. The attack misses automatically unless it also affects ethereal targets (as a force effect does). While blinking, you have no chance of interfering with your own attacks or your own spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner. BRILLIANT BLADE School Transmutation (None); Level 6 (25 ft. + 5 ft./2 levels) Duration 1 minute/level Saving Throw DC 29 Will negates (harmless, object); Spell Resistance Yes (harmless, object) With a word, the indicated weapon glows with a soft blue white halo that emits a low, slowly pulsating hum. The faint smell of ozone permeates the air. You transform a single melee weapon, natural weapon, thrown weapon, or group of 50 projectiles into a weapon with the brilliant energy special ability (DMG 224). If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell. BRILLIANT BLADE School Transmutation (None); Level Wizard 6 (25 ft. + 5 ft./2 levels)

12 12 of 99 Duration 1 minute/level Saving Throw DC 29 Will negates (harmless, object); Spell Resistance Yes (harmless, object) With a word, the indicated weapon glows with a soft blue white halo that emits a low, slowly pulsating hum. The faint smell of ozone permeates the air. You transform a single melee weapon, natural weapon, thrown weapon, or group of 50 projectiles into a weapon with the brilliant energy special ability (DMG 224). If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell. CHAIN LIGHTNING School Evocation, Air Elemental, Metal Elemental [Electricity]; Level Wizard 6, Focus Range Long Target one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) Saving Throw DC 28 Reflex half; Spell Resistance Yes This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. CIRCLE OF DEATH School Necromancy [Death]; Level Wizard 6 Range Medium Area several living creatures within a 40-ft.-radius burst Saving Throw DC 28 Fortitude negates; Spell Resistance Yes Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted. CLOAK OF DREAMS School Enchantment (Compulsion) [Mind-Affecting]; Level Wizard 6 Casting Time 1 round Range 5 ft.

13 13 of 99 Area 5-ft.-radius emanation centered on you Duration 1 round/level (D) Saving Throw DC 28 Will negates; Spell Resistance Yes You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded. Creatures with the scent special quality have a -4 penalty on their saves. CONTAGIOUS FLAME School Evocation, Fire Elemental [Fire]; Level Wizard 6 Target three or more rays Duration 3 rounds Saving Throw none; Spell Resistance Yes You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round - these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds - a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself. DEATH ARMOR School Necromancy (None); Level Wizard 2, Focus Range Personal Duration 1 round/level Saving Throw N/A; Spell Resistance No You smear yourself with white paste, drawing a skull on your bare flesh. Immediately, a wreath of black flames crackles to life around you. The black flames created by this spell injure creatures that contact them. Any creature striking you with its body or handheld weapons takes 1d4 points of damage +1 point per two caster levels (maximum +10). If the creature has spell resistance, it applies to the damage. Weapons with reach, such as longspears, do not endanger their users in this way. Material Component: Paste made from ground bones. Focus: An onyx worth 50 gp. DEVOLUTION

14 14 of 99 School Transmutation; Level 3 Target one eidolon Duration 1 round/level Saving Throw DC 26 Will negates; Spell Resistance Yes This spell causes an eidolon to lose one evolution plus one additional evolution for every five caster levels. Evolutions with the highest total cost are lost first. If there is a tie, randomly determine which is lost. If this spell causes an eidolon to fail to meet the prerequisites for other evolutions or abilities, those evolutions or abilities are lost as long as this spell persists. DEVOLUTION (X3) School Transmutation; Level Wizard 3 Target one eidolon Duration 1 round/level Saving Throw DC 26 Will negates; Spell Resistance Yes This spell causes an eidolon to lose one evolution plus one additional evolution for every five caster levels. Evolutions with the highest total cost are lost first. If there is a tie, randomly determine which is lost. If this spell causes an eidolon to fail to meet the prerequisites for other evolutions or abilities, those evolutions or abilities are lost as long as this spell persists. DUELWARD School Abjuration (None); Level Wizard 5 Range Personal Duration 1 round/level or until discharged (D) Saving Throw N/A; Spell Resistance No The air around you crackles with magical energy as you finish uttering the last syllables of the spell s formula. You immediately feel as if your link to the arcane somehow has increased, filling you with confidence and a sense of security. While a duelward spell is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast. The first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged. Material Component: A miniature silk glove. EARTHBIND School Transmutation (None); Level 2 Range Medium (100 ft ft./level) Duration 1 minute/level (D)

15 15 of 99 Saving Throw DC 25 Fortitude Negates; Spell Resistance Yes Your foe will reach you in seconds. You cast this spell, and yellow strips of magical energy loop about its wings, hampering its flight and dragging it to ground. You hinder the subject creature s ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells). ENERGY IMMUNITY School Abjuration (None); Level Wizard 7 Range Touch Duration 24 hours Saving Throw None; Spell Resistance Yes (harmless) A sense of security fills you as you complete the spell. As you touch the intended target of the spell, the feeling lingers for a moment before fading. This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types acid, cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless). Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage. ENERVATION School Necromancy; Level Wizard 4 Saving Throw none; Spell Resistance Yes You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Appendix 1). Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don't last long enough to do so. An undead creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour. EUPHORIC TRANQUILITY School Enchantment (Compulsion) [Mind-Affecting]; Level Wizard 8 or Divine Focus

16 6 of 99 Range Touch Target creature touched Duration 1 round/level Saving Throw none and Will partial (see below); Spell Resistance Yes A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Until the end of the spell's duration, the creature's speed is halved, and it cannot make attacks or cast spells. If the creature is attacked, it gets a Will saving throw. If the saving throw succeeds, the creature can make act normally for 1 round. If the saving throw fails, the creature moves half its speed away from the attacker as its next action. Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to have an attitude of Helpful (see the Diplomacy skill, Core Rulebook 94), though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state. FALSE GRAVITY School Transmutation (None); Level Wizard 3 Range Touch Duration 1 minute/level Saving Throw DC 26 Will negates (harmless); Spell Resistance Yes (harmless) You clatter the magnets in your hand and set your foot on the wall. Your second step carries you onto the wall, and you can walk up it with ease. The subject of this spell can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch down as often as it likes during the spell s duration, though only once per round, as a free action. Unattended objects fall, as normal. The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air toward it. A character flying in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its personal gravity. A creature falling in this fashion loses all downward momentum when it changes its gravity. Material Component: A pair of magnets. FIRE SHIELD School Evocation, Fire Elemental [Cold, Fire]; Level Wizard 4 Range Personal Target you Duration 1 round/level (D) Saving Throw DC 26 This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield. Any creature striking you with its body or a

17 17 of 99 handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows. Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. FIREBALL School Evocation, Fire Elemental [Fire]; Level Wizard 3 Range Long Area 20-ft.-radius spread Saving Throw DC 25 Reflex half; Spell Resistance Yes A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. FIREBURST, GREATER School Evocation (Fire); Level Wizard 5 Range 15 ft radius burst centered on caster Saving Throw DC 27 Reflex Half; Spell Resistance Yes This spell functions like fireburst, except that it affects creatures within 15 feet of you and deals 1d10 points of fire damage per caster level (maximum 15d10). FLENSING

18 18 of 99 School Transmutation (Evil); Level 8 (25 ft. + 5 ft./2 levels) Duration 4 rounds Saving Throw DC 31 Fortitude partial; see text; Spell Resistance Yes With a cruel utterance, you complete the spell and unleash its terrible energy. A sickeningly wet ripping sound accompanies the sight of strips of flesh being torn away, as if some invisible hand was attempting to peel your target like an onion. When you cast this spell, you literally strip the flesh from a corporeal creature s body, inflicting incredible pain and psychological trauma. Each round, the subject takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell. Flensing has no effect on creatures in gaseous form. Material Component: An onion. FORCE MISSILES (X5) School Evocation (Force); Level Wizard 4 Range Medium (100 ft ft./level) Saving Throw None; Spell Resistance Yes Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts. You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. You gain one missile for every four caster levels (up to 4 missiles at 16th level). You can make more than one missile strike a single target, if desired. However, no two creatures may be more than 30 feet apart, and you must designate targets before rolling for spell resistance or damage. FORCECAGE School Evocation [Force]; Level Wizard 7 Area barred cage (20-ft. cube) or windowless cell (10-ft. cube) Duration 1 round/level (D) Saving Throw DC 29 Reflex negates; Spell Resistance No

19 9 of 99 This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force, a forcecage resists dispel magic, although a mage's disjunction still functions. The walls of a forcecage can be damaged by spells as normal, except for disintegrate, which automatically destroys it. The walls of a forcecage can be damaged by weapons and supernatural abilities, but they have a Hardness of 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a forcecage. Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars. Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides. GLOBE OF INVULNERABILITY School Abjuration; Level Wizard 6 Range 10 ft. Area 10-ft.-radius spherical emanation, centered on you Duration 1 round/level (D) Saving Throw none; Spell Resistance No This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects. HASTE School Transmutation; Level Wizard 3 Target one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw DC 26 Fortitude negates (harmless); Spell Resistance Yes (harmless) The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping

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