shootfirst: (she wants a car that will get her there.)
Kat Samcelot
Knight of the Silver Dragon, Dragon's Fire
Strong 1 Smart 2 Mage 10 Archmage 5  (Level 18)
Chaotic Good // Human



Str 18 ( +4 )
Dex 10 ( +0 )
Con 12 ( +1 )
Int 16 ( +3 )
Wis 13 ( +1 )
Cha 10 ( +0 )

Hit Points | 98
Initiative | +0
Armor Class | 21 ( + 10 class  + 1 armor ) 
20 touch
20 flat-footed

Fort | +6
Ref | +4
Will +14

Base Attack Bonus | +9/4
Melee Attack | +13/8
Ranged Attack | +9/4

§

One-handed attacks

Excalibur Pistol | +10/5 or +11/6 (point blank)
2d6 + 1 ( 2d6 + 2 point blank shot), x 2

Punch | +13/8
1d3 + 4, x 2

§

Climb | ( 10 ranks + 4 str) = +14
Computer Use | ( 21 ranks + 3 int ) = +24
Concentration | ( 12 ranks + 3 int ) = 15
Craft (Chemical) | ( 15 ranks + 3 int + 2 savant + 2 builder + 2 medical ex. ) = +24
Craft (Electronic) | ( 15 ranks + 3 int + 2 builder ) = +15
Decipher Script | ( 15 ranks + 3 int +2 stu ) = +20
Demolitions | (  15 ranks + 3 int  ) = +18
Disable Device | ( 6 ranks + 3 int )  = +9
Escape Artist | (  2 nimble ) = +2
Handle Animal | ( 2 ranks + 1 squire ) = +3
Investigate | ( 3 int ) 
Jump | ( 4 str + 9 ranks ) = +13
Knowledge (Arcane Lore) | ( 18 ranks + 3 int  ) = +21
Knowledge (Pop Culture) | ( 10 ranks + 3 int  ) = +13
Move Silently | ( 3 cat ) = +3
Repair | ( 15 ranks + 3 int ) = +18
Research | ( 15 ranks + 3 int + 2 stu ) = +20
Spellcraft | ( 21 ranks + 3 int + 2 knowledge + 2 magical affinity  ) = +28
Sleight of Hand | ( +2 nimble  ) = +2
Treat Injury| ( 1 wis + 2 med expert ) = +3
Use Magic Device | ( 8 ranks + 2 magical affinity  ) = +10

§

Simple, Archaic weapons proficiency
Personal firearms proficiency
Lt. armor proficiency

Builder | +2 Craft (Chemical) and (Electronic)
Medical Expert | +2 Craft (Chemical) and Treat Injury
Nimble | +2 Escape Artist & Sleight of Hand
Magical Affinity | +2 Spellcraft & Use Magic Device
Melee Smash | +1 melee damage
Savant | Bonus equal to Smart level to Craft (chemical)
Arcane Skills
Summon Familiar | cat
Scribe Scroll |  takes one day; craft writing 10 + spell level + caster level
Brew Potion | 3rd or lower level spells; craft (chem) DC 10 + spell level + caster level
Scribe Tattoo  | craft (visual arts)
Spell Mastery
Share Spells with Familiar
Speak with Familiar
Point Blank Shot | +1 attack and damage up to 30 feet 
Combat Expertise | subtract up to -5 on attack roll and add to your defense
Combat Casting | +4 to concentration checks while casting spells on defensive
Studious | +2 Decipher Script and Research
Empower Spell
Heighten Spell
Eschew Materials
Magic Defense  SR 15 (5 + caster level)
Gifted Incantations | +1d6 to incantations
Granted Incantations |
 no failure penalties on incantations

§


12th level spellcaster

0 level spells DC 13 | 8/day

Arcane graffiti. 
2 foot tall, up to 6 words.  Verbal: Grafis engravium  Somatic:  Trace with finger on surface. 

This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell or use of any spell-like ability within 30 feet causes the words to become visible for 5 rounds.

The mark cannot be dispelled, but it can be removed by the caster or with a clean spell.
 

Fast Food. 
Range 60 feet.  Verbal: Order Up.  Material:  Menu and any cash bill.
This spell causes food from an existing restaurant to appear. The food appears wrapped and bagged as though the caster had visited the restaurant and placed a take-out order (including such things as napkins, plastic forks, and packets of condiments), and is as fresh and warm as is the restaurant’s standard fashion. The quantity of food is sufficient to feed one person for one day.To activate the spell, the caster holds the restaurant menu and speaks the order out loud. When he is done, the money disappears and the bags of food appear in any location the caster chooses within the spell’s range.

Daze. 
Range 60 ft.  1 person, 1 round, will negates.  Verbal: Freeze!  Somatic: Hand held out towards them, palm up.  
Material: Piece of wool.
  
This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move, cast spells, use mental abilities, or perform any other actions requiring awareness or concentration.

Detect Magical Aura. 
Range 60 ft.  Concentration up to 9 minutes.  Verbal: Aura Dectum  Somatic:  Eyes closed, hands spread. 

The caster can detect magical auras. The amount of information revealed depends on how long the caster studies a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the strength of the strongest aura.

3rd Round: The strength and location of each aura.

Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.

Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.
Each round, the caster can turn to detect things 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.


Haywire. 
Range 60 ft.  Up to 1500 lbs.  15 minutes.  Will negates DC 13. Verbal: Flick.  Somatic: Off switch motion. Material: Small magnet.

The haywire spell causes a single device to behave randomly and erratically, defying any attempts to bring it under control.

Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though).

It’s impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly.

Turning off a device subject to a haywire spell doesn’t work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.
 

Light.
 150 minutes, 20 ft radius on object  Verbal: Illuminatum.  Somatic:  Whirling motion with hand.  Material:  Firefly/moss
This spell causes an object to glow, shedding light in a 20-foot radius from the point the caster touches. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
 
Mage Hand. 
Range 60 ft.  Up to 5 lbs.  concentration duration, 15 foot attack action.  Verbal: Mine.  Somatic:  Crook finger.
The caster can lift an object and move it at will from a distance. As a move action, the caster can move the object up to 15 feet in any direction, though the spell ends if the distance between the caster and the object ever exceeds the spell’s range.

Magic ID. 
Up to 5 rounds; will disbelief DC 13. Verbal: Identificus. Somatic/material:  Pass hand over small card. 
With this glamer, you make a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. The illusion lasts only as long as you touch the card, to a maximum of 5 rounds.

Mending. 
Range 10 ft.  Up to 15 lb.  Will negates.  Verbal: Reparum.  Somatic:  Stitching motion.
Mending repairs small breaks or tears in objects (not warps). In metallic objects, it will weld a broken chain link, a necklace, or a knife, providing but one break exists. Ceramic or wooden objects with multiple breaks can be rejoined to be as strong as new. A hole in a backpack or garment is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell has no effect on creatures (even constructs).

Message. 
Range 250 ft, 15 creatures, 150 minutes.  Verbal: Transmitatum "---"   Somatic: Fingers on either side of lips.  Material:  copper wire. 

The caster can whisper messages and receive whispered replies with little chance of being overheard. The caster designates each creature to be included in the spell effect. When the caster whispers, the whispered message is audible to all of the targeted creatures who are 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, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between the caster and the subject, and the path’s entire length lies within the spell’s range.

The creatures who receive the message can whisper a reply that the caster hears. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
 

Presdigitation. 
Range 10 ft.  Duration:.1 hr.  Verbal: Look!  Somatic: Flick of wrist.

Once cast, the prestidigitation spell enables the caster to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. Prestidigitations can slowly lift 1 pound of material. They can color, clean, or soil items in a 1-foot cube each round. They can chill, warm, or flavor 1 pound of nonliving material. They 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, a prestidigitation spell 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.
 

Read Magic.  
150 minutes. Verbal: Adontus legitum.  Somatic:  Draw finger over words.  Material:  prism.
This spell allows the caster to read magical inscriptions on objects that would otherwise be unintelligible. This deciphering does not invoke the magic contained in the writing. Furthermore, once the spell is cast and the caster has read the magical inscription, he or she is thereafter able to read that particular writing without recourse to the use of read magic. The caster can read at the rate of one page (250 words) per minute.

Resistance. 
1 min.  +1 saving throws, will negates.  Verbal: Protectis.  Somatic:  Dots air with finger.  Material:vitamin pill. 
The subject is granted a +1 resistance bonus on saving throws. 


1st level spells DC 14 | 9/day

Change Self. 
Dur 150 min.  Will save negate.  Verbal: Exterius contortet  Somatic:  Zipping action, head to foot

The caster can make him or herself—including clothing, armor, weapons, and equipment—look different. The caster can seem 1 foot shorter or taller, thin, fat, or in between. The caster cannot change body type. Otherwise, the changes can be as minor or as major as the caster desires.

The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the caster or his or her equipment.

If a character uses this spell to create a disguise, he or she gets a +10 bonus on the Disguise check.

Note: Creatures get a Will save to recognize the illusion if they interact with it.
 

True Strike. 
+20 attack.  Verbal: Intentum Intuitum.  Material:  Bullseye charm. 
The caster’s next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, the caster is not affected by the miss chance that applies to attacks against a concealed target.

Feather Fall.
 
Range 60 ft.  up to 4500 lb..     Dur: 15 rounds.  will negates.  Verbal: Leviatus.   

The creatures or objects affected fall slowly. The rate of falling is instantly changed to a mere 60 feet per round, with no damage incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall resumes.

The character can cast this spell with an instant utterance, quickly enough to save him or herself if he or she unexpectedly falls. Casting the spell is a free action.

This spell has no effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the item does half normal damage based on weight with no bonus for the height of the drop.

The spell works only upon free-falling objects. It does not affect melee weapon attacks or charging or flying creatures.
 

Mage Armor. 
+4 def bonus.  15 hours.  will negates.    Verbal: impervium.  Somatic:  two fists brought together.

An invisible but tangible field of force surrounds the subject of mage armor, providing a +4 equipment bonus to Defense.

Unlike mundane armor, mage armor carries no armor penalty, maximum Dexterity bonus, arcane spell failure chance, or speed reduction.
 

Magic Weapon. 
+1 to attk and dmg.  Dur: 15 min.  will negates.  Verbal: Flabius enbram.  Somatic:  Wave hand down length of weapon.

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.

This spell cannot be cast on a natural weapon, such as an unarmed strike.
 

Mask Metal. 
object up to 150 lb.  150 min.  will negates. Verbal: Metallus illusionus.  Somatic/material:  Lips to magnet then object. 
This glamer makes a metal object undetectable to metal detectors. When any creature or character makes a Search or Spot check to detect the object, he or she does not gain equipment bonuses from any device that detects metal.

2nd level spells DC 15 | 9/day

Burglar's Buddy.
15-foot radius.  1000 ft. range. 15 minutes.  Material:  camera lens cover
This spell suppresses all mechanical or electronic intrusion alarms and alarm sensors in the affected area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices continue to send whatever image they were photographing the moment when the spell was cast.

Knock. 
 250 ft.  one object of up to 150 sq ft.  up to 2 doors.  Verbal: Open sesame.
The knock spell opens stuck, barred, locked, or magically held or sealed doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments, nor does it affect ropes, vines, and the like. Note that the effect is limited by the area. Each spell can undo up to two means of preventing egress.

Darkvision. 
Dur: 15 hours.  Will negates..  Verbal: Vistet illumina  Somatic:  fingers on forehead, eyes closed. Material:  dried carrot. 
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant the ability to see in magical darkness.

Magic Mouth. 
range: 60 ft.  1 creature/object.  dur: til discharged.  will negates.  Verbal: Recordium Transmutis Somatic:  Fingers from mouth to object/creature.  Material:  jade dust and honeycomb.
 

This spell imbues the target with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by the caster and can be delivered over a period of 10 minutes. The mouth cannot speak verbal components, use command words, or activate magical effects.

The spell functions when specific conditions are fulfilled according to the caster’s command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats an audible trigger. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish allegiance, level, HD, or class except by external garb.

The range limit of a trigger is 15 feet per caster level. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.
 

Invisibility. 
up to 1500 lbs. 15 minutes.  will negates.  Verbal: Tai ra nelf compendium Somatic:  Snap, eyes closed.  Material:  eyelash in tape. 
 

The creature or object touched vanishes from sight, even from darkvision. If the recipient is a creature carrying gear, the gear vanishes, too. If the caster casts the spell on someone else, neither the caster nor his or her allies can see the subject, unless they can normally see invisible things or employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing worn by the creature. Light, however, never becomes invisible, although a source of light can become so. Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

The subject is not magically silenced, and certain other conditions can render the recipient detectable. The spell ends if the subject attacks any creature. For purposes of this spell, an “attack” includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Note that spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

An invisible creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Pinpointing the location of an invisible character who isn’t attempting to hide requires a Spot check against DC 40 if immobile or DC 20 if moving.
 

Dataread.
15 minutes.  Verbal: Divinus datum.  Somatic:  One finger to object, one to temple. 
 

You run your finger over any machine-readable data source (a barcode, a computer disk, a CD, magnetic tape, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a music CD, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.

The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.
 

Tidy Up.
150 ft range.  radius of 120 ft circular.  will negates.   Somatic:  Snap.  
Instantly clean and straighten a single room.

Alter Other. 
Touch.  150 min/level  will negates.   
 
You cause another to assume the form of a creature of the same type as their normal form. The new form must be within one size category of their normal size. The maximum HD of an assumed form is 5.  You can change into a member of your own kind or even into yourself.

They retain their own ability scores. Their class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. They retain all supernatural and spell-like special attacks and qualities of their normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

They keep all extraordinary special attacks and qualities derived from class levels, but lose any from their normal form that are not derived their class levels.

If the new form is capable of speech, they can communicate normally. They retain any spellcasting ability they had in their original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

They acquire the physical qualities of the new form while retaining their own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow them to make more attacks (or more advantageous two-weapon attacks) than normal.

They do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

They do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Their creature type and subtype (if any) remain the same regardless of their new form. They cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, 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 your control, but they must fall within the norms for the new form’s kind. They are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, they get a +10 bonus on their Disguise check.

When the change occurs, their equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When they revert to their true form, any objects previously melded into the new form reappear in the same location on the body they previously occupied and are once again functional. Any new items they wore in the assumed form and can’t wear in their normal form fall off and land at their feet; any that they could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

3rd level spells DC 16 | 7/day

Dispel Magic.

 
 100 ft + 10 ft/lvl (250 ft).  Will negates.  

 
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.
 

Hold Person.  
 100 ft + 10 ft/lvl (250 ft).  1 round/level (15 rounds).  Will negates.  

 
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.

Invisibility Sphere.
10 foot radius.

 

This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.


Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Keen Edge

 
Doubles the threat range of weapon touched.


Lightning Bolt.
 100 ft + 10 ft/lvl (250 ft) or 50ft + 5ft/lvl.  Reflex half. 
 
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Nondetection.
 15 hours.  Will negates.

 
The warded creature or object becomes difficult to detect by divination and detection spells, such as scrying. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

Shutdown.
 25 +5ft/2 levels (60 ).  15 ft. radius.  1 min/level  (15 minutes)
All electrical devices within the spell’s area—lights, computers, cell phones, digital watches, and so forth—do not function for the duration of the spell. The spell does not prevent devices outside of the area of effect from operating normally, even if they are on the same electrical circuit as those affected. (Even if the spell is cast on a generator supplying power to devices outside the area of effect, those outside devices continue to remain powered.) At the end of the spell’s duration, the devices operate again as if their operation had not been interrupted. (Computers do not need to be restarted, and clocks display the correct time.) Many sophisticated mechanical devices, including automobiles and aircraft, rely on electrical components, and so are usually affected by this spell.

Fireball. 
1000 ft.  20 ft spread.  Reflex for half.  10d6 dmg.
 

A fireball spell detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. Unattended objects also take this damage. The explosion creates no concussive force.

The caster points his or her finger and determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the caster and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, bursts into the fireball at that point (an early impact results in an early detonation). If the caster attempts to send the bead through a narrow passage the caster must “hit” the opening with a successful ranged touch attack or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

4th level spells DC 17 | 6/day

Clown Car. 
Can hold up to 15 creatures. Lasts 15 hours.
 

Creates an extradimensional space within an enclosed passenger compartment of a vehicle.  The spell cannot be cast on vehicles without enclosed compartments such as motorcycles.  Allows the vehicle to hold a number of additional passengers equal to the caster's level.  

Confusion. 

250 ft range.  All creatures in a 15 foot radius.  15 rounds.  Will negates.  Sr.

Creature acts randomly.  
1 Wanders away for 1 minute
2-6 Does nothing for 1 round
7-9  Attacks nearest creatures for 1 round
10  Acts normally for 1 round

Dimension Door

 400 ft + 40 ft/lvl (1000 ft).  You and touched creatures up to 750 pounds.  Will negates. 
 
You instantly transport yourself from your current location to another spot within range.  You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction, such as '900 feet straight downward' etc.  After using this spell, you can't take any other actions until your next turn.  If you arrive in a place that is already occupied by a solid body, you are transported to a random open space on a suitable surface within 100 feet of the intended location.  If there is none, you appear within 1000 feet.  If there's nothing within 1000 feet, the spell fails.

Ice Storm.
1000 feet range.  cylinder 20 ft radius, 40 ft high.  No save.  SR. 

Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

Minor Globe of Invulnerability

10 ft. 10 ft radius sphere centered on you.  1 round/level (15 rounds).  
 

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level and lower.  Such spells to fail to affect any target within the globe.  This includes spell like abilities and spells from objects.  The globe can be brought down by a targeted dispel magic, but not by an area dispel.  You can leave and return to the globe without penalty.  


Send as Attachment

Object touched, up to 5 lbs per levels (75 pounds); will negates (object).  SR applies.
 

Must be cast through a computer network.  You convert a single object into a digital object that can be attached to an email and sent to a single valid email address.  The object appears when the recipient opens the attachment, in a flash of light adjacent to them.  If the email is deleted or if the email is opened but the attachment is not, the object is considered undeliverable and reappears where it was cast.  The sender receives an email explaining what triggered its return.


Wall of Fire.

250 ft.  Sheet of flame up to 240 ft. long or a ring of fire up to 30 feet. radius.  Concentration + 15 rounds.  
 

One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.


If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)


Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Via Negativa.

Creature touched.  1 round/level (15 rounds). Fort half.  SR applies.
 

Your right hand becomes covered with crackling black energy that causes intense pain to a living creature touched.  It imbues you with necromantic power.  Any creature grappled is dealt 4d6 dmg on each round of the grapple.  Grants a +5 to grapple checks.  Begins with a handshake motion, for an auto grapple.


5th level spells DC 18 | 4/day


Cone of Cold
60 feet range.  Reflex half.  SR. 10d6

Creates a cone of extreme cold, originating at your hand and extending outward.

Instant Connectivity
Up to 8 willing creatures joining hands.  Will negates.  SR

Cast through a computer network, this spell allows you to physically transport the subjects from one place to another through IM
 software.  At least one of the subjects must be touching a computer or phone with an internet connection and the software installed.  

Passwall
Close 25+5/2 lvls (60 ft). 5 ft by 8 ft opening, 1 ft/level deep (15 feet).  1 hr/level (15 hours).  
 

You create an opening through wooden, plaster, or stone walls, but not through metal or harder materials.  If the wall's thickness is farther than the caster can get, it creates a short tunnel.  When the duration ends or if the passage is dispelled, creatures are ejected out the exit.


Seeming
60 ft. range.  15 hours.  7 creatures, no two of which may be more than 30 ft. apart.  Will negates on disbelief.

Higher level version of Alter Other.
 
Wall of Stone
Medium (100 + 10 ft/lvl - 250 ft). Stone wall whose area is up to one 5 ft sq/ level (75 sq ft).  
 

Creates a wall of rock that merges into adjoining rock surfaces.  1 inch thick per four caster levels (3 inches). You can double the area by halving the thickness.  The wall cannot be conjured in the space of an object or creature.  You can create this in any shape you desire.  It does not need to rest on a foundation as long as it merges with existing stone.  Can be destroyed by explosives or weapons. Can be used to entrap creatures, who may escape with a reflex save.


§

Cat familiar | Lucky

Str   3 ( -5 )
Dex 15 ( +2 )
Con  10 ( 0 )
Int    10 ( 0 )
Wis 12 ( +1 )
Cha   7 ( -2 )

Hit Points | 49
Initiative | +2
Armor Class | 19

Fort | +4
Ref | +4
Will | +8
BAB | +8/3


Alertness to Mage | when within 5 ft
Share Spells | within 5 ft
Empathic Link 1 mile | bite +4 (dmg 1d3 + 10)
Deliver Touch Spells 
Improved Evasion No damage on a Reflex save
Speak with Master 
Darkvision 60ft
Speak with Animals of Its Type
Spell Resistance 20

§


shootfirst: (pic#2249503)
Kathryne Samcelot

Human Female
Strong Hero 1 / Smart Hero 2 / Mage 4

Arden || NPC

 

Strength18(+4)
Dexterity8(-1)
Constitution11(+0)
Intelligence16(+3)
Wisdom13(+1)
Charisma10(+0)
Size:Medium
Height:5' 9"
Weight:125 lb
Eyes:Blue
Hair:Blonde
Skin:Light
Talents:

 

    Melee Smash
    Savant -- chemical

     

Total Hit Points: 37

Speed: 30 feet

Armor Class: 14 = 10 +1 [leather jacket] + 4 [class] +-1 [dexterity]

    Touch AC: 13
    Flat-footed: 14

Initiative modifier:-1= -1 [dexterity]
Fortitude save:+2= 2 [base]
Reflex save:+0= 1 [base] -1 [dexterity]
Will save:+7= 6 [base] +1 [wisdom]
Attack (handheld):+8= 4 [base] +4 [strength]
Attack (missile):+3= 4 [base] -1 [dexterity]
Grapple check:+8= 4 [base] +4 [strength]
Reputation:+3= 3 [base]

 

Action points: 44 (lifetime)

 

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.

Sword Cane [1d6, crit 18-20, 3 lb, one-handed, piercing]

Beretta 92F autoloader [2d6, crit 20, range incr 40 ft., 3 lb, ballistic, semi-automatic]

Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.; arcane spell failure 10%]

 

 

Squire (starting occupation)

 

    Balance
    Handle Animal
    Tumble

     

Feats:
    Archaic Weapons Proficiency 
    Armor Proficiency (light) 
    Builder (+2 on two craft skills)[please hand-edit]
    Medical Expert 
    Nimble 
    Simple Weapon Proficiency[free]
    Personal Firearms Proficiency 
    Magical Affinity 

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
BalanceDex*-1 =
-1
  
BluffCha0 =
+0
  
ClimbStr*8 =
+4
 +4 
Computer UseInt13 =
+3
+10 
ConcentrationCon0 =
+0
  
Craft (Chemical)Int15 =
+3
+10+2 [savant]
Craft (Electronic)Int13 =
+3
+10 
Craft (Structural)Int3 =
+3
  
Craft (Visual Art)Int3 =
+3
  
Craft (Writing)Int3 =
+3
  
Decipher ScriptInt10 =
+3
+7 
DemolitionsInt12 =
+3
+9 
DiplomacyCha0 =
+0
  
DisguiseCha0 =
+0
  
DriveDex*-1 =
-1
  
Escape ArtistDex*1 =
-1
 +2 [nimble]
ForgeryInt3 =
+3
  
GambleWis1 =
+1
  
Gather InformationCha0 =
+0
  
Handle AnimalCha3 =
+0
 2+1 [Squire]
HideDex*-1 =
-1
  
IntimidateCha0 =
+0
  
JumpStr*4 =
+4
  
Knowledge (arcane lore)Int12 =
+3
+9 
Knowledge (popular culture)Int9 =
+3
+6 
ListenWis1 =
+1
  
Move SilentlyDex*2 =
-1
 +3 [cat]
NavigateInt3 =
+3
  
Perform (Act)Cha0 =
+0
  
Perform (Dance)Cha0 =
+0
  
Perform (Keyboards)Cha0 =
+0
  
Perform (Percussion)Cha0 =
+0
  
Perform (Sing)Cha0 =
+0
  
Perform (Standup)Cha0 =
+0
  
Perform (String Inst.)Cha0 =
+0
  
Perform (Wind Inst.)Cha0 =
+0
  
RepairInt13 =
+3
+10 
ResearchInt9 =
+3
+6 
RideDex-1 =
-1
  
SearchInt3 =
+3
  
Sense MotiveWis1 =
+1
  
SpellcraftInt16 =
+3
+9+2 [Knowledge, arcane] +2 [magical affinity]
SpotWis1 =
+1
  
SurvivalWis1 =
+1
  
SwimStr**4 =
+4
  
Treat InjuryWis3 =
+1
 +2 [medical expert]
TumbleDex*-1 =
-1
  
Use Magic DeviceCha6.5 =
+0
+4.5+2 [magical affinity]

* = check penalty for wearing armor

Decipher Script >= 5 ranks gives +2 on use magic device checks involving scrolls.
Spellcraft >= 5 ranks gives +2 on use magic device checks on scrolls.
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level wizardly spells: 4 per day   DC 13

Arcane graffiti. 2 foot tall, up to 6 words.  Verbal: Grafis engravium  Somatic:  Trace with finger on surface. 
Fast Food. Range 35 feet.  Verbal: Order Up.  Material:  Menu and any cash bill.
Daze. Range 30 ft.  1 person, 1 round, will negates.  Verbal: Freeze!  Somatic: Hand held out towards them, palm up.  Material: Piece of wool.  
Detect Magical Aura. Range 60 ft.  Concentration up to 4 minutes.  Verbal: Aura Dectum  Somatic:  Eyes closed, hands spread. 
Haywire. Range 30 ft.  Up to 400 lbs.  4 minutes.  Will negates DC 13. Verbal: Flick.  Somatic: Off switch motion.  Material: Small magnet.
Light. 40 minutes, 20 ft radius on object  Verbal: Illuminatum.  Somatic:  Whirling motion with hand.  Material:  Firefly/moss 
Mage Hand. Range 35 ft.  Up to 5 lbs.  concentration duration, 15 foot attack action.  Verbal: Mine.  Somatic:  Crook finger.
Magic ID. Up to 5 rounds; will disbelief DC 13. Verbal: Identificus. Somatic/material:  Pass hand over small card. 
Mending. Range 10 ft.  Up to 4 lb.  Will negates.  Verbal: Reparum.  Somatic:  Stitching motion.
Message. Range 100 ft, 4 creatures, 40 minutes.  Verbal: Transmitatum "---"   Somatic: Fingers on either side of lips.  Material:  copper wire. 
Presdigitation. Range 10 ft.  Duration:.1 hr.  Verbal: Look!  Somatic: Flick of wrist.
Read Magic.  40 minutes. Verbal: Adontus legitum.  Somatic:  Draw finger over words.  Material:  prism.
Resistance. 1 min.  +1 saving throws, will negates.  Verbal: Protectis.  Somatic:  Dots air with finger.  Material:vitamin pill.   

First-level wizardly spells: 4 per day

Change Self. Dur 40 min.  Will save negate.  Verbal: Exterius contortet  Somatic:  Zipping action, head to foot
True Strike. +20 attack.  Verbal: Intentum Intuitum.  Material:  Bullseye charm. 
Feather Fall. Range 40 ft.  up to 900 lb..     Dur: 3 rounds.  will negates.  Verbal: Leviatus.   
Mage Armor. +4 def bonus.  4 hours.  will negates.    Verbal: impervium.  Somatic:  two fists brought together.
Magic Weapon. +1 to attk and dmg.  Dur: 4 min.  will negates.  Verbal: Flabius enbram.  Somatic:  Wave hand down length of weapon.
Mask Metal. object up to 40 lb.  40 min.  will negates. Verbal: Metallus illusionus.  Somatic/material:  Lips to magnet then object. 

Second-level wizardly spells: 3 per day

Knock. 140 ft.  one object of up to 40 sq ft.  up to 2 doors.  Verbal: Open sesame.
Darkvision. Dur: 4 hours.  Will negates..  Verbal: Vistet illumina  Somatic:  fingers on forehead, eyes closed. Material:  dried carrot. 
Magic Mouth. range: 40 ft.  1 creature/object.  dur: til discharged.  will negates.  Verbal: Recordium Transmutis Somatic:  Fingers from mouth to object/creature.  Material:  jade dust and honeycomb.
Invisibility. up to 400 lbs. 4 minutes.  will negates.  Verbal: Tai ra nelf compendium Somatic:  Snap, eyes closed.  Material:  eyelash in tape. 
Dataread. 4 minutes.  Verbal: Divinus datum.  Somatic:  One finger to object, one to temple. 
Tidy Up. 40 ft range.  radius of 60 ft circular.  will negates.   Somatic:  Snap.  
Alter Other. Touch.  10 min/level  will negates.   
 

Third-level wizardly spells: 1 per day

Shutdown.  25 +5ft/2 levels (35ft).  15 ft. radius.  1 min/level  (4 minutes)

Mage

 

  • Arcane Skills (level 1)
  • Arcane Spells (level 1)
  • Summon Familiar (level 1)
  • Scribe Scroll (level 2)
  • Brew Potion (level 3)
  • Scribe Tattoo (level 4)
  • Spell Mastery (level 5)
  •  

      Spells:

     

  • Combat Casting (level 7)
  • Spell Mastery (level 8)
  •  

      Spells:

     

  • Maximize Spell (level 10)

 

 
 ClassHP rolled 
Level 1:Smart Hero6 
Level 2:Strong Hero6 
Level 3:Smart Hero5 
Level 4:Mage5+1 to intelligence
Level 5:Mage6 
Level 6:Mage5 


Kathryne Samcelot's Equipment:

Spellbook (tablet)
Excalibur pistol
Various books on potions
Raw materials - potions
Small bits of honeycomb
Pouch of jade dust
Small magnet
Phosphorescent moss
Crystal prism
Hip holster
Pack of smokes
Healing potions
Leather jacket
Casual outfits
Bullseye charm bracelet
Dried carrot shreds
Roll of scotch tape
Bit of wool
Copper wire piece
Multiple vitamin pills
Cellphone
Kathryne Samcelot's Languages:

 

     

     

English, Undertongue
Kathryne Samcelot's Allegiance(s):

 

     

     

Good
Knights of the Silver Dragon


shootfirst: (i'm just a girl; little ol' me.)
[While the brand new Squires were each issued a sleek black smartphone-like device with the Knights' logo embossed onto the back, all the other Knights were told to pick theirs up Tuesday evening.  Until this moment, they've appeared to be out of service.  

As of midnight, however, each and every one lights up, broadcasting a video message at full volume, whether those possessing it are awake or not.  The young blonde Knight looks and sounds incredibly smug and triumphant, nestled in a dark room surrounded by computers.]


Finally!

[She plops back into her chair, picking up a Pepsi can and holding it up in a celebratory toast, and cracking it open]  We are online, ladies and gents.

Don't everybody thank me at once, but with Drakenet now officially going live, we're finally blasting the Knights out of the technological Dark Ages.  Trust me, it took a lot of arguing to get Wynn on board - blah, blah, dangers of discussing confidential business over a hackable network,  [eye roll] but it's not like we all aren't using cellphones on missions anyways.   This is just the next step.  

So, standard warning, before he starts frowning disapprovingly in my direction:  no discussing information over a clearance level of three on these things.  The bad guys might have technomages on their side too, after all.

Think of this sucker like the phone that iPhones have wet dreams about.   If you're boring, don't worry, it works just like a regular old phone with two or three or fifteen way calling, but you can also use it for group video chats, high rez video recording, apps for everything from safe cracking to e-scan fingerprint dusting, and of course, web browsing, and posting on a private Drakenet message board.  You can even take pics of people and run their face through the Knights' database to see what info we've got on file for them.   Yep.  We've got an app for that.

Aren't all you new people lucky, coming in on the best day in Knights history ever?  

[She cracks a wide grin and takes a sip of her Pepsi, spinning once in the chair]  Kat, out.

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Kat Samcelot

November 2013

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