Abjuration
Level: Brd 1, Rgr
1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
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 permanent with a permanency spell.
Arcane Focus: A tiny bell and a piece of very fine silver wire
Illusion (Glamer)
Level: Brd 1, Sor/Wiz
1, Trickery 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You make yourself—including
clothing, armor, weapons, and equipment—look different. You can seem 1 foot
shorter or taller, thin, fat, or in between. You cannot change your body type.
Otherwise, the extent of the apparent change is up to you. You could add or
obscure a minor feature or look like an entirely different person.
The spell does not provide
the abilities or mannerisms of the chosen form, nor does it alter the perceived
tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to
create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts
with the glamer gets a Will save to recognize it as
an illusion.
Transmutation
Level: Brd 1, Sor/Wiz
1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Erase removes writings of either magical or mundane nature
from a scroll or from one or two pages of paper, parchment, or similar
surfaces. With this spell, you can remove explosive runes, a glyph of
warding, a sepia snake sigil, or an arcane mark, but not illusory
script or a symbol spell. Nonmagical
writing is automatically erased if you touch it and no one else is holding it.
Otherwise, the chance of erasing nonmagical writing
is 90%.
Magic writing must be touched
to be erased, and you also must succeed on a caster level check (1d20 + caster
level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If
you fail to erase explosive runes, a glyph of warding, or a sepia
snake sigil, you accidentally activate that writing instead.
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 day
You get a +5 competence bonus
to one Craft check representing a day of work crafting an item. If you cast
this spell every day for a week, you can make a Craft check representing the
week’s work and still gain the +5 competence bonus.
Focus: The tools and other equipment normally required to
use the Craft skill to which you apply the bonus.
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A coruscating ray springs
from your hand. You must succeed on a ranged touch attack to strike a target.
The subject takes a penalty to Strength equal to 1d6+1 per two caster levels
(maximum 1d6+5). The subject’s Strength score cannot drop below 1.
Transmutation
Level: Artificer 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When laying your hands upon a
construct that has at least 1 hit point remaining, or a living construct with
-9 or more hit points, you
transmute its structure to repair damage it has taken. The spell repairs 1d8
points of damage +1 point per caster level (maximum +5).
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 1, Sor/Wiz
1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius
burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a
magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest
HD are affected first.
Among creatures with equal
HD, those who are closest to the spell’s point of origin are affected first.
Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are
helpless. Slapping or wounding awakens an affected creature, but normal noise
does not. Awakening a creature is a standard action (an application of the aid
another action).
Sleep does not target unconscious creatures, constructs, or
undead creatures.
Material Component: A pinch of fine sand, rose
petals, or a live cricket.
Conjuration (Creation)
Level: Brd 1, Sor/Wiz
1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
An unseen servant is
an invisible, mindless, shapeless force that performs simple tasks at your
command. It can run and fetch things, open unstuck doors, and hold chairs, as
well as clean and mend. The servant can perform only one activity at a time,
but it repeats the same activity over and over again if told to do so as long
as you remain within range. It can open only normal doors, drawers, lids, and
the like. It has an effective Strength score of 2 (so it can lift 20 pounds or
drag 100 pounds). It can trigger traps and such, but it can exert only 20
pounds of force, which is not enough to activate certain pressure plates and
other devices. It can’t perform any task that requires a skill check with a DC
higher than 10 or that requires a check using a skill that can’t be used
untrained. Its speed is 15 feet.
The servant cannot attack in
any way; it is never allowed an attack roll. It cannot be killed, but it
dissipates if it takes 6 points of damage from area attacks. (It gets no saves
against attacks.) If you attempt to send it beyond the spell’s range (measured
from your current position), the servant ceases to exist.
Material Component: A piece of string and a bit of wood.
Necromancy
Level: Brd 2, Clr
3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you
choose.
Divination
Level: Brd 2, Clr
3, Sor/Wiz 2, Travel 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. +
40 ft./level
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You sense the direction of a
well-known or clearly visualized object. You can search for general items, in
which case you locate the nearest one of its kind if more than one is within
range. Attempting to find a certain item requires a specific and accurate
mental image; if the image is not close enough to the actual object, the spell
fails. You cannot specify a unique item unless you have observed that
particular item firsthand (not through divination).
The spell is blocked by even
a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any
object fools it.
Arcane Focus: A forked twig.
Illusion (Figment)
Level: Brd 2, Sor/Wiz
2
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)
Several illusory duplicates
of you pop into being, making it difficult for enemies to know which target to
attack. The figments stay near you and disappear when struck.
Mirror image creates 1d4 images plus one image per three caster
levels (maximum eight images total). These figments separate from you and
remain in a cluster, each within 5 feet of at least one other figment or you.
You can move into and through a mirror image. When you and the mirror
image separate, observers can’t use vision or hearing to tell which one is
you and which the image. The figments may also move through each other. The
figments mimic your actions, pretending to cast spells when you cast a spell,
drink potions when you drink a potion, levitate when you levitate, and so on.
Enemies attempting to attack
you or cast spells at you must select from among indistinguishable targets.
Generally, roll randomly to see whether the selected target is real or a
figment. Any successful attack against an image destroys it. An image’s AC is
10 + your size modifier + your Dex modifier. Figments
seem to react normally to area spells (such as looking like they’re burned or
dead after being hit by a fireball).
While moving, you can merge
with and split off from figments so that enemies who have learned which image
is real are again confounded.
An attacker must be able to
see the images to be fooled. If you are invisible or an attacker shuts his or
her eyes, the spell has no effect. (Being unable to see carries the same
penalties as being blinded.)
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: No
Spell Resistance: Yes
With a touch, you reduce the
target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma
scores. This penalty can’t reduce any of these scores below 1.
This spell’s effect may make
it impossible for the target to cast some or all of its spells, if the
requisite ability score drops below the minimum required to
cast spells of that level.
Conjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
You conjure a number of
shining metallic bands out of thin air, encircling a Medium or smaller
creature. The victim must succeed on a Reflex save or be immobilized
(helpless). If the saving throw succeeds, the victim is only partially trapped
by the bands (treat as entangled).
A creature immobilized by the
bands can attempt escape as a full-round action, either by bursting free
(Strength DC 18) or wiggling out (Escape Artist DC 18). An entangled creature
can use a full-round action to break or disentangle itself with a DC 13
Strength check or a DC 13 Escape Artist check. Large or larger creatures are
too big to be captured or impeded by the bands.
Material Component: Three small silver hoops, interlocked.
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 3, Sor/Wiz
3
Range: Close (25 ft. + 5 ft./2
levels)
This spell functions like sleep,
except that it affects 10 HD of creatures.
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A black ray projects from
your pointing finger. You must succeed on a ranged touch attack with the ray to
strike a target.
The subject is immediately
exhausted for the spell’s duration. A successful Fortitude save means the
creature is only fatigued.
A character that is already
fatigued instead becomes exhausted.
This spell has no effect on a
creature that is already exhausted. Unlike normal exhaustion or fatigue, the
effect ends as soon as the spell’s duration expires.
Material Component: A drop of sweat.
Transmutation
Level: Brd 3, Sor/Wiz
3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Secret page alters the
contents of a page so that they appear to be something entirely different. The
text of a spell can be changed to show even another spell. Explosive runes or
sepia snake sigil can be cast upon the secret page.
A comprehend languages spell
alone cannot reveal a secret page’s contents. You are able to reveal the
original contents by speaking a special word. You can then peruse the actual
page, and return it to its secret page form at will. You can also remove
the spell by double repetition of the special word. A detect magic spell
reveals dim magic on the page in question but does not reveal its true
contents. True seeing reveals the presence of the hidden material but
does not reveal the contents unless cast in combination with comprehend
languages. A secret page spell can be dispelled, and the hidden
writings can be destroyed by means of an erase spell.
Material Component: Powdered herring scales and will-o’-wisp essence.