Valandra Blackshield

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Valandra Blackshield Shelyn None Lawful Neutral

Character Name Player Name Deity Region Alignment


Darkvision (60 ft.),
Lust 20 Half-Elf (Azlanti) / Humanoid Medium / 5 ft. 6' 0" / 146 lbs. Low-Light Vision
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
20 (24) 2400000 / 2400001 28 Female Blue Red, Very long
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP SPEED
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION
SCORE MOD SCORE MOD SCORE MOD

STR 14 +2 14 +2 HP 251 10/epic Walk 30 ft.


hit points
Strength

DEX 18 +4 18 +4 AC 37 : 33 : 19 = 10 + 13 + 0 + 4 + 0 + 5 + 5 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC
TOTAL FLAT TOUCH ARMOR TION
BONUS BONUS
CON 16 +3 16 +3
Constitution INITIATIVE +16 = +4 +
+12 0 +0 0
modifier
INT 20 +5 20 +5 TOTAL DEX
MODIFIER
MISC
MODIFIER
MISS
CHANCE
Arcane
Spell
ARMOR
CHECK
SPELL
RESIST
ACID
RESIST
COLD
RESIST
ELECT.
RESIST
FIRE
RESIST
Intelligence
Failure PENALTY
WIS 10 +0 10 +0 Encumbrance Light TOTAL SKILLPOINTS: 140 (UNUSED: 20)
SKILLS MAX RANKS: 20/20
Wisdom
KEY ABILITY SKILL ABILITY RANKS MISC
SKILL NAME
CHA 24 +7 24 +7 ✓
MODIFIER

=
MODIFIER

+
MODIFIER

Charisma Acrobatics DEX 9 4 5


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
✓ Appraise INT 18 = 5 + 10 + 3
SAVE
✓ Bluff = +
FORTITUDE +14 = +6 +
+3 +
+5 +
+0 +
+0 + CHA 13 7 6
(constitution) ✓ Climb STR 2 = 2
REFLEX +15 = +6 +
+4 +
+5 +
+0 +
+0 + ✓ Craft (Untrained) INT 5 = 5
(dexterity)
✓ Diplomacy CHA 13 = 7 + 6
WILL +17 = +12 + +0 +
+5 +
+0 +
+0 +
✓ Disguise CHA 7 = 7
(wisdom)
✓ Escape Artist DEX 4 = 4
Conditional Save Modifiers: ✓ Fly DEX 17 = 4 + 10 + 3
+2 vs. enchantment spells and effects ✓ Heal WIS 0 = 0
✓ Intimidate CHA 13 = 7 + 6
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
= + +
Knowledge (Arcana) INT 28 5 20 3
MELEE +12/+7 = +10/+5 + +2 + +0 + +0 + 0 +
Knowledge (History) INT 18 = 5 + 10 + 3
attack bonus
Knowledge (Local) INT 18 = 5 + 10 + 3
RANGED +14/+9 = +10/+5 + +4 + +0 + +0 + 0 +
= + +
attack bonus Knowledge (Nature) INT 18 5 10 3
Knowledge (Nobility) INT 18 = 5 + 10 + 3
CMB +12/+7 = +10/+5 + +2 + +0 + + +
attack bonus Knowledge (Planes) INT 18 = 5 + 10 + 3
BULL
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN Knowledge (Religion) INT 18 = 5 + 10 + 3
CMB +12/+7 +12/+7 +12/+7 +12/+7 +12 +12 = +
✓ Perception WIS 2 0 2
CMD 31 31 31 31 31 31 Perform (Dance) CHA 16 = 7 + 5 + 4
Perform (Sing) CHA 16 = 7 + 5 + 4
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH =
✓ Perform (Untrained) CHA 7 7
(nonlethal only) +12/+7 1d3+6 20/x2 5 ft. = + +
Profession (Cook) WIS 13 0 10 3
HAND TYPE SIZE CRITICAL REACH ✓ Ride DEX 4 = 4
*Adamantine Dagger
Primary PS M 17-20/x2 5 ft. ✓ Sense Motive WIS 0 = 0
+5 (Ghost Touch/Keen/Speed) Spellcraft INT 34 = 5 + 20 + 9
To Hit Dam To Hit Dam =
✓ Stealth DEX 4 4
1H-P +17/+17/+12 1d4+7 2W-P-(OH) +11/+11/+6 1d4+7
✓ Survival WIS 0 = 0
1H-O +13/+13/+8 1d4+6 2W-P-(OL) +13/+13/+8 1d4+7
2H 2W-OH ✓ Swim STR 2 = 2
+17/+17/+12 1d4+7 +9 1d4+6
10 ft. 20 ft. 30 ft. 40 ft. 50 ft. = + +
TH +20/+20/+15 +18/+18/+13 +16/+16/+11 +13/+13/+8 +11/+11/+6 = + +
Dam 1d4+8 1d4+8 1d4+8 1d4+7 1d4+7 ✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
Special Properties: ignore hardness less than 20, deals damage normally against incorporeal
creatures regardless of bonus, threat range doubled, grants one extra attack at full base attack
bonus when making a full-attack action
Aura of Despair
Rounds per day ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
HAND TYPE SIZE CRITICAL REACH
Crossbow, Repeating Light Aura of Despair (Su):You can emit a 30-foot aura of despair for 20 rounds per day. Enemies within this
Carried P M 17-20/x2 5 ft. aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These
+5 (Flaming Burst/Ghost Touch/Keen/Distance) rounds do not need to be consecutive. This is a mind-affecting effect. [Paizo Inc. - Core Rulebook, p.81]
Range: 30 ft. To Hit: +20/+15 Damage: 1d8+6
160 ft. 320 ft. 480 ft. 640 ft. 800 ft.
TH +19/+14 +17/+12 +15/+10 +13/+8 +11/+6
Dazing Touch
Dam 1d8+5 1d8+5 1d8+5 1d8+5 1d8+5 Uses per day ❏❏❏❏❏ ❏❏❏
960 ft. 1120 ft. 1280 ft. 1440 ft. 1600 ft.
Dazing Touch (Sp):You can cause a living creature to become dazed for 1 round as a melee touch attack.
TH +9/+4 +7/+2 +5/+0 +3/-2 +1/-4 Creatures with more than 20 hit dice are unaffected. You may use this ability 8 times per day. [Paizo Inc. -
Dam 1d8+5 1d8+5 1d8+5 1d8+5 1d8+5 Core Rulebook, p.81]

Special Properties: May hold 5 bolts, 10 hp/inch, hardness 5, range increment doubled, deals
damage normally against incorporeal creatures regardless of bonus, threat range doubled, +1d6 fire
damage, on a critical hit deals +1d10 additional fire damage
Mythic Power
per Day ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing deeds
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount
of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount
is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE can never have more than this amount. [Currently at 23/day] [Paizo Publishing LLC - Mythic Adventures]
*Amulet of Natural Armor +5 +5 +0 0
*Ring of Protection +5 +5 +0 0

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 1
EQUIPMENT EQUIPMENT
ITEM LOCATION QTY WT / COST ITEM LOCATION QTY WT / COST
Equipped 1 0 / 50,000 This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather
Amulet of Natural Armor +5 straps, a sewing needle, and a few buttons.
Circlet of Mindsight Equipped 1 0 / 22,000 Grappling Hook, Common Handy 1 4/1
Truesight Goggles Equipped 1 0 / 184,800 Haversack
Wearer granted True Seeing continuously Grooming Kit Handy 1 2/1
Adamantine Dagger +5 (Ghost Touch/ Equipped 1 1 / 203,002 Haversack
Keen/Speed) Holy Symbol (Platinum) Handy 1 1 / 500
ignore hardness less than 20, deals damage normally against incorporeal creatures regardless of bonus, threat range Haversack
doubled, grants one extra attack at full base attack bonus when making a full-attack action Holy Text (Expensive) Handy 1 20 / 100
High Elven Bracers Equipped 1 1 / 30,000 Haversack
The most expensive versions have detailed illustrations, gilded initials and border decorations, covers made of fine
Ring of Mind Shielding Equipped 1 0 / 8,000 leather, wood, or even metal, and are often oversized and difficult to carry around.
Grants immunity to Detect Thoughts, Discern Lies, and any attempt to magically discern alignment. Handy 1 1 / 150
Lock (Superior)
Ring of Protection +5 Equipped 1 0 / 50,000 Haversack
Vampiric Gloves Equipped 1 0 / 18,000 Night Tea Handy 30 0 (0) / 0.1 (3)
Endless Bandolier Equipped 1 2 / 1,500 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Haversack
26.88 lbs., 12 Repeating Crossbow Bolts (5), 1 Crossbow, Repeating Light +5 (Flaming Burst/Ghost Touch/Keen/ ❏❏❏❏❏
Distance), 10 Potion of Cure Light Wounds, 10 Potion of Cure Moderate Wounds, 10 Potion of Cure Serious Wounds, Renders female target sterile for 1 day
10 Potion of Lesser Restoration, 10 Potion of Neutralize Poison, 10 Potion of Remove Disease, 10 Potion of Tongues, 1 Handy 1 7/8
Spyglass, 10 Sunrod, 4 Wand of Cure Critical Wounds, 10 Wand of Magic Missile
Cold-Weather Outfit
Endless 12 1 (12) / 1 (12) Haversack
Repeating Crossbow Bolts (5) +5 circumstance bonus on Fortitude saves vs cold weather
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Bandolier Handy 1 6 / 30
Courtier's Outfit
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Haversack
❏❏❏❏❏ ❏❏❏❏❏ Hot Weather Outfit Handy 1 4/8
Crossbow, Repeating Light +5 Endless 1 3 / 200,610 Haversack
(Flaming Burst/Ghost Touch/Keen/ Bandolier Noble's Outfit Handy 1 10 / 75
Distance) Haversack
May hold 5 bolts, 10 hp/inch, hardness 5, range increment doubled, deals damage normally against incorporeal Peasant's Outfit Handy 1 2 / 0.1
creatures regardless of bonus, threat range doubled, +1d6 fire damage, on a critical hit deals +-1d10 additional fire Haversack
damage
Rope, Spider Silk (50 ft.) Handy 2 4 (8) / 100 (200)
Potion of Cure Light Wounds Endless 10 0 (0) / 50 (500) Haversack
❏❏❏❏❏ ❏❏❏❏❏ Bandolier Handy 6 0.5 (3) /
Sack
Cures 1d8+1 points of damage
Haversack 0.1 (0.6)
Potion of Cure Moderate Wounds Endless 10 0 (0) / 300 Handy 1 0.5 / 1.5
Shaving Kit
❏❏❏❏❏ ❏❏❏❏❏ Bandolier (3,000) Haversack
Cures 2d8+3 points of damage
Shovel, Folding Handy 1 12 / 10
Potion of Cure Serious Wounds Endless 10 0 (0) / 750
Haversack
❏❏❏❏❏ ❏❏❏❏❏ Bandolier (7,500)
Signal Horn Handy 1 2/1
Cures 3d8+5 points of damage
Haversack
Potion of Lesser Restoration Endless 10 0 (0) / 300
Soap Handy 1 0.5 / 0
❏❏❏❏❏ ❏❏❏❏❏ Bandolier (3,000)
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Haversack
Dispels magical ability penalty or cures 1d4 points of ability damage to one ability score
Potion of Neutralize Poison Endless 10 0 (0) / 750 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Bandolier (7,500) Survival Kit (Masterwork) Handy 1 5 / 50
❏❏❏❏❏ ❏❏❏❏❏ Haversack
Detoxify any sort of venom with a caster level check at +5
Potion of Remove Disease Endless 10 0 (0) / 750 Teapot Handy 1 1 / 0.1
Bandolier (7,500) Haversack
❏❏❏❏❏ ❏❏❏❏❏
Cures diseases with a caster level check at +5 Tent, Small Handy 1 20 / 10
Potion of Tongues Endless 10 0 (0) / 750 Haversack
Bandolier (7,500) Vampire Slayer's Kit Handy 1 8 / 500
❏❏❏❏❏ ❏❏❏❏❏
Speak and understand the language of any intelligent creature for 50 minutes Haversack
Contains numerous tools and devices used in hunting and slaying vampires.
Spyglass Endless 1 1 / 1,000
Waterskin (Filled) Handy 3 4 (12) / 1 (3)
Bandolier
Haversack
Sunrod Endless 10 1 (10) / 2 (20)
Belt Pouch Equipped 1 0.5 / 1
❏❏❏❏❏ ❏❏❏❏❏ Bandolier
Bright Illumination: 30 ft., Duration: 6 hr., Shadowy Illumination: 60 ft. Metamagic Rod of Greater Quicken Equipped 1 5 / 170,000
Wand of Cure Critical Wounds Endless 4 0.1 (0.2) / ❏❏❏
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Bandolier 21,000 (84,000) TOTAL WEIGHT CARRIED/VALUE 24.5 lbs. 1,117,795.3gp
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Wand of Magic Missile Endless 10 0.1 (0.6) / WEIGHT ALLOWANCE
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Bandolier 750 (7,500) Light 233 Medium 466 Heavy 700
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Lift over head 700 Lift off ground 1400 Push / Drag 3500
1 to 5 missiles that do 1d4+1 damage each.
Cloak of Resistance +5 Equipped 1 1 / 25,000 MONEY
Heavyload Belt Equipped 1 3 / 2,000 Total= 0 gp
Outfit (Traveler's) Equipped 1 5/0 MAGIC
Boots of Elvenkind Equipped 1 1 / 2,500
Handy Haversack Equipped 1 5 / 2,000 Languages
196.5 lbs., 1 Alchemist's Lab, Portable, 1 Bag of Holding (Type II), 1 Blessed Book, 1 Climber's Kit, 1 Compass, 14 Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Infernal
Elven Trail Rations, 1 Gear Maintenance Kit, 1 Grappling Hook, Common, 1 Grooming Kit, 1 Holy Symbol (Platinum), 1
Holy Text (Expensive), 1 Lock (Superior), 30 Night Tea, 1 Cold-Weather Outfit, 1 Courtier's Outfit, 1 Hot Weather Outfit, Other Companions
1 Noble's Outfit, 1 Peasant's Outfit, 2 Rope, Spider Silk (50 ft.), 6 Sack, 1 Shaving Kit, 1 Shovel, Folding, 1 Signal Horn,
1 Soap, 1 Survival Kit (Masterwork), 1 Teapot, 1 Tent, Small, 1 Vampire Slayer's Kit, 3 Waterskin (Filled)
Alchemist's Lab, Portable Handy 1 20 / 75 Traits
Haversack Elven Reflexes [Paizo Inc. - Advanced
Bag of Holding (Type II) Handy 1 25 / 5,000 Player's Guide, p.331]
Haversack One of your parents was a member of a wild elven tribe, and you've inherited a portion
Blessed Book Handy 1 1 / 12,500 of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Haversack Inner Beauty (Shelyn) [Paizo Inc. - Inner Sea
Climber's Kit Handy 1 5 / 80 Gods, p.220]
Haversack Once per day when you manifest your faith in your goddess, you gain a +4 trait bonus
Compass Handy 1 0.5 / 10 on a single Bluff, Craft, Diplomacy, or Perform skill check. You must choose to use this
Haversack trait immediately after rolling the skill check but before the result is revealed by the GM.
Elven Trail Rations Handy 14 1 (14) / 2 (28)
Talented (Perform (Dance), Perform (Sing)) [Paizo Publishing -
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ Haversack
Ultimate Campaign, p.61]
Gear Maintenance Kit Handy 1 2/5 You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks
Haversack with a single Perform skill (your choice), and all Perform skills are always class skills
TOTAL WEIGHT CARRIED/VALUE 24.5 lbs. 1,117,795.3gp for you.

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 2
Special Attacks Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its
last charge is consumed, but it is not destroyed and it retains all of its bonded object
Dazing Touch (Sp) [Paizo Inc. - Core
properties and can be used to craft a new wand. The magic properties of a bonded
Rulebook, p.81]
object, including any magic abilities added to the object, only function for the wizard
You can cause a living creature to become dazed for 1 round as a melee touch attack.
who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts
Creatures with more than 20 hit dice are unaffected. You may use this ability 8 times
to being an ordinary masterwork item of the appropriate type. If a bonded object is
per day.
damaged, it is restored to full hit points the next time the wizard prepares his spells. If
Wild Arcana [Paizo Publishing LLC - the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a
Mythic Adventures] special ritual that costs 200 gp per wizard level plus the cost of the masterwork item.
As a swift action, you can expend one use of mythic power to cast any one arcane This ritual takes 8 hours to complete. Items replaced in this way do not possess any of
spell without expending a prepared spell or spell slot. The spell must be on one of the additional enchantments of the previous bonded item. A wizard can designate an
your arcane class spell lists and must be of a level that you can cast with that arcane existing magic item as his bonded item. This functions in the same way as replacing a
spellcasting class. You don't need to have the spell prepared, nor does it need to be on lost or destroyed item except that the new magic item retains its abilities while gaining
your list of spells known. When casting a spell in this way, you treat your caster level the benefits and drawbacks of becoming a bonded item.
as 2 levels higher for the purpose of any effect dependent on level. You can apply any Bonus Feats [Paizo Inc. - Core
metamagic feats you know to this spell, but its total adjusted level can't be greater than Rulebook]
that of the highest-level arcane spell you can cast from that spellcasting class.
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such
opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery.
Special Qualities The wizard must still meet all prerequisites for a bonus feat, including caster level
Absorb Blow [Paizo Publishing LLC - minimums. These bonus feats are in addition to the feats that a character of any class
Mythic Adventures] gets from advancing levels. The wizard is not limited to the categories of item creation
As an immediate action, whenever you take hit point damage from a single source feats, metamagic feats, or Spell Mastery when choosing those feats.
(such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic Cantrips [Paizo Inc. - Core
power to reduce the damage you take from that source by 5 per tier (to a minimum of Rulebook, p.79]
0 points of damage taken). If you have another ability or effect that reduces damage You can prepare a number of cantrips, or 0-level spells, each day. These spells are
(such as protection from energy), reduce the damage with the absorb blow ability before cast like any other spell, but they are not expended when cast and may be used again.
applying any other damage-reducing effects. For every 10 points of damage that this You can prepare a cantrip from a prohibited school, but it uses up two of your available
ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against slots.
acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any
Darkvision (Ex) [Paizo Inc. - Bestiary]
other DR and resistances that you have.
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all,
Adaptability (Ex) [Paizo Inc. - Core
out to a range specified for the creature. Darkvision is black and white only (colors
Rulebook, p.24]
cannot be discerned). It does not allow characters to see anything that they could not
Half-elves receive Skill Focus as a bonus feat at 1st level. see otherwise-invisible objects are still invisible, and illusions are still visible as what
Amazing Initiative (Ex) [Paizo Publishing LLC - they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally.
Mythic Adventures] The presence of light does not spoil darkvision.
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, Elf Blood (Ex) [Paizo Inc. - Core
as a free action on your turn, you can expend one use of mythic power to take an Rulebook, p.24]
additional standard action during that turn. This additional standard action can't be used Half-elves count as both elves and humans for any effect related to race.
to cast a spell. You can't gain an extra action in this way more than once per round.
Elven Immunities (Ex) [Paizo Inc. - Core
Arcane Bond (Su) [Paizo Inc. - Core Rulebook, p.24]
Rulebook, p.78]
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus
You have selected to establish a powerful arcane bond with an object. against enchantment spells and effects.
Arcane School [Paizo Inc. - Core Enchanting Smile (Su) [Paizo Inc. - Core
Rulebook] Rulebook, p.81]
Archmage [Paizo Publishing LLC - You gain a +6 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.
Mythic Adventures] Whenever you succeed at a saving throw against a spell of the enchantment school,
A master of arcane magic, the archmage casts powerful spells with great skill and that spell is reflected back at its caster, as per Spell Turning.
ease, and shapes reality at whim. The powers of the archmage allow her to alter her Enduring Armor (Su) [Paizo Publishing LLC -
spells, penetrate foes' defenses, and master nearly any subject. While many of the Mythic Adventures]
archmage's abilities are most valuable to a character with a high Intelligence score, You are protected by armor made of force. This armor grants you an armor bonus
those with high Charisma scores will also find a wide variety of powerful options. The to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal
path of the archmage is suitable for arcane spellcasters. to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a
Aura of Despair (Su) [Paizo Inc. - Core swift action.
Rulebook, p.81] Fast Healing (2x) (Ex) [Paizo Publishing LLC -
You can emit a 30-foot aura of despair for 20 rounds per day. Enemies within this aura Mythic Adventures]
take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill As a swift action, you can expend one use of mythic power to gain fast healing 5 for
checks. These rounds do not need to be consecutive. This is a mind-affecting effect. 1 minute [Fast Healing Rate 0]. This ability can be taken a second time at 3rd tier or
Beyond Morality (Ex) [Paizo Publishing LLC - higher and a third time at 6th tier or higher. Each additional time you take this ability,
Mythic Adventures] the fast healing increases by 5.
You have no alignment. You can become a member of any class, even one with an Force of Will (Ex) [Paizo Publishing LLC -
alignment requirement, and can never lose your membership because of a change in Mythic Adventures]
alignment. If you violate the code of ethics of any of your classes, you might still lose At 7th tier, you can exert your will to force events to unfold as you would like. As an
access to certain features of such classes, subject to GM discretion. Attempts to detect immediate action, you can expend one use of mythic power to reroll a d20 roll you just
your alignment don't return any results. If a class restricts you from casting spells with made, or force any non-mythic creature to reroll a d20 roll it just made. You can use
an alignment descriptor, you can cast such spells without restrictions or repercussions. this ability after the results are revealed. Whoever rerolls a roll must take the result of
If you're the target of a spell or effect that is based on alignment, you're treated as the second roll, even if it is lower.
the most favorable alignment when determining the spell's effect on you. Any effects
Guardian [Paizo Publishing LLC -
that alter alignment have no effect on you. If you lose this effect, you revert to your
Mythic Adventures]
previous alignment.
None can get past the impervious guardian, those who threaten this devout hero's
Bonded Object [Paizo Inc. - Core
charges are doomed to fail. The powers of the guardian allow her to hold her ground,
Rulebook, p.78]
protect her allies, prevent enemies from moving past her, and survive hits that would
Objects that are the subject of an arcane bond must fall into one of the following defeat lesser heroes. Characters that have a high Constitution score and frequently
categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork find themselves in the middle of combat gain valuable powers by becoming a guardian.
quality. Weapons acquired at 1st level are not made of any special material. If the The path of the guardian is suitable for those who routinely sustain massive amounts
object is an amulet or ring, it must be worn to have effect, while staves, wands, and of damage.
weapons must be held in one hand. When attempting to cast a spell without your
Hard to Kill (Ex) [Paizo Publishing LLC -
bonded object worn or in hand, you must make a concentration check or lose the spell
Mythic Adventures]
(DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A
Whenever you're below 0 hit points, you automatically stabilize without needing to
bonded object can be used once per day to cast any one spell that the wizard has in his
attempt a Constitution check. If you have an ability that allows you to act while below
spellbook and is capable of casting, even if the spell is not prepared. This spell is treated
0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed
like any other spell cast by the wizard, including casting time, duration, and other effects
damage still causes you to lose hit points when below 0 hit points. In addition, you don't
dependent on the wizard's level. This spell cannot be modified by metamagic feats
die until your total number of negative hit points is equal to or greater than double your
or other abilities. The bonded object cannot be used to cast spells from the wizard's
Constitution score.
opposition schools (see arcane school). A wizard can add additional magic abilities
to his bonded object as if he has the required item creation feats and if he meets the Immortal (Su) [Paizo Publishing LLC -
level prerequisites of the feat. For example, a wizard with a bonded dagger must be Mythic Adventures]
at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 3
At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition You have reached Mythic Tier 5
of your body or the means by which you were killed. When you return to life, you aren't Mythic Tier 06 [Paizo Publishing LLC -
treated as if you had rested, and don't regain the use of abilities that recharge with rest Mythic Adventures]
until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical You have reached Mythic Tier 6
hit performed by either a mythic creature (or creature of even greater power) or a non- Mythic Tier 07 [Paizo Publishing LLC -
mythic creature wielding a weapon capable of bypassing epic damage reduction. At Mythic Adventures]
10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
You have reached Mythic Tier 7
Impervious Body (2x) (Su) [Paizo Publishing LLC -
Mythic Tier 08 [Paizo Publishing LLC -
Mythic Adventures]
Mythic Adventures]
You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and
You have reached Mythic Tier 8
a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.
Mythic Tier 09 [Paizo Publishing LLC -
Keen Senses (Ex) [Paizo Inc. - Core
Mythic Adventures]
Rulebook, p.24]
You have reached Mythic Tier 9
Half-elves receive a +2 bonus on Perception skill checks.
Mythic Tier 10 [Paizo Publishing LLC -
Legendary Hero (Su) [Paizo Publishing LLC -
Mythic Adventures]
Mythic Adventures]
You have reached Mythic Tier 10
At 10th tier, you have reached the height of mortal power. You regain uses of your
mythic power at the rate of one use per hour, in addition to completely refreshing your Pierce the Darkness (Sp) [Paizo Publishing LLC -
uses each day. Mythic Adventures]
Low-Light Vision (Ex) [Paizo Inc. - Bestiary] You gain permanent darkvision with a 60-foot range, as the universal monster ability.
If you possess darkvision, the range increases by 60 feet.
You can see x2 as far as humans in low illumination. Characters with low-light vision
have eyes that are so sensitive to light that they can see twice as far as normal in Recuperation (Ex) [Paizo Publishing LLC -
dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read Mythic Adventures]
a scroll as long as even the tiniest candle flame is next to her as a source of light. At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't
Characters with low-light vision can see outdoors on a moonlit night as well as they dead. In addition, by expending one use of mythic power and resting for 1 hour, you
can during the day. regain a number of hit points equal to half your full hit points (up to a maximum of your
Lust (Enchantment) School [Paizo Publishing - Inner full hit points) and regain the use of any class features that are limited to a certain
Sea Magic, p.17] number of uses per day (such as barbarian rage, bardic performance, spells per day,
and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't
You have chosen to specialize in Lust, magically controlling and dominating other
refresh uses of mythic power or any mythic abilities that are limited to a number of
creatures to satisfy your desires, and manipulating others' minds, emotions, and wills.
times per day.
Many Forms (Su) [Paizo Publishing LLC -
Tongues (Sp) [Paizo Publishing LLC -
Mythic Adventures]
Mythic Adventures]
You can alter your appearance at will as if using alter self. You can expend one use of
You can understand and speak any language, as the tongues spell. If this ability is
mythic power to change shape as if using polymorph, with a duration of 100 [1 minute
dispelled, you can resume it as a free action.
per tier]. Your caster level for this ability is a number equal to 20 [10 + your tier]. At 6th
tier, the duration of the polymorph ability increases to 10 minutes per tier. True Archmage [Paizo Publishing LLC -
Mythic Adventures]
Multitalented (Ex) [Paizo Inc. - Core
Rulebook, p.24] At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic
creatures, each of those creatures must roll any saving throws against the spell twice
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill
and take the lower result. You gain spell resistance equal to 15 + your highest arcane
point whenever they take a level in either one of those classes.
caster level, but only against arcane spells. Once per round when your spell resistance
Mythic Power (Su) [Paizo Publishing LLC - protects you from a spell cast by an enemy mythic creature, you regain one use of
Mythic Adventures] mythic power.
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds Unstoppable (Ex) [Paizo Publishing LLC -
and cheat fate. This power is used by a number of different abilities. Each day, you Mythic Adventures]
can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day
At 8th tier, you can expend one use of mythic power as a free action to immediately
at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power.
end any one of the following conditions currently affecting you: bleed, blind, confused,
If an ability allows you to regain uses of your mythic power, you can never have more
cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued,
than this amount. [Currently at 23/day]
frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned.
Mythic Saves (Ex) [Paizo Publishing LLC - All other conditions and effects remain, even those resulting from the same spell or
Mythic Adventures] effect that caused the selected condition. You can use this ability at the start of your
At 5th tier, whenever you succeed at a saving throw against a spell or special ability, turn even if a condition would prevent you from acting.
you suffer no effects as long as that ability didn't come from a mythic source (such as
a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from Feats
a mythic source, you take the full effects as normal.
Additional Traits [Paizo Inc. - Advanced
Mythic Spellcasting (Ex) [Paizo Publishing LLC - Player's Guide, p.150]
Mythic Adventures]
You have more traits than normal
You can learn a number of mythic spells equal to your tier and can expend mythic
power when casting them to enhance the results. To select a mythic spell, you must Brew Potion [Paizo Inc. - Core
be able to cast the non-mythic version or have it on your list of spells known. Every Rulebook, p.119]
time you gain a new tier, you can select an additional mythic spell. You can take this You can create magic potions.
ability up to three times. Each additional time you take it, you can select an additional You can create a potion of any 3rd-level or lower spell that you know and that targets
number of spells equal to your tier and you gain one additional mythic spell whenever one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250
you gain a tier. gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price.
Mythic Surge (Su) [Paizo Publishing LLC - When you create a potion, you set the caster level, which must be sufficient to cast the
Mythic Adventures] spell in question and no higher than your own level. To brew a potion, you must use
You can call upon your mythic power to overcome difficult challenges. You can up raw materials costing one half this base price. See the magic item creation rules
expend one use of mythic power to increase any d20 roll you just made by rolling 1d12 in Chapter 15 for more information. When you create a potion, you make any choices
and adding it to the result. Using this ability is an immediate action taken after the result that you would normally make when casting the spell. Whoever drinks the potion is the
of the original roll is revealed. This can change the outcome of the roll. target of the spell.
Mythic Surge Boost (3x) (Su) [Paizo Publishing LLC - Combat Casting [Paizo Inc. - Core
Mythic Adventures] Rulebook, p.119]
Mythic Tier 01 [Paizo Publishing LLC - You are adept at spellcasting when threatened or distracted.
Mythic Adventures] You get a +4 bonus on concentration checks made to cast a spell or use a spell-like
You have reached Mythic Tier 1 ability when casting on the defensive or while grappled.
Mythic Tier 02 [Paizo Publishing LLC - Craft Magic Arms and Armor [Paizo Inc. - Core
Mythic Adventures] Rulebook, p.120]
You have reached Mythic Tier 2 You can create magic armor, shields, or weapons.
Mythic Tier 03 [Paizo Publishing LLC - You can create magic weapons, armor, or shields. Enhancing a weapon, suit of
Mythic Adventures] armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To
You have reached Mythic Tier 3 enhance a weapon, suit of armor, or shield, you must use up raw materials costing half
Mythic Tier 04 [Paizo Publishing LLC - of this total price. See the magic item creation rules in Chapter 15 for more information.
Mythic Adventures] The weapon, armor, or shield to be enhanced must be a masterwork item that you
You have reached Mythic Tier 4 provide. Its cost is not included in the above cost. You can also mend a broken magic
weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the
Mythic Tier 05 [Paizo Publishing LLC -
raw materials and half the time it would take to craft that item in the first place.
Mythic Adventures]

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 4
Craft Rod [Paizo Inc. - Core You can learn a number of mythic spells equal to your tier and can expend mythic
Rulebook, p.120] power when casting them to enhance the results. To select a mythic spell, you must be
You can create magic rods. able to cast the non-mythic version or have it on your list of spells known. Every time
You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base you gain a new tier, you can select an additional mythic spell.
price. To craft a rod, you must use up raw materials costing half of its base price. See Point-Blank Shot [Paizo Inc. - Core
the magic Rulebook, p.131]
Craft Staff [Paizo Inc. - Core You are especially accurate when making ranged attacks against close target.
Rulebook, p.120] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of
You can create magic staves. up to 30 feet.
You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day Precise Shot [Paizo Inc. - Core
for each 1,000 gp in its base price. To craft a staff, you must use up raw materials Rulebook, p.131]
costing half of its base price. A newly created staff has 10 charges. See the magic item You are adept at firing ranged attacks into melee.
creation rules in Chapter 15 for more information. You can shoot or throw ranged weapons at an opponent engaged in melee without
Craft Wand [Paizo Inc. - Core taking the standard -4 penalty on your attack roll.
Rulebook, p.120] Skill Focus (Spellcraft) [Paizo Inc. - Core
You can create magic wands. Rulebook, p.134]
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand You are particularly adept at your chosen skill.
takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more
materials costing half of this base price. A newly created wand has 50 charges. See ranks in that skill, this bonus increases to +6.
the magic item creation rules in Chapter 15 for more information. Skill Focus (Mythic) (Skill Focus (Spellcraft)) [Paizo Publishing LLC -
Craft Wondrous Item [Paizo Inc. - Core Mythic Adventures]
Rulebook, p.120] Always take 10 or 20 even when rushed or threatened
You can create wondrous items, a type of magic item.
You can always take 10 or 20 on checks with your choice of skill for Skill Focus, even
You can create a wide variety of magic wondrous items. Crafting a wondrous item when you are rushed or threatened.
takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use Titan Strike [Paizo Publishing LLC -
up raw materials costing half of its base price. See the magic item creation rules in Mythic Adventures]
Chapter 15 for more information. You can also mend a broken wondrous item if it is
Your unarmed strike deals damage as if you were one size category larger
one that you could make. Doing so costs half the raw materials and half the time it
would take to craft that item. Your unarmed strike deals damage as if you were one size category larger. You
Dual Path [Paizo Publishing LLC - also gain a +1 bonus for each size category that your target is larger than you on the
Mythic Adventures] following: bull rush, drag, grapple, overrun, sunder, and trip combat maneuver checks
and the DC of your Stunning Fist.
Gain abilities from a second mythic path
Scribe Scroll [Paizo Inc. - Core
Select a mythic path other than the path you selected at your moment of ascension. Rulebook, p.132]
You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine
You can create magic scrolls.
surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path
ability, you can select that path ability from either path's list or the list of universal path You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if
abilities. its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000
Eschew Materials [Paizo Inc. - Core gp in its base price. To scribe a scroll, you must use up raw materials costing half of
Rulebook, p.123] this base price. See the magic item creation rules in Chapter 15 for more information.
You can cast many spells without needing to utilize minor material components.
Proficiencies
You can cast any spell with a material component costing 1 gp or less without needing
that component. The casting of the spell still provokes attacks of opportunity as normal. Club, Crossbow (Heavy), Crossbow (Light), Crossbow (Repeating Light), Dagger,
If the spell requires a material component that costs more than 1 gp, you must have Grapple, Quarterstaff, Spells (Ray), Spells (Touch), Splash Weapon, Unarmed Strike
the material component on hand to cast the spell, as normal.
Exotic Weapon Proficiency (Crossbow (Repeating [Paizo Inc. - Core
Light)) Rulebook, p.123]
You understand how to use your chosen exotic weapon in combat, and can utilize
any special tricks or qualities that exotic weapon might allow.
You make attack rolls with the weapon normally.
Forge Ring [Paizo Inc. - Core
Rulebook, p.124]
You can create magic rings.
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base
price. To craft a ring, you must use up raw materials costing half of the base price. See
the magic item creation rules in Chapter 15 for more information. You can also mend a
broken ring if it is one that you could make. Doing so costs half the raw materials and
half the time it would take to forge that ring in the first place.
Improved Unarmed Strike [Paizo Inc. - Core
Rulebook, p.128]
You are skilled while fighting unarmed.
You are considered to be armed even when unarmed-you do not provoke attacks of
opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal
or nonlethal damage, at your choice.
Improved Unarmed Strike (Mythic) [Paizo Publishing LLC -
Mythic Adventures]
Gain a bonus to damage based on mythic tier and expend mythic power to overcome
hardness
You can add half your tier to your damage with unarmed strikes. As a swift action,
you can expend one use of mythic power to overcome the hardness of objects with
your unarmed strikes. This effect last for a number of rounds equal to your tier. If an
object's hardness is greater than 15, you don't ignore any of its hardness.
Mythic Paragon [Paizo Publishing LLC -
Mythic Adventures]
Your mythic tier is considered 2 higher when determining the potency of your mythic
abilities
Your tier is considered 2 higher for determining the potency of mythic abilities, feats,
and spells. This doesn't grant you access to mythic abilities or greater versions of
mythic spells at a lower tier than you would normally need to be to get them, nor does
it grant you additional uses of mythic power or adjust the dice you roll for your surge.
Mythic Spell Lore [Paizo Publishing LLC -
Mythic Adventures]
Gain mythic spells equal to your mythic tier

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 5
Magic Item Spell-like Abilities
Name School Time Duration Range Source
❏ Analyze Dweomer Divination 1 standard action 11 rounds [D] Close (50 ft.) CR:p.240
[V, S, F] TARGET: 11 objects or creatures; EFFECT: You can observe magical auras. [SR:No; DC:10, None or Will negates, see text]
❏❏❏ Bleed Necromancy 1 standard action Instantaneous Close (35 ft.) CR:p.249
[V, S] TARGET: One living creature; EFFECT: You cause a living creature that is below 0 hit points but stabilized to resume dying. [SR:Yes; DC:10, Will negates]
❏❏❏ Vampiric Touch Necromancy 1 standard action Instantaneous/1 hour; see text Touch CR:p.364
[V, S] TARGET: Living creature touched; EFFECT: Your touch deals 2d6 points of damage. [SR:Yes]
* =Domain/Speciality Spell

Wizard Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
PER DAY 2+2 6+2 5+2 5+2 5+2 5+2 4+2 4+2 4+2 4+2
Concentration +25

LEVEL 0 / Per Day:2+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Acid Splash Conjuration, EarthSchool (Creation) [Acid] 1 standard action Instantaneous Close (75 ft.) CR:p.239
[V, S] TARGET: One missile of acid; EFFECT: You fire a small orb of acid at the target dealing 1d3 points of acid damage. [SR:No]
❏❏❏❏❏ Arcane Mark Universal 1 standard action Permanent Touch CR:p.244
[V, S] TARGET: One personal rune or mark, all of which must fit within 1 sq. ft.; EFFECT: This spell allows you to inscribe your personal rune or mark. [SR:No]
❏❏❏❏❏ Bleed Necromancy 1 standard action Instantaneous Close (75 ft.) CR:p.249
[V, S] TARGET: One living creature; EFFECT: You cause a living creature that is below 0 hit points but stabilized to resume dying. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Dancing Lights Evocation [Light] 1 standard action 1 minute [D] Medium (300 ft.) CR:p.263
[V, S] TARGET: Up to four lights, all within a 10-ft.-radius area; EFFECT: You create up to four lights that resemble lanterns or torches. [SR:No]
❏❏❏❏❏ *Daze Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1 round Close (75 ft.) CR:p.264
[V, S, M] TARGET: One humanoid creature of 4 HD or less; EFFECT: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 20 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏❏❏❏❏ Detect Poison Divination 1 standard action Instantaneous Close (75 ft.) CR:p.268
[V, S] TARGET: Or Area one creature, one object, or a 5-ft. cube; EFFECT: You determine whether a creature, object, or area has been poisoned or is poisonous. [SR:No]
❏❏❏❏❏ Disrupt Undead Necromancy 1 standard action Instantaneous Close (75 ft.) CR:p.273
[V, S] TARGET: Ray; EFFECT: You direct a ray of positive energy dealing 1d6 points of damage to Undead. [SR:Yes]
❏❏❏❏❏ Flare Evocation [Light] 1 standard action Instantaneous Close (75 ft.) CR:p.284
[V] TARGET: Burst of light; EFFECT: This cantrip creates a burst of light. [SR:Yes; DC:15, Fortitude negates]
❏❏❏❏❏ Ghost Sound Illusion (Figment) 1 standard action 20 rounds [D] Close (75 ft.) CR:p.289
[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:15, Will disbelief]
❏❏❏❏❏ Haunted Fey Aspect Illusion (Glamer) 1 standard action 20 rounds [D] Personal UC:p.230
[S] TARGET: You; EFFECT: You surround yourself with disturbing illusions.
❏❏❏❏❏ Light Evocation [Light, WoodSchool] 1 standard action 200 minutes Touch CR:p.304
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch. [SR:No]
❏❏❏❏❏ Mage Hand Transmutation 1 standard action Concentration Close (75 ft.) CR:p.306
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
❏❏❏❏❏ Mending Transmutation [MetalSchool] 10 minutes Instantaneous 10 ft. CR:p.312
[V, S] TARGET: One object of up to 20 lb.; EFFECT: This spell repairs damaged objects, restoring 1d4 hit points to the object. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Message Transmutation, AirSchool [Language-Dependent] 1 standard action 200 minutes Medium (300 ft.) CR:p.313
[V, S, F] TARGET: 20 creatures; EFFECT: You can whisper messages and receive whispered replies. [SR:No]
❏❏❏❏❏ Open/Close Transmutation 1 standard action Instantaneous Close (75 ft.) CR:p.317
[V, S, F] TARGET: Object weighing up to 30 lbs. or portal that can be opened or closed; EFFECT: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. [SR:Yes (object); DC:15, Will negates
(object)]
❏❏❏❏❏ Prestidigitation Universal 1 standard action 1 hour 10 ft. CR:p.325
[V, S] TARGET: See text; EFFECT: Prestidigitations are minor tricks that novice spellcasters use for practice. [SR:No; DC:15, See text]
❏❏❏❏❏ Ray of Frost Evocation, WaterSchool [Cold] 1 standard action Instantaneous Close (75 ft.) CR:p.330
[V, S] TARGET: Ray; EFFECT: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. [SR:Yes]
❏❏❏❏❏ Read Magic Divination 1 standard action 200 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
❏❏❏❏❏ Resistance Abjuration 1 standard action 1 minute Touch CR:p.334
[V, S, M/DF] TARGET: Creature touched; EFFECT: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Spark Evocation, FireSchool [Fire] 1 standard action Instantaneous Close (75 ft.) APG:p.246
[V or S] TARGET: one Fine object; EFFECT: Ignites flammable objects. [SR:Yes (object); DC:15, Fortitude negates (object)]
❏❏❏❏❏ Touch of Fatigue Necromancy 1 standard action 20 rounds Touch CR:p.360
[V, S, M] TARGET: Creature touched; EFFECT: You channel negative energy through your touch, fatiguing the target. [SR:Yes; DC:15, Fortitude negates]

LEVEL 1 / Per Day:6+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Alarm Abjuration 1 standard action 40 hours [D] Close (75 ft.) CR:p.240
[V, S, F/DF] TARGET: 20-ft.-radius emanation centered on a point in space; EFFECT: Alarm creates a subtle ward on an area you select. [SR:No]
❏❏❏❏❏ Burning Hands Evocation, FireSchool [Fire] 1 standard action Instantaneous 15 ft. CR:p.251
[V, S] TARGET: Cone-shaped burst; EFFECT: A cone of searing flame shoots from your fingertips dealing 5d4 points of fire damage to any creature in the effect area. [SR:Yes; DC:16, Reflex half]
❏❏❏❏❏ *Charm Person Enchantment (Charm) [Mind-Affecting, WoodSchool] 1 standard action 20 hours Close (75 ft.) CR:p.254
[V, S] TARGET: One humanoid creature; EFFECT: This charm makes a humanoid creature regard you as its trusted friend and ally. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Endure Elements Abjuration 1 standard action 24 hours Touch CR:p.277
[V, S] TARGET: Creature touched; EFFECT: A creature protected by endure elements suffers no harm from being in a hot or cold environment. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Grease Conjuration, EarthSchool (Creation) 1 standard action 20 minutes [D] Close (75 ft.) CR:p.291
[V, S, M] TARGET: One object or 10-ft. square; EFFECT: A grease spell covers a solid surface with a layer of slippery grease. [SR:No; DC:16, See text]
❏❏❏❏❏ Mage Armor Conjuration (Creation) [Force] 1 standard action 20 hours [D] Touch CR:p.306
[V, S, F] TARGET: Creature touched; EFFECT: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Mythic: The armor bonus increases to +6. There is a 50% chance thatany critical
hit or sneak attack made against the target isnegated and treated as a normal hit, as if the target werewearing moderate fortification armor. [SR:No; DC:16, Will negates (harmless)]
❏❏❏❏❏ Magic Missile Evocation [Force] 1 standard action Instantaneous Medium (300 ft.) CR:p.309
[V, S] TARGET: Up to five creatures, no two of which can be more than 15 ft. apart; EFFECT: 5 missiles that do 1d4+1 damage each. Mythic: The damage dealt by each missile increases to 2d4+1. Themissiles bypass the shield spell and similar
effects that blockthe non-mythic version of this spell.Augmented [4th]: If you expend two uses of mythic power,the spell creates double the normal number of missiles [affectingup to 10 creatures], its range increases to line of sight, and itbypasses
the targets' spell resistance and spell immunity. [SR:Yes]
❏❏❏❏❏ See Alignment Divination 1 standard action 1/round per level Personal UC:p.243
[V, S, M] TARGET: You; EFFECT: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
❏❏❏❏❏ Shield Abjuration [Force] 1 standard action 20 minutes [D] Personal CR:p.342
[V, S] TARGET: You; EFFECT: Shield creates an invisible shield of force that hovers in front of you.
❏❏❏❏❏ Shocking Grasp Evocation, AirSchool [Electricity, MetalSchool]
1 standard action Instantaneous Touch CR:p.343
[V, S] TARGET: Creature or object touched; EFFECT: Your successful melee touch attack deals 5d6 points of electricity damage. Mythic: The spell's damage increases to 1d8 points of electricity damage per caster level [maximum 5d8]. If the
target is wearing metal armor or is made of metal, you may attempt a free grapple combat maneuver against the target. Alternatively, if the target is carrying a metal weapon, you may attempt a free disarm combat maneuver against that weapon.
* =Domain/Speciality Spell

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 6
Wizard Spells
This free combat maneuver doesn't provoke attacks of opportunity. Augmented: If you expend two uses of mythic power and the free grapple or disarm combat maneuver is successful, the target is staggered until your next turn. This is an electricity
effect. [SR:Yes]
❏❏❏❏❏ Summon Monster I Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) CR:p.350
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell summons an extraplanar creature. [SR:No]

LEVEL 2 / Per Day:5+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Acid Arrow Conjuration, EarthSchool (Creation) [Acid] 1 standard action 7 rounds Long (1200 ft.) CR:p.239
[V, S, M, F] TARGET: One arrow of acid; EFFECT: An arrow of acid springs from your hand and speeds to its target dealing 2d4 points of acid damage. [SR:No]
❏❏❏❏❏ Darkness Evocation [Darkness] 1 standard action 20 minutes [D] Touch CR:p.263
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes an object to radiate darkness out to a 20-foot radius. [SR:No]
❏❏❏❏❏ *Daze Monster Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1 round Medium (300 ft.) CR:p.264
[V, S, M] TARGET: One living creature of 6 HD or less; EFFECT: This spell functions like daze, but it can affect any one living creature of any type. [SR:Yes; DC:17, Will negates]
❏❏❏❏❏ Detect Thoughts Divination [Mind-Affecting] 1 standard action Concentration, up to 20 minutes [D] 60 ft. CR:p.268
[V, S, F/DF] TARGET: Cone-shaped emanation; EFFECT: You detect surface thoughts. [SR:No; DC:17, Will negates; see text]
❏❏❏❏❏ Flaming Sphere Evocation, FireSchool [Fire] 1 standard action 20 rounds Medium (300 ft.) CR:p.283
[V, S, M/DF] TARGET: 5-ft.-diameter sphere; EFFECT: A burning globe of fire rolls in whichever direction you point and burns those it strikes. [SR:Yes; DC:17, Reflex negates]
❏❏❏❏❏ Frigid Touch Evocation [Cold] 1 standard action Instantaneous Touch UM:p.221
[V, S] TARGET: Creature touched; EFFECT: Target takes 4d6 cold damage and is staggered. [SR:Yes]
❏❏❏❏❏ Invisibility Illusion (Glamer) 1 standard action 20 minutes [D] Personal or touch CR:p.301
[V, S, M/DF] TARGET: You or a creature or object weighing no more than 2000 lbs.; EFFECT: The creature or object touched becomes invisible. Mythic: The invisible target can't be detected with detect magic orother spells that detect magic
auras. The invisibility can'tbe penetrated, revealed, or dispelled by spells of 2nd levelor lower [such as see invisibility or glitterdust], thoughtrue seeing and dust of appearance can reveal the invisibletarget's presence.Augmented [3rd]: If you expend
two uses of mythic power,the invisible target is undetectable by blindsense, blindsight,scent, and tremorsense. [SR:Yes (harmless) or yes (harmless, object); DC:17, Will negates (harmless) or Will negates (harmless, object)]
❏❏❏❏❏ Mirror Image Illusion (Figment) 1 standard action 20 minutes Personal CR:p.314
[V, S] TARGET: You; EFFECT: This spell creates a number of illusory doubles of you that inhabit your square.
❏❏❏❏❏ Returning Weapon Conjuration (Teleportation) 1 standard action 20 minutes Close (75 ft.) UC:p.242
[V, S] TARGET: one weapon that can be thrown; EFFECT: Grants a weapon the returning special weapon quality. [SR:Yes (harmless, object); DC:17, Will negates (harmless, object)]
❏❏❏❏❏ Scorching Ray Evocation, FireSchool [Fire] 1 standard action Instantaneous Close (75 ft.) CR:p.337
[V, S] TARGET: One or more rays; EFFECT: You blast your enemies with up to 3 searing beams of fire dealing 4d6 points of fire damage. [SR:Yes]
❏❏❏❏❏ See Invisibility Divination 1 standard action 200 minutes [D] Personal CR:p.339
[V, S, M] TARGET: You; 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.
❏❏❏❏❏ Summon Monster II Conjuration, AirSchool, EarthSchool, FireSchool, 1 round
WaterSchool (Summoning)
20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; 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. [SR:No]
❏❏❏❏❏ Web Conjuration (Creation) [WoodSchool] 1 standard action 200 minutes [D] Medium (300 ft.) CR:p.368
[V, S, M] TARGET: Webs in a 20-ft.-radius spread; EFFECT: Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. [SR:No; DC:17, Reflex negates; see text]

LEVEL 3 / Per Day:5+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Daylight Evocation [Light] 1 standard action 200 minutes [D] Touch CR:p.264
[V, S] TARGET: Object touched; EFFECT: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. Mythic: The illumination in the additional 60 foot radius increases to at least normal light regardless
of the existing lighting conditions. Creatures that take penalties in bright light double those penalties while in the area of bright light produced by this spell. All other creatures in the area of bright light gain a +2 circumstance bonus on Perception
checks and saves to resist fear. [SR:No]
❏❏❏❏❏ *Deep Slumber Enchantment (Compulsion) [Mind-Affecting] 1 round 20 minutes Close (75 ft.) CR:p.265
[V, S, M] TARGET: One or more living creatures within a 10-ft.-radius burst; EFFECT: This spell functions like sleep, except that it affects 10 HD of targets. Mythic: This spell works like mythic sleep, except that it affects up to 20 Hit Dice of
creatures. Alternatively, you may target one creature rather than an area, increasing the duration to 1 hour per level. Augmented [5th]: If you expend two uses of mythic power, creatures affected by the spell can be awakened only by mythic effects.
If you're 5th tier and expend three uses of mythic power, the duration increases to 10 years per tier. If you're 5th tier and expend four uses of mythic power, the spell has both augmented effects. Creatures sleeping for years because of this spell
age and breathe as normal, but don't need to eat or drink while the spell lasts. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Dispel Magic Abjuration 1 standard action Instantaneous Medium (300 ft.) CR:p.272
[V, S] TARGET: One spellcaster, creature, or object; EFFECT: You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another
spellcaster's spell. Mythic: When used as a targeted dispel, this spell can end two spellsaffecting the target instead of just one. If the targeted dispelsuccessfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the
dispelled spell. If you dispel two spells, this healing applies only to the highest-level spell dispelled. If you use this spell to counterspell, roll your dispelcheck twice and take the higher result. [SR:No]
❏❏❏❏❏ Fireball Evocation, FireSchool [Fire] 1 standard action Instantaneous Long (1200 ft.) CR:p.283
[V, S, M] TARGET: 20-ft.-radius spread; EFFECT: A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points of fire damage to every creature within the area. Mythic: The damage dealt increases
to 1d10 points of fire damage percaster level [maximum 10d10]. Any creature that fails its Reflexsaving throw catches on fire [Core Rulebook 444], taking 2d6points of fire damage each round until the fire is extinguished.Attempts to extinguish this
fire use the spell's save DC.Augmented [6th]: If you expend two uses of mythic power,the maximum damage increases to 20d10, the area increasesto a 40-foot radius spread, and any fire damage dealt by thespell bypasses fire resistance and fire
immunity. [SR:Yes; DC:18, Reflex half]
❏❏❏❏❏ *Hold Person Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds [D]; see text Medium (300 ft.) CR:p.296
[V, S, F/DF] TARGET: One humanoid creature; EFFECT: The subject becomes paralyzed and freezes in place. [SR:Yes; DC:18, Will negates; see text]
❏❏❏❏❏ Lightning Bolt Evocation, AirSchool [Electricity, MetalSchool] 1 standard action Instantaneous 120 ft. CR:p.304
[V, S, M] TARGET: 120-ft. line; EFFECT: You release a powerful stroke of electrical energy that deals 10d6 points of electricity damage to each creature within its area. Mythic: The damage dealt increases to 1d8 points of electricity damageper
caster level [maximum 10d8]. Any creature that fails itssave is staggered for 1 round.Augmented [3rd]: If you expend two uses of mythic power,you can bend the line of the spell once up to 90 degrees. Anycreature that fails its save is stunned for 1
round. [SR:Yes; DC:18, Reflex half]
❏❏❏❏❏ Phantom Steed Conjuration (Creation) 10 minutes 20 hours [D] 0 ft. CR:p.319
[V, S] TARGET: One quasi-real, horselike creature; EFFECT: You conjure a Large, quasi-real, horselike creature. Mythic: The steed's rider automatically succeeds at Ride checks toremain mounted. The mount's hit points increase to 10 plus 2per
caster level, and its speed increases to 30 feet per 2 casterlevels [maximum 150 feet].Augmented [3rd]: If you expend two uses of mythic power,the phantom steed is incorporeal, but its rider can interact withit normally. [SR:No]
❏❏❏❏❏ *Suggestion Enchantment (Compulsion) [Language-Dependent, 1 standard
Mind-Affecting]
action 20 hours or until completed Close (75 ft.) CR:p.350
[V, M] TARGET: One living creature; EFFECT: You influence the actions of the target creature by suggesting a course of activity. [SR:Yes; DC:18, Will negates]
❏❏❏❏❏ Summon Monster III Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; 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. [SR:No]
❏❏❏❏❏ Tongues Divination [WoodSchool] 1 standard action 200 minutes Touch CR:p.360
[V, M/DF] TARGET: Creature touched; EFFECT: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. [SR:No; DC:18, Will negates
(harmless)]

LEVEL 4 / Per Day:5+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Black Tentacles Conjuration (Creation) 1 standard action 20 rounds [D] Medium (300 ft.) CR:p.248
[V, S, M] TARGET: 20-ft.-radius spread; EFFECT: This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Mythic: Add your tier to the base attack bonus of the tentacles.
The tentacles also deal an additional 2d6 points of acid damage with a successful grapple. Augmented [6th]: If you expend two uses of mythic power, the spell creates twice as many tentacles in the same area, meaning each creature in the area is
attacked twice per round. The tentacles can grapple creatures that are immune to grappling if that immunity is from a non-mythic source, but combat maneuver checks to grapple such creatures take a -5 penalty. [SR:No]
❏❏❏❏❏ *Charm Monster Enchantment (Charm) [Mind-Affecting, WoodSchool] 1 standard action 20 days Close (75 ft.) CR:p.254
[V, S] TARGET: One living creature; EFFECT: This spell functions like charm person, except that the effect is not restricted by creature type or size. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Dimensional Anchor Abjuration 1 standard action 20 minutes Medium (300 ft.) CR:p.270
[V, S] TARGET: Ray; EFFECT: A green ray springs from your hand, any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. [SR:Yes (object)]
❏❏❏❏❏ Dimension Door Conjuration (Teleportation) 1 standard action Instantaneous Long (1200 ft.) CR:p.269
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: You instantly transfer yourself from your current location to any other spot within range. [SR:No and yes (object); DC:19, None and Will negates (object)]
❏❏❏❏❏ Dragon's Breath Evocation, AirSchool, EarthSchool, FireSchool, 1 standard
WaterSchool
action[Acid,Instantaneous
Cold, Electricity, Fire] 30 ft. or 60 ft. APG:p.217
[V, S, M] TARGET: cone-shaped burst or line; EFFECT: Gives you a dragon's breath weapon. [SR:Yes; DC:19, Reflex half]
❏❏❏❏❏ Flaming Sphere (Greater) Evocation [Fire] 1 standard action 20 rounds Medium (300 ft.) ACG:p.182
[V, S, M/DF] TARGET: 5-ft.-diameter sphere; EFFECT: Rolling ball of fire deals 6d6 fire damage and ignites targets. [SR:yes; DC:19, Reflex negates (see text)]
❏❏❏❏❏ *Geas (Lesser) Enchantment (Compulsion) [Language-Dependent, 1 roundMind-Affecting,20Curse]
days or until discharged [D] Close (75 ft.) CR:p.288
[V] TARGET: One living creature with 7 HD or less; EFFECT: A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. [SR:Yes; DC:19, Will negates]
* =Domain/Speciality Spell

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 7
Wizard Spells
❏❏❏❏❏ Invisibility (Greater) Illusion (Glamer) 1 standard action 20 rounds [D] Personal or touch CR:p.302
[V, S] TARGET: You or creature touched; EFFECT: This spell functions like invisibility, except that it doesn't end if the subject attacks. [SR:Yes (harmless) or yes (harmless, object); DC:19, Will negates (harmless)]
❏❏❏❏❏ Remove Curse Abjuration 1 standard action Instantaneous Touch CR:p.332
[V, S] TARGET: Creature or object touched; EFFECT: Remove curse can remove all curses on an object or a creature. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Scrying Divination (Scrying) 1 hour 20 minutes See text CR:p.337
[V, S, M/DF, F] TARGET: Magical sensor; EFFECT: You can observe a creature at any distance. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Stoneskin Abjuration, EarthSchool [MetalSchool] 1 standard action 200 minutes or until discharged Touch CR:p.349
[V, S, M] TARGET: Creature touched; EFFECT: The warded creature gains resistance to blows, cuts, stabs, and slashes. [SR:Yes (harmless); DC:19, Will negates (harmless)]
❏❏❏❏❏ Summon Monster IV Conjuration, AirSchool, EarthSchool, FireSchool, 1 round
WaterSchool (Summoning)
20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; 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. [SR:No]
❏❏❏❏❏ True Form Abjuration 1 standard action 20 rounds Medium (300 ft.) APG:p.251
[V, S] TARGET: up to 6 creatures, no two of which can be more than 30 ft. apart; EFFECT: Removes polymorph effects. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Wall of Fire Evocation, FireSchool [Fire] 1 standard action Concentration + 20 rounds Medium (300 ft.) CR:p.365
[V, S, M/DF] TARGET: Opaque sheet of flame up to 400 ft. long or a ring of fire with a radius of up to 50 ft.; either form 20 ft. high; EFFECT: An immobile, blazing curtain of shimmering violet fire springs into existence. [SR:Yes]
❏❏❏❏❏ Wall of Ice Evocation, WaterSchool [Cold] 1 standard action 20 minutes Medium (300 ft.) CR:p.366
[V, S, M] TARGET: Anchored plane of ice, up to 20 10-ft. squares, or hemisphere of ice with a radius of up to 23 ft.; EFFECT: This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. [SR:Yes; DC:19,
Reflex negates; see text]

LEVEL 5 / Per Day:5+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Break Enchantment Abjuration 1 minute Instantaneous Close (75 ft.) CR:p.251
[V, S] TARGET: Up to one creature per level, all within 30 ft. of each other; EFFECT: This spell frees victims from enchantments, transmutations, and curses. Mythic: Against non-mythic effects, the spell automatically succeeds without requiring
a caster level check. Against mythic effects, add your tier to your caster level check. The maximum level of spell this spell can remove is 5 + half your tier. Augmented [7th]: If you expend two uses of mythic power, you can apply a removed
enchantment, transmutation, or curse to the creature that originally cast it. The creature must be a valid target of the spell and on the same plane as you, and it gets a saving throw at the effect's original DC. [SR:No; DC:20, See text]
❏❏❏❏❏ Cone of Cold Evocation, WaterSchool [Cold] 1 standard action Instantaneous 60 ft. CR:p.258
[V, S, M] TARGET: Cone-shaped burst; EFFECT: Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone, dealing 15d6 points of cold damage. Mythic: The damage dealt increases to 1d10 points
of cold damage per caster level [maximum 15d10]. Any creature that fails its save is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The
reduced movement lasts until the ice is destroyed. Destroying the ice requires a successful Strength or dispel check against the spell's DC, or dealing bludgeoning or fire damage equal to 1 point per caster level to the creature. Augmented: You
can expend two uses of mythic power totransform the spell's cold into a barrage of giant hailstones, icicles, or shards. Half the spell's damage is your choice of bludgeoning, piercing, or slashing damage, and the other half is cold damage. [SR:Yes;
DC:20, Reflex half]
❏❏❏❏❏ Dismissal Abjuration 1 standard action Instantaneous Close (75 ft.) CR:p.271
[V, S, DF] TARGET: One extraplanar creature; EFFECT: This spell forces an extraplanar creature back to its proper plane if it fails a Will save. [SR:Yes; DC:20, Will negates; see text]
❏❏❏❏❏ *Hold Monster Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds [D]; see text Medium (300 ft.) CR:p.296
[V, S, M/DF] TARGET: One living creature; EFFECT: This spell functions like hold person, except that it affects any living creature that fails its Will save. [SR:Yes; DC:20, Will negates; see text]
❏❏❏❏❏ Mage's Faithful Hound Conjuration (Creation) 1 standard action 20 hours or until discharged, then 20 rounds;
Close
see text
(75 ft.) CR:p.306
[V, S, M] TARGET: Phantom watchdog; EFFECT: You conjure up a phantom watchdog that is invisible to everyone but yourself. [SR:No]
❏❏❏❏❏ Mage's Private Sanctum Abjuration 10 minutes 24 hours [D] Close (75 ft.) CR:p.307
[V, S, M] TARGET: 20 30-ft. cubes [S]; EFFECT: This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. [SR:No]
❏❏❏❏❏ Permanency Universal 2 rounds Permanent; see text See text CR:p.318
[V, S, M] TARGET: See text; EFFECT: This spell makes the duration of certain other spells permanent. This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.
Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component. You can make the following spells permanent in regard to yourself. [Spell Minimum Caster Level
GP Cost]; [Arcane sight 11th 7,500 gp]; [Comprehend languages 9th 2,500 gp]; [Darkvision 10th 5,000 gp]; [Detect magic 9th 2,500 gp]; [Read magic 9th 2,500 gp]; [See invisibility 10th 5,000 gp]; [Tongues 11th 7,500 gp]; You cannot cast these
spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell. In addition to personal use, permanency can be used to make the following spells permanent on
yourself, another creature, or an object [as appropriate]. [Spell Minimum Caster Level GP Cost]; [Enlarge person 9th 2,500 gp]; [Magic fang 9th 2,500 gp]; [Magic fang, greater 11th 7,500 gp]; [Reduce person 9th 2,500 gp]; [Resistance 9th 2,500
gp]; [Telepathic bond* 13th 12,500 gp]; *Only bonds two creatures per casting of permanency. Additionally, the following spells can be cast upon objects or areas only and rendered permanent. [Spell Minimum Caster Level GP Cost]; [Alarm 9th
2,500 gp]; [Animate objects 14th 15,000 gp]; [Dancing lights 9th 2,500 gp]; [Ghost sound 9th 2,500 gp]; [Gust of wind 11th 7,500 gp]; [Invisibility 10th 5,000 gp]; [Mage's private sanctum 13th 12,500 gp]; [Magic mouth 10th 5,000 gp]; [Phase door
15th 17,500 gp]; [Prismatic sphere 17th 22,500 gp]; [Prismatic wall 16th 20,000 gp]; [Shrink item 11th 7,500 gp]; [Solid fog 12th 10,000 gp]; [Stinking cloud 11th 7,500 gp]; [Symbol of death 16th 20,000 gp]; [Symbol of fear 14th 15,000 gp]; [Symbol
of insanity 16th 20,000 gp]; [Symbol of pain 13th 12,500 gp]; [Symbol of persuasion 14th 15,000 gp]; [Symbol of sleep 16th 20,000 gp]; [Symbol of stunning 15th 17,500 gp]; [Symbol of weakness 15th 17,500 gp]; [Teleportation circle 17th 22,500
gp]; [Wall of fire 12th 10,000 gp]; [Wall of force 13th 7,500 gp]; [Web 10th 5,000 gp]; Spells cast on other targets are vulnerable to dispel magic as normal. The GM may allow other spells to be made permanent. [SR:No]
❏❏❏❏❏ Sending Evocation [WoodSchool] 10 minutes 1 round; see text See text CR:p.339
[V, S, M/DF] TARGET: One creature; EFFECT: You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. [SR:No]
❏❏❏❏❏ Summon Monster V Conjuration, AirSchool, EarthSchool, FireSchool,
1 round
WaterSchool (Summoning)
20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; 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. [SR:No]
❏❏❏❏❏ *Symbol of Sleep Enchantment (Compulsion) [Mind-Affecting] See text 0 ft.; see text CR:p.356
[V, S, M] TARGET: One symbol; EFFECT: This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 *o 10 minutes. [SR:Yes; DC:20, Will
negates]
❏❏❏❏❏ Teleport Conjuration (Teleportation) 1 standard action Instantaneous Personal and touch CR:p.358
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. [SR:No and yes (object); DC:20, None and
Will negates (object)]
❏❏❏❏❏ Wall of Force Evocation [Force] 1 standard action 20 rounds [D] Close (75 ft.) CR:p.365
[V, S, M] TARGET: Wall whose area is up to 20 10-ft. squares; EFFECT: A wall of force creates an invisible wall of pure force. Mythic: The wall's hardness increases to 40, and its hit points increase to 30 per caster level. A nonmythic disintegrate
spell or rod of cancellation negates a 10-footsquare section of a mythic wall of force for 1 round, after which the wall reforms at full strength. One side of the wall [chosen by you] repels creatures within 5 feet as a repulsion spell [using the DC wall of
force would have if it allowed a saving throw]. [SR:No]
❏❏❏❏❏ Wall of Stone Conjuration, EarthSchool (Creation) [Earth] 1 standard action Instantaneous Medium (300 ft.) CR:p.367
[V, S, M/DF] TARGET: Stone wall whose area is up to 20 5-ft. squares [S]; EFFECT: This spell creates a wall of rock that merges into adjoining rock surfaces. [SR:No; DC:20, See text]

LEVEL 6 / Per Day:4+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Acid Fog Conjuration, EarthSchool (Creation) [Acid] 1 standard action 20 rounds Medium (300 ft.) CR:p.239
[V, S, M/DF] TARGET: Fog spreads in 20-ft. radius, 20 ft. high; EFFECT: Acid fog creates a billowing mass of highly acidic misty vapors, slowing down creatures and obscuring sight and deals 2d6 points of acid damage. [SR:No]
❏❏❏❏❏ Antimagic Field Abjuration 1 standard action 200 minutes [D] 10 ft. CR:p.242
[V, S, M/DF] TARGET: 10-ft.-radius emanation, centered on you; EFFECT: An invisible barrier impervious to most magical effects surrounds you and moves with you. [SR:See text]
❏❏❏❏❏ Chain Lightning Evocation, AirSchool [Electricity, MetalSchool] 1 standard action Instantaneous Long (1200 ft.) CR:p.253
[V, S, F] TARGET: One primary target, plus 20 secondary targets [each of which must be within 30 ft. of the primary target]; EFFECT: This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Mythic:
This spell deals 1d10 points of damage per caster level [maximum 20d10] and the save DC isn't reduced for secondary targets. Secondary targets have to be within 30 feet of anyother target, not necessarily the primary target. [SR:Yes; DC:21,
Reflex half]
❏❏❏❏❏ Contingency Evocation at least 10 minutes; see20text
days [D] or until discharged Personal CR:p.259
[V, S, M] TARGET: You; EFFECT: You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.
❏❏❏❏❏ Dispel Magic (Greater) Abjuration 1 standard action Instantaneous Medium (300 ft.) CR:p.272
[V, S] TARGET: One spellcaster, creature, or object; or a 20-ft.- radius burst; EFFECT: This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures. [SR:No]
❏❏❏❏❏ Freezing Sphere Evocation, WaterSchool [Cold] 1 standard action Instantaneous or 20 rounds; see text Long (1200 ft.) CR:p.287
[V, S, F] TARGET: See text; EFFECT: Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 15d6 points of cold damage to each creature
in the area. [SR:Yes; DC:21, Reflex half; see text]
❏❏❏❏❏ *Geas/Quest Enchantment (Compulsion) [Language-Dependent, 10 minutes
Mind-Affecting,20Curse]
days or until discharged [D] Close (75 ft.) CR:p.288
[V] TARGET: One living creature; EFFECT: This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw. [SR:Yes]
❏❏❏❏❏ Getaway Conjuration (Teleportation) 1 minute 20 hours unlimited APG:p.225
[V, S, M] TARGET: You and 10 willing creatures, all of which must be within 30 feet of you; EFFECT: Teleports a group of predetermined allies and creatures to a predetermined location. [SR:No]
❏❏❏❏❏ Legend Lore Divination see text See text Personal CR:p.304
[V, S, M, F] TARGET: You; EFFECT: Legend lore brings to your mind legends about an important person, place, or thing.
❏❏❏❏❏ Summon Monster VI Conjuration, AirSchool, EarthSchool, FireSchool,
1 round
WaterSchool (Summoning)
20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of thesame kind from the 5th-level list, or 1d4+1 creatures of the
same kind from a lower-level list. [SR:No]
* =Domain/Speciality Spell

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 8
Wizard Spells
❏❏❏❏❏ True Seeing Divination 1 standard action 20 minutes Touch CR:p.363
[V, S, M] TARGET: Creature touched; EFFECT: You confer on the subject the ability to see all things as they actually are. [SR:Yes (harmless); DC:21, Will negates (harmless)]
❏❏❏❏❏ Wall of Iron Conjuration, EarthSchool (Creation) [MetalSchool] 1 standard action Instantaneous Medium (300 ft.) CR:p.367
[V, S, M] TARGET: Iron wall whose area is up to 20 5-ft. squares; see text; EFFECT: You cause a flat, vertical iron wall to spring into being. [SR:No; DC:21, See text]

LEVEL 7 / Per Day:4+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Arcane Sight (Greater) Divination 1 standard action 20 minutes [D] Personal CR:p.244
[V, S] TARGET: You; EFFECT: This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.
❏❏❏❏❏ Banishment Abjuration 1 standard action Instantaneous Close (75 ft.) CR:p.246
[V, S, F] TARGET: One or more extraplanar creatures, no two of which can be more than 30 ft. apart; EFFECT: A banishment spell enables you to force extraplanar creatures out of your home plane. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Delayed Blast Fireball Evocation, FireSchool [Fire] 1 standard action 5 rounds or less; see text Long (1200 ft.) CR:p.265
[V, S, M] TARGET: 20-ft.-radius spread; EFFECT: This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. [SR:Yes; DC:22, Reflex half]
❏❏❏❏❏ Grasping Hand Evocation [Force] 1 standard action 20 rounds [D] Medium (300 ft.) CR:p.291
[V, S, F] TARGET: 10-ft. hand; EFFECT: This spell functions as interposing hand, except that it can also grapple one opponent you select. [SR:Yes]
❏❏❏❏❏ *Hold Person (Mass) Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds [D]; see text Medium (300 ft.) CR:p.296
[V, S, F/DF] TARGET: One or more humanoid creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like hold person, except as noted above. [SR:Yes; DC:22, Will negates; see text]
❏❏❏❏❏ Instant Summons Conjuration (Summoning) 1 standard action Permanent until discharged See text CR:p.301
[V, S, M] TARGET: One object weighing 10 lbs. or less whose longest dimension is 6 ft. or less; EFFECT: You call some nonliving item directly to your hand from virtually any location. [SR:No]
❏❏❏❏❏ Invisibility (Mass) Illusion (Glamer) 1 standard action 20 minutes [D] Long (1200 ft.) CR:p.302
[V, S, M/DF] TARGET: Any number of creatures, no two of which can be more than 180 ft. apart; EFFECT: This spell functions like invisibility, except that the effect moves with the group and is broken when anyone in the group attacks. [SR:Yes
(harmless) or yes (harmless, object); DC:22, Will negates (harmless) or Will negates (harmless, object)]
❏❏❏❏❏ Limited Wish Universal 1 standard action See text See text CR:p.305
[V, S, M] TARGET: See text; EFFECT: A limited wish lets you create nearly any type of effect. Mythic: When using mythic limited wish to duplicate another spell, youcan duplicate a mythic spell you know [if you're a spontaneouscaster] or have
prepared [if you're a caster who prepares spells].If you don't know or haven't prepared the mythic spell, youcan expend a second use of mythic power duplicate the mythicversion of the desired spell.Augmented: If you expend two uses of mythic
power, youcan cast a silent, stilled mythic limited wish, even if you'rehelpless or couldn't otherwise take actions [but not unconscious]. [SR:Yes; DC:22, None, see text]
❏❏❏❏❏ Mage's Magnificent Mansion Conjuration (Creation) 1 standard action 40 hours [D] Close (75 ft.) CR:p.307
[V, S, F] TARGET: Extradimensional mansion, up to 60 10-ft. cubes [S]; EFFECT: You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. [SR:No]
❏❏❏❏❏ Mage's Sword Evocation [Force] 1 standard action 20 rounds [D] Close (75 ft.) CR:p.307
[V, S, F] TARGET: One sword; EFFECT: This spell brings into being a shimmering, sword-like plane of force. [SR:Yes]
❏❏❏❏❏ Scrying (Greater) Divination (Scrying) 1 standard action 20 hours See text CR:p.337
[V, S] TARGET: Magical sensor; EFFECT: This spell functions like scrying, except as noted above. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Spell Turning Abjuration 1 standard action Until expended or 200 minutes Personal CR:p.347
[V, S, M/DF] TARGET: You; EFFECT: Spells and spell-like effects targeted on you are turned back upon the original caster.
❏❏❏❏❏ Summon Monster VII Conjuration, AirSchool, EarthSchool, FireSchool,
1 round
WaterSchool (Summoning)
20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of
the same kind from a lower-level list. [SR:No]
❏❏❏❏❏ Teleport (Greater) Conjuration (Teleportation) 1 standard action Instantaneous Personal and touch CR:p.359
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. [SR:No and yes (object); DC:22, None and Will
negates (object)]
❏❏❏❏❏ Teleport Object Conjuration (Teleportation) 1 standard action Instantaneous Touch CR:p.359
[V] TARGET: One touched object of up to 1000 lbs. and 60 cu. ft.; EFFECT: This spell functions like teleport, except that it teleports an object, not you. [SR:Yes (object); DC:22, Will negates (object)]
❏❏❏❏❏ Teleport Trap Abjuration 10 minutes 20 days Medium (300 ft.) ISWG:p.296
[V, S, M] TARGET: 2040-ft.-cubes [S]; EFFECT: Ward an area, redirecting all teleportation into or out of the area to a specific open space on a solid surface within the area on a failed Will save. The teleport attempt fails and this spell ends if the
save is successful. A teleport trap can exclude a category of creatures. [SR:Yes; DC:22, Will negates]
❏❏❏❏❏ Vision Divination 1 standard action See text Personal CR:p.365
[V, S, M, F] TARGET: You; EFFECT: This spell functions like legend lore, except that it works more quickly and produces some strain on you.

LEVEL 8 / Per Day:4+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ *Binding Enchantment (Compulsion) [Mind-Affecting] 1 minute See text [D] Close (75 ft.) CR:p.248
[V, S, M] TARGET: One living creature; EFFECT: A binding spell creates a magical restraint to hold a creature. [SR:Yes; DC:23, Will negates; see text]
❏❏❏❏❏ *Charm Monster (Mass) Enchantment (Charm) [Mind-Affecting, WoodSchool] 1 standard action 20 days Close (75 ft.) CR:p.254
[V] TARGET: One or more creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your
level, or at least one creature regardless of HD. [SR:Yes; DC:23, Will negates]
❏❏❏❏❏ Dimensional Lock Abjuration 1 standard action 20 days Medium (300 ft.) CR:p.270
[V, S] TARGET: 20-ft.-radius emanation centered on a point in space; EFFECT: You create a shimmering emerald barrier that completely blocks extradimensional travel. [SR:Yes]
❏❏❏❏❏ *Irresistible Dance Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1d4+1 rounds Touch CR:p.303
[V] TARGET: Living creature touched; EFFECT: The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. [SR:Yes; DC:23, Will partial]
❏❏❏❏❏ Maze Conjuration (Teleportation) 1 standard action See text Close (75 ft.) CR:p.312
[V, S] TARGET: One creature; EFFECT: You banish the subject into an extradimensional labyrinth. [SR:Yes]
❏❏❏❏❏ Mind Blank Abjuration 1 standard action 24 hours Close (75 ft.) CR:p.313
[V, S] TARGET: One creature; EFFECT: The subject is protected from all devices and spells that gather information about the target through divination magic. [SR:Yes (harmless); DC:23, Will negates (harmless)]
❏❏❏❏❏ Planar Binding (Greater) Conjuration, AirSchool, EarthSchool, FireSchool, 10 minutes
WaterSchool (Calling)
Instantaneous Close; see text CR:p.321
[V, S] TARGET: Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.; EFFECT: This spell functions like lesser planar binding, except that you may call a single creature
of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. [SR:No and yes; see text; DC:23, Will negates]
❏❏❏❏❏ *Power Word Stun Enchantment (Compulsion) [Mind-Affecting] 1 standard action See text Close (75 ft.) CR:p.324
[V] TARGET: One creature with 150 hp or less; EFFECT: You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. Mythic: Treat the target's current
hit point total as though it were loweredby 5 times your tier. For example, a 3rd-tier archmage casting thisspell would affect a creature with 60 hp as though it had 45 hp,and the spell would last an additional 2d4 rounds.You can target a creature
with more hit points than this spellcould normally affect, causing it to become dazed for 1 round.Augmented [6th]: If you expend three uses of mythic power,the magic of the word lingers around the target. Until thebeginning of your next turn, if the
target's hit points are reducedenough to put it in a lower category for the spell's effects, thespell affects the creature according to its new hit point total. Forexample, a creature in the 101-150 hp category reduced to 80 hpis immediately stunned for
an additional 1d4 rounds. The spell'seffects don't diminish if the target regains hit points. [SR:Yes]
❏❏❏❏❏ Prismatic Wall Abjuration 1 standard action 200 minutes [D] Close (75 ft.) CR:p.325
[V, S] TARGET: Wall 80 ft. wide, 40 ft. high; EFFECT: Prismatic wall creates a vertical, opaque wall--a shimmering, multicolored plane of light that protects you from all forms of attack. [SR:See text; DC:23, See text]
❏❏❏❏❏ Prying Eyes (Greater) Divination 1 minute 20 hours; see text [D] 1 mile CR:p.326
[V, S, M] TARGET: 10 or more levitating eyes; EFFECT: This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. [SR:No]
❏❏❏❏❏ Screen Illusion (Glamer) 10 minutes 24 hours Close (75 ft.) CR:p.337
[V, S] TARGET: 20 30-ft. cubes [S]; EFFECT: This spell creates a powerful protection from scrying and observation. [SR:No; DC:23, None or Will disbelief (if interacted with); see text;]
❏❏❏❏❏ Summon Monster VIII Conjuration, AirSchool, EarthSchool, FireSchool,
1 round
WaterSchool (Summoning)
20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of
the same kind from a lower-level list. [SR:No]

LEVEL 9 / Per Day:4+2 / Caster Level:20


Name School Time Duration Range Source
❏❏❏❏❏ Crushing Hand Evocation [Force] 1 standard action 20 rounds [D] Medium (300 ft.) CR:p.262
[V, S, F] TARGET: 10-ft. hand; EFFECT: This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand. [SR:Yes]
❏❏❏❏❏ *Dominate Monster Enchantment (Compulsion) [Mind-Affecting] 1 round 20 days Close (75 ft.) CR:p.274
[V, S] TARGET: One creature; EFFECT: This spell functions like dominate person, except that the spell is not restricted by creature type. [SR:Yes; DC:24, Will negates]
❏❏❏❏❏ Foresight Divination 1 standard action 200 minutes Personal or touch CR:p.285
[V, S, M/DF] TARGET: See text; EFFECT: This spell grants you a powerful sixth sense in relation to yourself or another. [SR:No or yes (harmless); DC:24, None or Will negates (harmless)]
* =Domain/Speciality Spell

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 9
Wizard Spells
❏❏❏❏❏ Freedom Abjuration 1 standard action Instantaneous Close or see text CR:p.287
[V, S] TARGET: One creature; EFFECT: The subject is freed from spells and effects that restrict movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and
web. [SR:Yes; DC:24, Will negates (harmless)]
❏❏❏❏❏ Gate Conjuration, AirSchool, EarthSchool, FireSchool, 1 standard
WaterSchool
action (Creation,
Instantaneous
Calling)or concentration [up to 20 rounds];
Mediumsee(300
textft.) CR:p.287
[V, S, M (see text)] TARGET: See text; EFFECT: Casting a gate spell creates an interdimensional connection between your plane of existence and a plane you specify. You may call a particular individual or kind of being through the gate. [SR:No]
❏❏❏❏❏ *Hold Monster (Mass) Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds [D]; see text Medium (300 ft.) CR:p.296
[V, S, F/DF] TARGET: One or more creatures, no two of which can be more than 30 ft. apart; EFFECT: This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save. [SR:Yes;
DC:24, Will negates; see text]
❏❏❏❏❏ Imprisonment Abjuration 1 standard action Instantaneous Touch CR:p.300
[V, S] TARGET: Creature touched; EFFECT: When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation [see the temporal stasis spell] in a small sphere far beneath the surface of the ground. [SR:Yes;
DC:24, Will negates; see text]
❏❏❏❏❏ Mage's Disjunction Abjuration 1 standard action 20 minutes Close (75 ft.) CR:p.306
[V] TARGET: All magical effects and magic items within a 40-ft.-radius burst, or one magic item [see text]; EFFECT: All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. Mythic:
The duration increases to 10 minutes per caster level. The chanceto destroy an antimagic field increases to 2% per caster level. [SR:No; DC:24, Will negates (object)]
❏❏❏❏❏ Meteor Swarm Evocation, FireSchool [Fire, MetalSchool] 1 standard action Instantaneous Long (1200 ft.) CR:p.313
[V, S] TARGET: Four 40-ft.-radius spreads, see text; EFFECT: Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. Mythic: The meteors created by this spell deal bludgeoning damagein a line extending
from you to the target destination where itexplodes. Creatures in the path of a meteor take 2d10 pointsof bludgeoning damage and must succeed at a Fortitude saveor be knocked prone. The damage from the exploding meteorsincreases to 6d10
points of fire damage. Creatures that fail theirReflex saves against the fire damage are also knocked proneand deafened for 1d4 rounds.Augmented [10th]: If you expend two uses of mythic power,creatures in the path of a meteor also take 4d10
points of firedamage and the damage from the exploding meteors increasesto 10d10 points of fire damage; this fire damage bypasses fireresistance and fire immunity. [SR:Yes; DC:24, None or Reflex half, see text]
❏❏❏❏❏ *Power Word Kill Enchantment (Compulsion) [Death, Mind-Affecting]
1 standard action Instantaneous Close (75 ft.) CR:p.324
[V] TARGET: One living creature with 100 hp or less; EFFECT: You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. [SR:Yes]
❏❏❏❏❏ Prismatic Sphere Abjuration 1 standard action 200 minutes [D] 10 ft. CR:p.325
[V] TARGET: 10-ft.-radius sphere centered on you; EFFECT: This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack.
[SR:See text; DC:24, See text]
❏❏❏❏❏ Summon Monster IX Conjuration (Summoning) 1 round 20 rounds [D] Close (75 ft.) CR:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of
the same kind from a lower-level list. [SR:No]
❏❏❏❏❏ Teleportation Circle Conjuration (Teleportation) 10 minutes 200 minutes [D] 0 ft. CR:p.359
[V, M] TARGET: 5-ft.-radius circle that teleports those who activate it; EFFECT: You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. [SR:Yes]
❏❏❏❏❏ Tsunami Conjuration, WaterSchool (Creation) [Water] 1 standard action 5 rounds Long (1200 ft.) APG:p.251
[V, S] TARGET: 10-ft.-deep wave 200 ft. wide and 40 ft. tall; EFFECT: Huge wave damages and sweeps up all in its path. [SR:No; DC:24, see text]
❏❏❏❏❏ Wish Universal 1 standard action See text See text CR:p.370
[V, S, M] TARGET: See text; EFFECT: Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Mythic: When using mythic wish to duplicate another spell, you can duplicate a
mythic spell you know [if you're a spontaneous caster] or have prepared [if you're a caster who prepares spells]. If you don't know or haven't prepared the mythic spell, you can expend a second use of mythic power to duplicate the mythic version
of the desired spell. You can also produce any one of the following effects that modify or replace effects listed in the non-mythic wish spell description: * If you use mythic wish to remove injuries and afflictions, you can expend a number of uses of
mythic power to remove that number of additional afflictions from all affected creatures. * If you use mythic wish to revive the dead, you can expend a second use of mythic power to negate the target's permanent negative level from the resurrection.
* Alter fate. By expending a second use of mythic power, you can cast mythic wish as an immediate action before a 1d20 roll is attempted and choose what number you want to come up on the die. Augmented: If you expend two uses of mythic
power, you can cast a silent, stilled mythic wish, even if you're helpless or couldn't otherwise take actions [but not unconscious]. [SR:Yes; DC:24, None, see text]
* =Domain/Speciality Spell

Magic Item Spell-like Abilities


❏Analyze Dweomer (DC:10)
❏❏❏Bleed (DC:10)
❏❏❏Vampiric Touch

Spellbook: Prepared Spells


Wizard
Level 0 Level 1 Level 2 Level 3 Level 4
❏❏*Daze (DC:15) ❏❏*Charm Person (DC:16) ❏Acid Arrow ❏Dispel Magic ❏❏Black Tentacles
❏Detect Magic ❏❏Magic Missile ❏❏*Daze Monster (DC:17) ❏*Hold Person (DC:18) ❏❏*Charm Monster (DC:19)
❏Read Magic ❏❏Shocking Grasp ❏Invisibility (DC:17) ❏❏Lightning Bolt (DC:18) ❏Flaming Sphere (Greater)
❏Summon Monster I ❏❏Scorching Ray ❏*Suggestion (DC:18) (DC:19)
❏See Invisibility ❏Summon Monster III ❏Invisibility (Greater)
❏Tongues (DC:18) (DC:19)
❏Summon Monster IV
Level 5 Level 6 Level 7 Level 8 Level 9
❏❏Cone of Cold (DC:20) ❏❏Chain Lightning (DC:21) ❏❏Delayed Blast Fireball ❏❏*Charm Monster (Mass) ❏Foresight (DC:24)
❏❏*Hold Monster (DC:20) ❏❏*Geas/Quest (DC:22) (DC:23) ❏❏*Hold Monster (Mass)
❏Teleport (DC:20) ❏Getaway ❏❏*Hold Person (Mass) ❏Dimensional Lock (DC:24)
❏Wall of Force ❏Summon Monster VI (DC:22) ❏*Power Word Stun ❏Mage's Disjunction (DC:24)
❏Mage's Magnificent ❏Prying Eyes (Greater) ❏❏Meteor Swarm (DC:24)
Mansion ❏Summon Monster VIII
❏Teleport (Greater) (DC:22)

Spellbook: Blessed Book


Wizard
Level 0 Level 1 Level 2 Level 3 Level 4
❏Acid Splash ❏Alarm ❏Acid Arrow ❏Daylight ❏Black Tentacles
❏Arcane Mark ❏Burning Hands (DC:16) ❏Darkness ❏*Deep Slumber (DC:18) ❏*Charm Monster (DC:19)
❏Bleed (DC:15) ❏*Charm Person (DC:16) ❏*Daze Monster (DC:17) ❏Dispel Magic ❏Dimension Door (DC:19)
❏Dancing Lights ❏Endure Elements (DC:16) ❏Detect Thoughts (DC:17) ❏Fireball (DC:18) ❏Dimensional Anchor
❏*Daze (DC:15) ❏Grease (DC:16) ❏Flaming Sphere (DC:17) ❏*Hold Person (DC:18) ❏Dragon's Breath (DC:19)
❏Detect Magic ❏Mage Armor (DC:16) ❏Frigid Touch ❏Lightning Bolt (DC:18) ❏Flaming Sphere (Greater)
❏Detect Poison ❏Magic Missile ❏Invisibility (DC:17) ❏Phantom Steed (DC:19)
❏Disrupt Undead ❏See Alignment ❏Mirror Image ❏*Suggestion (DC:18) ❏*Geas (Lesser) (DC:19)
❏Flare (DC:15) ❏Shield ❏Returning Weapon (DC:17) ❏Summon Monster III ❏Invisibility (Greater)
❏Ghost Sound (DC:15) ❏Shocking Grasp ❏Scorching Ray ❏Tongues (DC:18) (DC:19)
❏Haunted Fey Aspect ❏Summon Monster I ❏See Invisibility ❏Remove Curse (DC:19)
❏Light ❏Summon Monster II ❏Scrying (DC:19)
❏Mage Hand ❏Web (DC:17) ❏Stoneskin (DC:19)
❏Mending (DC:15) ❏Summon Monster IV
❏Message ❏True Form (DC:19)
❏Open/Close (DC:15) ❏Wall of Fire
❏Prestidigitation (DC:15) ❏Wall of Ice (DC:19)
❏Ray of Frost
❏Read Magic
❏Resistance (DC:15)
❏Spark (DC:15)

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 10
❏Touch of Fatigue (DC:15)
Level 5 Level 6 Level 7 Level 8 Level 9
❏Break Enchantment ❏Acid Fog ❏Arcane Sight (Greater) ❏*Binding (DC:23) ❏Crushing Hand
(DC:20) ❏Antimagic Field ❏Banishment (DC:22) ❏*Charm Monster (Mass) ❏*Dominate Monster
❏Cone of Cold (DC:20) ❏Chain Lightning (DC:21) ❏Delayed Blast Fireball (DC:23) (DC:24)
❏Dismissal (DC:20) ❏Contingency (DC:22) ❏Dimensional Lock ❏Foresight (DC:24)
❏*Hold Monster (DC:20) ❏Dispel Magic (Greater) ❏Grasping Hand ❏*Irresistible Dance (DC:23) ❏Freedom (DC:24)
❏Mage's Faithful Hound ❏Freezing Sphere (DC:21) ❏*Hold Person (Mass) ❏Maze ❏Gate
❏Mage's Private Sanctum ❏*Geas/Quest (DC:22) ❏Mind Blank (DC:23) ❏*Hold Monster (Mass)
❏Permanency ❏Getaway ❏Instant Summons ❏Planar Binding (Greater) (DC:24)
❏Sending ❏Legend Lore ❏Invisibility (Mass) (DC:22) (DC:23) ❏Imprisonment (DC:24)
❏Summon Monster V ❏Summon Monster VI ❏Limited Wish (DC:22) ❏*Power Word Stun ❏Mage's Disjunction (DC:24)
❏*Symbol of Sleep (DC:20) ❏True Seeing (DC:21) ❏Mage's Magnificent ❏Prismatic Wall (DC:23) ❏Meteor Swarm (DC:24)
❏Teleport (DC:20) ❏Wall of Iron (DC:21) Mansion ❏Prying Eyes (Greater) ❏*Power Word Kill
❏Wall of Force ❏Mage's Sword ❏Screen (DC:23) ❏Prismatic Sphere (DC:24)
❏Wall of Stone (DC:20) ❏Scrying (Greater) (DC:22) ❏Summon Monster VIII ❏Summon Monster IX
❏Spell Turning ❏Teleportation Circle
❏Summon Monster VII ❏Tsunami (DC:24)
❏Teleport (Greater) (DC:22) ❏Wish (DC:24)
❏Teleport Object (DC:22)
❏Teleport Trap (DC:22)
❏Vision

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 11
Valandra Blackshield
Half-Elf (Azlanti)
RACE
28
AGE
Female
GENDER
Darkvision (60 ft.), Low-Light Vision
VISION
Lawful Neutral
ALIGNMENT
Ambidextrous
DOMINANT HAND
6' 0"
HEIGHT
146 lbs.
WEIGHT
Blue
EYE COLOUR
Olive
SKIN COLOUR
Red, Very long
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
None
REGION
Shelyn
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Valandra Blackshield PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:20 (CR:24)
Player: Created using PCGen v6.06.01 on May 7, 2019 at 2:44:05 AM Page 12

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