Create Water

Conjuration (Creation)

Level: Clr 0, Drd 0, Pal 1

Components: V, S

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 and 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, and a cubic foot of water is about 8 gallons (about 60 pounds).

Cure Minor Wounds

Conjuration (Healing)

Level: Clr 0, Drd 0

As cure light wounds, except cure minor wounds cures only 1 point of damage

Detect Magic

Universal

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: 60 ft.

Area: A 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 magic power and strength depend on a spell’s functioning spell level or an item’s caster level.

StrengthFunctioning Spell LevelItem Caster Level
DimCantrip or lingering auraLingering aura
Faint1st to 3rd1st to 5th
Moderate4th to 6th6th to 11th
Strong7th to 9th12th to 20th
OverwhelmingArtifact or deity-level magicBeyond 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 StrengthDuration
Faint1d6 minutes
Moderate1d6 x 10 minutes
Strong1d6 hours
Overwhelming1d6 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 1 yard 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

Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft.+5 ft./2 levels)

Target or Area: One creature, one object, or a 5-foot 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 at DC 20. (A character with the Alchemy skill may additionally try an Alchemy check at DC 20.)

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.

Flare

Evocation [Light]

Level: Brd 0, Drd 0, Sor/Wiz 0

Components: V

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 flare to burst directly in front of a single creature, that creature is dazzled by the light. A dazzled creature can’t see well and therefore suffers –1 on attack rolls. The creature recovers in one minute. Sightless creatures are not affected by flare.

Guidance

Divination

Level: Clr 0, Drd 0

Components: V, S

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. He must choose to use the bonus before making the roll to which it applies.

Note: Since this is a competence bonus, it only applies to checks in which a bonus related to the creature’s level or skill ranks would apply, not to straight ability checks, initiative checks, etc.

Know Direction

Divination

Level: Drd 0

Components: V, S

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]

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

Components: V, M/DF

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.

Arcane Material Component: A firefly or a piece of phosphorescent moss.

Mending

Transmutation

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

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 feat entries in Chapter 5: Feats.) The spell cannot mend broken magic rods, staffs, or wands.

Purify Food and Drink

Universal

Level: Clr 0, Drd 0

Components: V, S

Casting Time: 1 action

Range: 10 ft.

Target: 1 cubic foot/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 magical potions.

Note: Water weighs about 8 pounds per gallon, and 1 cubic foot of water is about 8 gallons (or about 60 pounds).

Read Magic

Universal

Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S, F

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 at DC 13 or a symbol with a successful Spellcraft check at DC 19.

Focus: A clear crystal or mineral prism.

Resistance

Abjuration

Level: Brd 1, Clr 0, Drd 0, Pal 1, Sor/Wiz 0

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

You imbue the target with magical energy that protects her from harm, granting her a +1 resistance bonus on saves.

Arcane Material Component: A miniature cloak.

Virtue

Transmutation

Level: Clr 0, Drd 0, Pal 1

Components: V, S, DF

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.