Perram's Spellbook. A Pathfinder Spell Card Generator! For use with the Pathfinder Roleplaying Game, published by Paizo Publishing. A spellbook, sometimes termed a grimoire, a shadow book, or an eldritch tome, is one of a wizard's most precious possessions: he is required. Each spellbook or formula book is a unique reflection of the personality and capabilities of its creator. Many of Pathfinder Roleplaying Game: Ultimate Magic.
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Despite all of the potent magical items and devices accumulated during a wizard's lifetime, the spellbook, their unique collection of spells, remains their most. No explanation of how this spellbook came to be so immense is provided. These books also work as spellbooks and formula books for new. Each spellbook or formula book is a unique reflection of the personality and Preparation rituals (Pathfinder RPG Ultimate Magic ) grant a unique boon to.
The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC see Table: Concentration Check DCs. If you fail the check, you lose the spell just as if you had cast it to no effect. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell for a spell with a casting time of 1 full round or more or if it comes in response to your casting the spell such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action.
If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.
Spell If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. Pinned creatures can only cast spells that do not have somatic components. Violent Weather You must make a concentration check if you try to cast a spell in violent weather. In either case, you lose the spell if you fail the concentration check. You lose the spell if you fail. Counterspells It is possible to cast any spell as a counterspell.
Counterspelling works even if one spell is divine and the other arcane. How Counterspells Work To use a counterspell , you must select an opponent as the target of the counterspell. You do this by choosing to ready an action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. You may still move at your normal speed, since ready is a standard action. This check is a free action.
To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared or have a slot of the appropriate level available , you cast it, creating a counterspell effect.
If the target is within range, both spells automatically negate each other with no other results. Counterspelling Metamagic Spells Metamagic feats are not taken into account when determining whether a spell can be countered. Specific Exceptions Some spells can counter other specific spells, often those with diametrically opposed effects. Dispel Magic as a Counterspell You can usually use dispel magic to counterspell another spell being cast without needing to identify the spell being cast.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. Spell Failure If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted. Special Spell Effects Many special spell effects are handled according to the school of the spells in question.
Certain other special spell features are found across spell schools. Attacks Some spell descriptions refer to attacking. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks.
Bonus Types Usually, a bonus has a type that indicates how the spell grants the bonus. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same principle applies to penalties- a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack.
Bonuses without a type always stack, unless they are from the same source. Bringing Back the Dead Several spells have the power to restore slain characters to life. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body. For more information on the planes, see Environment.
Negative Levels Any creature brought back to life usually gains one or more permanent negative levels.
These levels apply a penalty to most rolls until removed through spells such as restoration. If the character was 1st level at the time of death, he loses 2 points of Constitution instead of gaining a negative level. Preventing Revivification Enemies can take steps to make it more difficult for a character to be returned from the dead.
Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released. A soul knows the name, alignment, and patron deity if any of the character attempting to revive it and may refuse to return on that basis. Combining Magic Effects Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient.
Except in special cases, a spell does not affect the way another spell operates.
Whenever a spell has a specific effect on other spells, the spell description explains that effect. If you have two spells with effects other than bonuses and those spells or effects are called out not to stack, that means that the effects that apply to the same rules component or situation do not stack, so if they apply different non-bonus effects to the same rules component, the most recent spell takes precedent.
Different Bonus Types The bonuses or penalties from two different spells stack if the modifiers are of different types. See FAQ at right for some additional information. Same Effect More than Once in Different Strengths In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies. Same Effect with Differing Results The same spell can sometimes produce varying effects if applied to the same recipient more than once.
Usually the last spell in the series trumps the others.
None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts. Both spells are still active, but one has rendered the other useless in some fashion. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows.
If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys. Spells with Opposite Effects Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. Instantaneous Effects Two or more spells with instantaneous durations work cumulatively when they affect the same target.
Spell Descriptions The description of each spell is presented in a standard format. Each category of information is explained and defined below.
Name The first line of every spell description gives the name by which the spell is generally known. School Subschool Beneath the spell name is a line giving the school of magic and the subschool, if any to which the spell belongs. Almost every spell belongs to one of eight schools of magic.
A school of magic is a group of related spells that work in similar ways. A small number of spells arcane mark , limited wish , permanency , prestidigitation , and wish are universal, belonging to no school.
Abjuration Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations.
The DC to find such spells with the Perception skill drops by 4. If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures.
Books containing cantrips from additional sources are noted in the content description.
Each book features a value, which represents what a character must pay for the book on the open market, though finding a seller may be difficult. The character may sell the book for half that value. Any book with a preparation ritual has two sets of costs, one for the book without the preparation ritual, and one for the book with the ritual. Using Preparation Rituals When a spellcaster who prepares spells uses a spellbook or formula book with a preparation ritual, as long as he prepares at least three spells not including cantrips or formulae from the spellbooks, he gains a temporary boon granted by the ritual.
The boon lasts until its effect is spent as specified by the boon description or the spellcaster prepares spells again at which time it can be reapplied by preparing at least three spells from the book. A spellcaster can only take the effect of one preparation ritual when she prepares spells, no matter how many spellbooks with preparation rituals she uses to prepare spells. Note: A superscript [errata removes 0-level spells] indicates that an errata update indicated to remove references to all listed 0-level spells.
As we d20pfsrd. It is, as alway, GM discretion if these spells are usable of course. Defensive Primer Level 1 Abjurer This surprisingly ornate and heavy volume is more than three-quarters empty.
Tightly written notes on the precepts of arcane defense and the vulnerabilities of supernatural entities fill the first two pages. Protection Average lock DC 25 Value gp Spells 1st— burning hands , detect undead , expeditious retreat , magic missile , protection from evil S, ray of enfeeblement , shield S Apprentice Chapbook of Rul Thaven Level 2 Diviner This slim book is carefully but amateurishly bound, with leather stretched tight across thin boards.