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.
| Strength | Functioning Spell Level | Item Caster Level |
| Dim | Cantrip or lingering aura | Lingering aura |
| Faint | 1st to 3rd | 1st to 5th |
| Moderate | 4th to 6th | 6th to 11th |
| Strong | 7th to 9th | 12th to 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 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.