Bless
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: 50 ft.
Area: All allies within 50 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Bless fills your allies with courage. They gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects.
Bless counters and dispels bane.
Bless Water
Transmutation [Good]
Level: Clr 1, Pal 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water (see page @@).
Material Component: 5 pounds of powdered silver (worth 25 gp).
Bless Weapon
Transmutation
Level: Pal 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This transmutation makes a weapon strike true against evil foes. All critical rolls against evil foes are automatically successful (so every threat is a critical hit). The weapon can also harm evil creatures with damage reduction (up to +1), such as a werewolf, and evil incorporeal creatures, such as spectres. Individual arrows or bolts can be altered, but altered projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
This transmutation can’t affect any weapon that already has a magical effect related to critical hits, such as a keen weapon or vorpal sword.
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 Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage plus 1 point per caster level (up to +5).
Since undead are powered by negative energy, this spell inflicts damage on them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.
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.
Detect Undead
Divination
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
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 can detect the evil aura that surrounds the undead. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras and the strength of the strongest one. If you are good and the strongest undead has at least twice as many HD as your character level, you are overwhelmed (stunned for one round) and the spell ends.
3rd Round: The strength and location of each aura. If an aura is outside of your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of the undead areas is determined by the HD of the undead creature.
| Strength | HD |
| Dim | Lingering aura |
| Faint | 1 or less |
| Moderate | 2 to 4 |
| Strong | 5 to 10 |
| Overwhelming | 11+ |
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.
Arcane Material Component: A bit of earth from a grave.
Divine Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Calling upon the strength and wisdom of a god, you gain a +1 luck bonus to attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage.
Endure Elements
Abjuration
Level: Clr 1, Drd 1, Pal 1, Strength 1, Sun 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 24 hr.
Saving Throw: None
Spell Resistance: Yes
This abjuration grants a creature limited protection to damage from whichever one of five energy types you select: acid, cold, fire, lightning, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient’s equipment as well.
Endure elements only absorbs damage. The character could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: This spell overlaps (and does not stack with) resist elements and protection from elements. If a character is warded by two of these spells keyed to the same type of damage, damage applies to each spell separately.
Magic Weapon
Transmutation
Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, War 1
Components: V, S, F, DF
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus to attack and damage rolls. If you’re a good cleric, the cleric of a good deity, or a paladin, the weapon is considered blessed.
Focus: The weapon.
Protection from Evil
Abjuration
Level: Brd 1, Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)
This spell wards a creature from attacks by evil creatures, from mental control, and from outsiders and elementals. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:
First, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by evil creatures.
Second, the barrier blocks any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire’s supernatural charm ability, which works similar to domination) the warded creature. The protection does not prevent a vampire’s charm itself, but it prevents the vampire from mentally commanding the protected creature. If the protection from evil effect ends before the charm effect does, the vampire would then be able to mentally to command the charmed creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by elementals and outsiders (see the Monster Manual). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Creatures that have been summoned or conjured are likewise hedged from the target. Good elementals and outsiders are immune to this effect. The protection against contact from elementals and outsiders ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component: A little powdered silver with which you trace a 3-foot-diameter circle on the floor (or ground) around the creature to be warded.
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.