Darvakarrian "Darv" Zelheinskorvan, scholar and adventurer, at your service!
[sblock=Behold!]Darvakarrian "Darv" Zelheinskorvan
Male Gnome Archivist 8
Alignment: Lawful Good
Str: 8 (-1) 2 pts, -2 Racial
Con: 14 (+2) 4 pts, +2 Racial
Dex: 12 (+1) 2 pts
Int: 20 (+5) 10 pts, +2 level,
Spectacles of Intellect +2
Wis: 18 (+4) 10 pts,
Periapt of Wisdom +2
Chr: 10 (+0) 2 pts
Init +1
Hit Points: 53 (6+4+5+4+5+4+5+4+16)
AC: 19 (+7 Armor, +1 Dex, +1 Size,) Touch: 12, Flat: 18
Init: +1
Action Points: 9
Base Atk/Grapple: +4 / -1
Speed: 20' /x4
Saves:
Fort +10 (+6 base, +2 Con, +2 cloak)
Ref +5 (+2 base, +1 Dex, +2 cloak)
Will +12 (+6 base, +4 Wis, +2 cloak)
+5 Melee, Masterwork Longspear, 1d6, 20/x3, Piercing (reach)
+7 Ranged, Masterwork Shortbow, 1d4 20/x3, Piercing, 60 ft.
Skills:
Concentration: +13 (12 Ranks +1 Con)
Decipher Script: +12 (7 Ranks +5 Int)
Knowledge (arcana): +17 (12 Ranks +5 Int)
Knowledge (dungeoneering): +19 (12 Ranks +5 Int +2 Archivist Bonus)
Knowledge (history): +15 (10 Ranks +5 Int)
Knowledge (nature): +19 (12 Ranks +5 Int +2 Archivist Bonus)
Knowledge (religion): +15 (10 Ranks +5 Int)
Knowledge (the planes): +7 (2 Ranks +2 Int)
Spellcraft: +19 (12 Ranks +5 Int +2 Synergy)
Languages: Common, Gnome, Giant, Draconic
Feats
Archivist of Nature (1st Level)
Scribe Scroll (1st Level Bonus)
Touch of Healing (3rd Level)
Spontaneous Healer (6th Level)
[sblock=FEATS][sblock=ARCHIVIST OF NATURE (HH 119)]In addition to your studies of the darkness, you have spent time studying giants and fey.
Prerequisite: Dark knowledge.
Benefit: You can use your dark knowledge on giants and fey. You use Knowledge (nature) for dark knowledge checks regarding these two creature types.
Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.[/sblock]
[sblock=SPONTANEOUS HEALER {GENERAL} (CD 84)]Prerequisites: Knowledge (religion) 4 ranks, nonevil alignment, able to cast any cure wounds spell.
Benefi t: You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier.[/sblock]
[sblock=TOUCH OF HEALING {RESERVE} (CC 62)]You can channel divine energy into healing with a touch.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.[/sblock][/sblock]
[sblock=GNOME ABILITIES]• -2 Strength, +2 Constitution
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - speak with animals(burrowing), dancing lights, ghost sound, prestidigitation
• Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against illusions
• +1 modifier to the DC for all saving throws against illusion spells you cast.
• +1 racial bonus on attack rolls against kobolds and goblinoids
• +4 dodge bonus to AC against giants
• +2 racial bonus on Craft(alchemy) and Listen checks[/sblock]
[sblock=ARCHIVIST ABILITIES]• Dark Knowledge: 5/day, Darv can draw upon his knowledge of aberrations (dungeoneering), elementals (the planes), fey (nature), giants (nature), magical beasts (arcana), outsiders (the planes), or undead (religion). If he succeeds at the relevant knowledge check (DC:15), he grants his allies special abilities.
¤ Tactics: Grants a +1 (or more) bonus to attack rolls.
¤ Puissance: Grants a +1 (or more) bonus on saving throws to allies within 60 feet.
¤ Foe: Grants a 1d6 (or more) damage bonus on weapon damage.
• Lore Mastery: Darv gains a +2 bonus to all Decipher Script checks and to Knowledge (nature) and Knowledge (dungeoneering) checks.
• Still Mind (Ex): Darv gains a +2 bonus on saving throws against spells and effects from the school of enchantment.[/sblock]
Spells Known:
Orisons: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st Level: Bless, Entangle, Guiding Light, Lesser Vigor, Longstrider, Repair Light Damage, Sanctuary, Shield of Faith, Winged Watcher
2nd Level: Barkskin, Close Wounds, Hold Person, Mass Snake's Swiftness
3rd Level: Blessed Aim, Dispel Magic, Fell the Greatest Foe, Mass Lesser Vigor, Prayer
4th Level: Flame Strike, Moon Bolt, Panacea, Repair Critical Damage, Restoration, Spike Stones
Spells Prepared:
Spells Per Day: 4/6/5/5/4
Orisons: Cure Minor Wounds, Detect Magic, Light, Read Magic
1st Level: Bless, Lesser Vigor,
Longstrider, Repair Light Damage,
Shield of Faith, Winged Watcher
2nd Level: Barkskin, Close Wounds, Close Wounds, Hold Person, Mass Snake's Swiftness
3rd Level: Dispel Magic, Fell the Greatest Foe, Mass Lesser Vigor, Mass Lesser Vigor, Prayer
4th Level:
Flame Strike, Flame Strike,
Moon Bolt, Repair Critical Damage
[sblock=SPELLS][sblock=BARKSKIN]Transmutation
Level: 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level [80 min.]
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. [+3]
The enhancement bonus provided by
barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.[/sblock]
[sblock=BLESS]Enchantment (Compulsion) [Mind-Affecting]
Level: 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level [8 min.]
Saving Throw: None
Spell Resistance: Yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.[/sblock]
[sblock=BLESSED AIM (SC)]Divination
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Effect: 50-ft.-radius spread centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls.[/sblock]
[sblock=CLOSE WOUNDS (SC)]Conjuration (Healing)
Level: 2
Components: V
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
This spell cures 1d4 points of damage +1 point per caster level (maximum +5) [1d4+5].
If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable.
Used against an undead creature,
close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).[/sblock]
[sblock=CREATE WATER]Conjuration (Creation) [Water]
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
Effect: Up to 2 gallons of water/level [16 gallons]
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.[/sblock]
[sblock=CURE MINOR WOUNDS]Conjuration (Healing)
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/sblock]
[sblock=DETECT MAGIC]Divination
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D) [8 min.]
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category,
detect magic indicates the stronger of the two.
Code:
--------------------- Aura Power ---------------------
Spell or Object Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If
detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Code:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a
permanency spell.[/sblock]
[sblock=DETECT POISON]Divination
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
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.[/sblock]
[sblock=DISPEL MAGIC]Abjuration
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) [180 ft.]
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use
dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by
dispel magic.
Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the
dispel magic can take effect.
You choose to use
dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by
monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a
bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When
dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the
dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the
dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the
dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by
monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When
dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however,
dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.[/sblock]
[sblock=ENTANGLE]Transmutation
Level: 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D) [8 min.]
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.[/sblock]
[sblock=FELL THE GREATEST FOE (SC)]Transmutation
Level: 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level [8 rounds]
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains the ability to deal greater damage against larger creatures. For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. For example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 against Gargantuan, or 4d6 against a Colossal creature.
Material Component: A dragon’s claw or a giant’s fingernail.[/sblock]
[sblock=FLAME STRIKE]Evocation [Fire]
Level: 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) [180 ft.]
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A
flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.[/sblock]
[sblock=GUIDANCE]Divination
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell imbues the subject with a touch of divine guidance. The 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 the roll to which it applies.[/sblock]
[sblock=GUIDING LIGHT (SC)]Evocation [Light]
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: Creatures in a 5-ft.-radius burst
Duration: 1 minute/level (D) [8 minutes]
Saving Throw: None
Spell Resistance: Yes
Bright lights shine at the targets. The lights grant a +2 circumstance bonus on ranged attack rolls against any highlighted target. If a creature gains total cover or total concealment relative to you, or if it leaves the area, the spell ends for that target.[/sblock]
[sblock=HOLD PERSON]Enchantment (Compulsion) [Mind-Affecting]
Level: 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) [180 ft.]
Target: One humanoid creature
Duration: 1 round/level (D); see text [8 rounds]
Saving Throw: Will negates; see text
Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.[/sblock]
[sblock=INFLICT MINOR WOUNDS]Necromancy
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 1 point of damage.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.[/sblock]
[sblock=LIGHT]Evocation [Light]
Level: 0
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D) [80 min.]
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical
darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.[/sblock]
[sblock=LONGSTRIDER]Transmutation
Level: 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) [8 hours]
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Material Component: A pinch of dirt.[/sblock]
[sblock=MENDING]Transmutation
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a
warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).[/sblock]
[sblock=MOON BOLT (SC)]Evocation
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) [720 ft.]
Target: One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text
Duration: Instantaneous
Saving Throw: Fortitude half (living target) or Will negates (undead target)
Spell Resistance: Yes
A
moon bolt strikes unerringly against any living or undead creature in range.
A living creature struck by a
moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4) [2d4]. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.
An undead creature struck by a
moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a –2 penalty on attack rolls and Will saving throws for the next minute.[/sblock]
[sblock=PANACEA (SC)]Conjuration (Healing)
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the
feeblemind spell, and ends any additional effects from poison, as the
neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20) [1d8+8].
Panacea does not remove ability damage, negative levels, or drained levels. Used against an undead creature,
panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.[/sblock]
[sblock=PRAYER]Enchantment (Compulsion) [Mind-Affecting]
Level: 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.[/sblock]
[sblock=PURIFY FOOD AND DRINK]Transmutation
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water [8 cu. ft.]
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify
food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.[/sblock]
[sblock=READ MAGIC]Divination
Level: 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level [80 min.]
By means of
read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of
read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a
glyph of warding with a DC 13 Spellcraft check, a
greater glyph of warding with a DC 16 Spellcraft check, or any
symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a
permanency spell.
Focus: A clear crystal or mineral prism.[/sblock]
[sblock=REPAIR CRITICAL DAMAGE (SC)]Transmutation
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 4d8 points of damage +1 point per caster level (maximum +20) [4d8+8].[/sblock]
[sblock=REPAIR LIGHT DAMAGE (SC)]Transmutation
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5) [1d8+5].[/sblock]
[sblock=RESISTANCE]Abjuration
Level: 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (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.[/sblock]
[sblock=RESTORATION]Conjuration (Healing)
Level: 4
Components: V, S, M
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Restoration dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or Constitution points lost due to death.
Material Component: Diamond dust worth 100 gp that is sprinkled over the target.[/sblock]
[sblock=SANCTUARY]Abjuration
Level: 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level [8 rounds]
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.[/sblock]
[sblock=SHIELD OF FAITH]Abjuration
Level: 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level [8 min.]
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level) [+3].
Material Component: A small parchment with a bit of holy text written upon it.[/sblock]
[sblock=SNAKE’S SWIFTNESS, MASS (SC)]Transmutation
Level: 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) [180 ft.]
Targets: Allied creatures in a 20-ft.-radius burst
Spell Resistance: Yes (harmless)
The subjects can immediately make one melee or ranged attack. Taking this action doesn’t affect the subjects’ normal place in the initiative order. This is a single attack and follows the standard rules for attacking.
This spell does not allow the subjects to make more than one additional attack in a round. If a subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails for that individual.[/sblock]
[sblock=SPIKE STONES]Transmutation [Earth]
Level: 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) [180 ft.]
Area: One 20-ft. square/level
Duration: 1 hour/level (D) [8 hours]
Saving Throw: Reflex partial
Spell Resistance: Yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed.
In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a
cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike stones is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as
spike stones are hard to detect. A rogue (only) can use the Search skill to find
spike stones. The DC is 25 + spell level, or DC 29 for
spike stones.[/sblock]
[sblock=VIGOR, LESSER (SC)]Conjuration (Healing)
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 15 rounds) [15 rounds]
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time.
Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
The effects of multiple
vigor spells do not stack; only the highest-level effect applies.[/sblock]
[sblock=VIGOR, MASS LESSER (SC)]Conjuration (Healing)
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Target: One creature/2 levels, no two of which are more than 30 ft. apart [4 creatures]
Du ration: 10 rounds + 1 round/level (max 25 rounds) [18 rounds]
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
All subjects gain fast healing 1, enabling them to heal 1 hit point per round until the spell ends and automatically becoming stabilized if they begin dying from hit point loss during that time.
Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
The effects of multiple
vigor spells do not stack; only the highest-level effect applies.[/sblock]
[sblock=VIRTUE]Transmutation
Level: 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min.
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains 1 temporary hit point.[/sblock]
[sblock=WINGED WATCHER (CSc)]Transmutation (Polymorph)
Level: 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D) [8 rounds]
You take the form of an owl (MM 277) or raven (MM 278), as chosen when you cast the spell. Even though your Intelligence changes to 2, you retain your normal ability to understand your surroundings (unlike a normal animal). See the polymorph subschool description below for more details.
As its name suggests, this spell’s most common use is for unobtrusive observation, but it also allows a druid to overcome obstacles that hinder overland travel.
[sblock=The Polymorph Subschool]A spell of the polymorph subschool changes the target’s form from one shape to another. Unless stated otherwise in the spell’s description, the target of such a spell takes on all the statistics (mental and physical) and special abilities of an average member of the new form in place of its own, except as follows.
• The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
• The target retains its own hit points.
• The target is treated as having its normal Hit Dice for the purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
• The target retains the ability to understand the languages it understands in its normal form. If the new form is normally capable of speech, the target retains the ability to speak these languages as well. It can write in the languages it understands, but only if the new form is capable of writing in some manner (even a primitive manner, such as drawing in the dirt with a paw).
In all other ways, the target’s normal game statistics are effectively replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features (even if the new form would normally be able to use those class features).
If the new form’s size is different from the target’s normal size, its new space must share as much of the original form’s space as possible, squeezing into the available space (PH 148) if necessary. If insufficient space exists for the new form, the spell fails.
Any gear worn or carried by the target melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the target’s feet.
The spellcaster can freely designate the new form’s minor physical qualities (such as hair color and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under the spellcaster’s control, but they must fall within the norms for the new form’s kind. The target of a polymorph spell is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
If the target of a polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends.[/sblock][/sblock][/sblock]
Equipment:
Spectacles of Intellect +2 (4000gp, 0#, worn)
Periapt of Wisdom +2 (4000gp, 0#, worn)
Cloak of Resistance +2 (4000gp, 1#, worn)
Healing Belt (750gp, 1#, worn)
Dimension Stide Boots (2000gp, 1#, worn)
Survival Pouch (3100gp, 5#, belt)
+2 Chainmail of Easy Travel (5,800gp, 20#, worn)
Masterwork Longspear (305gp, 4.5#, carried)
Masterwork Shortbow (330gp, 1#, back)
Backpack (2gp, 2#, back)
Wand of Lesser Vigor (750gp, 0#, backpack)
Wand of Cure Light Wounds (750gp, 0#, backpack)
Quall's Feather Token: Swan Boat (400gp, 0#, backpack)
Daggers (2) (4gp, 2#, backpack)
Sunrods (3) (6gp, 3#, backpack)
Prayerbook (0gp, 3#, backpack)
Blank Book (5gp, 3#, backpack)
Inkstick (3gp, 0#, backpack)
Small Steel Mirror (10gp, 0.5#, backpack)
Magnifying Glass (100gp, 0#, backpack)
Treasure (65pp, 35gp, 2#)
Total (27000gp, 49#)
[sblock=MAGIC ITEMS][sblock=CLOAK OF RESISTANCE]This garment offers magic protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).[/sblock]
[sblock=DIMENSION STRIDE BOOTS]While wearing
dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation. In addition, the boots have 5 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to teleport a short distance (with no chance of error). You must have line of sight and line of effect to your destination. You can’t use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots’ activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring other creatures.
1 charge: Teleport 20 feet.
3 charges: Teleport 40 feet.
5 charges: Teleport 60 feet.[/sblock]
[sblock=EASY TRAVEL]When wearing armor that has this property, you can carry up to a medium load as if it were a light load (ignoring the maximum Dexterity bonus, check penalty, and reduced speed normally incurred by a medium load). These reductions apply only to penalties for the load you carry, not to any reduction in speed caused by the armor itself. In addition, you can walk for up to 10 hours in a day before having to make Constitution checks to avoid taking nonlethal damage (PH 164).[/sblock]
[sblock=FEATHER TOKEN : SWAN BOAT]A small feather token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day and is usable once.[/sblock]
[sblock=HEALING BELT]While wearing a
healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.[/sblock]
[sblock=PERIAPT OF WISDOM]Although it appears to be a normal pearl on a light chain, a
periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2.[/sblock]
[sblock=SPECTACLES OF INTELLECT]These spectacles add to the wearer’s Intelligence score in the form of an enhancement bonus of +2.[/sblock]
[sblock=SURVIVAL POUCH]Five times per day, you can reach into a
survival pouch and retrieve your choice of one of the following items. You can draw out the same item five times in one day, draw out five different items, or produce any combination of up to five items. Each item lasts for 8 hours or until indicated below, whichever comes first. Trail rations for one Medium creature for one day. Two gallons of water stored in a waterskin. The waterskin disappears if it is emptied completely. A tent and two bedrolls sized for Medium creatures. A 50-foot coil of hempen rope. A shovel. A campfire (about 2 feet square). The fire can be left to burn, or it can be pulled apart to produce eight lit torches. Each removed torch lasts for 1 hour and reduces the remaining burning time of the campfire by 1 hour. If the fire is extinguished, the unburnt portion vanishes. A composite shortbow (+1 Str bonus) and a quiver of 20 arrows. The bow disappears 1 round after the last arrow has been drawn from the quiver. A mule with bit, bridle, saddle, and saddlebags (treat as a summoned creature, except that it will not fight for you).[/sblock]
[sblock=WAND OF CURE LIGHT WOUNDS]Channel positive energy that cures 1d8+1 points of damage.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/sblock]
[sblock=WAND OF VIGOR, LESSER]The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time.
Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. Duration is 11 rounds.
The effects of multiple
vigor spells do not stack; only the highest-level effect applies.[/sblock][/sblock]
[sblock=APPEARANCE]Even in full armor, with a weapon in hand and gouts of fire thundering down from the heavens at his command, Darv looks like someone who belongs in a library, with books piled high around him. Short, skinny, and pale, with large brown eyes blinking behind his spectacles, Darv does not cut an impressive figure. Frankly, he's not even sure if he *could*.[/sblock]
[sblock=PERSONALITY]Darv is eager to have adventures of his own, rather than reading about those of others. The chance to advance his own knowledge is, of course, nice...but by the heavens, he wants to know what danger feels like! That said, he takes his role as healer very seriously indeed, and strives to keep his companions' best interests in mind. It's just that sometimes, he gets a little...over-enthusiastic, shall we say?[/sblock]
[sblock=HISTORY]Not everyone in Zilargo is a spy, no matter what rumors say. Yes, Darv's father was...and his mother...and his favorite uncle, and quite possibly his cousin...but not Darv. He never had the knack. His honest face hid nothing more than an honest heart, and none could really fault him for that.
He drifted into a life of academia, which somehow managed to both bore him and satisfy him all at once. Yes, he was good at research...but wasn't there something more? Darv was, in truth, more than a little surprised by his own aptitude for magic. But once he discovered it, he threw himself into it whole-heartedly, realizing that *here* was his chance to do something meaningful. And exciting. Girls, they like exciting, don't they?[/sblock]
[sblock=CHARACTER ROLE]Healing and support. He can give his allies a bunch of bonuses with Dark Knowledge and the proper spells, he's got the various Cure spells thanks to the Spontaneous Healing feat, and he's capable of making himself durable enough to move around the battlefield. Between battles, he can use the Wand of Vigor and his Healing Touch feat to heal his allies up to full without too much trouble. In theory, at least.[/sblock][/sblock]