Arcane Archer Magic
Level 0 (Cantrips)Grasping ShotP.P.E. Cost: 1/2 As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range of both the weapon and the spell, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and the ammunition summons grasping, poisonous brambles, which wrap around the target until the start of your next turn. If the target willingly moves or is moved out of its original space before then, it immediately takes 1d6 poison damage, and the spell ends. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Resounding ShotP.P.E. Cost: 1/2 As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range of both the weapon and the spell, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and the ammunition leaves behind a spectral afterimage. At the start of your next turn, each creature occupying the space where the target was when you cast the spell takes 1d6 force damage as a spectral projection of the ammunition pierces it. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Seeking ShotP.P.E. Cost: 1/2 Choose one creature you have seen in the past minute. You send a piece of ammunition toward that creature, which moves around corners if necessary and ignores three-quarters cover and half cover. If the target is within range and there is a path large enough for the ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes 1d6 force damage, and you learn the target's current location until the end of the turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Shadow ShotP.P.E. Cost: 1/2 As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range of both the weapon and the spell, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and is blinded until the end of the turn. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d6 psychic damage to the target, and again at 11th level (2d6) and 17th level (3d6). Level 1Beguiling ShotP.P.E. Cost: 1 The next time you hit with a ranged weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, choose one of your allies within 30 feet of the target. The target must make a Wisdom saving throw, and does so with advantage if the chosen creature has harmed it or its companions within the past 24 hours. On a failed save, it is charmed by the chosen ally for the spell's duration. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Bursting ShotP.P.E. Cost: 1 The next time you make a ranged weapon attack during this spell's duration, the ammunition bursts on impact. The target of the attack and each creature within 10 feet of it must make a Dexterity saving throw. A target takes 2d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Enfeebling ShotP.P.E. Cost: 1 The next time you hit a creature with a ranged weapon attack during this spell's duration, your weapon flares with ghastly energy, and the attack deals an extra 1d6 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be enfeebled until the spell ends. While enfeebled, damage dealt by its weapon attacks that use strength are halved until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Piercing ShotP.P.E. Cost: 1 You fire a piece of ammunition forward in a line 30 feet long and 5 feet wide in a direction you choose. The ammunition disappears at the end of this line, and passes harmlessly through objects, ignoring cover. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Level 2Banishing ShotP.P.E. Cost: 2 The next time you hit with a ranged weapon attack during this spell's duration, your attack deals an extra 2d6 force damage. If the target is a creature, it must succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0 and it is incapacitated. At the end of your next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Level 3Acid ArrowP.P.E. Cost: 4 The arrow coats with acid speeds to its target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 5 additional rounds at 15th level), dealing another 2d4 points of damage in each round. Arrow EruptionP.P.E. Cost: 4 Creates exact duplicates of the arrow used to kill a creature in the previous combat and launch one at enemy creatures within a 30-foot radius of the corpse. You can target one creature per caster level (maximum 15) within range of the burst and must make a single attack roll and apply it to each arrow. These duplicate arrows possess all the intrinsic magical properties of the arrow that killed the original creature as well as those passed on to it by your bow. They also enjoy the full benefit of any bonuses or modifiers you applied to the attack from other magical items, skills, and class or racial features. However, this spell cannot reproduce any spells or other limited-use magical effects that you used to enhance that particular attack. This includes such effects as the true strike spell. Color SprayP.P.E. Cost: 4 A vivid cone of clashing colors springs forth from the arrow as it strikes, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its level. Corrosive TouchP.P.E. Cost: 4 Your successful attack deals 1d4 points of acid damage per caster level. Crushing DespairP.P.E. Cost: 4 An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Level 4DetonateP.P.E. Cost: 8 You flood yourself with a potent surge of elemental energy. One round after completing the casting of the spell, the energy explodes from your body. When this spell creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per caster level to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. Dispel MagicP.P.E. Cost: 8 You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, 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. 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. One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level)to determine the Dispells strength and compare that to the spell strength of the magic you are trying to dispell (11 + the spell's caster level). Highest spell strenght wins. If successful, that spell ends. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), 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 (11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (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. Dragon’s BreathP.P.E. Cost: 8 The Arrow shoots out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level. A successful save results in half damage. The spell's effect and energy type depend on the type of dragon named when enchanting the arrow: FireballP.P.E. Cost: 8 A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. 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. Flaming SphereP.P.E. Cost: 8 A burning globe of fire rolls in whichever direction the arrow is shot and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range. Fog CloudP.P.E. Cost: 8 A bank of fog billows out from the point the arrow strikes. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater. GlitterdustP.P.E. Cost: 8 A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust takes a -40% penalty on Stealth checks. Gust of WindP.P.E. Cost: 8 This spell creates a severe blast of air (approximately 50 mph) that originates from the arrow, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a PE check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a PE check to move against the force of the wind. Invisibility SphereP.P.E. Cost: 8 This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the arrow at the time the arrow strikes. The center of the effect is mobile with the recipient. Those affected by this spell can't see each other or themselves. 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. Ki ArrowP.P.E. Cost: 8 You imbue an arrow with your power and fire it at a target. If it hits, the target takes 10 x damage from the arrow as if you had hit it with a single unarmed strike (including your Strength bonus). Lightning BoltP.P.E. Cost: 8 The arrow becomes a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level to each creature within its area. 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. Magic CircleP.P.E. Cost: 8 All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's Spell Resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' Spell Resistance. This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has Spell Resistance, it can test the trap once a day. If you fail to overcome its Spell Resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extra-dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. Minor ImageP.P.E. Cost: 8 This spell creates the visual illusion of an object, creature, or force, as visualized by you complete with sound, smell, texture, and temperature. You can move the image within the limits of the size of the effect. Obscuring MistP.P.E. Cost: 8 A misty vapor arises around the arrow. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. ShatterP.P.E. Cost: 8 Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature. Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a save for half damage. Silent ImageP.P.E. Cost: 8 This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. SleepP.P.E. Cost: 8 A sleep spell causes a magical slumber to come upon any Creature with less than 40 hp. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. Sleet StormP.P.E. Cost: 8 Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a Perception check. Failure means it can't move in that round, while failure by 5 or more means it falls. The sleet extinguishes torches and small fires. Stinking CloudP.P.E. Cost: 8 Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect. Summon SwarmP.P.E. Cost: 8 The arrow summons a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. True StrikeP.P.E. Cost: 8 You gain temporary, intuitive insight into the immediate future during your next 1D4 attacks on a successesful strike with this arrow. Your next 1D4 attack rolls as a Natural 20. WebP.P.E. Cost: 8 Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled. Anyone in the effect's area when the spell is cast must make a PP save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a PS check. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Whispering WindP.P.E. Cost: 8 You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than 25 words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects. Wind WallP.P.E. Cost: 8 An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A PP save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. |