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Inquisitor Spells 0

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26 views2 pages

Inquisitor Spells 0

Uploaded by

nylaysu meike
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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25/10/24, 19:49 theGM.

org - Pathfinder Spell Cards


.
Acid Splash [0] Bleed [0] Brand [0]
School conjuration(creation)[acid]; School necromancy; School transmutation[curse];
Level sorcerer/wizard 0, summoner 0, inquisitor 0, magus 0 Level cleric 0, sorcerer/wizard 0, witch 0, inquisitor 0 Level inquisitor 0
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S Components V, S, DF
Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels) Range touch
Effect one missile of acid Targets one living creature Targets creature touched
Duration instantaneous Duration instantaneous Duration 1 day/level
Saving Throw none; SR no Saving Throw Will negates; SR yes Saving Throw Fortitude negates; SR yes
Description Description Description
You fire a small orb of acid at the target. You must succeed on a You cause a living creature that is below 0 hit points but stabilized to Brand etches an indelible rune or mark of no more than 6 characters
ranged touch attack to hit your target. The orb deals 1d3 points of resume dying. Upon casting this spell, you target a living creature onto a creature, inflicting 1 point of damage. The mark may be
acid damage. This acid disappears after 1 round. that has -1 or fewer hit points. That creature begins dying, taking 1 placed on any exposed portion of the creature, typically the head or
point of damage per round. The creature can be stabilized later forearm. A brand can be hidden by clothing or removed by scraping it
normally. This spell causes a creature that is dying to take 1 point of away (causing 1d6 points of damage), though the brand returns if the
damage. damage is healed.

Source: PFRPG Core Source: PFRPG Core Source: APG


Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Create Water [0] Daze [0] Detect Magic [0]


School conjuration(creation)[water]; School enchantment(compulsion)[mind-affecting]; School divination;
Level cleric 0, druid 0, paladin 1, inquisitor 0 Level bard 0, sorcerer/wizard 0, witch 0, summoner 0, inquisitor 0, Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, summoner 0, witch
Casting Time 1 standard action magus 0 0, inquisitor 0, magus 0
Components V, S Casting Time 1 standard action Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Components V, S, M (a pinch of wool or similar substance) Components V, S
Effect up to 2 gallons of water/level Range close (25 ft. + 5 ft./2 levels) Range 60 ft.
Duration instantaneous Targets one humanoid creature of 4 HD or less Effect cone-shaped emanation
Saving Throw none; SR no Duration 1 round Duration concentration, up to 1 min./level(D)
Saving Throw Will negates; SR yes Saving Throw none; SR no
Description
This spell generates wholesome, drinkable water, just like clean rain Description Description
water. Water can be created in an area as small as will actually This spell clouds the mind of a humanoid creature with 4 or fewer Hit You detect magical auras. The amount of information revealed
contain the liquid, or in an area three times as large--possibly Dice so that it takes no actions. Humanoids of 5 or more HD are not depends on how long you study a particular area or subject.
creating a downpour or filling many small receptacles. This water affected. A dazed subject is not stunned, so attackers get no special
disappears after 1 day if not consumed. advantage against it. After a creature has been dazed by this spell, it 1st Round: Presence or absence of magical auras.
is immune to the effects of this spell for 1 minute.
Note: Conjuration spells can't create substances or objects within a 2nd Round: Number of different magical auras and the power of the
creature. Water weighs about 8 pounds per gallon. One cubic foot of most potent aura.
water contains roughly 8 gallons and weighs about 60 pounds.
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
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level, or
15 + 1/2 caster level for a nonspell effect.) If the aura emanates from
a magic item, you can attempt to identify its properties (see
Spellcraft).

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


Source: PFRPG Core Source: PFRPG Core Source: PFRPG Core
Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Detect Magic (Continued) [0] Detect Magic - [Table 1] [0] Detect Magic - [Table 2] [0]
Aura Power Original Strength Duration of Lingering Aura
functioning spell level or an item's caster level; see the Spell or Object
Faint Moderate Strong Overwhelming Faint 1d6 rounds
accompanying table. If an aura falls into more than one category, Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Moderate 1d6 minutes
detect magic indicates the stronger of the two. Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) Strong 1d6x10 minutes
Overwhelming 1d6 days

(See: Table 1)

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:
(See: Table 2)

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.

Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

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25/10/24, 19:49 theGM.org - Pathfinder Spell Cards

Detect Poison [0] Disrupt Undead [0] Guidance [0]


School divination; School necromancy; School divination;
Level cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0, witch 0, Level sorcerer/wizard 0, inquisitor 0, magus 0 Level cleric 0, druid 0, summoner 0, witch 0, inquisitor 0, summoner
inquisitor 0, antipaladin 1 Casting Time 1 standard action 0, witch 0, inquisitor 0
Casting Time 1 standard action Components V, S Casting Time 1 standard action
Components V, S Range close (25 ft. + 5 ft./2 levels) Components V, S
Range close (25 ft. + 5 ft./2 levels) Effect ray Range touch
Effect Target or one creature, one object, or a 5-ft. cube Duration instantaneous Targets creature touched
Duration instantaneous Saving Throw none; SR yes Duration 1 minute or until discharged
Saving Throw none; SR no Saving Throw Will negates (harmless); SR yes
Description
Description You direct a ray of positive energy. You must make a ranged touch Description
You determine whether a creature, object, or area has been attack to hit, and if the ray hits an undead creature, it deals 1d6 This spell imbues the subject with a touch of divine guidance.
poisoned or is poisonous. You can determine the exact type of points of damage to it.
poison with a DC 20 Wisdom check. A character with the Craft The creature gets a +1 competence bonus on a single attack roll,
(alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom saving throw, or skill check. It must choose to use the bonus before
check fails, or may try the Craft (alchemy) check prior to the Wisdom making the roll to which it applies.
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.

Source: PFRPG Core Source: PFRPG Core Source: PFRPG Core


Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Light [0] Read Magic [0] Resistance [0]


School evocation[light]; School divination; School abjuration;
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, summoner 0, witch Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0, Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0,
0, inquisitor 0, magus 0 summoner 0, witch 0, inquisitor 0, magus 0 summoner 0, witch 0, inquisitor 0
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, M/DF (a firefly) Components V, S, F (a clear crystal or mineral prism) Components V, S, M/DF (a miniature cloak)
Range touch Range personal Range touch
Targets object touched Targets you Targets creature touched
Duration 10 min./level Duration 10 min./level Duration 1 minute
Saving Throw none; SR no Saving Throw Will negates (harmless); SR yes (harmless)
Description
Description You can decipher magical inscriptions on objects-books, scrolls, Description
This spell causes a touched object to glow like a torch, shedding weapons, and the like-that would otherwise be unintelligible. This You imbue the subject with magical energy that protects it from harm,
normal light in a 20-foot radius, and increasing the light level for an deciphering does not normally invoke the magic contained in the granting it a +1 resistance bonus on saves.
additional 20 feet by one step, up to normal light (darkness becomes writing, although it may do so in the case of a cursed or trapped
dim light, and dim light becomes normal light). In an area of normal scroll. Furthermore, once the spell is cast and you have read the Resistance can be made permanent with a permanency spell.
or bright light, this spell has no effect. The effect is immobile, but it magical inscription, you are thereafter able to read that particular
can be cast on a movable object. 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
You can only have one light spell active at any one time. If you cast identify a glyph of warding with a DC 13 Spellcraft check, a greater
this spell while another casting is still in effect, the previous casting is glyph of warding with a DC 16 Spellcraft check, or any symbol spell
dispelled. If you make this spell permanent (through permanency or a with a Spellcraft check (DC 10 + spell level).
similar effect), it does not count against this limit.
Read magic can be made permanent with a permanency spell.
Light can be used to counter or dispel any darkness spell of equal or
lower spell level.

Source: PFRPG Core Source: PFRPG Core Source: PFRPG Core


Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

Sift [0] Stabilize [0] Virtue [0]


School divination; School conjuration(healing); School transmutation;
Level bard 0, inquisitor 0 Level cleric 0, druid 0, witch 0, inquisitor 0 Level cleric 0, druid 0, paladin 1, inquisitor 0
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S Components V, S, DF
Range 30 ft. Range close (25 ft. + 5 ft./2 levels) Range touch
Effect one 10-ft. cube Targets one living creature Targets creature touched
Duration instantaneous Duration instantaneous Duration 1 min.
Saving Throw none; SR no Saving Throw Will negates (harmless); SR yes (harmless) Saving Throw none; SR yes (harmless)
Description Description Description
You examine an area at range as if you were searching for fine Upon casting this spell, you target a living creature that has -1 or With a touch, you infuse a creature with a tiny surge of life, granting
details with the Perception skill. Make a Perception check with a -5 fewer hit points. That creature is automatically stabilized and does the subject 1 temporary hit point.
penalty, modified as normal for conditions. No penalty is applied for not lose any further hit points. If the creature later takes damage, it
distance. Apply the result against the DC for any hidden features, continues dying normally.
such as secret doors, traps, or hidden treasure. You must be able to
see the area you are attempting to search, and you only find details
that can be perceived with sight or touch. Sift detects only objects
and features, not actual creatures.

Source: APG Source: PFRPG Core Source: PFRPG Core


Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org

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