Zyindra

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Zyindra
Zportait.jpg
Class Witch (Patron: Healing)
Archetype Hedge Witch
Level 2
Race Human
Experience Points 1300
Details
Full Name Zyindra
Age 18
Alignment Neutral Good
Homeland Emerald Shire
Favored Class Witch

Zyindra's Spell List

Background

Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.

Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.

Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.

Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.

Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.

After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.

Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.

Character Sheet

Attributes

STR 12 (+1) • DEX 15 (+2) • CON 13 (+1) • INT 18 (+4) • WIS 17 (+3) • CHA 12 (+1)


Hit Points 11 • Initiative +2 • Speed 30 ft (land) • Inspiration Points: 4

Defenses & Attacks

Armor Class 12/16 • Touch 12/13 • Flat-Footed 10 • CMD 13 • Flat-Footed CMD 11

  • Armor: Protection Aegis • AC Bonus +4 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0%

Fortitude Save +1 • Reflex Save +2 (+4 w/ fox) • Will Save +6


Base Attack Bonus +1 • Melee Attack +1 • Ranged Attack +2 • CMB +1

  • SpellstaffAttack Bonus +5 • Damage 1d6 • Crit 19-20/x2 • Range 60 ft • Type Force

Trained Skills

  • Craft/Alchemy +2 (Int) +15
  • Craft/Cooking +1 (Int) +8
  • Diplomacy +1 (Chr) +2 (+3 for Gather Information checks)
  • Heal +2 (Wis) +9
  • Knowledge/Arcana +2 (Int) +9
  • Knowledge/History +1 (Int) +8
  • Knowledge/Local +1 (Int) +9
  • Knowledge/Nature +1 (Int) +8
  • Knowledge/Religion +1 (Int) +8
  • Perception +1 (Wis) +4 (+6 when within arm's length of your familiar) [Sabbath: +8]
  • Spellcraft +2 (Int) +9
  • Use Magic Device +1 (Cha) +5

Untrained Skills

  • Acrobatics (Dex) +2
  • Appraise (Int) +4
  • Bluff (Cha) +1
  • Climb (Str) +1
  • Disable Device (Dex) +2 TRAINED ONLY
  • Disguise (Cha) +1
  • Escape Artist (Dex) +2
  • Fly (Dex) +2
  • Handle Animal (Cha) +1 TRAINED ONLY
  • Intimidate © (Cha) +1
  • Linguistics (Int) +4 TRAINED ONLY
  • Perform (Cha) +1
  • Profession (Wis) +3 TRAINED ONLY
  • Ride (Dex) +2
  • Sense Motive (Wis) +3 (+5 when within arm's length of your familiar)
  • Sleight of Hand (Dex) +2 TRAINED ONLY
  • Stealth (Dex) +2
  • Survival (Wis) +3
  • Swim (Str) +1

Languages: Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite

Proficiencies

  • Weapons: Simple Weapons
  • Armor/Shields: None

Traits, Drawbacks and Feats

  • Adopted (Trait): You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).
  • Alchemical Adept (Trait): You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.
  • Caretaker (Trait): You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
  • Well-Informed (Trait): You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.

  • Attached (Drawback): Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.

  • Alertness (Class Feature Feat): When within arm's length of your familiar you gain +2 on Perception and Sense Motive checks.
  • Brew Potion (Class Feature Feat): You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price.

  • Amateur Investigator (Feat): You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.
  • Extra Hex (Feat): Gain 1 extra hex class power. You chose Healing Touch.

  • Cantrip: (granted bonus for a full caster taking Spheres of Magic conversion) You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
    • You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
    • You may clean, soil, or color up to 1 cubic ft of material per round.
    • You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.
    • You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
    • You may open or close a door or container weighing no more than 30 lbs.
    • You may chill, warm, or flavor 1 lbs. of nonliving material.
    • You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
    • You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.
    • You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.

Racial Abilities

  • +1 Skill Point per level
  • +1 Feat at 1st level
  • +2 to any attribute at 1st level

Class Abilities

  • Sphere Casting: You can cast sphere magic as detailed in the magical abilities section below.
  • Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
    • Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
    • Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
    • Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

      The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
  • Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:
    • While the familiar is within arm's length you gain the Alertness feat.
    • You may cast spells with a target of "You" on your familiar as a touch spell.
    • You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
    • Your familiar gives you a special ability (+2 bonus on Reflex saves).

Equipent

Item Weight Location
Dagger 1 lb Belt, left
Quarterstaff 4 lbs Held, left
Alchemy Crafting Kit 5 lbs backpack
backpack 2 lbs Worn, both shoulders
bedrol 5 lbs Tied beneath the backpack
belt pouch 0.5 lbs Belt, right
flint & steel belt pouch
ink backpack
pen backpack
iron pot (cauldron) 5 lbs backpack
mess kit 1 lbs inside iron pot
soap backpack
5 torches 5 lbs backpack
5 days rations backpack
waterskin 4 lbs left shoulder
Formula Book 3 lbs backpack
Healer's Kit (stocked herself) 1 lbs backpack
Midwife's Kit (stocked herself) 2 lbs backpack
Surgeon's Tools (case embossed with Icon for John the Barber) 5 lbs healer's kit
Spell Component Pouch 2 lbs waist
Explorer's Outfit 8 lbs backpack
10 Candles backpack
10 Chalk backpack
Chalkboard 2 lbs backpack
iron skillet 2 lbs inside iron pot
ladle 1 lbs inside iron pot
skewer inside iron pot
wooden cutting board 1 lbs backpack
cutting knife 1 lbs inside iron pot
iron tripod for the pot 1 lb backpack
packet of tinder belt pouch
selection of seasonings belt pouch
50 foot of rope 10 lbs tied around backpack
Sack 0.5 lbs right shoulder
Shaving Kit 0.5 lbs backpack
Sealing Wax 1 lb backpack
Antidote Kit (stocked herself) 3 lbs Healer's kit
1gp, 18sp belt pouch

Magical Abilities

  • Spell Points: 6 (1 per level, +1 per level for drawbacks, + INT bonus)
  • Caster Level: +1
  • Casting Ability Modifier: INT (+4)
  • Saving Throw DC: 15 (10 + 1/2 caster level + INT modifier)
  • Magical Skill Bonus: +1
  • Magical Skill Defense: 12

Magical Tradition

  • Focus Casting: Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it.

Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.

  • Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.

  • Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Zyindra has taken this drawback twice.

  • Wild Magic: Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a Spell Point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic creates.

Wild Magic Table

Life Sphere

Lifesphere.png
You wield the powers of life.

Base Powers

Invigorate (Base Power)

  • Spell Point Cost: 0
  • Action: Standard
  • Range: Touch or 25 ft w/ Ranged Healing talent
  • Duration: 1 hour

As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Cure (Base Power)

  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch or 25 ft w/ Ranged Healing talent
  • Duration: Instant

As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Restore (Base Power)

  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch or 25 ft w/ Ranged Healing talent
  • Duration: Instant

As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following. Note that if the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

  • Heals 1d4 points of ability damage to one ability score of your choice.
  • Removes the fatigued condition or lessens exhaustion to fatigued.
  • Removes the sickened condition or lessens nauseated to sickened.
  • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
  • Removes the staggered condition.
  • Removes the dazzled condition.

Talents

Greater Restore (Talent)

  • Spell Point Cost: 0
  • Action: N/A
  • Range: N/At
  • Duration: N/A

When restoring a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.

Greater Healing (Talent)

  • Spell Point Cost: 0
  • Action: N/A
  • Range: N/A
  • Duration: N/A

Your cure effect heals 2 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level.

Fate Sphere

Fatesphere.png
You command cosmic forces including luck, destiny, and alignment.

Base Powers

Word (base power)

  • Spell Point Cost: 0
  • Action: Standard
  • Range: Close (25 ft)
  • Duration: Variable

As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word. Some Fate talents are marked (word). These talents grant you additional words.

Hallow (word)
  • Spell Point Cost: 1
  • Action: Standard
  • Range: Close (25 ft)
  • Duration: 1 minute per caster level

You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.

The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.

Consecration (base power)

  • Spell Point Cost: 0
  • Action: Standard
  • Range: 20 ft radius centered on self
  • Duration: Variable

As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration. Fate talents marked (consecration) grant you additional consecrations.

Serendipity (consecration)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: 20 ft radius centered on self
  • Duration: Concentration. Spend a spell point for 1 round/caster level without concentration.

You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Talents

Greater Serendipity (Talent)

When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.

Protection Sphere

Protectionphere.png
You are a user of the magics of preservation.

Base Powers

Ward (base power)

  • Spell Point Cost: 0
  • Action: Standard
  • Range: Radius centered on starting location
  • Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.

As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:

Barrier (ward)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: Radius centered on starting location
  • Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.

You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).

A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.

If you maintain your barrier through concentration, its HP is renewed each round on your turn.

Aegis (base power)

  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch
  • Duration: 1 hour per caster level

As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere:

Deflection (aegis)
  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch
  • Duration: 1 hour per caster level

You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.

Talents

Armored Magic (aegis) Talent

  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch
  • Duration: 1 hour per caster level

You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.

Spells

C M Name Cast Components Range AoE Duration Save SR Notes
Arcane Mark 1 standard action V, S touch one personal rune or mark, all of which must fit within 1 sq. ft. Duration permanent none no Magically inscribe rune, mark, 6 char, vis or invis
Bleed 1 standard action V, S close (25 ft. + 5 ft./2 levels) one living creature instantaneous Will negates yes Causes stabilized to begin bleeding to death
X Dancing Lights 1 standard action V, S medium (100 ft. + 10 ft./level) Up to four lights, all within a 10-ft.-radius area 1 minute (D) none no Made lights
Daze 1 standard action V, S, M (a pinch of wool or similar substance) close (25 ft. + 5 ft./2 levels) one humanoid creature of 4 HD or less 1 round Will negates yes clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions
X Detect Magic 1 standard action V, S 60 ft. cone-shaped emanation concentration, up to 1 min./level (D) none no 1st Round: Presence or absence of magical auras,
2nd Round: Number of different magical auras and the power of the most potent aura
3rd Round: The strength and location of each aura. Knowledge (arcana) to determine school of magic (One check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.)
Detect Poison 1 standard action V, S close (25 ft. + 5 ft./2 levels) one creature, one object, or a 5-ft. cube instantaneous none no determine exact type of poison with a DC 20 Wisdom check
1 X Guidance 1 standard action V, S touch creature touched 1 minute or until discharged Will negates (harmless) yes +1 competence bonus on a single attack roll, saving throw, or skill check
Light 1 standard action V, M/DF (a firefly) touch object touched 10 min./level none no 20-foot radius from the point touched
Mending 10 minutes V, S 10 ft. one object of up to 1 lb./level instantaneous Will negates yes restoring 1d4 hit points
Message 1 standard action V, S, F (a piece of copper wire) medium (100 ft. + 10 ft./level) one creature/level 10 min./level none no whisper messages, receive whispered replies, nearby can hear with a DC 25 Perception check
Purify Food and Water 1 standard action V, S 10 ft. 1 cu. ft./level of contaminated food and water instantaneous Will negates yes spoiled, rotten, diseased, poisonous, or contaminated food and water pure and suitable for eating and drinking
Read Magic 1 standard action V, S, F (a clear crystal or mineral prism) personal you 10 min./level decipher magical inscriptions on objects
Resistance 1 standard action V, S, M/DF (a miniature cloak) touch creature touched 1 minute Will negates (harmless) yes (harmless) granting it a +1 resistance bonus on saves
Spark 1 standard action V or S close (25 ft. + 5 ft./2 levels) one Fine object instantaneous Fortitude negates (object) yes (object) unattended Fine flammable object catch on fire
Stabilize 1 standard action V,S close (25 ft. + 5 ft./2 levels) one living creature instantaneous Will negates (harmless) yes (harmless) automatically stabilized and does not lose any further hit points
Touch of Fatigue 1 standard action V, S, M (a drop of sweat) touch creature touched 1 round/level Fortitude negates yes immediately fatigued for the spell's duration
C M Name Comp Components Range AoE Duration Save SR Notes
Cure Light Wounds 1 standard action V, S touch creature touched instantaneous Will half (harmless) yes (harmless) cures 1d8 points of damage +1 point per caster level (maximum +5)
Diagnose Disease 1 standard action V, S close (25 ft. + 5 ft./2 levels) one creature, one object, or a 5-ft. cube instantaneous none no any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects, +4 bonus on Heal checks
Ear-Piercing Scream 1 standard action V, S close (25 ft. + 5 ft./2 levels) one creature instantaneous for damage; 1 round for dazed condition. Fortitude partial (see text) yes dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage
Identify 1 standard action V, S, M (wine stirred with an owl's feather) 60 ft. cone-shaped emanation 3 rounds/level (D) none no functions as detect magic, +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession
1 X Mage Armor 1 standard action V, S, F (a piece of cured leather) touch creature touched 1 hour/level (D) Will negates (harmless) no +4 armor bonus to AC
Sanctify Corpse 1 standard action V, S, DF, M (a pinch of silver dust) touch corpse touched 24 hours none no preventing it from being turned into an undead creature
1 X Sleep 1 round V, S, M (fine sand, rose petals, or a live cricket) medium (100 ft. + 10 ft./level) one or more living creatures within a 10-ft.-radius burst 1 min./level Will negates yes 4 HD of creatures

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