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Wizard bound Item

Staff of Minor Arcana 10 charges total

- Shield (Uses 1 charge) Shield creates an invisible shield of force that hovers in front of you. It
negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC.
This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no
armor check penalty or arcane spell failure chance. Lasts 3 minutes.

- Magic Missile (Uses 2 charges) A missile of magical energy darts forth from your fingertip and
strikes its target, dealing 2d4+2 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 cant be singled out. Objects are not damaged by the spell.

Level 0 Spells: Save DC/14. Can use any amount of times a day.
Acid Splash 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.
Detect Magic You detect magical auras. The amount of information revealed depends on how long
you study a particular area or subject.
Touch of Fatigue You channel negative energy through your touch, fatiguing the target. You must
succeed on a touch attack to strike a target. The subject is immediately fatigued for the spells duration.
Mage Hand - 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 spells range.

Level 1 Spells: Save DC/15


Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell,
providing a +4 armor bonus to AC.
x2 Snowball You conjure a ball of packed ice and snow that you can throw at a single target as a
ranged touch attack. The snowball deals 3d6 points of cold damage on a successful hit, and the target
must make a successful Fortitude saving throw or be staggered for 1 round.
Ray of Enfeeblement - A coruscating ray springs from your hand. You must succeed on a ranged touch
attack to strike a target. The subject takes a penalty to Strength equal to 1d6+2. The
subjects Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half.
Level 2 Spells:
Cats Grace - The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a
+4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of
the Dexterity modifier. Lasts 3 minutes.
Summon monster 2 This spell summons an extraplanar creature. Lasts 3 rounds.

Ant, giant (worker)*

Elemental (Small) Elemental

Giant centipede*

Giant frog*

Giant spider*

Goblin dog*

Horse*

Hyena*

Octopus*

Squid*

Wolf*

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