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Acid Splash

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Sorcerer/Wizard 0 Conjuration

Alarm [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration2 hours/level (D)

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental 'ping' that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

alarm can be made

Bard 1, Ranger 1, Sorcerer/Wizard 1 Abjuration

Alarm [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration2 hours/level (D)

permanent with a permanency spell.

Bard 1, Ranger 1, Sorcerer/Wizard 1 Abjuration

Arcane Mark

  • casting time1 standard action
  • range0 ft.

  • componentsV, S
  • durationPermanent

This spell allows you to inscribe your personal rune or mark, which can 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 without harm to the material upon which it 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 the user 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 an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Sorcerer/Wizard 0 Universal

Bull's Strength

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Sorcerer/Wizard 0 Transmutation

Burning Hands

  • casting time1 standard action
  • range15 ft.

  • componentsV, S
  • durationInstantaneous

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Fire 1, Sorcerer/Wizard 1 Evocation

Dancing Lights

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 minute (D)

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, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

Dancing lights can be made permanent with a permanency spell.

Bard 0, Sorcerer/Wizard 0 Evocation

Detect Magic

  • casting time1 standard action
  • range60 ft.

  • componentsV, S
  • durationConcentration, up to 1 min./level (D)

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 power of the most potent 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

Bard 0, Sorcerer/Wizard 0 Divination

Detect Poison

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

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.

Bard 0, Sorcerer/Wizard 0 Divination

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Detect Secret Doors

  • casting time1 standard action
  • range60 ft.

  • componentsV, S
  • durationConcentration, up to 1 min./level (D)

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of secret doors.

2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors 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.

Bard 1, Knowledge 1, Sorcerer/Wizard 1 Divination

Dispel Magic [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is

Bard 1, Knowledge 1, Sorcerer/Wizard 1 Abjuration

Dispel Magic [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

dispelled

Bard 1, Knowledge 1, Sorcerer/Wizard 1 Abjuration

Enlarge Person [1/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon)

Sorcerer/Wizard 1, Strength 1 Transmutation

Enlarge Person [2/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack,.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

Sorcerer/Wizard 1, Strength 1 Transmutation

Fireball

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M
  • durationInstantaneous

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits

Sorcerer/Wizard 1, Strength 1 Evocation

Flame Arrow

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration10 min./level

You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.

Sorcerer/Wizard 3 Transmutation

Flaming Sphere

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you)

Sorcerer/Wizard 3 Evocation

Flare

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationInstantaneous

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Bard 0, Druid 0, Sorcerer/Wizard 0 Evocation

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Ghost Sound

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level (D)

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 Ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created 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 tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

Bard 0, Sorcerer/Wizard 0 Illusion

Glitterdust

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round/level

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a -40 penalty on Hide checks.

Bard 2, Sorcerer/Wizard 2 Conjuration

Grease

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level (D)

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Bard 1, Sorcerer/Wizard 1 Conjuration

Haste [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

Multiple haste effects don't stack. haste dispels

Bard 3, Sorcerer/Wizard 3 Transmutation

Haste [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

and counters slow.

Bard 3, Sorcerer/Wizard 3 Transmutation

Identify

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M/DF
  • durationInstantaneous

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.

Bard 1, Magic 2, Sorcerer/Wizard 1 Divination

Invisibility

  • casting time1 standard action
  • rangePersonal or touch

  • componentsV, S, M/DF
  • duration1 min./level (D)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible

Bard 1, Magic 2, Sorcerer/Wizard 1 Illusion

Levitate

  • casting time1 standard action
  • rangePersonal or close (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • duration1 min./level (D)

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round

Bard 1, Magic 2, Sorcerer/Wizard 1 Transmutation

Light

  • casting time1 standard action
  • rangeTouch

  • componentsV, M/DF
  • duration10 min./level (D)

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) 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.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Bard 1, Magic 2, Sorcerer/Wizard 1 Evocation

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Lightning Bolt

  • casting time1 standard action
  • range120 ft.

  • componentsV, S, M
  • durationInstantaneous

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits

Bard 1, Magic 2, Sorcerer/Wizard 1 Evocation

Mage Armor

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • duration1 hour/level (D)

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Sorcerer/Wizard 1 Conjuration

Mage Hand

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationConcentration

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Bard 0, Sorcerer/Wizard 0 Transmutation

Magic Missile

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Sorcerer/Wizard 1 Evocation

Mending

  • casting time1 standard action
  • range10 ft.

  • componentsV, S
  • durationInstantaneous

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a 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 a wineskin is completely healed over by mending. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Sorcerer/Wizard 1 Transmutation

Message

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F
  • duration10 min./level

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Bard 0, Sorcerer/Wizard 0 Transmutation

Mirror Image

  • casting time1 standard action
  • rangePersonal

  • components see text
  • durationV, S

1 min./level (D)

Bard 0, Sorcerer/Wizard 0 Illusion

Obscuring Mist

  • casting time1 standard action
  • range20 ft.

  • componentsV, S
  • duration1 min./level

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Bard 0, Sorcerer/Wizard 0 Conjuration

Open/Close

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • durationInstantaneous

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, 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 weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Bard 0, Sorcerer/Wizard 0 Transmutation

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Polymorph

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 min./level (D)

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting

Bard 0, Sorcerer/Wizard 0 Transmutation

Prestidigitation

  • casting time1 standard action
  • range10 ft.

  • componentsV, S
  • duration1 hour

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a Prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal 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.

Bard 0, Sorcerer/Wizard 0 Universal

Protection from Energy

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, DF
  • duration10 min./level or until discharged

protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Bard 0, Sorcerer/Wizard 0 Abjuration

Protection from Evil [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. 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 gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in

Bard 0, Sorcerer/Wizard 0 Abjuration

Protection from Evil [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures 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.

Bard 0, Sorcerer/Wizard 0 Abjuration

Ray of Frost

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Sorcerer/Wizard 0 Evocation

Read Magic

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, F
  • duration10 min./level

By means of Read magic, you can decipher 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 DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Sorcerer/Wizard 0 Divination

Resistance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 minute

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

Resistance can be made permanent with a permanency spell.

Sorcerer/Wizard 0 Abjuration

Scorching Ray

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Sorcerer/Wizard 2 Evocation

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Shatter

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • durationInstantaneous

shatter creates a loud, ringing noise that breaks brittle, nonmagical objects

Sorcerer/Wizard 2 Evocation

Shield

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The Shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the Shield spell for cover.

Sorcerer/Wizard 1 Abjuration

Silent Image

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • durationConcentration

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Bard 1, Sorcerer/Wizard 1 Illusion

Slow

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Multiple Slow effects don't stack. Slow counters and dispels haste.

Bard 3, Sorcerer/Wizard 3 Transmutation

Summon Monster I

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Bard 1, Cleric 1, Sorcerer/Wizard 1 Conjuration

True Strike

  • casting time1 standard action
  • rangePersonal

  • componentsV, F
  • durationSee text

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Sorcerer/Wizard 1 Divination

Wall of Fire

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • durationConcentration + 1 round/level

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent Wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Druid 5, Fire 4, Sorcerer/Wizard 4 Evocation

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