Orbick

A master specialist Evoker in a Ptolus campaign.

Description:

(Note – This is as formatted as it is going to get.)

Str 7 Dex 16 Con 16 Int 20 Wiz 10 Cha 10

AC 18 Move 30 HP 67 (d6)

Init +3 For +7 Ref +7 Wil +7

Base Attack + 4 Melee +2 Ranged +7

Quarter Staff + 1 +3 hit/d6-1 dmg

Skills

Appraise 5 Balance 3 Bluff 0 Climb -2 Concentration 15 Craft (Alchemy) 14 Craft (Untrained) 5 Diplomacy 0 Disguise 0 Escape Artist 3 Forgery 5 Gather Information 0 Heal 0 Hide 3 Intimidate 0 Jump -2 Knowledge (Arcana) 17 Knowledge (Architecture and Engineering) 8 Knowledge (Chaos Tech) 10 Knowledge (Dungeoneering) 7 Knowledge (History) 9 Knowledge (Local) 9 Knowledge (Nobility and Royalty) 9 Knowledge (Religion) 7 Listen 0 Move Silently 3 Perform (Act) 1 Profession (Bookkeeper) 1 Profession (Scribe) 1 Ride 3 Search 5 Sense Motive 0 Sleight of Hand 2 Spellcraft 22 Spot 1 Survival 0 Swim -2 Use Rope 3

Feats

Craft Wand Empower Spell Greater Spell Focus (Evocation) Improved Familiar Scribe Scroll Skill Focus (Spellcraft) Spell Focus (Evocation) Spell Penetration

Spell Book

Wizard Spells LEVEL 0 1 2 3 4 5 6 7 8 9 PER DAY 4+1 6+1 5+1 4+1 3+1 2+1 0 0 0 0

Acid Splash DC: 15 Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S SR: No School: Conjuration ☐☐☐ Effect: Orb deals 1d3 acid damage. Source: p.196. Target Area: One missile of acid Arcane Mark DC: 15 Save: None Time: 1 standard action Duration: Permanent Rng: 0 ft. Comp: V, S SR: No School: Universal ☐☐☐ Effect: Inscribes your personal rune [visibly or invisibly]. Source: p.201 Target Area: One personal rune or mark, all of which must fit within 1 sq. ft.
  • Dancing Lights DC: 17 Save: None Time: 1 standard action Duration: 9 minute Rng: Medium (190’) Comp: V, S SR: No School: Evocation ☐☐☐ Effect: You create up to four lights that resemble lanterns or torches or up to four glowing speheres of light or one faintly glowing humanoid shape.. Source: p.216 Target Area: Up to four lights, all within a 10- ft. radius area Detect Chaos Tech DC: 15 Save: None Time: 1 standard action Duration: Concentration, up to 9 min. Rng: 60 ft. Comp: V, S SR: No School: Divination ☐☐☐ Effect: As detect magic, but chaos tech Source: .CLEAR Target Area: Cone-shaped emanation Detect Magic DC: 15 Save: None Time: 1 standard action Duration: Concentration, up to 9 minutes Rng: 60 ft. Comp: V, S SR: No School: Divination ☐☐☐ Effect: You detect magical auras. Source: p.219 Target Area: Cone-shaped emanation Detect Magic DC: 15 Save: None Time: 1 standard action Duration: Concentration, up to 9 minutes [D] Rng: 60 ft. Comp: V, S SR: No School: Divination ☐☐☐ Effect: Detects spells and magic items within 60 ft. Source: SpellsD-E.rtf Target Area: Cone-shaped emanation Detect Poison DC: 15 Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S SR: No School: Divination ☐☐☐ Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Source: p.219 Target Area: One creature, one object, or a 5-ft. cube Detect Poison DC: 15 Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S SR: No School: Divination ☐☐☐ Effect: Detects poison in one creature or small object. Source: SpellsD-E.rtf Target Area: One creature, one object, or a 5-ft. cube
  • Flare DC: 17 Save: Fortitude negates Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V SR: Yes School: Evocation ☐☐☐ Effect: This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. ~ -1 on attack rolls Source: p.232 Target Area: Burst of light Ghost Sound DC: 15 Save: Will disbelief (if interacted with) Time: 1 standard action Duration: 9 rounds Rng: Close (45’) Comp: V, S, M SR: No School: Illusion ☐☐☐ Effect: 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 sounds basic character. Source: p.235 Target Area: Illusory sounds Ghost Sound DC: 15 Save: Will disbelief (if interacted with) Time: 1 standard action Duration: 9 rounds [D] Rng: Close (45’) Comp: V, S, M SR: No School: Illusion ☐☐☐ Effect: Figment sounds. Source: SpellsF-G.rtf Target Area: Illusory sounds
  • Light DC: 17 Save: None Time: 1 standard action Duration: 90 minutes Rng: Touch Comp: V, M/DF SR: No School: Evocation ☐☐☐ Effect: This spell causes an object to glow like a torch, shedding bright light in a 20-foot-radius [and dim light for an additional 20 feet] from the point you touch. The effect is immobile, but it can be cast on a movable object. Source: p.248 Target Area: Object touched
  • Light DC: 17 Save: None Time: 1 standard action Duration: 90 minutes [D] Rng: Touch Comp: V, M/DF SR: No School: Evocation ☐☐☐ Effect: Object shines like a torch. Source: SpellsH-L.rtf Target Area: Object touched Mage Hand DC: 15 Save: None Time: 1 standard action Duration: Concentration Rng: Close (45’) Comp: V, S SR: No School: Transmutation ☐☐☐ Effect: You point your finger at an object and can lift it and move it at will from a distance. Source: p.249 Target Area: One nonmagical, unattended object weighing up to 5 lb. Mending DC: 15 Save: Will negates (harmless, object) Time: 1 standard action Duration: Instantaneous Rng: 10 ft. Comp: V, S SR: Yes (harmless, object) School: Transmutation ☐☐☐ Effect: Mending repairs small breaks or tears in objects [but not warps, such as might be caused by a warp wood spell]. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Source: p.253 Target Area: One object of up to 1 lb. Mending DC: 15 Save: Will negates (harmless, object) Time: 1 standard action Duration: Instantaneous Rng: 10 ft. Comp: V, S SR: Yes (harmless, object) School: Transmutation ☐☐☐ Effect: Makes minor repairs on an object. Source: SpellsM-O.rtf Target Area: One object of up to 1 lb. Message DC: 15 Save: None Time: 1 standard action Duration: 90 minutes Rng: Medium (190’) Comp: V, S, F SR: No School: Transmutation ☐☐☐ Effect: You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Target Area: 9 creatures Open/Close DC: 15 Save: Will negates (object) Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S, F SR: Yes (object) School: Transmutation ☐☐☐ Effect: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity [such as a bar on a door or a lock on a chest], the spell fails. Source: p.258 Target Area: Object weighing up to 30 lb. or portal that can be opened or closed Orbick’s Beverage DC: 15 Save: No Time: 1 standard action Duration: Permanent unless ended or dismissed; see text Rng: Close (45’) Comp: V, S SR: Yes School: Conjuration ☐☐☐ Effect: A nice frothy pint of good quality stout or ale will appear in front of the caster [in a ceramic mug]. Source: Orbick Target Area: Orbick’s Butterfly Swarm DC: 15 Save: Reflex negates Time: 1 standard action Duration: 1 full round Rng: Close; see text Comp: V, S SR: Yes School: Conjuration ☐☐☐ Effect: A stream of colourful butterflies issues forth from your hands and surrounds one creature for one round. The target creature may avoid the butterflies by making a reflex check. The butterflies simply fly off at the end of the spells duration or if the creature saves. A creature surrounded Target Area: One creature
  • Orbick’s Ember DC: 17 Save: Reflex negates; see text Time: 1 standard action Duration: 1 full round Rng: Close; see text Comp: V, S SR: No School: Evocation ☐☐☐ Effect: The caster calls into being a small ember which sets itself lightly onto the desired object. The ember will light flammable objects, such as paper, lamp oil or wood shavings, on fire. A targeted creature may make a reflex save to avoid the ember from touching them. A creature Target Area: One creature or object Orbick’s Odor DC: 15 Save: Will Negates (Harmless) Time: 1 standard action Duration: 9 minutes [D] Rng: Close (45’) Comp: S SR: Yes School: Illusion ☐☐☐ Effect: The caster may call into being a scent he or she is familiar with. The caster could, for example, call into being the scent of cooking food, rotten eggs or the smell of flowers. This scent is not overpowering and does not affect combat adversely. The spell may affect social situations Target Area: One creature or object, up to a 10-ft. cube in size Orbick’s Oil DC: 15 Save: No Time: 1 standard action Duration: 9 minutes Rng: Touch; see text Comp: V, S SR: Yes School: Conjuration ☐☐☐ Effect: This spell summons for a small amount of oil [2 oz]; Just enough to oil a hinge or lock. An oiled lock is easier to open and a +2 bonus is added to any open lock DC check. Source: Orbick Target Area: Object touched Orbick’s Roach DC: 15 Save: None Time: 1 standard action Duration: Permanent [D] Rng: Close (45’) Comp: S SR: Yes School: Conjuration ☐☐☐ Effect: With some slight of hand a caster may summon a 2’-3’ roach within 10’ feet of him. The caster has no control over the roach once created, but may place it where he wishes. Source: Orbick Target Area: Orbick’s Sling Shot DC: 15 Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (190’) Comp: S SR: No School: Transmutation ☐☐☐ Effect: Launches a sling stone or similar item towards your target as if you fired it from a sling. Feats and properties of the item are applied to the chance of hitting. Range is not a factor. Source: Orbick Target Area: One creature or object Prestidigitation DC: 15 Save: See text Time: 1 standard action Duration: 1 hour Rng: 10 ft. Comp: V, S SR: No School: Universal ☐☐☐ Effect: 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. Source: p.264 Target Area: See text
  • Ray of Frost DC: 17 Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. Source: p.269 Target Area: Ray Read Magic DC: 15 Save: None Time: 1 standard action Duration: 90 minutes Rng: Personal Comp: V, S, F SR: No School: Divination ☐☐☐ Effect: By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed Target Area: You Read Magic DC: 15 Save: None Time: 1 standard action Duration: 90 minutes Rng: Personal Comp: V, S, F SR: No School: Divination ☐☐☐ Effect: Read scrolls and spellbooks. Source: SpellsP-R.rtf Target Area: You
Repair Minor Damage DC: 15 Save: None Time: 1 standard action Duration: Instantaneous Rng: Touch Comp: V, S SR: No School: Transmutation ☐☐☐ Effect: Repairs 1 point of damage to any construct Source: p.120 Target Area: Construct touched Resistance DC: 15 Save: Will negates (harmless) Time: 1 standard action Duration: 1 minute Rng: Touch Comp: V, S, M/DF SR: Yes (harmless) School: Abjuration ☐☐☐ Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Source: p.272 Target Area: Creature touched Animate Rope DC: 16 Save: None Time: 1 standard action Duration: 9 rounds Rng: Medium (190’) Comp: V, S SR: No School: Transmutation ☐☐☐ Effect: You animate a nonliving rope-like object.. Source: p.199 Target Area: One ropelike object, length up to 95 ft.; see text
  • Burning Hands DC: 18 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 15 ft. Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A cone of searing flame shoots from your hands, dealing 5d4 fire damage Source: p.207 Target Area: Cone-shaped burst Comprehend Languages DC: 16 Save: None Time: 1 standard action Duration: 90 minutes Rng: Personal Comp: V, S, M/DF SR: No School: Divination ☐☐☐ Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Source: p.212 Target Area: You Detect Secret Doors DC: 16 Save: None Time: 1 standard action Duration: Concentration, up to 9 minutes Rng: 60 ft. Comp: V, S SR: No School: Divination ☐☐☐ Effect: You can detect secret doors, compartments, caches, and so forth. Source: p.220 Target Area: Cone-shaped emanation Detect Undead DC: 16 Save: None Time: 1 standard action Duration: Concentration, up to 9 minutes Rng: 60 ft. Comp: V, S, M/DF SR: No School: Divination ☐☐☐ Effect: You can detect the aura that surrounds undead creatures. Source: p.220 Target Area: Cone-shaped emanation Endure Elements DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 24 hours Rng: Touch Comp: V, S SR: Yes (harmless) School: Abjuration ☐☐☐ Effect: Subject suffers no harm from being in a hot or cold environment. Source: p.226 Target Area: Creature touched Enlarge Person DC: 16 Save: Fortitude negates Time: 1 round Duration: 9 minutes Rng: Close (45’) Comp: V, S, M SR: Yes School: Transmutation ☐☐☐ Effect: Causes instant growth of a humanoid creature, doubling it’s height and multiplying its weight by 8. This changes the creatures size category up one. Source: p.226 Target Area: One humanoid creature Expeditious Retreat DC: 16 Save: None Time: 1 standard action Duration: 9 minutes Rng: Personal Comp: V, S SR: No School: Transmutation ☐☐☐ Effect: You increase your base land speed by 30 ft. Source: p.228 Target Area: You Feather Fall DC: 16 Save: Will negates (harmless) or Will negates (object) Time: 1 free action Duration: Until landing or 9 rounds Rng: Close (45’) Comp: V SR: Yes (object) School: Transmutation ☐☐☐ Effect: The affected creatures or objects fall slowly, though faster than feathers typically do. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round, equivalent to the end of a fall from a few feet, and the subjects take no damage upon landing while Target Area: 9 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart
  • Floating Disk DC: 18 Save: None Time: 1 standard action Duration: 9 hours Rng: Close (45’) Comp: V, S, M SR: No School: Evocation ☐☐☐ Effect: Creates 3-ft.-diameter horizontal disk that holds 900 lbs Source: SpellsF-G.rtf Target Area: 3-ft.-diameter disk of force Hold Portal DC: 16 Save: None Time: 1 standard action Duration: 9 minutes Rng: Medium (190’) Comp: V SR: No School: Abjuration ☐☐☐ Effect: This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. Source: p.241 Target Area: One portal, up to 180 sq. ft Identify DC: 16 Save: None Time: 1 hour Duration: Instantaneous Rng: Touch Comp: V, S, M/DF SR: No School: Divination ☐☐☐ Effect: The spell determines all magic properties of a single magic item, including how to activate those functions [if appropriate], and how many charges are left [if any]. Source: p.243 Target Area: One touched object Identify Device DC: 16 Save: None Time: 1 hour Duration: Instantaneous Rng: Touch Comp: V, S, M, V, S, M/DF SR: No School: Divination ☐☐☐ Effect: The spell determines the single most basic function of each nonmagical target item, including technology and chaositech. This includes how to activate that function [if appropriate] and how many uses remain [if any]. For example, a demon gun would register as a ÃÆ’Æâ€Target Area: Up to one object/level Jump DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 9 minutes Rng: Touch Comp: V, S, M SR: Yes School: Transmutation ☐☐☐ Effect: The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 [the maximum] at caster level 9th. Source: p.246 Target Area: Creature touched Mage Armor DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 9 hours Rng: Touch Comp: V, S, F SR: No School: Conjuration ☐☐☐ Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Source: p.249 Target Area: Creature touched
  • Magic Missile DC: 18 Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (190’) Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. 5 missiles. Source: p.251 Target Area: Up to five creatures, no two of which can be more than 15 ft. apart
  • Orbick’s Brick DC: 18 Save: Reflex negates Time: 1 standard action Duration: Instantaneous Rng: 40 ft. Comp: V, S, M/DF SR: Yes School: Evocation ☐☐☐ Effect: The caster fires off a series of bricks from his outstretched hands. The objects can connect with a creature and cause 1d6+1/brick. The caster may launch 1 brick/2 caster levels. He may launch them at as many targets as he sees fit. A creature may make a reflex check to Target Area: 9 Creatures Orbick’s Certainty DC: 16 Save: No Time: 1 standard action Duration: 9 minute [D] Rng: Personal Comp: V, M/DF SR: No School: Divination ☐☐☐ Effect: Orbick’s Certainty gives a +5 insight bonus to hit with ranged weapons [bows, crossbows, slings…] that the caster is proficient with. This bonus applies to all ranged attacks for the duration of the spell. Source: Orbick Target Area: You Orbick’s Defense DC: 16 Save: Time: 1 standard action Duration: 9 min. [D] Rng: Personal Comp: V, S SR: School: Abjuration ☐☐☐ Effect: Orbick’s Defense creates a slightly visible, shield-sized mobile disk of blue force that hovers in front of you. The disk provides a +5 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or Target Area: You Orbick’s Glaring Shield DC: 16 Save: Time: 1 standard action Duration: 9 min. Rng: Personal Comp: V, S SR: School: Abjuration ☐☐☐ Effect: Orbick’s Defense creates a highly reflective shield [medium] that hovers in front of the caster. The shield provides a +2 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield also glares with a bright light. Anyone directly Target Area: You [see text]
  • Orbick’s Iridescent Globes DC: 18 Save: See text Time: 1 standard action Duration: 9 rounds [D] Rng: Close; see text Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: This spell manufactures one or more 6” diameter orbs which orbit around the caster. These orbs are of a variety of scintillating colours, depending on the energy type chosen. The caster may throw as many of these orbs per round as he has ranged attacks per round [the Point Target Area: Orbick’s Oil Slick DC: 16 Save: See text Time: 1 standard action Duration: 9 rounds [D] Rng: (CASTERLEVEL 10) feet Comp: v, S SR: No School: Conjuration ☐☐☐ Effect: A stream of liquid pours forth from your hands and covers an area in an oily substance. You must succeed on a ranged touch attack with the ray to hit a target. You may hit one target per three levels. If you are successful the target is drenched in oil. If the target is hit he must Target Area: 10 foot square or one object
  • Orbick’s Phlogiston DC: 18 Save: No Time: 1 standard action Duration: Instantaneous Rng: Up to 10 ft./level Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A single ray of intense heat and flame shoots forth from your finger tip. The ray causes 1d6 +1 points of damage/level on a successful ranged touch attack. As the ray shoots through the air it leaves a trail of black smoke, which slowly dissipates. Source: .CLEAR Target Area: One creature or object Orbick’s Prompt DC: 16 Save: Will negates Time: 1 standard action Duration: 9 rounds Rng: Close (45’) Comp: V, S SR: Yes School: Transmutation ☐☐☐ Effect: A creature becomes more alert in combat and gains a +4 modifier to Initiative for the duration of the spell. Source: Orbicks Target Area: You or creature touched
  • Orbick’s Pulse DC: 18 Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (190’) Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: The caster issue forth rays of cracking-electrical energy from his fingertips. The caster may generate 1 ray for every two levels [1st, 3rd, 5th, 7th, 9th] up to a maximum of 5 rays. Each ray requires a ranged touch attack. The electrical pulse causes 1d6+1 points of damage Target Area:
  • Orbick’s Ray of Light DC: 18 Save: See text Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A single ray of dazzling light shoots forth from your finger tip. The ray will blind a single target for 1d4 rounds on a successful ranged touch attack. The target may make a fortitude save to avoid being blinded. Blinded creatures are +2 to be hit, lose their dexterity bonus to their Target Area: One creature
  • Orbick’s Subdual DC: 18 Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S, M SR: Yes School: Evocation ☐☐☐ Effect: You point your finger and from it erupts a white pulse of non-lethal energy. You must make a ranged touch attack to hit a creature. It deals 1d6 points + 1 point/level of non-lethal damage 10. Creatures immune to subdual damage [constructs, oozes, undead] are immune to Target Area: One creature Protection from Chaos DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 9 minutes Rng: Touch Comp: V, S, M/DF SR: No; see text School: Abjuration ☐☐☐ Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target Area: Creature touched Protection from Law DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 9 minutes Rng: Touch Comp: V, S, M/DF SR: No; see text School: Abjuration ☐☐☐ Effect: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target Area: Creature touched
Repair Minor Damage DC: 15 Save: None Time: 1 standard action Duration: Instantaneous Rng: Touch Comp: V, S SR: No School: Transmutation ☐☐☐ Effect: Repairs 1 point of damage to any construct Source: p.120 Target Area: Construct touched Resistance DC: 15 Save: Will negates (harmless) Time: 1 standard action Duration: 1 minute Rng: Touch Comp: V, S, M/DF SR: Yes (harmless) School: Abjuration ☐☐☐ Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Source: p.272 Target Area: Creature touched Animate Rope DC: 16 Save: None Time: 1 standard action Duration: 9 rounds Rng: Medium (190’) Comp: V, S SR: No School: Transmutation ☐☐☐ Effect: You animate a nonliving rope-like object.. Source: p.199 Target Area: One ropelike object, length up to 95 ft.; see text
  • Burning Hands DC: 18 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 15 ft. Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A cone of searing flame shoots from your hands, dealing 5d4 fire damage Source: p.207 Target Area: Cone-shaped burst Comprehend Languages DC: 16 Save: None Time: 1 standard action Duration: 90 minutes Rng: Personal Comp: V, S, M/DF SR: No School: Divination ☐☐☐ Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Source: p.212 Target Area: You Detect Secret Doors DC: 16 Save: None Time: 1 standard action Duration: Concentration, up to 9 minutes Rng: 60 ft. Comp: V, S SR: No School: Divination ☐☐☐ Effect: You can detect secret doors, compartments, caches, and so forth. Source: p.220 Target Area: Cone-shaped emanation Detect Undead DC: 16 Save: None Time: 1 standard action Duration: Concentration, up to 9 minutes Rng: 60 ft. Comp: V, S, M/DF SR: No School: Divination ☐☐☐ Effect: You can detect the aura that surrounds undead creatures. Source: p.220 Target Area: Cone-shaped emanation Endure Elements DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 24 hours Rng: Touch Comp: V, S SR: Yes (harmless) School: Abjuration ☐☐☐ Effect: Subject suffers no harm from being in a hot or cold environment. Source: p.226 Target Area: Creature touched Enlarge Person DC: 16 Save: Fortitude negates Time: 1 round Duration: 9 minutes Rng: Close (45’) Comp: V, S, M SR: Yes School: Transmutation ☐☐☐ Effect: Causes instant growth of a humanoid creature, doubling it’s height and multiplying its weight by 8. This changes the creatures size category up one. Source: p.226 Target Area: One humanoid creature Expeditious Retreat DC: 16 Save: None Time: 1 standard action Duration: 9 minutes Rng: Personal Comp: V, S SR: No School: Transmutation ☐☐☐ Effect: You increase your base land speed by 30 ft. Source: p.228 Target Area: You Feather Fall DC: 16 Save: Will negates (harmless) or Will negates (object) Time: 1 free action Duration: Until landing or 9 rounds Rng: Close (45’) Comp: V SR: Yes (object) School: Transmutation ☐☐☐ Effect: The affected creatures or objects fall slowly, though faster than feathers typically do. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round, equivalent to the end of a fall from a few feet, and the subjects take no damage upon landing while Target Area: 9 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart
  • Floating Disk DC: 18 Save: None Time: 1 standard action Duration: 9 hours Rng: Close (45’) Comp: V, S, M SR: No School: Evocation ☐☐☐ Effect: Creates 3-ft.-diameter horizontal disk that holds 900 lbs Source: SpellsF-G.rtf Target Area: 3-ft.-diameter disk of force Hold Portal DC: 16 Save: None Time: 1 standard action Duration: 9 minutes Rng: Medium (190’) Comp: V SR: No School: Abjuration ☐☐☐ Effect: This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. Source: p.241 Target Area: One portal, up to 180 sq. ft Identify DC: 16 Save: None Time: 1 hour Duration: Instantaneous Rng: Touch Comp: V, S, M/DF SR: No School: Divination ☐☐☐ Effect: The spell determines all magic properties of a single magic item, including how to activate those functions [if appropriate], and how many charges are left [if any]. Source: p.243 Target Area: One touched object Identify Device DC: 16 Save: None Time: 1 hour Duration: Instantaneous Rng: Touch Comp: V, S, M, V, S, M/DF SR: No School: Divination ☐☐☐ Effect: The spell determines the single most basic function of each nonmagical target item, including technology and chaositech. This includes how to activate that function [if appropriate] and how many uses remain [if any]. For example, a demon gun would register as a ÃÆ’Æâ€Target Area: Up to one object/level Jump DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 9 minutes Rng: Touch Comp: V, S, M SR: Yes School: Transmutation ☐☐☐ Effect: The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 [the maximum] at caster level 9th. Source: p.246 Target Area: Creature touched Mage Armor DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 9 hours Rng: Touch Comp: V, S, F SR: No School: Conjuration ☐☐☐ Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Source: p.249 Target Area: Creature touched
  • Magic Missile DC: 18 Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (190’) Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. 5 missiles. Source: p.251 Target Area: Up to five creatures, no two of which can be more than 15 ft. apart
  • Orbick’s Brick DC: 18 Save: Reflex negates Time: 1 standard action Duration: Instantaneous Rng: 40 ft. Comp: V, S, M/DF SR: Yes School: Evocation ☐☐☐ Effect: The caster fires off a series of bricks from his outstretched hands. The objects can connect with a creature and cause 1d6+1/brick. The caster may launch 1 brick/2 caster levels. He may launch them at as many targets as he sees fit. A creature may make a reflex check to Target Area: 9 Creatures Orbick’s Certainty DC: 16 Save: No Time: 1 standard action Duration: 9 minute [D] Rng: Personal Comp: V, M/DF SR: No School: Divination ☐☐☐ Effect: Orbick’s Certainty gives a +5 insight bonus to hit with ranged weapons [bows, crossbows, slings…] that the caster is proficient with. This bonus applies to all ranged attacks for the duration of the spell. Source: Orbick Target Area: You Orbick’s Defense DC: 16 Save: Time: 1 standard action Duration: 9 min. [D] Rng: Personal Comp: V, S SR: School: Abjuration ☐☐☐ Effect: Orbick’s Defense creates a slightly visible, shield-sized mobile disk of blue force that hovers in front of you. The disk provides a +5 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or Target Area: You Orbick’s Glaring Shield DC: 16 Save: Time: 1 standard action Duration: 9 min. Rng: Personal Comp: V, S SR: School: Abjuration ☐☐☐ Effect: Orbick’s Defense creates a highly reflective shield [medium] that hovers in front of the caster. The shield provides a +2 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield also glares with a bright light. Anyone directly Target Area: You [see text]
  • Orbick’s Iridescent Globes DC: 18 Save: See text Time: 1 standard action Duration: 9 rounds [D] Rng: Close; see text Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: This spell manufactures one or more 6” diameter orbs which orbit around the caster. These orbs are of a variety of scintillating colours, depending on the energy type chosen. The caster may throw as many of these orbs per round as he has ranged attacks per round [the Point Target Area: Orbick’s Oil Slick DC: 16 Save: See text Time: 1 standard action Duration: 9 rounds [D] Rng: (CASTERLEVEL *10) feet Comp: v, S SR: No School: Conjuration ☐☐☐ Effect: A stream of liquid pours forth from your hands and covers an area in an oily substance. You must succeed on a ranged touch attack with the ray to hit a target. You may hit one target per three levels. If you are successful the target is drenched in oil. If the target is hit he must Target Area: 10 foot square or one object
  • Orbick’s Phlogiston DC: 18 Save: No Time: 1 standard action Duration: Instantaneous Rng: Up to 10 ft./level Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A single ray of intense heat and flame shoots forth from your finger tip. The ray causes 1d6 +1 points of damage/level on a successful ranged touch attack. As the ray shoots through the air it leaves a trail of black smoke, which slowly dissipates. Source: .CLEAR Target Area: One creature or object Orbick’s Prompt DC: 16 Save: Will negates Time: 1 standard action Duration: 9 rounds Rng: Close (45’) Comp: V, S SR: Yes School: Transmutation ☐☐☐ Effect: A creature becomes more alert in combat and gains a +4 modifier to Initiative for the duration of the spell. Source: Orbicks Target Area: You or creature touched
  • Orbick’s Pulse DC: 18 Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (190’) Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: The caster issue forth rays of cracking-electrical energy from his fingertips. The caster may generate 1 ray for every two levels [1st, 3rd, 5th, 7th, 9th] up to a maximum of 5 rays. Each ray requires a ranged touch attack. The electrical pulse causes 1d6+1 points of damage Target Area:
  • Orbick’s Ray of Light DC: 18 Save: See text Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A single ray of dazzling light shoots forth from your finger tip. The ray will blind a single target for 1d4 rounds on a successful ranged touch attack. The target may make a fortitude save to avoid being blinded. Blinded creatures are +2 to be hit, lose their dexterity bonus to their Target Area: One creature
  • Orbick’s Subdual DC: 18 Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S, M SR: Yes School: Evocation ☐☐☐ Effect: You point your finger and from it erupts a white pulse of non-lethal energy. You must make a ranged touch attack to hit a creature. It deals 1d6 points + 1 point/level of non-lethal damage 10. Creatures immune to subdual damage [constructs, oozes, undead] are immune to Target Area: One creature Protection from Chaos DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 9 minutes Rng: Touch Comp: V, S, M/DF SR: No; see text School: Abjuration ☐☐☐ Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target Area: Creature touched Protection from Law DC: 16 Save: Will negates (harmless) Time: 1 standard action Duration: 9 minutes Rng: Touch Comp: V, S, M/DF SR: No; see text School: Abjuration ☐☐☐ Effect: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target Area: Creature touched
  • Scorching Ray DC: 19 Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: You blast your enemies with fiery rays. You may fire 2 rays. Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. Source: p.274 Target Area: One or more rays See Invisibility DC: 17 Save: None Time: 1 standard action Duration: 90 minutes Rng: Personal Comp: V, S, M SR: No School: Divination ☐☐☐ Effect: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Source: p.275 Target Area: You Spider Climb DC: 17 Save: Will negates (harmless) Time: 1 standard action Duration: 90 minutes Rng: Touch Comp: V, S, M SR: Yes (harmless) School: Transmutation ☐☐☐ Effect: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse Target Area: Creature touched Summon Monster II DC: 17 Save: None Time: 1 round Duration: 9 rounds Rng: Close (45’) Comp: V, S, F/DF SR: No School: Conjuration ☐☐☐ Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. Source: p.286 Target Area: One or more summoned creatures, no two of which can be more than 30 ft. apart Web DC: 17 Save: Reflex negates; see text Time: 1 standard action Duration: 90 minutes Rng: Medium (190’) Comp: V, S, M SR: No School: Conjuration ☐☐☐ Effect: Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. Source: p.301 Target Area: Webs in a 20-ft. radius spread Whispering Wind DC: 17 Save: None Time: 1 standard action Duration: No more than 9 hours or until discharged [destination is reached] Rng: (CASTERLEVEL) miles Comp: V, S SR: No School: Transmutation ☐☐☐ Effect: You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. Source: p.301 Target Area: 10-ft. radius spread Dispel Magic DC: 18 Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (190’) Comp: V, S SR: No School: Abjuration ☐☐☐ Effect: Cancels magical spells and effects. Source: p.223 Target Area: One spellcaster, creature, or object; or 20-ft. radius burst Displacement DC: 18 Save: Will negates (harmless) Time: 1 standard action Duration: 9 rounds Rng: Touch Comp: V, M SR: Yes (harmless) School: Illusion ☐☐☐ Effect: Emulating the ability of the displacer beast, the subject appears to be about 2 feet away from its true location. 50% chance attacks miss subject. Source: p.223 Target Area: Creature touched
  • Fireball DC: 20 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: Long (760’) Comp: V, S, M SR: Yes School: Evocation ☐☐☐ Effect: A fireball spell is an explosion of flame that detonates with a low roar and deals 9d6 points of fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. Source: p.231 Target Area: 20-ft. radius spread Flame Arrow DC: 18 Save: None Time: 1 standard action Duration: 90 minutes Rng: Close (45’) Comp: V, S, M SR: No School: Transmutation ☐☐☐ Effect: You turn ammunition [such as arrows, bolts, shuriken, and stones] into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. Source: p.231 Target Area: Fifty projectiles, all of which must be in contact with each other at the time of casting Fly DC: 18 Save: Will negates (harmless) Time: 1 standard action Duration: 9 minutes Rng: Touch Comp: V, S, F/DF SR: Yes (harmless) School: Transmutation ☐☐☐ Effect: subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load]. It can ascend at half speed and descend at double speed, and its maneuverability is good. Source: p.232 Target Area: Creature touched Haste DC: 18 Save: Fortitude negates (harmless) Time: 1 standard action Duration: 9 rounds Rng: Close (45’) Comp: V, S, M SR: Yes (harmless) School: Transmutation ☐☐☐ Effect: The transmuted creatures move and act more quickly than normal. This extra speed has several effects. +1 on attack rolls, AC, and Reflex saves. Source: p.239 Target Area: 9 creatures, no two of which can be more than 30 ft. apart Keen Edge DC: 18 Save: Will negates (harmless, object) Time: 1 standard action Duration: 90 minutes Rng: Close (45’) Comp: V, S SR: Yes (harmless, object) School: Transmutation ☐☐☐ Effect: This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. Source: p.246 Target Area: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting Orbick’s Ablative Armour DC: 18 Save: Will Negates (Harmless) Time: 1 standard action Duration: 90 min. [D] Rng: Personal or touch Comp: V, S SR: Yes (Harmless) School: Abjuration ☐☐☐ Effect: The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 5/adamantine. [It ignores the first 5 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reductio Target Area: Creature touched Orbick’s Clinging Bubble Cloud DC: 18 Save: None; see text Time: 1 standard action Duration: 9 rounds Rng: Close (45’) Comp: V, S SR: Yes School: Conjuration ☐☐☐ Effect: This spell appear to be identical to Orbick’s Floating Bubble Cloud, but with one difference, the bubbles are sticky. The cloud acts the same [obscuring vision], but the bubbles stick to any creature who spends any time in the cloud. Source: .CLEAR Target Area: 20-ft.-radius spread [see text]
  • Orbick’s Defensive Burst DC: 20 Save: See text Time: 1 standard action Duration: 9 rounds [D] Rng: Personal Comp: V, S, M, DF SR: Yes; see text School: Evocation ☐☐☐ Effect: This spell sheaths you in a shimmering energy field [force]. The energy field imbues the caster with a +4 deflection bonus to AC. It also gives the caster a +4 to saving throws that involve energy damage [fire, electrical, etc…]. Any creature striking you with its body or a hand-Target Area: You [see text]
  • Orbick’s Energetic Bolt DC: 20 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 50 + (CASTERLEVEL *10) feet Comp: V, S, M SR: Yes School: Evocation ☐☐☐ Effect: A bolt of raw energy bursts forth from your hands that deals 1d6 points of damage per caster level [max 10d6] to each creature within the bolt’s path. You choose the type of energy [acid, cold, electricity, fire, or sonic] at the time of casting. The spell gains the descriptor of the Target Area: Line 10×50 feet Orbick’s Grapeshot DC: 18 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 50 + (CASTERLEVEL *10) feet Comp: V, S SR: No School: Conjuration ☐☐☐ Effect: The caster holds his hand out and a resounding boom issues forth from him….a trail of smoke lingers on his hands as a path of destruction is left in front of him. The spell causes a large swath of metal grapeshot [lead balls and metal scraps] to fire at high speed directly in front Target Area: 10-ft. wide x 90ft long rectangle
  • Orbick’s Stone Hand DC: 20 Save: None, see text Time: 1 standard action Duration: 9 rounds [D] Rng: 25 + (CASTERLEVEL/2 (5)) feet Comp: V, S SR: Yes School: Evocation ☐☐☐ Effect: A hand erupts out of the floor trying to grab at anything within reach. As Orbick’s Earthen Hand, but with the following changes: The hand has an AC of 16, a hardness of 6 and 15 hp + 1hp/caster level. The hand has a strength of 22 6, is considered small -4 and uses the Target Area: 5’ x 5’ square Orbick’s Unbearable Weight DC: 18 Save: Will negates Time: 1 standard action Duration: 9 rounds [D] Rng: (CASTERLEVEL *10) feet Comp: V, S SR: Yes School: Transmutation ☐☐☐ Effect: The target is overwhelmed as is gravity suddenly doubled around him. The target creature of this spell suddenly becomes very heavy and acts as if they are heavily encumbered. A heavily encumbered character has a max dexterity bonus of +1 [lowers armour class, initiative, Target Area: 1 Creature Slow DC: 18 Save: Will negates Time: 1 standard action Duration: 9 rounds Rng: Close (45’) Comp: V, S, M SR: Yes School: Transmutation ☐☐☐ Effect: An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both [nor may it take full-round actions]. Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. A Target Area: 9 creatures, no two of which can be more than 30 ft. apart Summon Monster III DC: 18 Save: None Time: 1 round Duration: 9 rounds Rng: Close (45’) Comp: V, S, F/DF SR: No School: Conjuration ☐☐☐ Effect: This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list. Source: p.286 Target Area: One or more summoned creatures, no two of which can be more than 30 ft. apart Dimension Door DC: 19 Save: None and Will negates (object) Time: 1 standard action Duration: Instantaneous Rng: Long (760’) Comp: V SR: No and Yes (object) School: Conjuration ☐☐☐ Effect: You instantly transfer yourself from your current location to any other spot within range. Source: p.221 Target Area: You and touched objects or other touched willing creatures
  • Fire Shield DC: 21 Save: None Time: 1 standard action Duration: 9 rounds Rng: Personal Comp: V, S, M/DF SR: No School: Evocation ☐☐☐ Effect: 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 [your choice]. Any creature striking you with its body or a handheld weapon deals normal damage, but Target Area: You Lesser Globe of Invulnerability DC: 19 Save: None Time: 1 standard action Duration: 9 rounds Rng: 10 ft. Comp: V, S, M SR: No School: Abjuration ☐☐☐ Effect: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. Source: p.236 Target Area: 10-ft. radius spherical emanation, centered on you Greater Invisibility DC: 19 Save: Will negates (harmless) Time: 1 standard action Duration: 9 rounds Rng: Personal or touch Comp: V, S SR: Yes (harmless) or Yes (harmless, object) School: Illusion ☐☐☐ Effect: This spell functions like invisibility, except that it doesnt end if the subject attacks. Source: p.245 Target Area: You or creature touched Locate Creature DC: 19 Save: None Time: 1 standard action Duration: 90 minutes Rng: Long (760’) Comp: V, S, M SR: No School: Divination ☐☐☐ Effect: This spell functions like locate object, except this spell locates a known or familiar creature. Source: p.249 Target Area: Circle, centered on you, with a radius of 760 ft.
  • Orbick’s Chaos Theory DC: 21 Save: See text Time: 1 standard action Duration: 9 rounds [D] Rng: 100 + (CASTERLEVEL *10) feet Comp: V,S SR: Yes School: Evocation ☐☐☐ Effect: A shimmering cloud of light, arcing electricity, spiting acid, explosive sound, cracking fire and bolts raw energy comes into being and fills and area. The target area is filled with arcing energy of all types. Each round a creature spends in the area, they must make a saving throw Target Area: 9 10-ft. cubes [S]
  • Orbick’s Fiery Expansion DC: 21 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: See text Comp: V,S SR: Yes School: Evocation ☐☐☐ Effect: A torrent of flame, centered on you, bursts out in a blast of heat. This is identical to a fireball, except that the burst is centered on the caster and it emanates out 20’ in all directions. The caster takes no damage. The spell does 1d6 point of damage per level [max 12d6]. Target Area: 20-ft.-radius burst, centered on you
  • Orbick’s Ice Sheet DC: 21 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 100 + (CASTERLEVEL *10) feet Comp: V,S SR: Yes School: Evocation ☐☐☐ Effect: A ray icy-blue light shoots forth from the caster’s fingertips and impacts with a target in a shattering blast of cold and ice. The ice then spreads out, along the nearest surface[s] in a radial pattern and tries to engulf any other creatures in the area. The targeted creature suffers Target Area: 10 + 45 foot radius spread Orbick’s Mucilaginous Wall DC: 19 Save: See text Time: 1 standard action Duration: 9 minute [D] Rng: 100 + (CASTERLEVEL *10) feet Comp: V, S, M SR: Yes; see text School: Conjuration ☐☐☐ Effect: This spell calls forth a wall of opaque jelly like material. The wall is 10’ square per caster level and up 1/2’ thick per caster level. The wall gives those creatures on the opposite side 80% concealment from those on the other. Creatures can be seen through the wall, but only Target Area: Wall of 9 10’x10’ vertical squares, 4 inches thick
  • Orbick’s Phosphorous Spray DC: 21 Save: Reflex half Time: 1 standard action Duration: Instantaneous; see text Rng: 60 feet Comp: V, S, M SR: Yes School: Evocation ☐☐☐ Effect: A scalding spray of phosphorous sprays out from your hands. The spray burns and sticks to all it its path. The burning phosphorous coats its target[s] and will continue to damage the target after the 1st round. The spray does 1d4 points of damage per/caster level on the first Target Area: Cone-shaped burst Orbick’s Technical Error DC: 19 Save: Special, See text Time: 1 standard action Duration: Instantaneous Rng: 100 + (CASTERLEVEL *10) feet Comp: V,S SR: Yes (object); see text School: Abjuration ☐☐☐ Effect: You through a small wrench towards the advancing automaton…suddenly bolts begin to come loose, screws fall to the floor, springs fly off into the air and the machine begins to grind to a halt. This spell damages machines and automated magical devices [it does not effect Target Area: 1 targeted machine or automated device
  • Orbick’s Upwards Thrust DC: 21 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 100 + (CASTERLEVEL *10) feet Comp: V,S SR: No School: Evocation ☐☐☐ Effect: The solid stone floor suddenly erupts upwards in a cloud of sharp rubble, filling the air with dust. The shards of of deal 1d6 points of damage per caster level to all in the area. An effected creature may make a reflex save for half. The spell also obscures vision in the are for Target Area: 90 ft. square Stoneskin DC: 19 Save: Will negates (harmless) Time: 1 standard action Duration: 90 minutes or until discharged Rng: Touch Comp: V, S, M SR: Yes (harmless) School: Abjuration ☐☐☐ Effect: The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. [It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduct Target Area: Creature touched Summon Monster IV DC: 19 Save: None Time: 1 round Duration: 9 rounds Rng: Close (45’) Comp: V, S, F/DF SR: No School: Conjuration ☐☐☐ Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. Source: p.286 Target Area: One or more summoned creatures, no two of which can be more than 30 ft. apart
  • Wall of Fire DC: 21 Save: None Time: 1 standard action Duration: Concentration + 9 rounds Rng: Medium (190’) Comp: V, S, M/DF SR: Yes School: Evocation ☐☐☐ Effect: An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. Target Area: Opaque sheet of flame up to 180 ft. long or a ring of fire with a radius of up to 22 ft; either form 20 ft. high
  • Cone of Cold DC: 22 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 60 ft. Comp: V, S, M/DF SR: Yes School: Evocation ☐☐☐ Effect: Creates an area of extreme cold dealing 9d6 cold damage. Source: p.212 Target Area: Cone-shaped burst Dismissal DC: 20 Save: Will negates; see text Time: 1 standard action Duration: Instantaneous Rng: Close (45’) Comp: V, S, DF SR: Yes School: Abjuration ☐☐☐ Effect: You force an extraplanar creature back to its proper plane.. Source: p.222 Target Area: One extraplanar creature Summon Monster V DC: 20 Save: None Time: 1 round Duration: 9 rounds Rng: Close (45’) Comp: V, S, F/DF SR: No School: Conjuration ☐☐☐ Effect: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list. Source: p.286 Target Area: One or more summoned creatures, no two of which can be more than 30 ft. apart Teleport DC: 20 Save: None and Will negates (object) Time: 1 standard action Duration: Instantaneous Rng: Personal and touch Comp: V SR: No and Yes (object) School: Conjuration ☐☐☐ Effect: This spell instantly transports you to a designated destination, which may be as distant as 900 miles. Source: p.292 Target Area: You and touched objects or other touched willing creatures
  • Wall of Force DC: 22 Save: None Time: 1 standard action Duration: 9 rounds Rng: Close (45’) Comp: V, S, M SR: No School: Evocation ☐☐☐ Effect: A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. Source: p.298 Target Area: Wall whose area is up to 9 10-ft. squares
  • = Domain/Specialty Spell

Acid (Flask) Belt Pouch 2 Ammo Pouch Equipped Alchemist’s Lab Bracers of Armor +4 (The wearer is surrounded wi th an invisible but tangible field of force, granting him an armor bonus of +4, just as though he were wearing armor) Bullets (Pistol/10/Alchemical Silver/Masterwork) (Alchemical Silver, Masterwork) Ammo Pouch Bullets (Pistol/10/Masterwork) Ammo Pouch Bullets (Pistol/10/Masterwork/+1 (Ammunition)) Ammo Pouch Candle Belt Pouch 5 Case (Map or Scroll) 10 Cloak of Resistance +1 (Offer magic protection in the form of a +1 resistance bonus on al l saving throws) Equipped Dagger Carried Dragon Pistol Carried Flint and Steel Belt Pouch Headband of Intellect +2 (Adds to the wearers Intel ligence score in the form of an enhancement bonus of +2) Equipped Ink Vial (1 oz.) Belt Pouch Inkpen Belt Pouch Oil Flask (1 pt) Belt Pouch Paper (Sheet) Case (Map or Scroll) 2 Parchment (Sheet) Case (Map or Scroll) 5 Potion of Barkskin +4 Belt Pouch Potion of Bear’s Endurance Belt Pouch Potion of Bull’s Strength Belt Pouch Potion of Cat’s Grace Belt Pouch Potion of Cure Light Wounds Belt Pouch 8 Potion of Cure Moderate Wounds Belt Pouch 2 Potion of Invisibility Belt Pouch 1 Oil of Flame Arrow Belt Pouch 1 Potion of Spider Climb Belt Pouch 1 Belt Pouch 4 Ring of Protection +1 Sack Scroll (Arcane/Orbick’s Aggrandizement/Wizard/5th/Minor) Scroll (Arcane/Orbick’s Oil Slick/Wizard/1st/Minor) Scroll (Arcane/Orbick’s Ray of Light/Wizard/2nd/Minor) Scroll (Blur) Scroll (Bull’s Strength) 2 Scroll (Cat’s Grace) 1 Scroll (Detect Chaos) 1 Scroll (Detect Magic) 2 Scroll (Detect Poison) 1 Scroll (Dispel Magic) 2 Scroll (Displacement) C1 Scroll (Expeditious Retreat) 2 Scroll (Fire Shield) 1 Scroll (Fireball/Fireball/Wizard/9th/Medium) 1 Scroll (Fireball/Wizard/5th/Arcane/Medium) 2 Scroll (Flame Arrow) 1 Scroll (Fly) 3 Scroll (Fox’s Cunning) 3 Scroll (Glitterdust) Scroll (Haste) Scroll (Invisibility) 2 Scroll (Invisibility/Wizard/5th/Arcane/Medium) Scroll (Keen Edge/Wizard/5th/Arcane/Medium) 2 Scroll (Knock) 6 Scroll (Light) 3 Scroll (Mage Armor/Mage Armor/Wizard/6th/Minor) 2 Scroll (Magic Missile/Maximize Spell/Wizard/7th/Arcane/Minor) Scroll (Magic Missile/Wizard/3rd/Arcane/Minor) 2 Scroll (Mirror Image) 2 Scroll (Orbick’s Ablative Armour/Wizard/8th/Medium/Arcane) Scroll (Orbick’s Defense/Wizard/2nd/Arcane/Minor) Scroll (Orbick’s Defense/Wizard/4th/Arcane/Minor) Scroll (Orbick’s Defensive Burst/Wizard/5th/Arcane/Medium) C Scroll (Orbick’s Floating Bubble Cloud/Wizard/1st/Arcane/Minor) C Scroll (Orbick’s Phosphorous Spray/Wizard/7th/Arcane/Medium) Scroll (See Invisibility) Scroll (Shield/Wizard/5th/Arcane/Minor) Scroll (Shield/Wizard/5th/Arcane/Minor) Scroll (Slow) Scroll (Stoneskin) Scroll (Summon Monster III) Scroll (Summon Monster IV) Scroll (Teleport)2 Scroll (True Casting/Wizard/5th/Arcane/Minor) 4 Scroll – Arcane text 35 gp Sealing Wax 1 Signal Whistle Sunrod Belt Pouch 2 Tindertwig Belt Pouch 7 Vial Belt Pouch 2 Wand (Bull’s Strength) Wand (Cat’s Grace) Wand (Detect Magic) Wand of Fireball (8th level caster) Wand (Magic Missile/5th level caster) Wand of Web

Bio:

Orbick

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