Tome of Ceasing Violence
Hyron's Free Magus Spellbook

Aura:Caster Level:Body Slot:Price: 0 GP; Value: 190gp;  Weight: 3 lbs. 

Cantrips
DC 12
Acid Splash
PFRPG Core Rulebook pg. 239

Acid Splash


Conjuration (Creation) [Acid] \ \
arcanist 0, inquisitor 0, magus 0, sorcerer 0, summoner 0, summoner (unchained) 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one missile of acid
Componenent: V, S

Description

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

When augmented

Alchemical Reagents
Focus Component - Acid: spell deals +1 point of acid damage
Material Component - Acid: spell lasts 1 round longer than normal
Arcane Mark
PFRPG Core Rulebook pg. 244

Arcane Mark


Universal \ \
arcanist 0, magus 0, psychic 0, shaman 0, sorcerer 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: touch
Duration: permanent
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.
Componenent: V, S

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.   See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.   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).
Dancing Lights
PFRPG Core Rulebook pg. 263

Dancing Lights


Evocation [Light] \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute (D)
Effect: up to four lights, all within a 10-ft.-radius area
Componenent: V, S

Description

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up 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 and it exceeds the spell's range.   You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.   Dancing lights can be made permanent with a permanency spell.
Daze
PFRPG Core Rulebook pg. 264

Daze


Enchantment (Compulsion) [Mind-Affecting] \ \
arcanist 0, bard 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
Save: Will Negates
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Targets: one humanoid creature of 4 HD or less
Componenent: V, S, M (a pinch of wool or similar substance)

Description

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no 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.
Detect Fiendish Presence
PFRPG Core Rulebook pg. 266

Detect Evil


Divination \ \
adept 1, cleric 1, inquisitor 1, oracle 1, shaman 1, spiritualist 1, warpriest 1-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 10 minutes/level (D)
Area: cone-shaped emanation
Componenent: V, S, DF

Description

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. Each round, you can turn to detect evil 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.   1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.   Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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:   Animals, traps, poisons, and other hazards are not evil, and are not detected by this spell. Creatures with active evil intentions are considered evil for the purposes of this spell.  
Creature/ObjectNo AuraFaint AuraModerate AuraStrong AuraOverwhelming Aura
Cleric or Paladin of Aligned Deity (levels)-12-45-1011+
Aligned Outsider (hd)-0-12-45-1011+
Aligned Undead (hd)-0-23-89-2021+
Aligned Creature (hd)0-45-1011-2526-5051+
Aligned Magic Item or Spell (cl)0-56-1011-1516-2021+
Original StrengthFaintModerateStrongOverwhelming
Lingering Aura Duration1d6 rounds1d6 minutes1d6x10 minutes1d6 days

When augmented

Alignments
Detect Chaos: Replace all instances of the word "Evil" in this spell's description with "Good"
Detect Good: Replace all instances of the word "Evil" in this spell's description with "Good"
Detect Law: Replace all instances of the word "Evil" in this spell's description with "Good"

Detect Fiendish Presence: Only detects outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells. It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords.
Detect Magic
PFRPG Core Rulebook pg. 267

Detect Magic


Divination \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation
Componenent: V, S

Description

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 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 eminates 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 functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.   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:
Original StrengthDuration of Lingering Aura
Faint1d6 round
Moderate1d6 minutes
Strong1d6 x 10 minutes
Overwhelming1d6 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.
Aura PowerFaintModerateStrongOverwhelming
Functioning Spell3rd level or less4th to 6th levels7th to 9th levels10th level or greater (divinity)
Magic ItemCL5 or lessCL6 to CL11CL12 to CL20CL21 or more (artifact)

When augmented

  • Identify: duration 3 rounds; add Material Components; This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Disrupt Undead
PFRPG Core Rulebook pg. 273

Disrupt Undead


Necromancy \ \
arcanist 0, inquisitor 0, magus 0, sorcerer 0, wizard 0-level
Save: none
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: ray
Componenent: V, S

Description

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Flare (DC 13)
PFRPG Core Rulebook pg. 284

Flare


Evocation [Light] \ \
arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: Fortitude Negates
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: burst of light
Componenent: V

Description

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

When augmented

Flare Burst: affects all creatures within a 10' radius burst of target square.

Alchemical Reagents
Material Component - Flash Powder: Increase save DC by +2
Ghost Sound
PFRPG Core Rulebook pg. 289

Ghost Sound


Illusion (Figment) \ \
adept 0, arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: Will Disbelief
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: illusory sounds
Componenent: V, S, M (a bit of wool or a small lump of wax)

Description

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.   The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.   Ghost sound can enhance the effectiveness of a silent image spell.   Ghost sound can be made permanent with a permanency spell.
Grasp
Heroes of the Darklands pg. 9

Grasp


Divination \ \
arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, oracle 0, psychic 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 immediate action
Range: personal
Duration: instantaneous
Targets: you
Componenent: V

Description

You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.
Light
PFRPG Core Rulebook pg. 304

Light


Evocation [Light] \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: object touched
Componenent: V, M/DF (a firefly)

Description

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 additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can 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 effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Mage Hand
PFRPG Core Rulebook pg. 306

Mage Hand


Transmutation \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Componenent: V, S

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Open/Close
PFRPG Core Rulebook pg. 325

Prestidigitation


Universal \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: see text
SR: no

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour
Area: see text
Effect: see text
Targets: see text
Componenent: V, S

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Prestidigitation
PFRPG Core Rulebook pg. 325

Prestidigitation


Universal \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: see text
SR: no

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour
Area: see text
Effect: see text
Targets: see text
Componenent: V, S

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Ray of Frost
PFRPG Core Rulebook pg. 330

Ray of Frost


Evocation [Cold] \ \
arcanist 0, magus 0, sorcerer 0, wizard 0-level
Save: none
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: ray
Componenent: V, S

Description

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

When augmented

Alchemical Reagents
Focus Component - Liquid Ice: The spell deals +1 point of damage.
Material Component - Liquid Ice: The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
Read Magic
PFRPG Core Rulebook pg. 330

Read Magic


Divination \ \
adept 0, antipaladin 1, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level

Casting time: 1 standard action
Range: personal
Duration: 10 min./level
Targets: you
Componenent: V, S, F (a clear crystal or mineral prism)

Description

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 or trapped 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.
Spark (DC 13)
Advanced Player's Guide pg. 246

Spark


Evocation [Fire] \ \
arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, occultist 0, oracle 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
Save: Fortitude Negates (object)
SR: yes (object)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one Fine object
Componenent: V or S

Description

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
1st Level
DC 13
Blade Tutor's Spirit

Blade Tutor's Spirit


Conjuration \ Creation \
antipaladin 2, arcanist 2, magus 1, paladin 2, sorcerer 2, summoner 2, summoner (unchained) 2, wizard 2-level

Casting time: 1 standard action
Range: Personal
Duration: 1 minute/level
Targets: You
Componenent: V, S

Description

You summon an insubstantial spirit of force that resembles a cloudy vapor hovering around your fists or any melee weapons you wield. The spirit compensates for your defensive or reckless melee attacks, nudging your weapons in the proper direction. When you voluntarily use one or more actions or feats that apply penalties to attack rolls with your melee weapons (such as a charge, fighting defensively, or using the Power Attack feat), the spirit reduces the total penalty on affected attacks by 1 (to a minimum penalty of 0). The penalty is reduced by an additional 1 for every 5 caster levels you possess (to a minimum penalty of 0). Only penalties incurred by voluntary use of feats or maneuvers are reduced by this spell.   The spirit can’t be attacked or harmed by physical attacks, but disintegrate, dispel magic, a rod of cancellation, or a sphere of annihilation can affect it. A protective spirit’s AC against touch attacks is equal to 10 + your Dexterity modifier.
Chill Touch

Chill Touch


Necromancy \ \
arcanist 1, bloodrager 1, magus 1, shaman 1, sorcerer 1, spiritualist 1, witch 1, wizard 1-level
Save: Fort Partial or Will Negates
SR: yes

Casting time: 1 standard action
Range: Touch
Duration: instantaneous
Targets: creature or creatures touched (up to one/level)
Componenent: V, S

Description

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.   An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
Color Spray

Color Spray


Illusion \ Pattern \ Mind-Affecting
arcanist 1, bloodrager 1, magus 1, mesmerist 1, psychic 1, redmantisassassin 1, sorcerer 1, wizard 1-level
Save: Will Negates
SR: yes

Casting time: 1 standard action
Range: 15'
Duration: instantaneous; see text
Area: cone-shaped burst
Componenent: V, S, M (red, yellow, and blue powder or colored sand)

Description

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.   2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)   3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.   5 or more HD: The creature is stunned for 1 round.   Sightless creatures are not affected by color spray.

Mythic Effects

The range increases to 30 feet. Add half your tier to the spell’s Hit Dice categories to determine its effects on creatures. (At 3rd tier a creature with 3 or fewer HD is unconscious, blinded, and stunned; one with 4 or 5 HD is blinded and stunned, and one with 6 or more HD is stunned.) Creatures that succeed at their saves are dazzled for 1 minute.
Corrosive Touch

Corrosive Touch


Conjuration \ Creation \ Acid
arcanist 1, bloodrager 1, magus 1, sorcerer 1, summoner 1, summoner (unchained) 1, wizard 1-level
Save: None
SR: yes

Casting time: 1 standard action
Range: Touch
Duration: instantaneous
Targets: creature or object touched
Componenent: V, S

Description

Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).
Clarion Call
Hydraulic Push

Hydraulic Push


Evocation \ \ Water
arcanist 1, bloodrager 1, druid 1, hunter 1, magus 1, shaman 1, sorcerer 1, wizard 1-level
Save: None
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature or object
Componenent: V, S

Description

You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

Mythic Effects

The water is boiling hot or freezing cold, dealing 1d6 points of fire or cold damage per 2 caster levels. Add your tier to your CMB for the spell.
Infernal Healing

Infernal Healing


Conjuration \ Healing \ Evil
arcanist 1, bloodrager 1, cleric 1, magus 1, oracle 1, sorcerer 1, summoner 1, summoner (unchained) 1, warpriest 1, witch 1, wizard 1-level
Save: Will Negates (Harmless)
SR: yes (harmless)

Casting time: 1 roun
Range: touch
Duration: 1 minute
Targets: Creature Touched
Componenent: V, S, M (1 drop of devil blood or 1 dose of unholy water (25gp))

Description

You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as evil for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
Keep Watch
Magic Missile

Magic Missile


Evocation \ \ Force
arcanist 1, bloodrager 1, magus 1, psychic 1, sorcerer 1, wizard 1-level
Save: none
SR: yes

Casting time: 1 Standard Action
Range: medium (100'+10'/CL)
Duration: instantaneous
Targets: up to five creatures, no two of which can be more than 15 ft. apart
Componenent: V, S

Description

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.   The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.   For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Mythic Effects

The damage dealt by each missile increases to 2d4+1. The missiles bypass the shield spell and similar effects that block the non-mythic version of this spell.   Augmented (4th): If you expend two uses of mythic power, the spell creates double the normal number of missiles (affecting up to 10 creatures), its range increases to line of sight, and it bypasses the targets’ spell resistance and spell immunity.
Mount
Shocking Grasp

Shocking Grasp


Evocation \ \ Electricity
arcanist 1, bloodrager 1, magus 1, occultist 1, sorcerer 1, wizard 1-level
Save: none
SR: yes

Casting time: 1 Standard Action
Range: touch
Duration: instantaneous
Targets: creature or object touched
Componenent: V, S

Description

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Mythic Effects

The spell’s damage increases to 1d8 points of electricity damage per caster level (maximum 5d8). If the target is wearing metal armor or is made of metal, you may attempt a free grapple combat maneuver against the target.   Alternatively, if the target is carrying a metal weapon, you may attempt a free disarm combat maneuver against that weapon. This free combat maneuver doesn’t provoke attacks of opportunity.   Augmented: If you expend two uses of mythic power and the free grapple or disarm combat maneuver is successful, the target is staggered until your next turn. This is an electricity effect.
Windy Escape

Windy Escpae


Transmutation \ \ Air
arcanist 1, bard 1, bloodrager 1, druid 1, hunter 1, magus 1, redmantisassassin 1, skald 1, sorcerer 1, wizard 1 (sylph)-level

Casting time: 1Immediate Action
Range: Personal
Duration: instantaneous
Targets: You
Componenent: V, S

Description

You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack.   You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when used.
Remaining Pages100-17*1-9*1=74


 

Created by

M.Grom.

System

Pathfinder 1e

Statblock Type

Wondrous Item

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