# [[Xionerys - Pathfinder 2e]] ## Defenses - Resistance 5 (Desert Elf) - Environmental heat effects are one step less extreme for you (incredible heat becomes extreme, extreme heat becomes several, and so on -- Desert Elf) - *Recognize Spell* (free action once per round, reaction after that) ^ed7ec3 - A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. - If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. - *Critical Success* You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. - *Success* You correctly recognize the spell. - *Failure* You fail to recognize the spell. - *Critical Failure* You misidentify the spell as another spell entirely, of the GM’s choice. - Skill Feat: *Quick Recognition*: You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action. - *Elf Step* (Ancestry Feat): You Step 5 feet twice with one action. - *Warding Tattoo (Fiend)*: You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated. - Activate (reaction) envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. ## Spells ### Increasing accuracy or efficiency - *Invoke True Name*: You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is flat-footed against your spells and takes a –2 circumstance penalty to saving throws against your spells. In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name. - *Spell Penetration:* You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells. - *Heroism:* You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks. ### Metamagics - *Shadow Signet: (free action)* If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them. - *Reach Spell:* You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. - *Widen Spell:* You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. ### Dealing damage #### Big hitters - [x] (3rd) *Invoke True Name* + *Shadow Signet* + *Searing Light*: 5d6 fire, 5d6 good > 50 avg. fire/good damage - (5th) *Invoke True Name* + *Shadow Signet* + *Chromatic Ray*: 145/4 = 36+10 > 46 avg. damage. - (5th) *Magic Missile* 5th level: 9d4+9 > 27 avg. automatic force damage #### Spells - (4th) *Invoke True Name* + *Shadow Signet* + *Chromatic Ray*: 145/4 = 36+10 > 46 avg. damage. - (2nd) *Invoke True Name* + *Reach Spell* + *Shocking Grasp*: 28 avg. electricity damage + 3 persistent electricity damage. - AMPED: *Invoke True Name* + *Shadow Signet* + *Phase Bolt*: 25 automatic piercing damage - (1st) *Invoke True Name* + *Reach Spell* + *Shocking Grasp*: 22 avg. electricity damage + 2 persistent electricity damage. - (3rd) *Invoke True Name* + *Fireball*: 28 avg. fire damage. - [x] (3rd) *Magic Missile*: 6d6+6 > 24 avg. automatic force damage - (3rd) *Invoke True Name* + *Lightning Bolt*: 22 avg. electricity damage - (2 actions) *Invoke True Name* + *Force Bolt*: 19 automatic force damage - (1 action) *Force Bolt*: 9 automatic force damage #### Cantrips - (3 actions) *Invoke True Name* + *Shadow Signet* + *Phase Bolt*: 25 automatic piercing damage - (3 actions) *Invoke True Name* + *Electric Arc*: 25 lightning damage - (3 actions) *Invoke True Name* + *Shadow Signet* + *Divine Lance*: 24 good damage ### Recovering spells - *Drain Bonded Item* (once per day, free action at the start of the turn) - You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements. - *Linked Focus* (once per day) When I *Drain Bonded Item* to cast an arcane spell, regain 1 Focus point. - *Familiar Focus* (one action for me, 2 for Invidoo): Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point. ### Detecting and Identifying - [[Xionerys - Pathfinder 2e#^ed7ec3|Recognize spell]]. - *Quick identification*: You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity. - *Quick Recognition:* You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action. - Spells: *Detect magic*, *Read aura* (cantrips) ## Abilities - *Low-Light Vision* ## Equipment - *Ring of Wizardry (Type I)*, 360 gp. - Scroll of *Bless*, 4 gp - Scroll of *Dimensional Anchor*, 70 gp - *Shadow Signet*, 1000 gp - *Staff of Healing*, 90 gp - *Wand of Manifold Missiles*, 160 gp - *Warding Tattoo (Fiend)*, 300 gp - Ritual of *Heroes' Feast*, 25 gp - TOTAL: 2009 gp ## Related - [[Fighting Galvanoth]]