level o spells

 

S T O N E K E E P

Level O Spells

MAGIC

ENCHANTED GATE INDEX

Level 0 Spells

Arcane Mark
Universal
Casting Time: 1 action
Range: Touch
Effect: One personal rune or mark, all of which must fit within 1 ft. square
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows you to inscribe your personal rune or mark, which can be no taller than 6 inches in height and consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance (even stone or metal) without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible (though not necessarily understandable). See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows their users to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If cast on a living being, normal wear gradually causes the mark to fade in about a month.
Arcane mark must be cast on an object prior to casting Drawmij’s instant summons on the same object (see that spell description for details).

Create Water
Conjuration (Creation)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large (possibly creating a downpour or filling many small receptacles).
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Cure Minor Wounds
Conjuration (Healing)
As cure light wounds, except cure minor wounds cures only 1 point of damage.

Dancing Lights
Illusion (Figment)
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four illusionary lights, all within a 10-ft.-radius area
Duration: 1 minute
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, etc. The lights can move up to 100 feet a round. A light winks out if the distance between you and it exceeds the spell’s range.

Daze
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
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), but he can’t move, cast spells, use mental abilities, etc.

Detect Magic
Universal
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
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 strength of the strongest 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 Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
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.

Strength Functioning Spell Level Item Caster Level
Dim 0-level or lingering aura Lingering aura
Faint 1st–3rd 1st–5th
Moderate 4th–6th 6th–11th
Strong 7th–9th 12th–20th
Overwhelming Artifact or deity-level magic Beyond mortal caster

If an aura falls into more than one category, detect magic indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:

Aura Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Note: Each round, you 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. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers.

Detect Poison
Divination
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Alchemy skill may try an Alchemy check (DC 20) if the Wisdom check fails, or may try the Alchemy check prior to the Wisdom check.
Note: 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.

Disrupt Undead
Necromancy
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a shock wave of positive energy. You must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Flare
Evocation [Light]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This cantrip creates a burst of bright light. If you cause the light to burst directly in front of a single creature, that creature is dazzled. A dazzled creature suffers a –1 penalty on attack rolls. The creature recovers in 1 minute. Sightless creatures are not affected by flare.

Ghost Sound
Illusion (Figment)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the spell creates when casting the spell and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire cat is equal to the noise from twenty humans.
Note that ghost sound can enhance the effectiveness of a silent image spell.

Guidance
Divination
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Inflict Minor Wounds
Necromancy
As inflict light wounds, except you deal 1 point of damage.

Know Direction
Divination
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but note that you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

Light
Evocation [Light]
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding light in a 20-foot radius from the point you touch. 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
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move-equivalent action, you can move the object up to 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Mending
Transmutation
Casting Time: 1 action
Range: 10 ft.
Target: One object of up to 1 pound
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (not warps). In metallic objects, it will weld a broken ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by mending.
The spell can repair a magic item, but the item’s magical abilities are not restored. (For restoring a broken magic item’s abilities, see the item creation feats in Chapter 5: Feats.) The spell cannot mend broken magic rods, staffs, or wands.

Open/Close
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Portal or object that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can open or close (caster’s choice) a door, chest, box, window, bag, pouch, bottle, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things that are of standard weight (see Table 7–7: Goods and Services, page 108, and Table 7–8: Containers and Carriers, page 110). The lid of a big chest or an oversized door is beyond the spell’s capability.

Prestidigitation
Universal
Casting Time: 1 action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, the prestidigitation spell enables you 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 inflict 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 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.
Characters typically use prestidigitations to impress common folk, amuse children, and brighten dreary lives. Common tricks with prestidigitations include producing tinklings of ethereal music, brightening faded flowers, creating glowing balls that float over your hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs.

Purify Food and Drink
Universal
Casting Time: 1 action
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Ray of Frost
Conjuration (Creation) [Cold]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Read Magic
Universal
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
By means of read magic, you can read 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 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 successful Spellcraft check against DC 13 or a symbol with a successful Spellcraft check against DC 19.

Resistance
Abjuration
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects her from harm, granting her a +1 resistance bonus on saves.

Virtue
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
The subject gains 1 temporary hit point.

MAGIC

ENCHANTED GATE INDEX