Bloodline Powers

Cantrips (at will)

Level 1 Spells (7/day)

Level 2 Spells (7/day)

Level 3 Spells (5/day)

Aldo Kondor's Spells

Infernal Sorcery

Bloodline Powers

Corrupting Touch (Sp)

At 1st level, you can cause a creature to become shaken (see page 568) as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex)

At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.


Cantrips (at will)

Detect Magic

School Divination
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Component: V, S

Effect

Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

Description

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

If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcane) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original StrengthDuration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Light

School Evocation [light]
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, M/DF (a firefly)

Effect

Range touch
Target object touched
Duration 10 min/level
Saving Throw none; Spell Resistance no

Description

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.

Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mage Hand

School Transmutation
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lb.
Duration Concentration
Saving Throw none; Spell Resistance no

Description

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

Mending

School Transmutation
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell resistance: yes (harmless, object)

Description

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to full hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are broken (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Prestidigitation

School Universal
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can colour, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters.

Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Ray of Frost

School Evocation [cold]
Level sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell resistance yes

Description

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

Read Magic

School Divination
Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)

Effect

Range personal
Target you
Duration 10 min./level

Description

You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.

Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.


Level 1 Spells (7/day)

Comprehend Languages

School divination
Level bard 1, cleric 1, sorcerer/wizard 1

Casting

Casting time 1 standard action
Components V, S, M/DF (pinch of soot and salt)

Effect

Range personal
Target you
Duration 10 min/level

Description

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Mage Armour

School Conjuration (creation) [force]
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S, F (a piece of cured leather)

Effect

Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no

Description

An invisible but tangible field of force surrounds the subject of a mage armour spell, providing a +4 armour bonus to AC.

Unlike mundane armour, mage armour entails no armour check penalty, arcane spell failure chance, or speed reduction. Since mage armour is made of force, incorporeal creatures can't bypass it the way they do normal armour.

Magic Missile

School Evocation [force]
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell resistance yes

Description

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile-- two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Protection From Good

School Abjuration [evil]
Level cleric 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S, M/DF

Effect

Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text

Description

This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by good creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by good summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not good are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Ray of Enfeeblement

School Necromancy
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Fortitude half; Spell resistance yes

Description

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Shield

School Abjuration [force]
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range personal
Target you
Duration 1 min./level (D)

Description

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armour check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the shield spell for cover.


Level 2 Spells (7/day)

Blur

School Illusion (glamer)
Level bard 2, sorcerer/wizard 2

Casting

Casting time 1 standard action
Components V

Effect

Range touch
Target creature touched
Duration 1 min/level (D)
Saving throw Will negates (harmless); spell Resistance yes (harmless)

Description

The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

Command Undead

School Necromancy
Level sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S, M (a shred of raw meat and a splinter of bone)

Effect

Range close (25 ft. + 5 ft./2 levels) Target one undead creature
Duration 1 day/level
Saving Throw Will negates; see text; Spell Resistance yes

Description

This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Invisibility

School Illusion (glamer)
Level bard 2, sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)

Effect

Range personal or touch Target you or a creature or object weighing no more than 100 lb./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell resistance yes (harmless) or yes (harmless, object)

Description

The creature or object touched becomes invisible, vanishing from sight. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Scorching Ray

School Evocation [fire]
Level sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell resistance yes

Description

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th 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.


Level 3 Spells (5/day)

Flame Arrow

School Transmutation [fire]
Level sorcerer/wizard 3

Casting

Casting Time 1 standard action
Components V, S, M (a drop of oil and a small piece of flint)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target fifty projectiles, all of which must be together at the time of casting
Duration 10 min./level
Saving Throw none; Spell resistance no

Description

This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.

Suggestion

School Enchantment (compulsion) [language-dependent, mind-affecting]
Level bard 2, sorcerer/wizard 3

Casting

Casting Time 1 standard action
Components V, M (a snake's tongue and a honeycomb)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 hour/level or until completed
Saving Throw Will negates; Spell resistance yes

Description

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).

OK HTML
OK CSS
OK RSS
CC
2011-11-25