Sera's Character Sheet (Pathfinder)
Seraphina Ranwynd [20 Points]
![]() | |
Level | 2 |
Race | Hand Halfling |
Class | Mesmerist 2 |
Armor | Masterwork Chain Shirt |
Weapon(s) | she's a hypnotist, a hypnotist of npcs, sword cane, wands, or slings, you're getting sleepy, very sleepy |
Hometown | ? |
Seraphina Ranwynd | None | 20 | ||||
Character Name | PLAYER | ALIGNMENT | DEITY | POINTS | ||
Mesmerist2 | 2000 | Halfling | Small / 5 ft. | 3' 0" | 0 lbs. | Normal |
CLASS | EXPERIENCE | RACE | SIZE / FACE | HEIGHT | WEIGHT | VISION |
2 | 5000 | 42 | Female | Blue, solid blue? | ||
LEVEL | NEXT LEVEL | AGE | GENDER | EYES | HAIR |
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
◆ = Useable Untrained
|
Player: ; Character Name: Seraphina Ranwynd
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Player: ; Character Name: Seraphina Ranwynd
Mesmerist
Spells |
|||||||
LEVEL | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
KNOWN | 5 | 3 | 0 | 0 | 0 | 0 | 0 |
PER DAY | 0 | 3 | 0 | 0 | 0 | 0 | 0 |
LEVEL 0 | |||||||||
<a href="http://paizo.com/pathfinderRPG/prd/spells/detectMagic.html#_detect-magic">Detect Magic</a>
|
Save: None |
Time: 1 standard action |
Duration: Concentration, up to 2 minutes [D] |
Rng: 60 ft. |
Comp: V, S |
SR: No |
School: Divination |
||
Effect: 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 Strength | Duration of Lingering Aura Faint | 1d6 rounds Moderate | 1d6 minutes Strong | 1d6 x 10 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. |
Source: CR p.267 |
||||||||
Target Area: Cone-shaped emanation |
Caster Level: 2 |
||||||||
<a href="http://paizo.com/pathfinderRPG/prd/spells/light.html#_light">Light</a>
|
Save: None |
Time: 1 standard action |
Duration: 20 minutes |
Rng: Touch |
Comp: V, M/DF |
SR: No |
School: Evocation |
||
Effect: 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. |
Source: CR p.304 |
||||||||
Target Area: Object touched |
Caster Level: 2 |
||||||||
<a href="http://paizo.com/pathfinderRPG/prd/spells/mageHand.html#_mage-hand">Mage Hand</a>
|
Save: None |
Time: 1 standard action |
Duration: Concentration |
Rng: Close (30 ft.) |
Comp: V, S |
SR: No |
School: Transmutation |
||
Effect: 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. |
Source: CR p.306 |
||||||||
Target Area: One nonmagical, unattended object weighing up to 5 lbs. |
Caster Level: 2 |
||||||||
<a href="http://paizo.com/pathfinderRPG/prd/spells/message.html#_message">Message</a>
|
Save: None |
Time: 1 standard action |
Duration: 20 minutes |
Rng: Medium (120 ft.) |
Comp: V, S, F |
SR: No |
School: Transmutation, AirSchool |
||
Effect: You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal [or a thin sheet of lead], or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper. |
Source: CR p.313 |
||||||||
Target Area: 2 creatures |
Caster Level: 2 |
||||||||
<a href="http://paizo.com/pathfinderRPG/prd/spells/readMagic.html#_read-magic">Read Magic</a>
|
Save: |
Time: 1 standard action |
Duration: 20 minutes |
Rng: Personal |
Comp: V, S, F |
SR: |
School: Divination |
||
Effect: 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. |
Source: CR p.330 |
||||||||
Target Area: You |
Caster Level: 2 |
||||||||
LEVEL 1 | |||||||||
<a href="http://paizo.com/pathfinderRPG/prd/spells/command.html#_command">Command</a>
|
DC: 15 |
Save: Will negates |
Time: 1 standard action |
Duration: 1 round |
Rng: Close (30 ft.) |
Comp: V |
SR: Yes |
School: Enchantment |
|
Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails. |
Source: CR p.256 |
||||||||
Target Area: One living creature |
Caster Level: 2 |
||||||||
<a href="http://paizo.com/pathfinderRPG/prd/spells/hideousLaughter.html#_hideous-laughter">Hideous Laughter</a>
|
DC: 15 |
Save: Will negates |
Time: 1 standard action |
Duration: 2 rounds |
Rng: Close (30 ft.) |
Comp: V, S, M |
SR: Yes |
School: Enchantment |
|
Effect: This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well. |
Source: CR p.296 |
||||||||
Target Area: One creature; see text |
Caster Level: 2 |
||||||||
<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/vanish.html#_vanish">Vanish</a>
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 2 rounds [D] |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless) |
School: Illusion |
|
Effect: This spell functions like invisibility, except the effect only lasts for 1 round per caster level [maximum of 5 rounds]. Like invisibility, the spell immediately ends if the subject attacks any creature. |
Source: APG p.253 |
||||||||
Target Area: creature touched |
Caster Level: 2 |
||||||||
* = Domain/Specialty Spell |