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Feal-Thas

Male silvanesti elf nosferatu alchemist (oenopion


researcher, vivisectionist) 3/winter witch 4/witch (winter
witch) 6 (Nosferatu +0) - CL13 - CR 14
Lawful Evil Undead (Augmented Humanoid, Elf); Deity:
Morgion; Age: 174; Height: 6' 1"; Weight: 117 lb.
Ability Score Modifier Temporary

STR 14 +2
STRENGTH

DEX 20 +5
DEXTERITY
Skill Name Total Ability Ranks Temp
CON - +3
CONSTITUTION Acrobatics +7 DEX (5) -
INT Appraise +13 INT (7) 1
INTELLIGENCE
22/24 +6/+7
Bluff +20 CHA (3) 12
WIS 17 +3 Damned: +2 vs. Evil Aligned Outsiders, -2 vs. Good Aligned Outsiders
WISDOM
Climb +4 STR (2) -
CHA 16 +3 Craft (alchemy) +35 INT (7) 13
CHARISMA
Damned: +2 to ability checks vs. Evil Aligned Outsiders, -2 Alchemy : +3 competence bonus to create alchemical items
vs. Good Aligned Outsiders Diplomacy +5 CHA (3) -
Damned: +2 vs. Evil Aligned Outsiders, -2 vs. Good Aligned Outsiders
Saving Throw Total Base Ability Resist Misc Temp Notes Disguise +5 CHA (3) -
FORTITUDE +11 = +6 +3 +2
Damned: +2 vs. Evil Aligned Outsiders, -2 vs. Good Aligned Outsiders
(CONSTITUTION)
Channel Resistance: +4 bonus vs. channeled energy, Elven Escape Artist +7 DEX (5) -
Immunities: +2 vs. enchantments, Poison Resistance : +2 5
bonus vs. poison
Fly +15 DEX (5)

REFLEX Heal +20 WIS (3) 12


+15 = +6 +5 +4 13
(DEXTERITY)
Channel Resistance: +4 bonus vs. channeled energy, Elven Intimidate +27 CHA (3)
Immunities: +2 vs. enchantments, Poison Resistance : +2 Damned: +2 vs. Evil Aligned Outsiders, -2 vs. Good Aligned Outsiders
bonus vs. poison Knowledge (arcana) +26 INT (7) 13
WILL +13 = +8 +3 +2 Perception +37 WIS (3) 13
(WISDOM)
Channel Resistance: +4 bonus vs. channeled energy, Elven
Immunities: +2 vs. enchantments, Poison Resistance : +2
Ride +7 DEX (5) -
bonus vs. poison Sense Motive +15 WIS (3) -
Damage Reduction (5/piercing) Immunity to Energy Drain Spellcraft +26 INT (7) 13
Damage Reduction (5/wood) Immunity to Exhausted Elven Magic: +2 to identify magic item properties
Elven Immunities Immunity to Fatigue Stealth +28 DEX (5) 13
Immunity to Mind-Affecting effects
Elven Immunities - Sleep Survival +5 WIS (3) -
Energy Resistance, Acid (5) Immunity to Nonlethal Damage
Swim +4 STR (2) -
Energy Resistance, Cold (10) Immunity to Paralysis
Energy Resistance, Electricity (10) Immunity to Physical Ability Damage Use Magic Device +10 CHA (3) 2
Damned: +2 vs. Evil Aligned Outsiders, -2 vs. Good Aligned Outsiders
Energy Resistance, Sonic (10) Immunity to Poison
Immunity to Ability Drain Immunity to Sleep Activated Abilities & Adjustments
Immunity to Bleed Immunity to Stunning
Barkskin: +2
Immunity to Death Effects Poison Resistance +2 (Ex)
Familiar Bonus: +1 natural armor bonus to AC: Within Arms Reach
Immunity to Disease Undead Traits
Feat, Ignore Prerequisites
Total Armor Shield Dex Size Natur Deflec Dodge Misc Fire Shield (Cold): +1
AC 30 = +4 +5 +11 Heroism: +2
10 Mage Armor: +4
Touch AC 15 Flat-Footed AC 25
BAB Strength Size Misc
Sneak Attack +2d6: Add Damage
Traits Allowed: +1
CM Bonus +11 = +7 +2 - -
Feats
BAB Strength Dexterity Size
Alertness
CM Defense 24 = 10 +7 +2 +5 - Arcane Thesis (Snowball)
Armor Proficiency (Light)
Base Attack +7 HP 105 Brew Potion
Damage / Current HP Damned (Completed)
Initiative +9 Elemental Focus (Cold)
Elemental Spell (Cold)
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Feats Experience & Wealth
Elven Weapon Proficiencies Current Cash: 5 pp
Extra Hex (Witch [Winter Witch])
Improved Initiative Special Abilities
Intensified Spell
Lightning Reflexes Swift Poisoning (Move Action) (Ex)
Reach Spell Telekinesis (Su)
Simple Weapon Proficiency - All Telepathy (60 feet) (Su)
Skill Focus (Craft [alchemy]) Unnatural Cold (Su)
Skill Focus (Intimidate) Vampire Weaknesses (Ex)
Throw Anything Spell-Like Abilities
Traits Endure Elements (cold only, Constant)
Magical Knack (Witch [Winter Witch]) Sculpt Ice and Snow (stone shape, 2/day) (Sp)
Claw x2 (Nosferatu) Tracked Resources
Main hand: +11/+11, 1d6+2 plus 2d6 Crit: ×2 Freeze and Thaw (2/day) (Su)
Light, B/S
sneak attack Scar (7 at a time, DC 22) (Su)
Gear
Languages
Total Weight Carried: 3/175 lbs, Light Load
Common Nerakese
(Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs)
Elven Nestari
Alchemist Starting Formula Book 3 lbs
key to locked trunk in area G12 - Kolshet Thanoi
Money - Kothian
Ring of wizardry II -
Spells & Powers
Special Abilities Alchemist (Oenopion Researcher, Vivisectionist)
Alchemy +3 (Su) spells memorized (CL 3rd; concentration +10)
Bleeding Attack +2 (Ex) Melee Touch +11 Ranged Touch +14
Blood Drain (1d4 Con and 1d4 Wis) (Ex) 1st—deathwatch, heightened awareness ACG , illusion of
Channel Resistance +4 calm UC (DC 18), linebreaker ARG , see alignment UC
Cold Shield (1d6+1 fire, DC 21) (Sp)
Darkvision (60 feet) Witch (Winter Witch) spells memorized (CL 11th;
Deliver Touch Spells Through Familiar (Su) concentration +18)
Dominate (DC 19) (Su) Melee Touch +11 Ranged Touch +14
Elven Magic 5th—cone of cold (2, DC 24)
Empathic Link with Familiar (Su) 4th—cold elemental lightning bolt (2, DC 21), wall of ice
Experimental Mutagen (Su) (DC 23)
Familiar Bonus: +1 natural armor bonus to AC 3rd—reach hex vulnerability ACG (2, DC 18), ice spears
Fast Healing 5 (Ex) (3, DC 22)
Freeze and Thaw (2/day) (Su) 2nd—frost fall UC (2, DC 21), reach frostbite UM , reach
Hoarfrost (DC 22) (Su) hex vulnerability ACG (3, DC 18), pox pustules APG (2, DC
Ice Tomb (DC 22) (Su) 19), winter grasp UW (2)
1st—hex vulnerability ACG (DC 18), intensified reach
Infected Wounds (DC 22) (Su)
snowballUW (5)
Low-Light Vision
0th (at will) —bleed (DC 17), dancing lights , detect
Mutagen (DC 18) (Su)
magic, guidance, mending, read magic
Numbing Chill (DC 22)
Recovery (Ex)
Scar (7 at a time, DC 22) (Su)
Scent (Ex)
Share Spells with Familiar
Sneak Attack +2d6
Speak with Animals (Ex)
Speak with Familiar (Ex)
Spider Climb (Ex)
Swarm Form (Su)
Validation Report
Validation Report (0 issues): Nothing identified
Adjustments Active: Barkskin: +2; Feat, Ignore Prerequisites: Arcane Thesis (Snowball); Fire Shield (Cold): +1 Cold; Heroism: +2; Mage
Armor: +4; Traits Allowed: +1
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Feal-Thas – Abilities & Gear

Alertness Feat Damned (Completed) Feat


You often notice things that others might miss. From your earliest days, you were destined to sacrifice everything in
your quest for power.
Benefit : You get a +2 bonus on Perception and Sense Motive skill
checks. If you have 10 or more ranks in one of these skills, the Prerequisite: You must have had friendly contact with an evil-
bonus increases to +4 for that skill. aligned outsider that would qualify as a challenging foe, have a
fiend-related sorcerous bloodline such as abyssal or infernal, have
Appears In : Not Consolidated Skills direct fiendish ancestry (such as being a tiefling or half-fiend), or
have the Fiend Raised or The Fiend background.
Arcane Thesis (Snowball) Feat
You have studied a single spell in-depth. Your expertise grants you Benefit : You gain a +2 bonus on Charisma-based checks involving
formidable though narrowly focused arcane mastery. evil-aligned outsiders and +1 bonus to the DC of spells and spell-
Prerequisite like abilities you use against such creatures. You take a –2 penalty
Knowledge (arcana) 9 ranks, ability to cast arcane spells, on Charisma-based checks involving good-aligned outsiders.
Benefit
Choose one arcane spell that you can cast to be your thesis spell. Goal: Successfully trade your soul to an evil outsider.
When casting that spell, you do so at +2 caster level. When you
apply any metamagic feats other than Heighten Spell to that spell, Completion Benefit : You gain a +2 enhancement bonus to an
the enhanced spell uses up a spell slot one level lower than ability score of your choice. This enhancement bonus can’t be
normal. Thus if you were to prepare an empowered maximized dispelled or removed save by the direct intervention of a deity, and
magic missile (assuming magic missile is the spell you choose for counts as a supernatural ability. In addition, you gain a +2 bonus
your Arcane Thesis), it would be prepared as a 4th level spell (+1 on caster level checks (including dispel checks and checks to
level for empowered, down from +2; and +2 levels for maximized, bypass spell resistance) against good-aligned outsiders. If you die
down from +3). while under the effects of this agreement, you can’t be brought back
A spell cannot be reduced to below its original level with the use of from the dead unless the evil outsider permits it. You lose your
this feat. completion benefits immediately and permanently if you renege on
Special the arrangement by which you traded your soul, though you keep
You can gain this feat multiple times. Its effects do not stack. Each the feat’s basic benefits.
time you take the feat, it applies to a new spell.
Suggested Traits : Domineering, History of Heresy (APG), Magical
Appears In : Generic House Rules Flair.

Appears In : Ultimate Campaign, Quests & Campaigns


Brew Potion Feat
You can create magic potions.
Elemental Focus (Cold) Feat
Prerequisite: Caster level 3rd. Your spells of a certain element are more difficult to resist.

Benefit : You can create a potion of any 3rd-level or lower spell Benefit : Choose one energy type (acid, cold, electricity, or fire).
that you know and that targets one or more creatures or objects. Add +1 to the Difficulty Class for all saving throws against spells
Brewing a potion takes 2 hours if its base price is 250 gp or less, that deal damage of the energy type you select.
otherwise brewing a potion takes 1 day for each 1,000 gp in its
base price. When you create a potion, you set the caster level, Special : You can gain this feat multiple times. Its effects do not
which must be sufficient to cast the spell in question and no higher stack. Each time you take this feat, it applies to a new energy type.
than your own level. To brew a potion, you must use up raw
materials costing one half this base price. See the magic item Appears In : Advanced Player's Guide
creation rules in Magic Items for more information.
Elemental Spell (Cold) Feat
When you create a potion, you make any choices that you would You can manipulate the elemental nature of your spells.
normally make when casting the spell. Whoever drinks the potion is
the target of the spell. Benefit : Choose one energy type: acid, cold, electricity, or fire. You
may replace a spell’s normal damage with that energy type or split
the spell’s damage, so that half is of that energy type and half is of
its normal type. An elemental spell uses up a spell slot one level
higher than the spell’s actual level.

Special : You can gain this feat multiple times. Each time you must
choose a different energy type.

Appears In : Advanced Player's Guide

Extra Hex (Witch [Winter Witch]) Feat


You have learned the secrets of a new hex.

Prerequisite: Hex class feature.

Benefit : You gain one additional hex. You must meet the
prerequisites for this hex. If you are a shaman, it must be a hex
granted by your spirit rather than one from a wandering spirit.

Special : You can take this feat multiple times. Each time you do,
you gain another hex.

Appears In : Advanced Player's Guide, Advanced Class Guide

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Feal-Thas – Abilities & Gear

Improved Initiative Feat Throw Anything Feat


Your quick reflexes allow you to react rapidly to danger. You are used to throwing things you have on hand.

Benefit : You get a +4 bonus on initiative checks. Benefit : You do not suffer any penalties for using an improvised
ranged weapon. You receive a +1 circumstance bonus on attack
Intensified Spell Feat rolls made with thrown splash weapons.
Your spells can go beyond several normal limitations.
Normal: You take a –4 penalty on attack rolls made with an
Benefit : An intensified spell increases the maximum number of improvised weapon.
damage dice by 5 levels. You must actually have sufficient caster
levels to surpass the maximum in order to benefit from this feat. No Addition from Alchemist : An alchemist adds his Intelligence
other variables of the spell are affected, and spells that inflict modifier to damage done with splash weapons, including the splash
damage that is not modified by caster level are not affected by this damage if any.
feat. An intensified spell uses up a spell slot one level higher than
the spell’s actual level.
Magical Knack (Witch [Winter Witch]) Trait
Appears In : Advanced Player's Guide You were raised, either wholly or in part, by a magical creature,
either after it found you abandoned in the woods or because your
Lightning Reflexes Feat parents often left you in the care of a magical minion. This constant
You have faster reflexes than normal. exposure to magic has made its mysteries easy for you to
understand, even when you turn your mind to other devotions and
Benefit : You get a +2 bonus on all Reflex saving throws. tasks.

Benefit : Pick a class when you gain this trait—your caster level in
Reach Spell Feat that class gains a +2 trait bonus as long as this bonus doesn’t
Your spells go farther than normal. increase your caster level higher than your current Hit Dice.
Benefit : You can alter a spell with a range of touch, close, or Appears In : Character Traits Web Enhancement, Advanced
medium to increase its range to a higher range category, using the Player's Guide Traits, Ultimate Campaign
following order: touch, close, medium, and long. A reach spell uses
up a spell slot one level higher than the spell’s actual level for
each increase in range category. For example, a spell with a range Racial Ability (Nosferatu,Vampire, Nosferat
Blood Drain (1d4 Con and 1d4 Wis) (Ex)
of touch increased to long range uses up a spell slot three levels
higher. Spells modified by this feat that require melee touch attacks The creature drains blood at the end of its turn if it grapples a foe,
instead require ranged touch attacks. dealing Constitution damage.

Spells that do not have a range of touch, close, or medium do not A nosferatu can suck blood from a helpless, willing, or grappled
benefit from this feat. living victim with its fangs by making a successful grapple check. If
it pins the foe, it drains blood, draining 1d4 points of Constitution
Appears In : Advanced Player's Guide and Wisdom each round the pin is maintained. On each round it
drains blood, the nosferatu gains 5 temporary hit points that last for
1 hour (up to a maximum number of temporary hit points equal to
Skill Focus (Craft [alchemy]) Feat its full normal hit points).
Choose a skill. You are particularly adept at that skill.

Benefit : You get a +3 bonus on all checks involving the chosen Channel Resistance +4 Unknown
skill. If you have 10 or more ranks in that skill, this bonus increases A creature with this special quality (usually an undead) is less
to +6. easily affected by channel energy. A creature with channel
resistance adds the bonus listed for that creature to saves made to
Special : You can gain this feat multiple times. Its effects do not resist the effects of channel energy, including effects that rely on
stack. Each time you take the feat, it applies to a new skill. the use of channel energy (such as the Command Undead feat).

Appears In : Not Consolidated Skills

Skill Focus (Intimidate) Feat


Choose a skill. You are particularly adept at that skill.

Benefit : You get a +3 bonus on all checks involving the chosen


skill. If you have 10 or more ranks in that skill, this bonus increases
to +6.

Special : You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new skill.

Appears In : Not Consolidated Skills

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Feal-Thas – Abilities & Gear

Cold Shield (1d6+1 fire, DC 21) (Sp) Unknown Energy Resistance, Electricity (10) Unknown
This spell wreathes you in flame and causes damage to each You have the specified Energy Resistance against Electricity
creature that attacks you in melee. The flames also protect you attacks.
from either cold-based or fire-based attacks, depending on if you
choose cool or warm flames for your fire shield. Energy Resistance, Sonic (10) Unknown
You have the specified Energy Resistance against Sonic attacks.
Any creature striking you with its body or a hand-held weapon
deals normal damage, but at the same time the attacker takes 1d6
points of damage + 1 point per caster level (maximum +15). This Fast Healing 5 (Ex) Unknown
damage is either cold damage (if you choose a chill shield) or fire A creature with the fast healing special quality regains hit points at
damage (if you choose a warm shield). If the attacker has spell an exceptional rate, usually 1 or more hit points per round, as
resistance, it applies to this effect. Creatures wielding melee given in the creature's entry. Except where noted here, fast healing
weapons with reach are not subject to this damage if they attack is just like natural healing. Fast healing does not restore hit points
you. lost from starvation, thirst, or suffocation, nor does it allow a
creature to regrow lost body parts. Unless otherwise stated, it does
When casting this spell, you appear to immolate yourself, but the not allow lost body parts to be reattached. Fast healing continues to
flames are thin and wispy, increasing the light level within 10 feet function (even at negative hit points) until a creature dies, at which
by one step, up to normal light. The color of the flames is blue or point the effects of fast healing end immediately.
green if the chill shield is cast, violet or red if the warm shield is
employed. The special powers of each version are as follows. Immunity to Ability Drain Unknown
Immunity to ability drain
Cold Shield: The flames are cool to the touch. You take only half
damage from fire-based attacks. If such an attack allows a Reflex Immunity to Bleed Unknown
save for half damage, you take no damage on a successful saving You are immune to bleed.
throw.

Mythic: The damage dealt to your attackers increases to 1d8 points Immunity to Death Effects Unknown
of damage + 1 point per caster level (maximum +15). A chill shield You are immune to death effects.
gives you fire immunity. A warm shield gives you cold immunity.
Immunity to Disease Unknown
Damage Reduction (5/piercing) Unknown You are immune to diseases.
You have Damage Reduction against all except Piercing attacks.
Immunity to Energy Drain Unknown
Damage Reduction (5/wood) Unknown Immune to energy drain
You have Damage Reduction against all except Wood attacks (this
includes weapons with a wooden shaft, such as arrows, bolts, Immunity to Exhausted Unknown
spears, and javelins). You are immune to the exhausted condition.

Darkvision (60 feet) Racial Ability,Senses (Elf,Elf) Immunity to Fatigue Unknown


A creature with darkvision can see in total darkness, usually to a You are immune to the fatigued condition.
range of 60 feet. Within this range the creature can see as clearly
as a sighted creature could see in an area of bright light. Immunity to Mind-Affecting effects Unknown
Darkvision is black and white only but otherwise like normal sight. You are immune to Mind-Affecting effects.

Dominate (DC 19) (Su) Racial Ability (Nosferatu,Vampire, Nosferatu)


Immunity to Nonlethal Damage Unknown
A vampire can crush a humanoid opponent's will as a standard You are immune to Nonlethal Damage
action. Anyone the vampire targets must succeed on a Will save or
fall instantly under the vampire's influence, as though by a dominate
person spell (caster level 12th). The ability has a range of 30 feet. Immunity to Paralysis Unknown
At the GM's discretion, some vampires might be able to affect You are immune to paralysis.
different creature types with this power.
Immunity to Physical Ability Damage Unknown
Elven Immunities Racial Ability (Elf, Silvanesti) Immune to ability damage to your physical abilities.
+2 racial bonus on saving throws against enchantment spells and
effects. Immunity to Poison Unknown
You are immune to poison.
Elven Immunities - Sleep Unknown
You are immune to magic sleep effects. Immunity to Sleep Unknown
You are immune to sleep effects.
Elven Magic Racial Ability (Elf, Silvanesti)
Elves receive a +2 racial bonus on caster level checks made to Immunity to Stunning Unknown
overcome spell resistance. In addition, elves receive a +2 racial You are immune to being stunned.
bonus on Spellcraft checks made to identify the properties of magic
items. Low-Light Vision Racial Ability,Senses
A creature with low-light vision can see twice as far as a human in
Energy Resistance, Acid (5) Unknown starlight, moonlight, torchlight, and similar conditions of dim light. It
You have the specified Energy Resistance against Acid attacks. retains the ability to distinguish color and detail under these
conditions.
Energy Resistance, Cold (10) Unknown
You have the specified Energy Resistance against Cold attacks.

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Feal-Thas – Abilities & Gear

Recovery (Ex) Racial Ability (Vampire) Undead Traits Racial Ability


A nosferatu gains fast healing 5. If reduced to 0 hit points in Undead are immune to death effects, disease, mind-affecting effects
combat, a nosferatu assumes its swarm form (see below) and (charms, compulsions, morale effects, phantasms, and patterns),
attempts to escape. It must reach its coffin within 1 hour or be paralysis, poison, sleep, stun, and any effect that requires a
utterly destroyed. (In swarm form, it can normally travel up to 5 Fortitude save (unless the effect also works on objects or is
miles in 1 hour.) Additional damage dealt to a nosferatu forced into harmless). Undead are not subject to ability drain, energy drain, or
swarm form has no effect. Once at rest, the nosferatu is helpless. It nonlethal damage. Undead are immune to damage or penalties to
regains 1 hit point after 1 hour, then is no longer helpless and their physical ability scores (Strength, Dexterity, and Constitution),
resumes healing at the rate of 5 hit points per round. as well as to fatigue and exhaustion effects. Undead are not at risk
of death from massive damage.
Scent (Ex) Racial Ability
Vampire Weaknesses (Ex) Racial Ability (Nosferatu,Vampire, Nosferat
This special quality allows a creature to detect approaching
enemies, sniff out hidden foes, and track by sense of smell. Vampires cannot tolerate the strong odor of garlic and will not
Creatures with the scent ability can identify familiar odors just as enter an area laced with it. Similarly, they recoil from mirrors or
humans do familiar sights. strongly presented holy symbols. These things don’t harm the
vampire—they merely keep it at bay. A recoiling vampire must stay
The creature can detect opponents within 30 feet by sense of smell. at least 5 feet away from the mirror or holy symbol and cannot
If the opponent is upwind, the range increases to 60 feet; if touch or make melee attacks against that creature. Holding a
downwind, it drops to 15 feet. Strong scents, such as smoke or vampire at bay takes a standard action. After 1 round, a vampire
rotting garbage, can be detected at twice the ranges noted above. can overcome its revulsion of the object and function normally each
Overpowering scents, such as skunk musk or troglodyte stench, can round it makes a DC 25 Will save.
be detected at triple normal range.
Vampires cannot enter a private home or dwelling unless invited in
When a creature detects a scent, the exact location of the source by someone with the authority to do so.
is not revealed - only its presence somewhere within range. The
creature can take a move action to note the direction of the scent. Reducing a vampire’s hit points to 0 or lower incapacitates it but
When the creature is within 5 feet of the source, it pinpoints the doesn’t always destroy it (see fast healing). However, certain attacks
source's location. can slay vampires. Exposing any vampire to direct sunlight staggers
it on the first round of exposure and destroys it utterly on the
A creature with the scent ability can follow tracks by smell, making second consecutive round of exposure if it does not escape. Each
a Wisdom (or Survival) check to find or follow a track. The typical round of immersion in running water inflicts damage on a vampire
DC for a fresh trail is 10 (no matter what kind of surface holds the equal to one third of its maximum hit points—a vampire reduced to
scent). This DC increases or decreases depending on how strong 0 hit points in this manner is destroyed. Driving a wooden stake
the quarry's odor is, the number of creatures, and the age of the through a helpless vampire’s heart instantly slays it (this is a full-
trail. For each hour that the trail is cold, the DC increases by 2. round action). However, it returns to life if the stake is removed,
The ability otherwise follows the rules for the Survival skill. unless the head is also severed and anointed with holy water.
Creatures tracking by scent ignore the effects of surface conditions
and poor visibility.
Alchemy +3 (Su) Class Ability (Alchemist)
Spider Climb (Ex) Racial Ability (Nosferatu,Vampire, Nosferatu)
Alchemists are not only masters of creating mundane alchemical
A vampire can climb sheer surfaces as though under the effects of substances such as alchemist’s fire and smokesticks, but also of
a spider climb spell. fashioning magical potion-like extracts in which they can store spell
effects. In effect, an alchemist prepares his spells by mixing
Swarm Form (Su) Racial Ability (Vampire) ingredients into a number of extracts, and then “casts” his spells by
As a standard action, a nosferatu can change into a bat swarm, drinking the extract. When an alchemist creates an extract or bomb,
centipede swarm, rat swarm, or spider swarm. The nosferatu gains he infuses the concoction with a tiny fraction of his own magical
the natural weapons and extraordinary special attacks of the swarm power—this enables the creation of powerful effects, but also binds
it has transformed into. The swarm has the same number of hit the effects to the creator.
points as the nosferatu. While in swarm form, a nosferatu can't use
its claw attacks or any of its special attacks. It retains the defensive When using Craft (alchemy) to create an alchemical item, an
abilities, weaknesses, and special qualities it gains from being a alchemist gains a competence bonus equal to his class level to the
nosferatu, counts as an undead creature, and can use any of the Craft (alchemy) check. In addition, an alchemist can use Craft
swarm's abilities and defenses. It can remain in swarm form until it (alchemy) to identify potions as if using detect magic . He must hold
assumes another form or until the next sunrise. the potion for one round to make such a check.

Bleeding Attack +2 (Ex) Class Ability (Rogue,Rogue (Unchained),Sl


Telekinesis (Su) Racial Ability
As a Standard action, a Nosferatu may use telekinesis, as if cast by A rogue with this ability can cause living opponents to bleed by
a 12th-level Sorcerer. hitting them with a sneak attack. This attack causes the target to
take 1 additional point of damage each round for each die of the
rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding
Telepathy (60 feet) (Su) Unknown creatures take that amount of damage every round at the start of
The creature can mentally communicate with any other creature each of their turns. The bleeding can be stopped by a successful
within a certain range (specified in the creature's entry, usually 100 DC 15 Heal check or the application of any effect that heals hit
feet) that has a language. It is possible to address multiple point damage. Bleed damage from this ability does not stack with
creatures at once telepathically, although maintaining a telepathic itself. Bleed damage bypasses any damage reduction the creature
conversation with more than one creature at a time is just as might possess.
difficult as simultaneously speaking and listening to multiple people
at the same time. Special : This talent adds an effect to the rogue's sneak attack.
Only one such talent can be applied to an individual attack and the
decision must be made before the attack is rolled.

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Feal-Thas – Abilities & Gear
Deliver Touch Spells Through Familiar (Su) Class Ability (Witch) Ice Tomb (DC 22) (Su) Class Ability (Witch)
If the master is 3rd level or higher, a familiar can deliver touch A storm of ice and freezing wind envelops the creature, which
spells for him. If the master and the familiar are in contact at the takes 3d8 points of cold damage (Fortitude half). If the target fails
time the master casts a touch spell, he can designate his familiar its save, it is paralyzed and unconscious but does not need to eat
as the 'toucher'. The familiar can then deliver the touch spell just as or breathe while the ice lasts. The ice has 20 hit points; destroying
the master could. As usual, if the master casts another spell before the ice frees the creature, which is staggered for 1d4 rounds after
the touch is delivered, the touch spell dissipates. being released. Whether or not the target's saving throw is
successful, it cannot be the target of this hex again for 1 day.
Empathic Link with Familiar (Su) Class Ability (Witch)
The master has an empathic link with his familiar out to a distance Appears In : Ultimate Magic
of up to 1 mile. The master cannot see through the familiar's eyes,
but they can communicate empathically. Because of the limited Infected Wounds (DC 22) (Su) Class Ability (Witch)
nature of the link, only general emotional content can be The target's wounds become infected (Fortitude negates). The target
communicated. takes 1 point of Constitution damage per day. After the first day,
the target may save once per day to cure the infection. This is a
Because of this empathic link, the master has the same connection disease effect.
to an item or place that his familiar does.
Appears In : Ultimate Magic
Experimental Mutagen (Su) Class Ability (Alchemist)
At 2nd level, an Oenopion researcher learns how to create an Mutagen (DC 18) (Su) Class Ability (Alchemist)
experimental mutagen that benefits others, though not as well as At 1st level, an alchemist discovers how to create a mutagen that
his normal mutagen. The experimental mutagen works just like a he can imbibe in order to heighten his physical prowess at the cost
standard mutagen, except the natural armor bonus and the of his personality. It takes 1 hour to brew a dose of mutagen, and
alchemical bonus to the ability score are half normal (+1 natural once brewed, it remains potent until used. An alchemist can only
armor bonus and +2 to one ability score). The experimental maintain one dose of mutagen at a time—if he brews a second
mutagen has no risk of nauseating a creature who drinks it. The dose, any existing mutagen becomes inert. As with an extract or
researcher decides when he creates the mutagen if it is a standard bomb, a mutagen that is not in an alchemist’s possession becomes
mutagen (which gives no benefit if another creature drinks it) or an inert until an alchemist picks it up again.
experimental mutagen (which does); there is no difference in the
cost, time to create, or any other aspect of the mutagen. If the When an alchemist brews a mutagen, he selects one physical ability
researcher has discoveries or other abilities that alter or increase score—either Strength, Dexterity, or Constitution. It’s a standard
the benefits of the mutagen, these apply to the experimental action to drink a mutagen. Upon being imbibed, the mutagen
mutagen (though the drinker only gets half the numerical bonus of causes the alchemist to grow bulkier and more bestial, granting him
the mutagen). This ability replaces poison use. a +2 natural armor bonus and a +4 alchemical bonus to the
selected ability score for 10 minutes per alchemist level. In addition,
Familiar Bonus: +1 natural armor bonus to AC
Class Ability (Witch) while the mutagen is in effect, the alchemist takes a –2 penalty to
If you are within arm's reach of your familiar, you gain the benefits one of his mental ability scores. If the mutagen enchances his
of the Alertness feat. Strength, it applies a penalty to his Intelligence. If it enhances his
Dexterity, it applies a penalty to his Wisdom. If it enchances his
If you are within 1 mile of your familiar, you may gain other Constitution, it applies a penalty to his Charisma.
benefits.
A non-alchemist who drinks a mutagen must make a Fortitude save
(DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence
Freeze and Thaw (2/day) (Su) Class Ability (Winter Witch) modifier) or become nauseated for 1 hour—a non-alchemist can
At 2nd level, a winter witch can freeze water or melt ice and snow never gain the benefit of a mutagen, but an alchemist can gain the
with a touch. As a standard action, a winter witch can melt an effects of another alchemist’s mutagen if he drinks it. (Although if
adjacent 5-foot cube of ice or a 10-foot cube of snow. Melting the other alchemist creates a different mutagen, the effects of the
snow produces a volume of water equal to 10% the snow's volume. “stolen” mutagen immediately cease.) The effects of a mutagen do
Alternatively, a winter witch can freeze 5 cubic feet of water into not stack. Whenever an alchemist drinks a mutagen, the effects of
solid ice. This freezing takes place gradually over 1 round, making any previous mutagen immediately end.
it almost impossible to trap a creature unless it's helpless. This
cannot affect water within a creature. One cubic foot of ice contains At 14th level, the effects of a mutagen last for 1 hour per level.
roughly 8 gallons of water and weighs about 60 pounds.
Note: When you make a mutagen, you should add it to your
This ability works on fresh water and saltwater, but has no affect on character on the Magic tab. There, you can select the attribute you
water creatures; on liquids (frozen or otherwise) other than water; or have chosen this time, and then drink it on the In-Play tab.
on magical water, ice, or snow. A winter witch can use this ability a
number of times per day equal to 1/2 her class level.
Numbing Chill (DC 22) Class Ability (Witch)
Whenever the winter witch casts a spell that deals cold damage,
Hoarfrost (DC 22) (Su) Class Ability (Witch) she can imbue the spell with a debilitating eldritch chill as a swift
The target is rimed with a shell of frost needles that slowly work action. She chooses one of the spell's targets or a creature within
their way into its flesh (Fortitude negates). The target turns pale and the spell effect. If that creature takes cold damage from the spell, it
blue, and takes 1 point of Constitution damage per minute until it must also succeed at a Fortitude save or take 1d4 points of
dies, saves (once per minute), or is cured. Break enchantment , Dexterity damage and be staggered for 1 round. The creature need
dispel magic , remove curse , and similar spells end the effect. If the only make this saving throw once per spell, even if the spell deals
target saves, it is immune to this hex for 1 day. This is a cold damage multiple times. If the target saves successfully, it is immune
effect. to this hex for 1 day. This is a cold effect.
Appears In : Ultimate Magic Appears In : Paths of Prestige, Reign of Winter

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Feal-Thas – Abilities & Gear

Poison Resistance +2 (Ex) Class Ability (Alchemist) Speak with Animals (Ex) Class Ability (Witch)
At 2nd level, an alchemist gains a +2 bonus on all saving throws If the master is 7th level or higher, a familiar can communicate with
against poison. This bonus increases to +4 at 5th level, and then animals of approximately the same kind as itself (including dire
again to +6 at 8th level. At 10th level, an alchemist becomes varieties): bats with bats, rats with rodents, cats with felines, hawks
completely immune to poison. and owls and ravens with birds, lizards and snakes with reptiles,
toads with amphibians, weasels with similar creatures (weasels,
Scar (7 at a time, DC 22) (Su) Class Ability (Witch) minks, polecats, ermines, skunks, wolverines, and badgers). Such
This hex curses a single target touched with horrible scars of the communication is limited by the intelligence of the conversing
witch's choosing, whether something as simple as a single letter on creatures.
the target's forehead or blotchy, burnlike scars on his body. The
target may make a Will save to resist this hex. These scars do not Speak with Familiar (Ex) Class Ability (Witch)
interfere with the target's senses or prevent it from using abilities, If the master is 5th level or higher, a familiar and the master can
but may affect social interactions. They persist through disguises communicate verbally as if they were using a common language.
and shapechanging. The witch can use her hexes on the scarred Other creatures do not understand the communication without
target at a range of up to 1 mile, and she is considered to have a magical help.
body part from the target for the purpose of scrying and similar
divination spells. The witch can withdraw this hex from a target as a Swift Poisoning (Move Action) (Ex) Class Ability (Alchemist)
move action at any range. The number of supernatural scars the At 3rd level, an alchemist can apply a dose of poison to a weapon
witch can maintain at once is equal to her Intelligence bonus; once as a move action.
she reaches this limit, she must remove the scar from a current
victim in order to mark another. Effects that remove curses can At 6th level, this only requires a swift action.
remove the scar.
At 18th level, this only requires an immediate action.
Appears In : Ultimate Magic
Normal: Applying poison to a weapon is a standard action
Sculpt Ice and Snow (stone shape, 2/day) (Sp)
Class Ability (Winter Witch)
At 4th level, a winter witch can sculpt ice and snow into any shape Unnatural Cold (Su) Class Ability (Winter Witch)
that suits her purpose (as stone shape , except that it works with At 3rd level, whenever a winter witch's spell, spell-like ability, or
ice). This ability also works on snow, doubling the volume affected. supernatural ability deals cold damage, treat affected creatures as
At 7th level, this ability functions on ice or snow like the fabricate having half their normal cold resistance when determining the
spell, increasing the volume manipulated and allowing a higher damage dealt.
degree of craftsmanship. The winter witch must succeed at
appropriate Craft checks to form complex items or ones with fine
detail. Items created by the fabricate version of this ability solidify
into ultra-hard ice (hardness 5, 10 hit points per inch of thickness) Ring of wizardry II Ring
that resists normal melting but takes double damage from fire. The This special ring is useful only to arcane spellcasters. The wearer’s
ice remains in this ultra-hard state for 1 hour per class level before arcane spells per day are doubled for 2nd-level spells. Bonus spells
returning to normal ice. A winter witch can use this ability a number from high ability scores or school specialization are not doubled.
of times per day equal to 1/2 her class level.
Construction
Requirements: Forge Ring, limited wish ; Cost 20,000 gp
Share Spells with Familiar Class Ability (Witch)
The wizard may cast a spell with a target of "You" on his familiar
(as a touch spell) instead of on himself. A wizard may cast spells
on his familiar even if the spells do not normally affect creatures of
the familiar's type (magical beast).

Sneak Attack +2d6 Class Ability (Alchemist)


If a character can catch an opponent when he is unable to defend
himself effectively from her attack, she can strike a vital spot for
extra damage.

The character's attack deals extra damage anytime her target would
be denied a Dexterity bonus to AC (whether the target actually has
a Dexterity bonus or not), or when the character flanks her target.
Should the character score a critical hit with a sneak attack, this
extra damage is not multiplied. Ranged attacks can count as sneak
attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an


unarmed strike), a character can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a
weapon that deals lethal damage to deal nonlethal damage in a
sneak attack, not even with the usual –4 penalty.

The character must be able to see the target well enough to pick
out a vital spot and must be able to reach such a spot. A
character cannot sneak attack while striking a creature with
concealment.

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Companions Sourcebooks Used
Geode CR – • Advanced Class Guide - Heightened Awareness
Ioun wyrd ( Ultimate Wilderness 197) (spell); Hex Glyph (spell); Hex Glyph, Greater (spell);
N Tiny construct Hex Vulnerability (spell)
Init +2; Senses blindsight 30 ft.; Perception +15 • Advanced Class Guide / Advanced Player's Guide -
————— Extra Hex (feat)
Defense • Advanced Player's Guide - Alchemist (class); Cauldron
————— (special ability); Elemental Focus (feat); Elemental Spell
AC 24, touch 15, flat-footed 21 (+4 armor, +2 Dex, +1 (feat); Intensified Spell (feat); Pox Pustules (spell);
dodge, +5 natural, +2 size) Reach Spell (feat); Witch (class)
hp 52 (1d10) • Advanced Player's Guide Traits / Character Traits
Fort +6, Ref +8, Will +10 Web Enhancement / Ultimate Campaign - Magical
Defensive Abilities improved evasion; Immune construct Knack (trait)
traits • Advanced Race Guide - Linebreaker (spell); Strong
————— Wings (spell)
Offense • Dirty Tactics Toolbox - Blend with Surroundings (spell)
————— • Dragonlance Campaign Setting - Elven Arcanist
Speed fly 30 ft. (average) (equipment); Elvensight (equipment); Kolshet
Melee slam +6 (1d4-3) (language); Nerakese (language); Nestari (language);
Space 2½ ft.; Reach 0 ft. Elf, Silvanesti (race)
Special Attacks deliver touch spells • Dragonlance House Rules - Kothian (language)
————— • Generic House Rules - Arcane Thesis (feat); Repair
Statistics Light Damage (spell)
————— • Heroes of the Streets - Cloak of Secrets (spell)
Str 4, Dex 15, Con —, Int 11, Wis 14, Cha 5 • Inner Sea Magic - Oenopion Researcher (archetype)
Base Atk +7; CMB +7; CMD 15 • Inner Sea Magic / Reign of Winter - Cold Flesh
Feats Dodge (equipment); Ice Magic (equipment); Ice Spears (spell);
Skills Appraise +1, Bluff +9, Fly +14, Heal +14, Intimidate Winter Witch (archetype)
+10, Perception +15, Sense Motive +3, Spellcraft +13, • Osirion, Land of Pharaohs / Ultimate Magic - Sands
Stealth +23, Use Magic Device -1 of Time (spell)
Languages speak with animal (same kind only), speak • Paths of Prestige / Reign of Winter - Numbing Chill
with master (special ability); Winter Witch (class)
SQ empathic link, ioun affinity, share iouns • People of the North / Reign of Winter - Flurry of
Snowballs (spell)
• People of the North / Reign of Winter / Ultimate
Wilderness - Snowball (spell); Snowball (spell)
• People of the North / Ultimate Wilderness - Winter
Grasp (spell)
• Quests & Campaigns / Ultimate Campaign - Damned
(feat)
• Ultimate Combat - Adjuring Step (spell); Frost Fall
(spell); Illusion of Calm (spell); See Alignment (spell);
Shock Shield (spell); Symbol of Striking (spell)
• Ultimate Magic - Anthropomorphic Animal (spell);
Anticipate Peril (spell); Frostbite (spell); Hex Ward
(spell); Hoarfrost (special ability); Ice Tomb (special
ability); Infected Wounds (special ability); Polar Midnight
(spell); Frostbite (spell); Scar (special ability); Symbol of
Slowing (spell); Unshakable Chill (spell); Unshakable
Chill (spell); Vivisectionist (archetype)
• Ultimate Magic / Ultimate Wilderness - Winter (special
ability)

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Deathwatch Alchemist 1 Dancing Lights Witch 0


School necromancy School evocation [light]
Casting Time 1 action Casting Time 1 action
Components V, S Components V, S
Range 30 ft. Range medium (100 + 10 ft./level)
Area cone-shaped emanation Effect up to four lights, all within a 10-ft.-radius area
Duration 10 min./level Duration 1 minute (D)
Saving Throw none; Spell Resistance no Saving Throw none; Spell Resistance no

Using the powers of necromancy, you can determine the condition Depending on the version selected, you create up to four lights that
of creatures near death within the spell's range. You instantly know resemble lanterns or torches (and cast that amount of light), or up to
whether each creature within the area is dead, fragile (alive and four glowing spheres of light (which look like will-o'- wisps), or one
wounded, with 3 or fewer hit points left), fighting off death (alive with faintly glowing, vaguely humanoid shape. The dancing lights must stay
4 or more hit points), healthy, undead, or neither alive nor dead (such within a 10-foot-radius area in relation to each other but otherwise
as a construct). Deathwatch sees through any spell or ability that move as you desire (no concentration required): forward or back, up
allows creatures to feign death. or down, straight or turning corners, or the like. The lights can move
up to 100 feet per round. A light winks out if the distance between you
Arcane Mark Witch 0 and it exceeds the spell's range. You can only have one dancing lights
School universal spell active at any one time. If you cast this spell while another
Casting Time 1 action casting is still in effect, the previous casting is dispelled. If you make
Components V, S this spell permanent, it does not count against this limit.
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft. Dancing lights can be made permanent with a permanency spell.
Duration permanent
Saving Throw none; Spell Resistance no Daze Witch 0
School enchantment (compulsion) [mind-affecting]
This spell allows you to inscribe your personal rune or mark, which Casting Time 1 action
can consist of no more than six characters. The writing can be visible Components V, S, M (a pinch of wool or similar substance)
or invisible. An arcane mark spell enables you to etch the rune upon Range close (25 + 5 ft./2 levels)
any substance without harm to the material upon which it is placed. If Target one humanoid creature of 4 HD or less
an invisible mark is made, a detect magic spell causes it to glow and Duration 1 round
be visible, though not necessarily understandable. Saving Throw DC 17 Will negates; Spell Resistance yes

See invisibility, true seeing , a gem of seeing , or a robe of eyes This spell clouds the mind of a humanoid creature with 4 or fewer
likewise allows the user to see an invisible arcane mark. A read magic Hit Dice so that it takes no actions. Humanoids of 5 or more HD are
spell reveals the words, if any. The mark cannot be dispelled, but it not affected. A dazed subject is not stunned, so attackers get no
can be removed by the caster or by an erase spell. special advantage against it. After a creature has been dazed by this
spell, it is immune to the effects of this spell for 1 minute.
If an arcane mark is placed on a living being, the effect gradually
fades in about a month.

Arcane mark must be cast on an object prior to casting instant


summons on the same object (see that spell description for details).

Bleed Witch 0
School necromancy
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw DC 17 Will negates; Spell Resistance yes

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

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Detect Magic Witch 0 Guidance Witch 0


School divination School divination / void elemental
Casting Time 1 action Casting Time 1 action
Components V, S Components V, S
Range 60 ft. Range touch
Area cone-shaped emanation Target creature touched
Duration concentration, up to 1 min./level (D) Duration 1 minute or until discharged
Saving Throw none; Spell Resistance no Saving Throw Will negates (harmless); Spell Resistance yes

You detect magical auras. The amount of information revealed This spell imbues the subject with a touch of divine guidance. The
depends on how long you study a particular area or subject. creature gets a +1 competence bonus on a single attack roll, saving
throw, or skill check. It must choose to use the bonus before making
1st Round : Presence or absence of magical auras. the roll to which it applies.
2nd Round : Number of different magical auras and the power of
the most potent aura. Light Witch 0
3rd Round : The strength and location of each aura. If the items or School evocation / wood elemental [light]
creatures bearing the auras are in line of sight, you can make Casting Time 1 action
Knowledge (arcana) skill checks to determine the school of magic Components V, M/DF (a firefly)
involved in each. (Make one check per aura: DC 15 + spell level, or Range touch
15 + 1/2 caster level for a nonspell effect.) If the aura eminates from Target object touched
a magic item, you can attempt to identify its properties (see Spellcraft). Duration 10 min./level
Saving Throw none; Spell Resistance no
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras. This spell causes a touched object to glow like a torch, shedding
normal light in a 20-foot radius, and increasing the light level for an
Aura Strength : An aura's power depends on a spell's functioning additional 20 feet by one step, up to normal light (darkness becomes
spell level or an item's caster level; see the accompanying table. If an dim light, and dim light becomes normal light). In an area of normal or
aura falls into more than one category, detect magic indicates the bright light, this spell has no effect. The effect is immobile, but it can
stronger of the two. be cast on a movable object. You can only have one light spell active
at any one time. If you cast this spell while another casting is still in
Lingering Aura : A magical aura lingers after its original source effect, the previous casting is dispelled. If you make this spell
dissipates (in the case of a spell) or is destroyed (in the case of a permanent (through permanency or a similar effect), it does not count
magic item). If detect magic is cast and directed at such a location, against this limit.
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its Light can be used to counter or dispel any darkness spell of equal
original power: or lower spell level.
Original Strength - Duration of Lingering Aura Mending Witch 0
Faint - 1d6 rounds
School transmutation / metal elemental
Moderate - 1d6 minutes
Casting Time 10 minutes
Strong - 1d6 x 10 minutes
Components V, S
Overwhelming - 1d6 days
Range 10 ft.
Target one object of up to 1 lb./level
Outsiders and elementals are not magical in themselves, but if they
Duration instantaneous
are summoned, the conjuration spell registers. Each round, you can
Saving Throw Will negates (harmless, object); Spell Resistance yes
turn to detect magic in a new area. The spell can penetrate barriers,
(harmless, object)
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.
This spell repairs damaged objects, restoring 1d4 hit points to the
object. If the object has the broken condition, this condition is
Detect magic can be made permanent with a permanency spell.
removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Detect Poison Witch 0 Magic items can be repaired by this spell, but you must have a caster
School divination level equal to or higher than that of the object. Magic items that are
Casting Time 1 action destroyed (at 0 hit points or less) can be repaired with this spell, but
Components V, S this spell does not restore their magic abilities. This spell does not
Range close (25 + 5 ft./2 levels) affect creatures (including constructs). This spell has no effect on
Target one creature, one object, or a 5-ft. cube objects that have been warped or otherwise transmuted, but it can still
Duration instantaneous repair damage done to such items.
Saving Throw none; Spell Resistance no

You determine whether a creature, object, or area has been


poisoned or is poisonous. You can determine the exact type of poison
with a DC 20 Wisdom check. A character with the Craft (alchemy)
skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails,
or may try the Craft (alchemy) check prior to the Wisdom check. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Message Witch 0 Stabilize Witch 0


School transmutation / air elemental [language-dependent] School conjuration (healing)
Casting Time 1 action Casting Time 1 action
Components V, S, F (a piece of copper wire) Components V, S
Range medium (100 + 10 ft./level) Range close (25 + 5 ft./2 levels)
Target one creature/level Target one living creature
Duration 10 min./level Duration instantaneous
Saving Throw none; Spell Resistance no Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
You can whisper messages and receive whispered replies. Those
nearby can hear these messages with a DC 25 Perception check. You Upon casting this spell, you target a living creature that has -1 or
point your finger at each creature you want to receive the message. fewer hit points. That creature is automatically stabilized and does not
When you whisper, the whispered message is audible to all targeted lose any further hit points. If the creature later takes damage, it
creatures within range. Magical silence, 1 foot of stone, 1 inch of continues dying normally.
common metal (or a thin sheet of lead), or 3 feet of wood or dirt
blocks the spell. The message does not have to travel in a straight Touch of Fatigue Witch 0
line. It can circumvent a barrier if there is an open path between you School necromancy
and the subject, and the path's entire length lies within the spell's Casting Time 1 action
range. The creatures that receive the message can whisper a reply Components V, S, M (a drop of sweat)
that you hear. The spell transmits sound, not meaning; it doesn't Range touch
transcend language barriers. To speak a message, you must mouth Target creature touched
the words and whisper. Duration 1 round/level
Saving Throw DC 17 Fortitude negates; Spell Resistance yes
Read Magic Witch 0
School divination You channel negative energy through your touch, fatiguing the
Casting Time 1 action target. You must succeed on a touch attack to strike a target. The
Components V, S, F (a clear crystal or mineral prism) subject is immediately fatigued for the spell's duration.
Range personal
Target you This spell has no effect on a creature that is already fatigued.
Duration 10 min./level Unlike with normal fatigue, the effect ends as soon as the spell's
duration expires.
You can decipher magical inscriptions on objects - books, scrolls,
weapons, and the like - that would otherwise be unintelligible. This Blend with Surroundings Witch 1
deciphering does not normally invoke the magic contained in the School illusion (glamer)
writing, although it may do so in the case of a cursed or trapped Casting Time 1 round
scroll. Furthermore, once the spell is cast and you have read the Components V, S, M/DF (a chess piece)
magical inscription, you are thereafter able to read that particular Range close (25 ft. + 5 ft./2 levels)
writing without recourse to the use of read magic. You can read at Target one creature
the rate of one page (250 words) per minute. The spell allows you to Duration 10 minutes/level
identify a glyph of warding with a DC 13 Spellcraft check, a greater Saving Throw Fortitude negates (harmless) or Will disbelieves (if
glyph of warding with a DC 16 Spellcraft check, or any symbol spell interacted with); Spell Resistance yes (harmless)
with a Spellcraft check (DC 10 + spell level).
This spell changes the appearance of the affected creature so that
Read magic can be made permanent with a permanency spell. it better blends in with its surroundings. As chosen by you, the
affected creature takes on the appearance of a statue, furniture, a
Resistance Witch 0 tree, a bush, a rock, or another object of similar size. As long as the
School abjuration target stays still, it gains a +20 bonus on Stealth checks, and it can
Casting Time 1 action use Stealth even if it is being observed. The target’s armor blends in
Components V, S, M/DF (a miniature cloak) perfectly with the illusory shape, and the target’s armor check penalty
Range touch on Stealth checks is negated for the duration of the spell. If the target
Target creature touched moves at all while this spell is in effect, the spell ends.
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes Appears in : Dirty Tactics Toolbox
(harmless)

You imbue the subject with magical energy that protects it from
harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Cloak of Secrets Witch 1 Hex Vulnerability Witch 1


School illusion (glamer) School necromancy [curse]
Casting Time 1 minute Casting Time 1 action
Components V, S Components V, S, M (a drop of your blood)
Range close (25 ft. + 5 ft./2 levels) Range close (25 + 5 ft./2 levels)
Area 5-ft.-radius emanation centered on a point in space Target one creature
Duration 10 minutes/level (D) Duration 1 round/level
Saving Throw none; Spell Resistance no Saving Throw DC 18 Will negates; Spell Resistance yes

This spell forms an invisible bubble that filters all speech coming The targeted creature becomes susceptible to a repeat use of your
from inside the affected area so that creatures outside hear a harmful hexes, even if you could not otherwise target that creature
completely different version of the conversation. The bubble also with a particular hex for a certain time period. For example, normally
disguises lip movements to match the false conversation. Any creature after you target a creature with a charm hex, you cannot target it
listening to the conversation for at least 1 round can attempt a DC 15 again for 1 day. But after casting this spell on a creature, you could
Sense Motive check to realize that the apparent conversation doesn’t try the charm hex repeatedly as long as the spell persists. The end of
actually make any sense. The bubble also obscures the verbal this spell has no effect on any active or ongoing hex on a creature.
components of spells cast within the area so it’s impossible to identify For example, if the creature failed its save against a second use of
spells by their verbal components alone, and anyone outside the your charm hex, it remains charmed for the normal duration, even if
bubble attempting a Spellcraft check to identify a spell cast within the the spell expires before the hex does.
bubble takes a –5 penalty on the check. Furthermore, the bubble
renders any language-dependent spells and effects used within the Each subsequent casting of this spell on a target within a 24-hour
bubble ineffective against creatures outside the area. period gives the target a +4 bonus on its save against the spell and
imposes a -4 penalty on your caster level check to overcome the
Appears in : Heroes of the Streets target's spell resistance with this spell.

Comprehend Languages Witch 1 Appears in : Advanced Class Guide


School divination
Casting Time 1 action Hex Ward Witch 1
Components V, S, M/DF (pinch of soot and salt) School abjuration
Range personal Casting Time 1 action
Target you Components V, S
Duration 10 min./level Range touch
Target creature touched
You can understand the spoken words of creatures or read Duration 1 hour/level
otherwise incomprehensible written messages. The ability to read does Saving Throw DC 18 Will negates (harmless); Spell Resistance yes
not necessarily impart insight into the material, merely its literal (harmless)
meaning. The spell enables you to understand or read an unknown
language, not speak or write it. Written material can be read at the You give the target a +4 resistance bonus on saving throws against
rate of one page (250 words) per minute. Magical writing cannot be witch hexes.
read, though the spell reveals that it is magical. This spell can be
foiled by certain warding magic (such as the secret page and illusory Appears in : Ultimate Magic
script spells). It does not decipher codes or reveal messages
concealed in otherwise normal text. Inflict Light Wounds Witch 1
School necromancy
Comprehend languages can be made permanent with a Casting Time 1 action
permanency spell. Components V, S
Range touch
Frostbite Witch 1 Target creature touched
School transmutation [cold] Duration instantaneous
Casting Time 1 action Saving Throw DC 18 Will half; Spell Resistance yes
Components V, S
Range touch When laying your hand upon a creature, you channel negative
Target creature touched energy that deals 1d8 points of damage + 1 point per caster level
Duration instantaneous (maximum +5). Since undead are powered by negative energy, this
Saving Throw none; Spell Resistance yes spell cures such a creature of a like amount of damage, rather than
harming it.
Your melee touch attack deals 1d6 points of nonlethal cold damage
+ 1 point per level, and the target is fatigued. The fatigued condition Mage Armor Witch 1
ends when the target recovers from the nonlethal damage. This spell School conjuration (creation) [force]
cannot make a creature exhausted even if it is already fatigued. You Casting Time 1 action
can use this melee touch attack up to one time per level. Components V, S, F (a piece of cured leather)
Range touch
Appears in : Ultimate Magic Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no

An invisible but tangible field of force surrounds the subject of a


mage armor spell, providing a +4 armor bonus to AC. Unlike mundane
armor, mage armor entails no armor check penalty, arcane spell failure
chance, or speed reduction. Since mage armor is made of force,
incorporeal creatures can't bypass it the way they do normal armor.

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Mage Armor Witch 1 Snowball Witch 1


School conjuration (creation) [force] School evocation [cold, water]
Casting Time 1 action Casting Time 1 action
Components V, S, F (a piece of cured leather) Components V, S
Range touch Range close (25 + 5 ft./2 levels)
Target creature touched Effect one ball of ice and snow
Duration 1 hour/level (D) Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance no Saving Throw none; Spell Resistance yes

An invisible but tangible field of force surrounds the subject of a You throw a ball of elemental ice and snow at a single target as a
mage armor spell, providing a +4 armor bonus to AC. Unlike mundane ranged touch attack. The snowball deals 1d6 points of cold damage
armor, mage armor entails no armor check penalty, arcane spell failure per caster level you have (maximum 5d6).
chance, or speed reduction. Since mage armor is made of force,
incorporeal creatures can't bypass it the way they do normal armor. Appears in : People of the North, Reign of Winter, Ultimate
Wilderness
Obscuring Mist Witch 1
School conjuration / water elemental (creation) Strong Wings Witch 1
Casting Time 1 action Racial Spell for Strix
Components V, S School transmutation
Range 20 ft. Casting Time 1 action
Effect cloud spreads in 20-ft. radius from you, 20 ft. high Components V, S
Duration 1 min./level (D) Range touch
Saving Throw none; Spell Resistance no Target creature touched
Duration 1 minute/level
A misty vapor arises around you. It is stationary. The vapor Saving Throw Fortitude negates (harmless); Spell Resistance yes
obscures all sight, including darkvision, beyond 5 feet. A creature 5 (harmless)
feet away has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance, The target's wings grow more powerful, causing its fly speed to
and the attacker cannot use sight to locate the target). A moderate increase by +10 feet and its maneuverability to improve by one
wind (11+ mph), such as from a gust of wind spell, disperses the fog category (to a maximum of good). This increase counts as an
in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A enhancement bonus. This spell has no effect on wingless creatures or
fireball, flame strike, or similar spell burns away the fog in the winged creatures that cannot fly.
explosive or fiery spell's area. A wall of fire burns away the fog in the
area into which it deals damage. This spell does not function Appears in : Advanced Race Guide
underwater.
Unshakable Chill Witch 1
Ray of Enfeeblement Witch 1 School necromancy / water elemental [cold]
School necromancy Casting Time 1 action
Casting Time 1 action Components V, S, M
Components V, S Range close (25 + 5 ft./2 levels)
Range close (25 + 5 ft./2 levels) Target one creature
Effect ray Duration 10 minutes/level; see text
Duration 1 round/level Saving Throw DC 20 Fortitude negates (see text); Spell Resistance
Saving Throw DC 18 Fortitude half; Spell Resistance yes yes

A coruscating ray springs from your hand. You must succeed on a The target is filled with an unshakable chill for the duration of the
ranged touch attack to strike a target. The subject takes a penalty to spell, and suffers from the effects of severe cold (Core Rulebook 442).
Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The Severe cold means if the initial saving throw fails, the target takes
subject's Strength score cannot drop below 1. A successful Fortitude 1d6 points of nonlethal cold damage and must save every 10 minutes
save reduces this penalty by half. This penalty does not stack with (using the DC of severe cold instead of this spell's DC) or take
itself. Apply the highest penalty instead. additional damage.

Repair Light Damage Witch 1 Appears in : Ultimate Magic


School transmutation
Casting Time 1 action Flurry of Snowballs Witch 2
Components V, S School evocation [cold, water]
Range touch Casting Time 1 action
Target creature touched Components V, S
Duration instantaneous Range 30 ft.
Saving Throw DC 18 Will half (harmless); see text; Spell Resistance Area 30 ft. cone-shaped burst
yes (harmless); see text Duration instantaneous
Saving Throw DC 21 Reflex half; Spell Resistance no
When touching a construct, you repair 1d8 points of damage + 1
point per caster level (maximum +5). You send a flurry of snowballs hurtling at your foes. Any creature in
the area takes 4d6 points of cold damage from being pelted with the
Appears in : Generic House Rules icy spheres.

Appears in : People of the North, Reign of Winter

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Frost Fall Witch 2 Resist Energy (cold only) Witch 2


School evocation / water elemental (cold) School abjuration / all elements
Casting Time 1 action Casting Time 1 action
Components V, S Components V, S, DF
Range close (25 + 5 ft./2 levels) Range touch
Area 5-foot radius burst Target creature touched
Duration 1 round/2 levels Duration 10 min./level
Saving Throw DC 21 Fortitude partial; Spell Resistance yes Saving Throw Fortitude negates (harmless); Spell Resistance yes
(harmless)
The area of this spell is covered in chilling frost, dealing 2d6 points
of cold damage to all creatures within it. Creatures that the spell This abjuration grants a creature limited protection from damage of
initially damages must succeed at a Fortitude save or become whichever one of five energy types you select: acid, cold, electricity,
staggered for 1 round. The area remains chilled for the spell's fire, or sonic. The subject gains resist energy 10 against the energy
duration. Any creature that starts your turn within the spell's area type chosen, meaning that each time the creature is subjected to such
takes 1d6 points of cold damage (Fortitude saving throw for half) but damage (whether from a natural or magical source), that damage is
does not become staggered even on a failed saving throw. reduced by 10 points before being applied to the creature's hit points.
The value of the energy resistance granted increases to 20 points at
Appears in : Ultimate Combat 7th level and to a maximum of 30 points at 11th level. The spell
protects the recipient's equipment as well.
Inflict Moderate Wounds Witch 2
School necromancy Resist energy absorbs only damage. The subject could still suffer
Casting Time 1 action unfortunate side effects.
Components V, S
Range touch Resist energy overlaps (and does not stack with) protection from
Target creature touched energy. If a character is warded by protection from energy and resist
Duration instantaneous energy, the protection spell absorbs damage until its power is
Saving Throw DC 19 Will half; Spell Resistance yes exhausted.

This spell functions like inflict light wounds , except that you deal
2d8 points of damage + 1 point per caster level (maximum +10).

Inflict Light Wounds


When laying your hand upon a creature, you channel negative
energy that deals 1d8 points of damage + 1 point per caster level
(maximum +5). Since undead are powered by negative energy, this
spell cures such a creature of a like amount of damage, rather than
harming it.

Pox Pustules Witch 2


School necromancy
Casting Time 1 action
Components V, S, M (leaves from a toxic plant)
Range close (25 + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw DC 19 Fortitude negates; Spell Resistance yes

You inflict a painful, itching rash on the target creature. The target
is sickened and takes a -4 penalty to Dexterity (this penalty cannot
lower Dexterity below 0). The target can spend a move action
scratching furiously at the rash to remove the sickened condition (but
not the Dexterity penalty) until the start of its next turn.

Appears in : Advanced Player's Guide

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Summon Monster II Witch 2 Winter Grasp Witch 2


School conjuration / all elements (summoning) School conjuration (creation) [cold, water]
Casting Time 1 round Casting Time 1 action
Components V, S, F/DF Components V, S, M/DF (ground glass)
Range close (25 + 5 ft./2 levels) Range medium (100 + 10 ft./level)
Effect one summoned creature Area 20-ft.-radius spread
Duration 1 round/level (D) Duration 1 round/level
Saving Throw none; Spell Resistance no Saving Throw none; Spell Resistance no

This spell functions like summon monster I , except that you can Ice encrusts the ground, radiating supernatural cold and making it
summon one creature from the 2nd-level list or 1d3 creatures of the hard for creatures to maintain their balance. This icy ground is treated
same kind from the 1st-level list. as normal ice, forcing creatures to spend 2 squares of movement to
enter an icy square and increasing the DC of Acrobatics checks in the
Summon Monster Tables area by 5. A creature that begins its turn in the affected area takes
2nd Level : Ant, giant (worker)*, Elemental (Small) [Elemental 1d6 points of cold damage and takes a -2 penalty on saving throws
subtype], Giant centipede*, Giant frog*, Giant spider*, Goblin dog*, against spells with the cold descriptor for 1 round.
Horse*, Hyena*, Lemure (devil) [Evil, Lawful subtypes] Octopus*,
Squid*, Wolf* Appears in : People of the North, Ultimate Wilderness
1st Level : Dire rat*, Dog*, Dolphin*, Eagle*, Fire beetle*, Frog,
poison*, Pony (horse)*, Viper (snake)* Heroism Witch 3
* This creature is summoned with the celestial template if you are School enchantment (compulsion) [mind-affecting]
good, or the fiendish template if you are evil; you may choose either if Casting Time 1 action
you are neutral. Components V, S
Range touch
Summon Monster I Target creature touched
This spell summons an extraplanar creature (typically an outsider, Duration 10 min./level
elemental, or magical beast native to another plane). It appears where Saving Throw Will negates (harmless); Spell Resistance yes
you designate and acts immediately, on your turn. It attacks your (harmless)
opponents to the best of its ability. If you can communicate with the
creature, you can direct it not to attack, to attack particular enemies, or This spell imbues a single creature with great bravery and morale
to perform other actions. The spell conjures one of the creatures from in battle. The target gains a +2 morale bonus on attack rolls, saves,
the 1st Level list on Table 10-1. You choose which kind of creature to and skill checks.
summon, and you can choose a different one each time you cast the
spell. A summoned monster cannot summon or otherwise conjure
another creature, nor can it use any teleportation or planar travel
abilities. Creatures cannot be summoned into an environment that
cannot support them. Creatures summoned using this spell cannot use
spells or spell-like abilities that duplicate spells with expensive material
components (such as wish). When you use a summoning spell to
summon a creature with an alignment or elemental subtype, it is a
spell of that type. Creatures on Table 10-1 marked with an "*" are
summoned with the celestial template, if you are good, and the
fiendish template, if you are evil. If you are neutral, you may choose
which template to apply to the creature. Creatures marked with an "*"
always have an alignment that matches yours, regardless of their
usual alignment. Summoning these creatures makes the summoning
spell's type match your alignment.

Summon Monster Tables


1st Level : Dire rat*, Dog*, Dolphin*, Eagle*, Fire beetle*, Frog,
poison*, Pony (horse)*, Viper (snake)*
* This creature is summoned with the celestial template if you are
good, or the fiendish template if you are evil; you may choose either if
you are neutral.

Unshakable Chill Witch 2


School necromancy / water elemental [cold]
Casting Time 1 action
Components V, S, M
Range close (25 + 5 ft./2 levels)
Target one creature
Duration 10 minutes/level; see text
Saving Throw DC 20 Fortitude negates (see text); Spell Resistance
yes

The target is filled with an unshakable chill for the duration of the
spell, and suffers from the effects of severe cold (Core Rulebook 442).
Severe cold means if the initial saving throw fails, the target takes
1d6 points of nonlethal cold damage and must save every 10 minutes
(using the DC of severe cold instead of this spell's DC) or take
additional damage.

Appears in : Ultimate Magic

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Hex Glyph Witch 3 Ice Spears Witch 3


School abjuration School conjuration [cold]
Casting Time 10 minutes Casting Time 1 action
Components V, S, M (powdered diamond worth 200 gp) Components V, S, M (a small stalagmite-shaped crystal)
Range touch Range close (25 ft. + 5ft./2 levels)
Target object touched or up to 5 sq. ft./level Effect 1 ice spear/4 levels
Duration permanent until discharged (D) Duration instantaneous
Saving Throw see text; Spell Resistance no (object) and yes (see Saving Throw DC 22 Reflex half and see below; Spell Resistance no
text)
Favored by the spellcasters of Irrisen, this potent spell can disrupt
This spell functions like the spell glyph version of glyph of warding , spellcasters, topple enemies, and break even seemingly unstoppable
except you can store a hex you know (but not a major hex or a grand charges.
hex) instead of a spell. If the hex has a target, it targets the intruder.
If the hex has an area or an amorphous effect, the area or effect is Upon casting this spell, one or more giant spears of ice lance up
centered on the intruder. The triggered hex uses this spell's caster out of the ground. Each stalagmite-like icicle affects a 5-foot square
level and DC. and tapers to a height of 10 feet. You may cause a number of ice
spears equal to one spear for every four caster levels you possess to
Read magic allows its caster to identify a hex glyph with a burst from the ground. A creature that occupies a square from which a
successful DC 13 Knowledge (arcana) check. Identifying the glyph spear extends (or that is within 10 feet of the ground below) takes
does not discharge it and indicates that it stores a hex, but does not 2d6 points of piercing damage and 2d6 points of cold damage per
indicate the effect of that hex. square - creatures that take up more than one square can be hit by
multiple spears if the caster is high enough level. The explosive
Glyph of Warding growth can also trip foes. When the spears erupt from the ground,
This powerful inscription harms those who enter, pass, or open the they make a combat maneuver check against any targets that take
warded area or object. A glyph of warding can guard a bridge or damage from the spears, with a total bonus equal to your caster level
passage, ward a portal, trap a chest or box, and so on. You set all of plus your Intelligence, Wisdom, or Charisma modifier, whichever is
the conditions of the ward. Typically, any creature entering the warded highest. Each additional ice spear beyond the first that strikes a single
area or opening the warded object without speaking a password foe grants a +10 bonus to this CMB check. If the check succeeds, the
(which you set when casting the spell) is subject to the magic it ice spears knock the foe prone. A successful Reflex save halves the
stores. Alternatively or in addition to a password trigger, glyphs can be damage and prevents the trip attempt.
set according to physical characteristics (such as height or weight) or
creature type, subtype, or kind. Glyphs can also be set with respect to If you cast this spell upon an area covered with ice or snow, such
good, evil, law, or chaos, or to pass those of your religion. They as atop a glacier, frozen lake, or snow-covered field, the spears strike
cannot be set according to class, HD, or level. Glyphs respond to with additional force. Saves against the effect suffer a -2 penalty and
invisible creatures normally but are not triggered by those who travel the spell gains a +4 bonus on its combat maneuver check to trip foes.
past them ethereally. Multiple glyphs cannot be cast on the same Ice spears created by this spell remain after they do their damage.
area. However, if a cabinet has three different drawers, each can be They melt as normal depending on the surrounding environment. They
separately warded. When casting the spell, you weave a tracery of no longer damage foes in their square, but can provide cover. An ice
faintly glowing lines around the warding sigil. A glyph can be placed to spear has hardness 5 and 30 hit points.
conform to any shape up to the limitations of your total square footage.
When the spell is completed, the glyph and tracery become nearly Appears in : Inner Sea Magic, Reign of Winter
invisible. Glyphs cannot be affected or bypassed by such means as
physical or magical probing, though they can be dispelled. Mislead, Ice Storm Witch 3
polymorph, and nondetection (and similar magical effects) can fool a School evocation / water elemental [cold]
glyph, though nonmagical disguises and the like can't. Read magic Casting Time 1 action
allows you to identify a glyph of warding with a DC 13 Knowledge Components V, S, M/DF (dust and water)
(arcana) check. Identifying the glyph does not discharge it and allows Range long (400 + 40 ft./level)
you to know the basic nature of the glyph (version, type of damage Area cylinder (20-ft. radius, 40 ft. high)
caused, what spell is stored). Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
Note: Magic traps such as glyph of warding are hard to detect and
disable. A rogue (only) can use the Perception skill to find the glyph Great magical hailstones pound down upon casting this spell,
and Disable Device to thwart it. The DC in each case is 25 + spell dealing 3d6 points of bludgeoning damage and 2d6 points of cold
level, or 28 for glyph of warding. Depending on the version selected, a damage to every creature in the area. This damage only occurs once,
glyph either blasts the intruder or activates a spell. when the spell is cast. For the remaining duration of the spell, heavy
snow and sleet rains down in the area. Creatures inside this area
Blast Glyph: A blast glyph deals 1d8 points of damage per two take a -4 penalty on Perception skill checks and the entire area is
caster levels (maximum 5d8) to the intruder and to all within 5 feet of treated as difficult terrain. At the end of the duration, the snow and
him or her. This damage is acid, cold, fire, electricity, or sonic (caster's hail disappear, leaving no aftereffects (other than the damage dealt).
choice, made at time of casting). Each creature affected can attempt a
Reflex save to take half damage. Spell resistance applies against this
effect.

Spell Glyph: You can store any harmful spell of 3rd level or lower
that you know. All level-dependent features of the spell are based on
your caster level at the time of casting the glyph. If the spell has a
target, it targets the intruder. If the spell has an area or an amorphous
effect, the area or effect is centered on the intruder. If the spell
summons creatures, they appear as close as possible to the intruder
and attack. Saving throws and spell resistance operate as normal,
except that the DC is based on the level of the spell stored in the
glyph.

Appears in : Advanced Class Guide

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Lightning Bolt Witch 3 Inflict Serious Wounds Witch 4


School evocation / air elemental / metal elemental [electricity] School necromancy
Casting Time 1 action Casting Time 1 action
Components V, S, M (fur and a glass rod) Components V, S
Range 120 ft. Range touch
Area 120-ft. line Target creature touched
Duration instantaneous Duration instantaneous
Saving Throw DC 20 Reflex half; Spell Resistance yes Saving Throw DC 21 Will half; Spell Resistance yes

You release a powerful stroke of electrical energy that deals 1d6 This spell functions like inflict light wounds , except that you deal
points of electricity damage per caster level (maximum 10d6) to each 3d8 points of damage + 1 point per caster level (maximum +15).
creature within its area. The bolt begins at your fingertips. The lightning
bolt sets fire to combustibles and damages objects in its path. It can Inflict Light Wounds
melt metals with a low melting point, such as lead, gold, copper, silver, When laying your hand upon a creature, you channel negative
or bronze. If the damage caused to an interposing barrier shatters or energy that deals 1d8 points of damage + 1 point per caster level
breaks through it, the bolt may continue beyond the barrier if the (maximum +5). Since undead are powered by negative energy, this
spell's range permits; otherwise, it stops at the barrier just as any spell cures such a creature of a like amount of damage, rather than
other spell effect does. harming it.

Sands of Time Witch 3


School necromancy
Casting Time 1 action
Components V, S
Range touch
Target touched creature or object
Duration 10 minutes/level or instantaneous (see text)
Saving Throw none; Spell Resistance yes

You temporarily age the target, immediately advancing it to the next


age category. The target immediately takes the age penalties to
Strength, Dexterity, and Constitution for its new age category, but does
not gain the bonuses for that category. A creature whose age is
unknown is treated as if the spell advances it to middle age. Ageless
or immortal creatures are immune to this spell. If you cast this on an
object, construct, or undead creature, it takes 3d6 points of damage +
1 point per caster level (maximum +15) as time weathers and
corrodes it. This version of the spell has an instantaneous duration.

Appears in : Osirion, Land of Pharaohs, Ultimate Magic

Sleet Storm Witch 3


School conjuration / water elemental (creation) [cold]
Casting Time 1 action
Components V, S, M/DF (dust and water)
Range long (400 + 40 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no

Driving sleet blocks all sight (even darkvision) within it and causes
the ground in the area to be icy. A creature can walk within or
through the area of sleet at half normal speed with a DC 10
Acrobatics check. Failure means it can't move in that round, while
failure by 5 or more means it falls (see the Acrobatics skill for
details). The sleet extinguishes torches and small fires.

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Symbol of Slowing Witch 4 Wall of Ice Witch 4


School transmutation School evocation / water elemental [cold]
Components V, S, M (mercury and phosphorous, plus powdered Casting Time 1 action
diamond and opal) Components V, S, M (a piece of quartz or rock crystal)
Saving Throw DC 21 Will negates; Spell Resistance yes Range medium (100 + 10 ft./level)
Effect anchored plane of ice, up to one 10-ft. square/level, or
This spell functions as symbol of death , except all creatures within hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
60 feet of a symbol of slowing are slowed (as the slow spell) for 1 Duration 1 min./level
round per caster level. Saving Throw DC 23 Reflex negates; see text; Spell Resistance yes

Symbol of slowing can be made permanent with a permanency This spell creates an anchored plane of ice or a hemisphere of ice,
spell by a caster of 11th level or higher for the cost of 10,000 gp. depending on the version selected. A wall of ice cannot form in an
area occupied by physical objects or creatures. Its surface must be
Symbol of Death smooth and unbroken when created. Any creature adjacent to the wall
This spell allows you to scribe a potent rune of power upon a when it is created may attempt a Reflex save to disrupt the wall as it
surface. When triggered, a symbol of death kills one or more is being formed. A successful save indicates that the spell
creatures within 60 feet of the symbol (treat as a burst) whose automatically fails. Fire can melt a wall of ice, and it deals full damage
combined total current hit points do not exceed 150. The symbol of to the wall (instead of the normal half damage taken by objects).
death affects the closest creatures first, skipping creatures with too Suddenly melting a wall of ice creates a great cloud of steamy fog
many hit points to affect. Once triggered, the symbol becomes active that lasts for 10 minutes.
and glows, lasting for 10 minutes per caster level or until it has
affected 150 hit points' worth of creatures, whichever comes first. A Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch
creature that enters the area while the symbol of death is active is thick per caster level. It covers up to a 10-foot-square area per caster
subject to its effect, whether or not that creature was in the area level (so a 10th-level wizard can create a wall of ice 100 feet long
when it was triggered. A creature need save against the symbol only and 10 feet high, a wall 50 feet long and 20 feet high, or any other
once as long as it remains within the area, though if it leaves the combination of length and height that does not exceed 1,000 square
area and returns while the symbol is still active, it must save again. feet). The plane can be oriented in any fashion as long as it is
anchored. A vertical wall need only be anchored on the floor, while a
Until it is triggered, the symbol of death is inactive (though visible horizontal or slanting wall must be anchored on two opposite sides.
and legible at a distance of 60 feet). To be effective, a symbol of Each 10-foot square of wall has 3 hit points per inch of thickness.
death must always be placed in plain sight and in a prominent Creatures can hit the wall automatically. A section of wall whose hit
location. Covering or hiding the rune renders the symbol of death points drop to 0 is breached. If a creature tries to break through the
ineffective, unless a creature removes the covering, in which case the wall with a single attack, the DC for the Strength check is 15 + caster
symbol of death works normally. level. Even when the ice has been broken through, a sheet of frigid
air remains. Any creature stepping through it (including the one who
As a default, a symbol of death is triggered whenever a creature broke through the wall) takes 1d6 points of cold damage + 1 point per
does one or more of the following, as you select: looks at the rune; caster level (no save).
reads the rune; touches the rune; passes over the rune; or passes
through a portal bearing the rune. Regardless of the trigger method or Hemisphere: The wall takes the form of a hemisphere whose
methods chosen, a creature more than 60 feet from a symbol of death maximum radius is 3 feet + 1 foot per caster level. The hemisphere is
can't trigger it (even if it meets one or more of the triggering as hard to break through as the ice plane form, but it does not deal
conditions, such as reading the rune). Once the spell is cast, a symbol damage to those who go through a breach.
of death 's triggering conditions cannot be changed.
Cone of Cold Witch 5
In this case, "reading" the rune means any attempt to study it, School evocation / water elemental [cold]
identify it, or fathom its meaning. Throwing a cover over a symbol of Casting Time 1 action
death to render it inoperative triggers it if the symbol reacts to touch. Components V, S, M (a small crystal or glass cone)
You can't use a symbol of death offensively; for instance, a touch- Range 60 ft.
triggered symbol of death remains untriggered if an item bearing the Area cone-shaped burst
symbol of death is used to touch a creature. Likewise, a symbol of Duration instantaneous
death cannot be placed on a weapon and set to activate when the Saving Throw DC 24 Reflex half; Spell Resistance yes
weapon strikes a foe.
Cone of cold creates an area of extreme cold, originating at your
You can also set special triggering limitations of your own. These hand and extending outward in a cone. It drains heat, dealing 1d6
can be as simple or elaborate as you desire. Special conditions for points of cold damage per caster level (maximum 15d6).
triggering a symbol of death can be based on a creature's name,
identity, or alignment, but otherwise must be based on observable
actions or qualities. Intangibles such as level, class, HD, and hit points
don't qualify.

When scribing a symbol of death , you can specify a password or


phrase that prevents a creature using it from triggering the symbol's
effect. Anyone using the password remains immune to that particular
rune's effects so long as the creature remains within 60 feet of the
rune. If the creature leaves the radius and returns later, it must use
the password again.

You also can attune any number of creatures to the symbol of


death , but doing this can extend the casting time. Attuning one or two
creatures takes negligible time, and attuning a small group (as many
as 10 creatures) extends the casting time to 1 hour. Attuning a large
group (as many as 25 creatures) takes 24 hours. Attuning larger
groups takes an additional 24 hours per 25 creatures. Any creature
attuned to a symbol of death cannot trigger it and is immune to its
effects, even if within its radius when it is triggered. You are
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and logos are trademarks of Paizo Inc.®, and are used under license.

Read magic allows you to identify a symbol with a Spellcraft check


(DC 10 + the symbol's spell level). Of course, if the symbol is set to
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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Hex Glyph, Greater Witch 5 Inflict Critical Wounds Witch 5


School abjuration School necromancy
Casting Time 10 minutes Casting Time 1 action
Components V, S, M (powdered diamond worth 400 gp) Components V, S
Range touch Range touch
Target object touched or up to 5 sq. ft./level Target creature touched
Duration permanent until discharged (D) Duration instantaneous
Saving Throw see text; Spell Resistance no (object) and yes (see Saving Throw DC 22 Will half; Spell Resistance yes
text)
This spell functions like inflict light wounds , except that you deal
This spell functions as hex glyph , except you can store a hex or a 4d8 points of damage + 1 point per caster level (maximum +20).
major hex (but not a grand hex). You trace the glyph with incense,
which must first be sprinkled with powdered diamond (as noted in the Inflict Light Wounds
material line). When laying your hand upon a creature, you channel negative
energy that deals 1d8 points of damage + 1 point per caster level
Read magic allows its caster to identify a greater hex glyph with a (maximum +5). Since undead are powered by negative energy, this
DC 16 Spellcraft check. spell cures such a creature of a like amount of damage, rather than
harming it.
Glyph of Warding
This powerful inscription harms those who enter, pass, or open the
warded area or object. A glyph of warding can guard a bridge or
passage, ward a portal, trap a chest or box, and so on. You set all of
the conditions of the ward. Typically, any creature entering the warded
area or opening the warded object without speaking a password
(which you set when casting the spell) is subject to the magic it
stores. Alternatively or in addition to a password trigger, glyphs can be
set according to physical characteristics (such as height or weight) or
creature type, subtype, or kind. Glyphs can also be set with respect to
good, evil, law, or chaos, or to pass those of your religion. They
cannot be set according to class, HD, or level. Glyphs respond to
invisible creatures normally but are not triggered by those who travel
past them ethereally. Multiple glyphs cannot be cast on the same
area. However, if a cabinet has three different drawers, each can be
separately warded. When casting the spell, you weave a tracery of
faintly glowing lines around the warding sigil. A glyph can be placed to
conform to any shape up to the limitations of your total square footage.
When the spell is completed, the glyph and tracery become nearly
invisible. Glyphs cannot be affected or bypassed by such means as
physical or magical probing, though they can be dispelled. Mislead,
polymorph, and nondetection (and similar magical effects) can fool a
glyph, though nonmagical disguises and the like can't. Read magic
allows you to identify a glyph of warding with a DC 13 Knowledge
(arcana) check. Identifying the glyph does not discharge it and allows
you to know the basic nature of the glyph (version, type of damage
caused, what spell is stored).

Note: Magic traps such as glyph of warding are hard to detect and
disable. A rogue (only) can use the Perception skill to find the glyph
and Disable Device to thwart it. The DC in each case is 25 + spell
level, or 28 for glyph of warding. Depending on the version selected, a
glyph either blasts the intruder or activates a spell.

Blast Glyph: A blast glyph deals 1d8 points of damage per two
caster levels (maximum 5d8) to the intruder and to all within 5 feet of
him or her. This damage is acid, cold, fire, electricity, or sonic (caster's
choice, made at time of casting). Each creature affected can attempt a
Reflex save to take half damage. Spell resistance applies against this
effect.

Spell Glyph: You can store any harmful spell of 3rd level or lower
that you know. All level-dependent features of the spell are based on
your caster level at the time of casting the glyph. If the spell has a
target, it targets the intruder. If the spell has an area or an amorphous
effect, the area or effect is centered on the intruder. If the spell
summons creatures, they appear as close as possible to the intruder
and attack. Saving throws and spell resistance operate as normal,
except that the DC is based on the level of the spell stored in the
glyph.

Hex Glyph
This spell functions like the spell glyph version of glyph of warding ,
except you can store a hex you know (but not a major hex or a grand
hex) instead of a spell. If the hex has a target, it targets the intruder.
If the hex has an area or an amorphous effect, the area or effect is
centered on the intruder. The triggered hex uses this spell's caster
level and DC. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Read magic allows its caster to identify a hex glyph with a
successful DC 13 Knowledge (arcana) check. Identifying the glyph
does not discharge it and indicates that it stores a hex, but does not
indicate the effect
Appears of that hex.
in : Advanced Class Guide
Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Symbol of Sleep Witch 5


School enchantment (compulsion) [mind-affecting]
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered
diamond and opal)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw DC 22 Will negates ; Spell Resistance yes

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 x 10 minutes. Unlike with the sleep spell,
sleeping creatures cannot be awakened by nonmagical means before
this time expires. Unlike symbol of death , symbol of sleep has no hit
point limit; once triggered, a symbol of sleep simply remains active for
10 minutes per caster level.

Note: Magic traps such as symbol of sleep are hard to detect and
disable. A rogue (only) can use the Perception skill to find a symbol of
sleep and Disable Device to thwart it. The DC in each case is 25 +
spell level, or 30 for symbol of sleep.

Symbol of Death
This spell allows you to scribe a potent rune of power upon a
surface. When triggered, a symbol of death kills one or more
creatures within 60 feet of the symbol (treat as a burst) whose
combined total current hit points do not exceed 150. The symbol of
death affects the closest creatures first, skipping creatures with too
many hit points to affect. Once triggered, the symbol becomes active
and glows, lasting for 10 minutes per caster level or until it has
affected 150 hit points' worth of creatures, whichever comes first. A
creature that enters the area while the symbol of death is active is
subject to its effect, whether or not that creature was in the area
when it was triggered. A creature need save against the symbol only
once as long as it remains within the area, though if it leaves the
area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of death is inactive (though visible


and legible at a distance of 60 feet). To be effective, a symbol of
death must always be placed in plain sight and in a prominent
location. Covering or hiding the rune renders the symbol of death
ineffective, unless a creature removes the covering, in which case the
symbol of death works normally.

As a default, a symbol of death is triggered whenever a creature


does one or more of the following, as you select: looks at the rune;
reads the rune; touches the rune; passes over the rune; or passes
through a portal bearing the rune. Regardless of the trigger method or
methods chosen, a creature more than 60 feet from a symbol of death
can't trigger it (even if it meets one or more of the triggering
conditions, such as reading the rune). Once the spell is cast, a symbol
of death 's triggering conditions cannot be changed.

In this case, "reading" the rune means any attempt to study it,
identify it, or fathom its meaning. Throwing a cover over a symbol of
death to render it inoperative triggers it if the symbol reacts to touch.
You can't use a symbol of death offensively; for instance, a touch-
triggered symbol of death remains untriggered if an item bearing the
symbol of death is used to touch a creature. Likewise, a symbol of
death cannot be placed on a weapon and set to activate when the
weapon strikes a foe.

You can also set special triggering limitations of your own. These
can be as simple or elaborate as you desire. Special conditions for
triggering a symbol of death can be based on a creature's name,
identity, or alignment, but otherwise must be based on observable
actions or qualities. Intangibles such as level, class, HD, and hit points
don't qualify.

When scribing a symbol of death , you can specify a password or


phrase that prevents a creature using it from triggering the symbol's
effect. Anyone using the password remains immune to that particular
rune's effects so long as the creature remains within 60 feet of the
rune. If the creature leaves the radius and returns later, it must use
the password again. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
You also can attune any number of creatures to the symbol of
death , but doing this can extend the casting time. Attuning one or two
creatures takes negligible time, and attuning a small group (as many
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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Symbol of Striking Witch 5 Teleport Witch 5


School illusion (shadow) School conjuration / void elemental (teleportation)
Casting Time 10 minutes Casting Time 1 action
Components V, S, M (a masterwork melee weapon worth at least 300 Components V
gp) Range personal Touch
Range 0 ft.; see text Target you and touched objects or other touched willing creatures
Effect one symbol Duration instantaneous
Duration see text Saving Throw none and Will negates (object); Spell Resistance no
Saving Throw DC 22 Will half, see text; Spell Resistance yes, see and yes (object)
text
This spell instantly transports you to a designated destination, which
This spell functions like symbol of death , except that using the may be as distant as 100 miles per caster level. Interplanar travel is
material component, you scribe a symbol of striking so it fills a 5-foot not possible. You can bring along objects as long as their weight
square. Once triggered, the symbol of striking glows and lasts for 10 doesn't exceed your maximum load. You may also bring one additional
minutes per caster level or until it has made a number of attacks of willing Medium or smaller creature (carrying gear or objects up to its
opportunity equal to your level, whichever comes first. When triggered, maximum load) or its equivalent per three caster levels. A Large
the symbol threatens its area and the area around it as if it were a creature counts as two Medium creatures, a Huge creature counts as
Medium creature wielding a magic version of the weapon you used as four Medium creatures, and so forth. All creatures to be transported
the material component. Using your caster level + 1 + your Intelligence must be in contact with one another, and at least one of those
modifier (magus, witch, wizard) or Wisdom modifier (cleric) or creatures must be in contact with you. As with all spells where the
Charisma modifier (oracle, sorcerer) as its attack bonus, the symbol range is personal and the target is you, you need not make a saving
can make a number of attacks of opportunity each round equal to 1 + throw, nor is spell resistance applicable to you. Only objects held or in
the same ability score modifier you used to determine its attack bonus. use (attended) by another person receive saving throws and spell
It gains a bonus on damage rolls equal to the same ability score resistance. You must have some clear idea of the location and layout
modifier you used to determine its attack bonus. A shadowy version of of the destination. The clearer your mental image, the more likely the
you wielding the material component appears to make these attacks. teleportation works. Areas of strong physical or magical energy may
make teleportation more hazardous or even impossible. To see how
The symbol attacks any non-attuned creature that provokes an well the teleportation works, roll d% and consult the table at the end
attack of opportunity from the symbol. However, when the symbol first of this spell. Refer to the following information for definitions of the
attacks a creature, the symbol must overcome that creature's spell terms on the table.
resistance or be rendered unable to harm it. The symbol never again
attacks such creatures. Further, when the symbol first attacks a Familiarity: "Very familiar" is a place where you have been very
creature, a successful Will saving throw allows the creature to see the often and where you feel at home. "Studied carefully" is a place you
shadow nature of the attacks and take half damage when such attacks know well, either because you can currently physically see it or you've
hit. been there often. "Seen casually" is a place that you have seen more
than once but with which you are not very familiar. "Viewed once" is a
Symbol of striking can be made permanent with a permanency spell place that you have seen once, possibly using magic such as scrying.
by a caster of 13th level or higher for the cost of 10,000 gp. "False destination" is a place that does not truly exist or if you are
teleporting to an otherwise familiar location that no longer exists as
Symbol of Death such or has been so completely altered as to no longer be familiar to
This spell allows you to scribe a potent rune of power upon a you. When traveling to a false destination, roll 1d20+80 to obtain
surface. When triggered, a symbol of death kills one or more results on the table, rather than rolling d%, since there is no real
creatures within 60 feet of the symbol (treat as a burst) whose destination for you to hope to arrive at or even be off target from.
combined total current hit points do not exceed 150. The symbol of
death affects the closest creatures first, skipping creatures with too On Target: You appear where you want to be.
many hit points to affect. Once triggered, the symbol becomes active
and glows, lasting for 10 minutes per caster level or until it has Off Target: You appear safely a random distance away from the
affected 150 hit points' worth of creatures, whichever comes first. A destination in a random direction. Distance off target is d% of the
creature that enters the area while the symbol of death is active is distance that was to be traveled. The direction off target is determined
subject to its effect, whether or not that creature was in the area randomly.
when it was triggered. A creature need save against the symbol only
once as long as it remains within the area, though if it leaves the Similar Area: You wind up in an area that's visually or thematically
area and returns while the symbol is still active, it must save again. similar to the target area. Generally, you appear in the closest similar
place within range. If no such area exists within the spell's range, the
Until it is triggered, the symbol of death is inactive (though visible spell simply fails instead.
and legible at a distance of 60 feet). To be effective, a symbol of
death must always be placed in plain sight and in a prominent Mishap: You and anyone else teleporting with you have gotten
location. Covering or hiding the rune renders the symbol of death "scrambled." You each take 1d10 points of damage, and you reroll on
ineffective, unless a creature removes the covering, in which case the the chart to see where you wind up. For these rerolls, roll 1d20+80.
symbol of death works normally. Each time "Mishap" comes up, the characters take more damage and
must reroll.
As a default, a symbol of death is triggered whenever a creature
does one or more of the following, as you select: looks at the rune; Familiarity - On Target - Off Target - Similar Area - Mishap
reads the rune; touches the rune; passes over the rune; or passes Very familiar - 01-97 - 98-99 - 100 - -
through a portal bearing the rune. Regardless of the trigger method or Studied carefully - 01-94 - 95-97 - 98-99 - 100
methods chosen, a creature more than 60 feet from a symbol of death Seen casually - 01-88 - 89-94 - 95-98 - 99-100
can't trigger it (even if it meets one or more of the triggering Viewed once - 01-76 - 77-88 - 89-96 - 97-100
conditions, such as reading the rune). Once the spell is cast, a symbol False destination - - - - - 81-92 - 93-100
of death 's triggering conditions cannot be changed.

In this case, "reading" the rune means any attempt to study it,
identify it, or fathom its meaning. Throwing a cover over a symbol of
death to render it inoperative triggers it if the symbol reacts to touch.
You can't use a symbol of death offensively; for instance, a touch-
triggered symbol of death remains untriggered if an item bearing the
symbol of death is used HerotoLab
touch a creature.
and the Likewise,
Hero Lab logo a symbol
are Registered of of LWD Technology, Inc. Free download at https://www.wolflair.com
Trademarks
death cannot be placed on a weapon and and
Pathfinder® set associated
to activatemarks
whenandthe
logos are trademarks of Paizo Inc.®, and are used under license.
weapon strikes a foe.

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Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Adjuring Step 1 Detect Undead 1


Pages in Spellbook : 1 (Alchemist Starting Formula Book) Pages in Spellbook : 1 (Alchemist Starting Formula Book)

Classes that cast this spell at this level : Alchemist, Bard, Magus, Classes that cast this spell at this level : Alchemist, Cleric,
Occultist, Psychic, Sorcerer, Wizard Inquisitor, Medium, Mesmerist, Paladin, Psychic, Shaman, Sorcerer,
School abjuration (force) Spiritualist, White Necromancer, Wizard
Casting Time 1 action School divination
Components V, S, M (a rabbit's foot) Casting Time 1 action
Range personal Components V, S, M/DF (earth from a grave)
Target you Range 60 ft.
Duration 1 round/level or until discharged Area cone-shaped emanation
Duration concentration, up to 1 minute/level (D)
This spell creates a subtle and complicated force effect that is most Saving Throw none; Spell Resistance no
effective when used by a still or slow-moving spellcaster or formula
user. While you are subject to this spell, you can take two 5-foot steps You can detect the aura that surrounds undead creatures. The
each round and still cast spells and use spell-like abilities without amount of information revealed depends on how long you study a
provoke attacks of opportunity. This spell automatically discharges as particular area.
soon as you make an attack, cast a harmful spell against another
creature, or move more than 5 feet with a single move action. If the 1st Round: Presence or absence of undead auras.
action that discharges the spell also provokes attacks of opportunity,
that action still provokes attacks of opportunity as normal. 2nd Round: Number of undead auras in the area and the strength
of the strongest undead aura present. If you are of good alignment,
Appears in : Ultimate Combat and the strongest undead aura's strength is overwhelming (see below),
and the creature has HD of at least twice your character level, you are
Anticipate Peril 1 stunned for 1 round and the spell ends.
Pages in Spellbook : 1 (Alchemist Starting Formula Book)
3rd Round: The strength and location of each undead aura. If an
Classes that cast this spell at this level : Alchemist, Bard, Elven aura is outside your line of sight, then you discern its direction but not
Archer, Medium, Mesmerist, Occultist, Psychic, Ranger, Sorcerer, its exact location.
Spiritualist, Wizard
School divination Aura Strength: The strength of an undead aura is determined by the
Casting Time 1 action HD of the undead creature, as given on the table below.
Components V, S
Range touch Lingering Aura: An undead aura lingers after its original source is
Target creature touched destroyed. If detect undead is cast and directed at such a location, the
Duration 1 minute/level or until activated spell indicates an aura strength of dim (even weaker than a faint
Saving Throw DC 18 Will negates; Spell Resistance yes aura). How long the aura lingers at this dim level depends on its
original power, as given on the table below.
A creature affected by anticipate peril gains a preternatural sense
of danger. The first time during this spell's duration that the target has HD- Strength - Lingering Aura Duration
to make an initiative check, the creature adds an insight bonus on that 1 or lower - Faint - 1d6 rounds
initiative check equal to the spell's caster level (maximum +5). Once 2-4 - Moderate - 1d6 minutes
this bonus applies, the effects of the spell end. 5-10 - Strong - 1d6 x 10 minutes
11 or higher - Overwhelming - 1d6 days
Appears in : Ultimate Magic
Each round, you can turn to detect undead in a new area. The spell
Comprehend Languages 1 can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Pages in Spellbook : 1 (Alchemist Starting Formula Book)

Classes that cast this spell at this level : Adept, Alchemist, Bard,
Expeditious Retreat 1
Cleric, Inquisitor, Medium, Mesmerist, Occultist, Psychic, Shaman, Pages in Spellbook : 1 (Alchemist Starting Formula Book)
Sorcerer, Spiritualist, Underterror Evolution, Witch, Wizard
School divination Classes that cast this spell at this level : Alchemist, Bard,
Casting Time 1 action Bloodrager, Inquisitor, Magus, Medium, Mesmerist, Occultist,
Components V, S, M/DF (pinch of soot and salt) Psychic, Sorcerer, Spiritualist, Summoner, Summoner (Unchained),
Range personal Wizard
Target you School transmutation
Duration 10 min./level Casting Time 1 action
Components V, S
You can understand the spoken words of creatures or read Range personal
otherwise incomprehensible written messages. The ability to read does Target you
not necessarily impart insight into the material, merely its literal Duration 1 min./level (D)
meaning. The spell enables you to understand or read an unknown
language, not speak or write it. Written material can be read at the This spell increases your base land speed by 30 feet. This
rate of one page (250 words) per minute. Magical writing cannot be adjustment is treated as an enhancement bonus. There is no effect on
read, though the spell reveals that it is magical. This spell can be other modes of movement, such as burrow, climb, fly, or swim. As
foiled by certain warding magic (such as the secret page and illusory with any effect that increases your speed, this spell affects your
script spells). It does not decipher codes or reveal messages jumping distance (see the Acrobatics skill).
concealed in otherwise normal text.

Comprehend languages can be made permanent with a


permanency spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Feal-Thas, Alchemist (Oenopion Researcher, Vivisectionist) 3 / Witch (Winter Witch) 6 – Spells in Spellbook

Heightened Awareness 1 See Alignment 1


Pages in Spellbook : 1 (Alchemist Starting Formula Book) Pages in Spellbook : 1 (Alchemist Starting Formula Book)

Classes that cast this spell at this level : Alchemist, Bard, Druid, Classes that cast this spell at this level : Alchemist, Bard, Psychic,
Inquisitor, Medium, Mesmerist, Occultist, Psychic, Ranger, Shaman, Sorcerer, Wizard
Sorcerer, Wizard School divination
School divination Casting Time 1 action
Casting Time 1 action Components V, S, M (eye of newt)
Components V, M/DF (a coffee bean) Range personal
Range personal Target you
Target you Duration 1/round per level
Duration 10 minutes/level (D)
When you cast this spell, select a single alignment (such as lawful
You enter a heightened state of awareness that allows you to good or chaotic evil). Creatures of that alignment glow with a ghostly
notice more about your surroundings and recall information effortlessly. radiance while they are within your vision. Though you can see this
You gain a +2 competence bonus on Perception checks and on all radiance, other creatures cannot.
Knowledge checks that you are trained in.
Spells and effects that obscure alignment, like undetectable
If this spell is active when you have to make an initiative check, you alignment, also obscure the effects of this spell.
can instantly dismiss this spell and gain a +4 bonus on that check.
Appears in : Ultimate Combat
Appears in : Advanced Class Guide
Shock Shield 1
Illusion of Calm 1 Pages in Spellbook : 1 (Alchemist Starting Formula Book)
Pages in Spellbook : 1 (Alchemist Starting Formula Book)
Classes that cast this spell at this level : Alchemist, Bloodrager,
Classes that cast this spell at this level : Alchemist, Magus, Magus, Occultist, Sorcerer, Wizard
Mesmerist, Occultist, Psychic, Sorcerer, Wizard School abjuration / metal elemental [electricity, force]
School illusion / wood elemental (figment) Casting Time 1 action
Casting Time 1 action Components V, S
Components V, S Range personal
Range personal Target you
Target you Duration 1 minute/level (D)
Duration 1 minute/level
Saving Throw DC 18 Will disbelieve (on hit; see below); Spell This spell creates an invisible shield similar to but not as strong as
Resistance no the shield spell. This shield hovers in front of you and negates magic
missile attacks directed at you. The disk provides a +2 shield bonus to
When casting this spell, you create an illusory double that takes the AC. This bonus applies against incorporeal touch attacks.
same space of you. That double makes it look like you are standing
still, even when you are not. While under the effects of this spell, you At any time, as a free action, you may dismiss your shield, at which
do not provoke attacks of opportunity when you cast a spell, make a point it deals 1d6 points of electrical damage to all creatures within a
ranged attack with a thrown weapon, or move out of your first square 5-foot burst, including you. A Reflex saving throw halves the damage.
during a move action. It does not hide ranged attacks made with any
type of projectile weapon. Appears in : Ultimate Combat

When a creature hits you with an attack of any type, it gains a True Strike 1
saving throw to disbelieve the figment. On a successful saving throw, Pages in Spellbook : 1 (Alchemist Starting Formula Book)
it successfully disbelieves and the spell's effect ends for that creature.
Classes that cast this spell at this level : Alchemist, Assassin,
Appears in : Ultimate Combat Bloodrager, Inquisitor, Magus, Medium, Psychic, Sorcerer, Wizard
School divination / void elemental
Linebreaker 1 Casting Time 1 action
Racial Spell for Half-Orc Components V, F (small wooden replica of an archery target)
Pages in Spellbook : 1 (Alchemist Starting Formula Book) Range personal
Target you
Classes that cast this spell at this level : Alchemist, Antipaladin, Duration see text
Elven Archer, Inquisitor, Magus, Paladin, Ranger
School transmutation You gain temporary, intuitive insight into the immediate future
Casting Time 1 action during your next attack. Your next single attack roll (if it is made
Components V, S before the end of the next round) gains a +20 insight bonus.
Range personal Additionally, you are not affected by the miss chance that applies to
Target you attackers trying to strike a concealed target.
Duration 1 minute/level

You gain a +20 foot bonus to your base speed when charging and
a +2 bonus on combat maneuver checks made to bull rush or
overrun.

Appears in : Advanced Race Guide

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Feal-Thas (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2016/09/17
XP Reward : 0 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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