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
Drawmijs 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 cant 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 spells 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 cant 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 auras magical power and strength
depend on a spells functioning spell level or an
items caster level.
Strength Functioning Spell Level
Item Caster Level
Dim 0-level or lingering aura Lingering aura
Faint 1st3rd 1st5th
Moderate 4th6th 6th11th
Strong 7th9th 12th20th
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 dont 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 spells 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 items
magical abilities are not restored. (For restoring a
broken magic items 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 (casters 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 77: Goods and
Services, page 108, and Table 78: Containers and
Carriers, page 110). The lid of a big chest or an
oversized door is beyond the spells 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 objectsbooks, scrolls, weapons, and the
likethat 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.
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