Bloodline Powers

Cantrips (at will)

Level 1 Spells (7/day)

Level 2 Spells (6/day)

Athin Noir's Spells

Aberrant Sorcery

Bloodline Powers

Acidic Ray (Su)

Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two caster levels you possess.

Long Limbs (Ex)

At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.


Cantrips (at will)

Bleed

School Necromancy
Level cleric 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates; Spell resistance: yes

Description

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

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.

Ghost Sound

School Illusion (figment)
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell resistance no

Description

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.Ghost sound can be made permanent with a permanency spell.

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.

Message

School Transmutation [language-dependent]
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, F (a piece of copper wire)

Effect

Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell resistance no

Description

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. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers. To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

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.


Level 1 Spells (7/day)

Disguise Self

School Illusion (glamer)
Level bard 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range personal
Target you
Duration 10 min./level (D)

Description

You make yourself--including clothing, armor, weapons, and equipment--look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Enlarge Person

School Transmutation
Level sorcerer/wizard 1

Casting

Casting Time 1 round
Components V, S, M (powdered iron)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell resistance yes

Description

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a ­2 size penalty to Dexterity (to a minimum of 1), and a ­1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

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.

Mount

School Conjuration (summoning)
Level sorcerer/wizard 1

Casting

Casting Time 1 round
Components V, S, M (a bit of horse hair)

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell resistance no

Description

You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.


Level 2 Spells (6/day)

Blindness/Deafness

School Necromancy
Level bard 2, cleric 3, sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V

Effect

Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration permanent (D)
Saving Throw Fortitude negates; Spell resistance yes

Description

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

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2011-11-25