Dancing Lights
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S
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
You create up to four lights that resemble torches or lanterns (and cast that amount of light), up to four glowing spheres of light (which look like will-o-wisps), or one faintly glowing, vaguely humanoid shape (caster’s choice). 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]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
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.
Arcane Material Component: A pinch of wool or similar substance
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.
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.
Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Target: A nonmagical, unattended object weighing up to 5 pounds
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.
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.