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1st-Level Spells

Bane:

  • (Spell Type:) Enchantment~Compulsion~ [Fear, Mind-Affecting]
  • (Components:) V,S, DF
  • (Casting Time:) 1 standard action
  • (Range:) 50 ft.
  • (Area:) All enemies within 50 ft.
  • (Duration:) 1 min/level
  • (Saving Throw:) Will Negates
  • (Spell Resistance:) Yes
  • Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.Bane counters and dispels Bless.

    Bless:

  • (Spell Type:) Enchantment, ICompulsionI, [Mind Affecting]
  • (Components:) V,S, DF
  • (Casting Time:) 1 standard action
  • (Range:) 50 ft.
  • (Area:) The caster and all allies within a 50 ft. burst, centered on the caster
  • (Duration:) 1 min/level
  • (Saving Throw:) None
  • (Spell Resistance:) Yes,~harmless~
  • Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels Bane.

    Bless Water:

  • (Spell Type) Transmutation ~~Good~~
  • (Components) V,S,M
  • (Casting Time) 1 Standard Action
  • (Range) Touch
  • (Target) Flask of Water Touched
  • (Duration) Instantaneous
  • (Saving Throw) Will Negates (object)
  • (Spell Resistance) Yes ~Object~
  • (Spell Resistance) Yes ~Harmless~
  • This transmutation imbues a flask (1 pint)of water with positive energy, turning it into holy water.

    Material Component: 5 pounds of powdered silver (worth 25gp).

    Cause Fear

  • (Spell Type) Fear,Mind-Affecting
  • (Components) V,S
  • (Casting Time) 1 Standard Action
  • (Range) Close ~25 ft. + 5 ft. /2 levels~
  • (Target) One living creature with 5 or fewer HD
  • (Duration) 1d4 rounds or 1 round
  • (Saving Throw) Will Partial
  • (Spell Resistance) Yes
  • The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

    Cause fear counters and dispels remove fear.

    Command

  • (Spell Type) Enchantment, Compulsion, Language-Dependant, Mind-Affecting
  • (Components) V
  • (Casting Time) 1 Standard Time
  • (Range) Close ~25 ft. + 5ft./2 levels~
  • (Target) One Living Creature
  • (Duration) 1 Round
  • (Saving Throw) Will Negates
  • (Spell Resistance) Yes 
  • You give the subject a single command which it obeys to the best of its ability at its earliest opportunity. You may select from the following operations.

    Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

    Approach: On its turn, the subjects moves towards you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

    Fall: On its turn, the subjects falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

    Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

    Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

    ~If the subject can't carry out your command on its next turn, the spell automatically fails.~

    Comprehend Languages:

  • (Spell Type) Divination
  • (Components) V,S,M/DF
  • (Casting Time) 1 Standard Round
  • (Range) Personal
  • (Target) You
  • (Duration) 10 min/level
  • You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing.

    The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

    Written Material can be read at the rate of one page (250 Words) per minute. Magical writing cannot be read, though the spell reveals that it is magical, but Comprehend Languages is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page an illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

    Comprehend Languages can be made permanent with a permanency spell

    Arcane Material Component: A pinch of soot and a few grains of salt.

  • Cure Light Wounds
  • (Spell Type:) Conjuration {Healing}
  • (Components:) V,S
  • (Casting Time:) 1 Standard Action
  • (Range:) Touch
  • (Target:) Creature Touched
  • (Duration:) Instantaneous
  • (Saving Throw:) Will Half ~ Harmless ~
  • (Spell Resistance:) Yes ~ Harmless ~
  • When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (Maximum of +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half the damage.

    Curse Water

  • (Spell Type:) Necromancy [Evil]
  • (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 spell imbues a flask (1 Pint) of water with negative energy. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

    Material Component:  5 pounds of powdered silver (Worth 25 gp).

    Deathwatch

  • (Spell Type:) Necromancy [Evil]
  • (Components:) V,S
  • (Casting Time:) 1 Standard Action
  • (Range:) Up To 30 Ft.
  • (Area:) Cone-Shaped Emanation
  • (Duration:) 10 Min / Level
  • (Saving Throw: None
  • (Spell Resistance) No
  • Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead or neither alive or dead (such as constructs). Deathwatch sees through any spell or ability that allows creatures to feign death.

    Detect Chaos

    (Divinition:) Clr 1

    This spell detects auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vunerable to an overwhelming chaotic aura if your lawful

    Detect Evil

  • (Divination:) Clr 1
  • (Components:) V,S,DF
  • (Casting Time:) 1 Standard Action
  • (Range:) 60 Ft.
  • (Area:) Cone-Shaped Emanation
  • (Duration:) Concentration, up to 10 min/level(D)
  • (Saving Throw:) None
  • (Spell Resistance:) No
  • You can sense the presence of evil depending upon how long you have studied a particular area or subject.

     1st Round:  Presence or absence of evil.

     2nd Round:  Number of evil auras (Creatures, objects, or spells) in the area and the power of the most potent evil aura present.

    If you are of good alignment, and the strongest evil aura's power is overwhelming (see below) ,and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

    3rd Round:  The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

    Note: Outsiders and elements are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect new magic 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.

    Detect Magic can be made permanent with a permanency spell.

    1: Except for undead and outsiders, which have their own entries on the table.

    2: Some chracters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

    Detect Good

  • (Divination:) Clr 1
  • (Components:) V,S,DF
  • (Casting Time:) 1 Standard Action
  • (Range:) 60 Ft.
  • (Area:) Cone-Shaped Emanation
  • (Duration:) Concentration, up to 10 min/level(D)
  • (Saving Throw:) None
  • (Spell Resistance:) No
  • This detects the auras of good creatures, clerics, or paladins of good dieties, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.

    Detect Law

  • (Divination:) Clr 1
  • (Components:) V,S,DF
  • (Casting Time:) 1 Standard Action
  • (Range:) 60 Ft.
  • (Area:) Cone-Shaped Emanation
  • (Duration:) Concentration, up to 10 min/level(D)
  • (Saving Throw:) None
  • (Spell Resistance:) No
  • This spell detects the auras of lawful creatures, clerics of lawful dieties, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chatoic.

    Detect Undead

  • (Divination:) Clr 1
  • (Components:) V,S,M/DF
  • (Casting Time: 1 Standard Action
  • (Range:) 60 Ft.
  • (Area:) Cone-Shaped Emanation
  • (Duration:) Concentration, up to 1 min/level(D)
  • (Saving Throw:) None
  • (Spell Resistance:) No
  • You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

    1st Round: Presence or absence of undead auras.

    2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. Undead aura's strength is overwhelming and the creatures has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

    3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

    Divine Favor

  • Evocation
  • (Level:) Clr 1
  • (Components:) V,S,DF
  • (Casting Time:) 1 Standard Action
  • (Range:) Personal
  • (Target:) You
  • Calling upon the strength and wisdon of a diety, you gain a +1 luck bonus on 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.

    Doom

  • (Spell Type:) Necromancy [Fear, Mind-Affecting]
  • (Level:) Clr 1
  • (Components:) V,S,DF
  • (Casting Time:) 1 Standard Action
  • (Range:) Medium (100 ft. + 10 ft/level)
  • (Target:) One Living Creature
  • (Duration:) 1 min/level
  • (Saving Throw:) Will Negates
  • (Spell Resistance:) Yes
  • This spell fills a single subject with a horrid feeling of dread that causes it to become shaken.

    Endure Elements

  • (Spell Type:) Abjuration
  • (Level:) Clr 1, Druid 1, Paladin 1, Ranger 1, Sorc/Wiz 1, Sun 1
  • (Components:) V,S
  • (Casting Time:) 1 Standard Action
  • (Range:) Touch
  • (Target:) Creature Touched
  • (Duration:) 24 Hours
  • (Saving Throw:) Will Negates (Harmless)
  • (Spell Resistance:) Yes (Harmless)
  • A creature protected by endure elements suffers no harm from being in a hot or cold enviroment. It can exist comftorably in conditions between
  • -50 and 140 degrees Farenheit
  • without having to make Fortitude saves

    The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other enviromental hazards such as smoke, lack of air, and so forth.

    Entropic Shield

  • (Spell Type:) Abjuration
  • (Level:) Cleric 1, Luck 1
  • (Components:) V,S
  • (Casting Time:) 1 Standard Action
  • (Range:) Personal
  • (Targets:) You
  • (Duration:) 1 min/level (D)
  • A magical field appears around you, glowing with a chaotic blast of multicolored hues.

    This field defelects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf's acid arrow, ray of enfeeblement, and so forth) has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance, such as a dragon's breath weapon, are not affected.

    Hide from Undead

  • (Spell Type:) Abjuration
  • (Level:) Cleric 1
  • (Components:) V,S,DF
  • (Casting Time:) 1 Standard Action
  • (Range:) Touch
  • (Targets:) One Touched Creature/Level
  • (Duration:) 10 min/level(D)
  • (Saving Throw:) Will Negates (Harmless);See Text
  • (Spell Resistance:) Yes
  • Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremor-sense, cannot detect or locate warded creatures.

    Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intellegent undead creature gets a single Will saving throw. if it fails, the subject can't see any of the warded creature.

    How ever, if it has reason to believe unseens opponents are present, it can attempt to find or strike them. If a warded creatures attempts to turn or commanded undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

    Inflict Light Wounds

  • (Spell Type:) Necromancy
  • (Level:) Cleric 1, Destruction 1
  • (Components:) V,S
  • (Casting Time:) 1 standard action
  • (Range:) Touch
  • (Target:) Creature Touched
  • (Duration:) Instantanious
  • (Saving Throw:) Will Half
  • (Spell Resistance:) Yes
  • When laying your hands upon a creature you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

    Magic Stone

  • (Spell Type:) Transmutation
  • (Level:) Cleric 1, Druid 1, Earth 1
  • (Components:) V,S, DF
  • (Casting Time:) 1 standard action
  • (Range:) Touch
  • (Target:) Up to three pebbles touched
  • (Duration:) 30 Minutes or until discharged
  • (Saving Throw:) Will Negates (harmless, object)
  • (Spell Resistance:) Yes (harmless,object)
  • You transmute as many as three pebbles which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them, a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

    Magic Weapon

  • (Spell Type:) Transmutation
  • (Level:) Cleric 1, Paladin 1, Sorcerrer/Wizard 1. Warrior 1
  • (Components:) V,S, DF
  • (Casting Time:) 1 standard action
  • (Range:) Touch
  • (Target:) Weapon touched
  • (Duration:) 1 min/per level
  • (Saving Throw:) Will Negates (harmless, object)
  • (Spell Resistance:) Yes (harmless,object)
  • Magic Weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.) You can't Cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang. A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

    Protection from Chaos

  • (Spell Type:) Abjuration [Lawful]
  • (Level:) Cleric 1, Law 1, Paladin 1, Sorcerrer/Wizard 1
  • This spell functions like
  • protection from evil
  • , except that the deflection and resistance bonuses aplly to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.

    Protection From Evil

  • (Spell Type:) Abjuration [Good]
  • (Level:)Cleric 1, Good 1, Paladin 1, Sor/Wizard 1 
  • (Components:) V,S,M/DF
  • (Casting Time:) 1 standard action
  • (Range:) Touch
  • (Target:) Creature Touched
  • (Duration:) 1 min/per level (D)
  • (Saving Throw:) Will Negates (harmless, object)
  • (Spell Resistance:) No; See Text
  • 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 posses the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enhancement (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 place before the spell is cast. This second effect works regardless of alignment.

  • Third, the spell prevents bodlity 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 affect. 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.

    Aracane Material Components:A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded.

    Protection From Good

  • (Spell Type:) Abjuration [Evil]
  • (Level:) Cleric 1, Evil 1, Sorc/Wizard 1
  • This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject..

    Protection From Law

  • (Spell Type:) Abjuration [Chaotic]
  • (Level:) Chaos 1, Cleric 1, Sorc/Wizard 1
  • This spell functions like protection from Evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.

    Remove Fear:

  • (Spell Type:) Abjuration
  • (Level:) Bard 1, Cleric 1
  • (Casting Time:) 1 standard action
  • (Range:) 50 ft.
  • (Area:) All enemies within 50 ft.
  • (Duration:) 1 min/level
  • (Saving Throw:) Will Negates
  • (Spell Resistance:) Yes
  • Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.Bane counters and dispels Bless.

    Sanctuary:

  • (Spell Type:) Abjuration
  • (Level:) Protection 1, Cleric 1
  • (Casting Time:) 1 standard action
  • (Range:) Touch
  • (Target:) Creature Touched
  • (Duration:) 1 round/level
  • (Saving Throw:) Will Negates
  • (Spell Resistance:) No
  • Any attemptin to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell.

    Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. This alnonattack spells or otherwise act. This allows a warded cleric to heal wounds, for example, or to cast a bless spell, perform an augury, summon creatures, and so on.

    Shield of Faith:

  • (Spell Type:) Abjuration
  • (Level:) Cleric 1
  • (Casting Time:) 1 Standard Action
  • (Range:) Touch
  • (Target:) Creature Touched
  • (Duration:) 1 min/level
  • (Saving Throw:) Will Negates
  • (Spell Resistance:) Yes (harmless)
  • This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (Maximum +5 deflection bonus at 18th level).

    Material Component:A small parchment with a bit of holy text written upon it.

    Summon Monsters I:

  • (Spell Type:) Conjuration (Summoning)[See Text]
  • (Level:) Cleric 1, Bard 1, Sor/Wizard 1
  • (Components:) V,S, F/DF
  • (Casting Time:) 1 Round
  • (Range:) Close (25 ft. + 5ft/2 levels)
  • (Effect:) One Summoned Creature
  • (Duration:) 1 Round/Level (D)
  • (Saving Throw:) None
  • (Spell Resistance:) No
  • This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plant). 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. Information on these creatures can be found in theMonster Manual

    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 enviroment that cannot support them. [For instance],a celestial porpoise may only be summoned in an aquatic enviroment

    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. For example, Summon I is a lawful and evil spell when cast to summon a fiendish dire rat.

    Arcane Focus:A tiny bag and a small (not necessarily lit) candle.

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