TEXT: Rite Publishing Presents 
  Rite Publishing Presents 
  Rite Publishing Presents 
  Rite Publishing Presents     
  101 0-Level Spells 
   
      
      
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By Steven D. Russell
  By Steven D. Russell
  By Steven D. Russell
  By Steven D. Russell    
  
   
  Rite Publishing Presents: 
  101 0-Level Spells  
   
  Sorcerer Supreme
  Sorcerer Supreme
  Sorcerer Supreme
  Sorcerer Supreme (Designer): Steven D. Russell 
  Apprentices 
  Apprentices 
  Apprentices 
  Apprentices (Additional Design):  
  Ben McFarland and Jonathan McAnulty 
  Spellbook Scribe
  Spellbook Scribe
  Spellbook Scribe
  Spellbook Scribe (Editor): David Paul 
  Master Illusionist
  Master Illusionist
  Master Illusionist
  Master Illusionist    (Cover Artist): Joe Calkins 
  Transmuters
  Transmuters
  Transmuters
  Transmuters    (Interior Artwork): Joe Calkins 
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Layout): Steven D. Russell 
   
  Dedication: To Jeffery Spence 
  —for the constant feedback.    
   
  Special Thanks to the subscribers: Ben Asaro, Chris Mattson,  
  Craig Johnston, Jani Vaara, Jonathan Cavender, Jeffery Spencer, 
  Mark Gedak, Michael Welham, Michael Jacobs, Oliver Spreckelsen,  
  and Paul Watson  
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  101 0th level spells © 2010 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.  
   
  
  1 
  0000----Level Bard Spells
  Level Bard Spells
  Level Bard Spells
  Level Bard Spells    
  Alter Taste: Changes the taste of one meal to a taste 
  that is pleasant for the creature consuming it. 
  Animate Tools: Tools automatically perform simple 
  tasks. 
  Blossom: Causes flowering plant to blossom. 
  Canny Effort: Caster gains a +2 competence bonus 
  on next skill check. 
  Clandestine Conversation: Allows two subjects to 
  speak without being overheard. 
  Cleanse of Alcohol: Subject is completely cured of 
  alcohol effects. 
  Cloth Armor: Unworn clothing becomes armor. 
  Crack: Inflicts damage to a single object, undead or 
  construct creature. 
  Dark Baubles: Object casts deep shadows in 20 ft. 
  radius. 
  Decrypt: Helps decipher a coded message or cipher. 
  Detect Charm: Determines whether a creature is 
  under a charm effect. 
  Detune: Removes the tuning from a nearby 
  instrument. 
  Dim: Dims light sources within 100 feet of object 
  touched. 
  Disorienting Quake: One creature is shaken and 
  must make a Acrobatics check or fall prone. 
  Encrypt: Encode a message to protect it from view. 
  Glimmer of Hope: Increase chance of target 
  stabilizing at negative hit points. 
  Guide Vessel: A ship, cart, or wagon moves as you 
  command. 
  Pause: Decrease target’s initiative by 4. (Immediate) 
  Layer of Ice: Does 1 cold damage to a target but 
  absorbs up to 5 fire damage before melting away. 
  Light My Fire: Starts a fire quickly. 
  Lightsight: Negate penalties caused by light. 
  Low Blow: Target takes 1 point of bludgeoning 
  damage, and becomes sickened for 1 round. 
  Mishap: You create a minor mishap. 
  Overlook: Hides a small object in plain sight. 
  Pants: Removes target’s pants. 
  Pointer: Shines a beam of light from your finger. 
  Putrefy Food and Drink: Spoils and poisons food 
  and drink. 
  Quicken Stride: Increase touched creature’s land 
  speed. 
  Quill: Creates a writing quill with limitless ink. 
  Restlessness: Target cannot sleep for 24 hours. 
  Rigged Coin: Causes target coin to always land on 
  face you choose. 
  Shelve: Returns a book to its shelf in the proper 
  place. 
  Sign of Discovery: Grant +2 insight bonus to your 
  next knowledge, perception or sense motive check. 
  Signal: Creates a loud sound. 
  Simple Bed: Creates a comfortable place to sleep 
  giving caster +1 hp to normal healing rate for bed rest. 
  Slapping Hand: Disembodied hand slaps target for 
  1 point of damage. 
  Smoke Image: Caster creates any shape out of 
  existing smoke. 
  Song of Serenity: Subject is cured of fatigue. 
  Spook Animal: Target animal is panicked. 
  Timer: Creates a single sound after a preset amount 
  of time. 
  Trifling Image: Creates tiny and immobile image. 
  Ultrasonic Ray: Ranged touch attack inflicts 1d3 
  points of sonic damage. 
  Unseen Attendant: Cleans and straightens you and 
  your clothing. 
   
  0000----Level Cleric Spells
  Level Cleric Spells
  Level Cleric Spells
  Level Cleric Spells    
  Animate Tools: Tools automatically perform simple 
  tasks. 
  Antagonize Wound: Touch deals 1 point of damage 
  each round to an injured creature. 
  Askew Balance: Target creature falls prone. 
  Balance Weapon: Weapon becomes easier to use. 
  Canny Effort: Caster gains a +2 competence bonus 
  on next skill check. 
  Capture Alive: Target’s non-magical melee attacks 
  inflict only nonlethal damage. 
  Ceremonial Servant: You create a shadowy figure 
  that can participate in ceremonies or rituals. 
  Cleanse of Alcohol: Subject is completely cured of 
  alcohol effects. 
  Countervailing: Helps compensate for, but does not 
  dispel or eliminate, the effects of a detrimental spell. 
  Crack: Inflicts damage to a single object, undead or 
  construct creature. 
  Crystal Symbol: Launches crystal that inflicts 1d3 
  points of divine damage. 
  Dim: Dims light sources within 100 feet of object 
  touched. 
  Detect Charm: Determines whether a creature is 
  under a charm effect. 
  Discern Health: Can read the target creature’s 
  health from his aura. 
  Divining Rod: Use natural spirits as a guide to food 
  or water. 
  Drench: Puts out Fine or Tiny fires and deals 1 point 
  of nonlethal damage. 
  Eyes of the Augur: Gain a +10 bonus to Spellcraft 
  checks to identify a spell. 
  Glimmer of Hope: Increase chance of target 
  stabilizing at negative hit points. 
  Heaven’s Teardrop: You cause a bit of light to 
  coalesce into a teardrop and fall from the sky doing 2 
  points of damage to a single target. 
  Infuse Weapon: Touched weapon deals +1 damage 
  of a chosen energy type. 
  Light My Fire: Starts a fire quickly. 
  Lightning Sand: Earth entangles foe. 
  Lightsight: Negate penalties caused by light. 
  Long-Range 
  Weapon: 
  Thrown 
  weapon 
  or 
  projectile gains 50% more range. 
  Low Blow: Target takes 1 point of bludgeoning 
  damage, and becomes sickened for 1 round. 
  Magic Spike, Lesser: Bolt of energy inflicts a -1 
  circumstance penalty to spell, spell-like ability and 
  supernatural DCs. 
  Mishap: You create a minor mishap. 
  Putrefy Food and Drink: Spoils and poisons food 
  and drink. 
  
  2 
  Resistance to Fear: The subject gains a +2 morale 
  bonus against fear effects for 1 minute. 
  Shelve: Returns a book to its shelf in the proper 
  place. 
  Sickening Smell: You conjure a small cloud of 
  pollen or incense that inflicts the sickened condition. 
  Sign of Discovery: Grant +2 insight bonus to your 
  next knowledge, perception or sense motive check. 
  Simple Bed: Creates a comfortable place to sleep 
  giving caster +1 hp to normal healing rate for bed rest. 
  Spook Animal: Target animal is panicked. 
  Stonesense: Gain stonecunning ability as a dwarf. 
  Summarize: Quickly summarize a text of up to 250 
  pages. 
  Thicken: You can alter the strength and thickness of 
  small inanimate objects. 
  Touch of Fatigue: Target becomes fatigued. 
  (Immediate) 
  Touch of Lethargy: Target is staggered for one 
  round. 
  Touch of Torment: Touch attack inflicts –1 penalty 
  on attack rolls, skill checks, and ability checks. 
  Virulence: Weakens the innate resistance of its 
  target making him more susceptible to poison and 
  disease effects. 
   
  0000----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Animate Tools: Tools automatically perform simple 
  tasks. 
  Antagonize Wound: Touch deals 1 point of damage 
  each round to an injured creature. 
  Blossom: Causes flowering plant to blossom. 
  Canny Effort: Caster gains a +2 competence bonus 
  on next skill check. 
  Capture Alive: Target’s non-magical melee attacks 
  inflict only nonlethal damage. 
  Ceremonial Servant: You create a shadowy figure 
  that can participate in ceremonies or rituals. 
  Countervailing: Helps compensate for, but does not 
  dispel or eliminate, the effects of a detrimental spell. 
  Crack: Inflicts damage to a single object, undead or 
  construct creature. 
  Create Snow: Generates clean, unpolluted snow. 
  Crystal Symbol: Launches crystal that inflicts 1d3 
  points of divine damage. 
  Daze Animal: Dazes one animal of 4 or fewer HD. 
  Dim: Dims light sources within 100 feet of object 
  touched. 
  Discern Health: Can read the target creature’s 
  health from his aura. 
  Glimmer of Hope: Increase chance of target 
  stabilizing at negative hit points. 
  Heaven’s Teardrop: You cause a bit of light to 
  coalesce into a teardrop and fall from the sky doing 2 
  points of damage to a single target. 
  Layer of Ice: Does 1 cold damage to a target but 
  absorbs up to 5 fire damage before melting away. 
  Light My Fire: Starts a fire quickly. 
  Lightning Sand: Earth entangles foe. 
  Lightsight: Negate penalties caused by light. 
  Magic Spike, Lesser: Bolt of energy inflicts a -1 
  circumstance penalty to spell, spell-like ability and 
  supernatural DCs. 
  Mishap: You create a minor mishap. 
  Overlook: Hides a small object in plain sight. 
  Quicken Stride: Increase touched creature’s land 
  speed. 
  Resistance to Fear: The subject gains a +2 morale 
  bonus against fear effects for 1 minute. 
  Shield Open Flame: Protects small fire from being 
  extinguished. 
  Sickening Smell: You conjure a small cloud of 
  pollen or incense that inflicts the sickened condition. 
  Simple Bed: Creates a comfortable place to sleep 
  giving caster +1 hp to normal healing rate for bed rest. 
  Spook Animal: Target animal is panicked. 
  Summon Nature’s Minor Ally: As summon 
  nature’s ally I, but summons a Tiny or Diminutive 
  animal. 
  Thicken: You can alter the strength and thickness of 
  small inanimate objects. 
  Thorn of Light: shoots out a brilliant energy thorn. 
  Touch of Torment: Touch attack inflicts –1 penalty 
  on attack rolls, skill checks, and ability checks. 
  Virulence: Weakens the innate resistance of its 
  target making him more susceptible to poison and 
  disease effects. 
  Wooden Club: You create and can proficiently wield 
  a club. (Swift) 
   
  0000----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Abjur
  Abjur
  Abjur
  Abjuration
  ation
  ation
  ation    
  Idyllic Sleep: Willing target sleeps 8 hours 
  regardless of conditions. 
  Layer of Ice: Does 1 cold damage to a target but 
  absorbs up to 5 fire damage before melting away. 
  Magic Spike, Lesser: Bolt of energy inflicts a -1 
  circumstance penalty to spell, spell-like ability and 
  supernatural DCs. 
  Parry Strike: Caster gains a +2 deflection bonus to 
  AC against the next melee attack against him. 
  Parry Shot: Caster gains a +2 deflection bonus to AC 
  against the next ranged attack against her. 
  Resistance to Fear: The subject gains a +2 morale 
  bonus against fear effects for 1 minute. 
  Shield Open Flame: Protects small fire from being 
  extinguished. 
   
  Conj
  Conj
  Conj
  Conjuration
  uration
  uration
  uration    
  Cleanse of Alcohol: Subject is completely cured of 
  alcohol effects. 
  Conjurer's Toolbelt: Conjures any small tool for 1 
  min./level. 
  Elemental Sample: You create a 1-foot cubic block 
  of an elemental substance. 
  Guardian Mote: Absorbs 1d3 damage from the next 
  attack. 
  Quill: Creates a writing quill with limitless ink. 
  Sand in Your Eyes: Deal 1 point of slashing damage 
  and blind target for 1 round. 
  
  3 
  Spider’s Thread: Creates ropelike strand that is 
  sticky on one end. 
  Unruly Bolt: Ray deals 1d2 points of damage of 
  random energy type over time. 
  Wooden Club: You create and can proficiently wield 
  a club. (Swift) 
   
  Div
  Div
  Div
  Divination
  ination
  ination
  ination    
  Bash: Caster gets a +2 insight bonus to next melee 
  attack roll. 
  Canny Effort: Caster gains a +2 competence bonus 
  on next skill check. 
  Decrypt: Helps decipher a coded message or cipher. 
  Detect Charm: Determines whether a creature is 
  under a charm effect. 
  Eyes of the Augur: Gain a +10 bonus to Spellcraft 
  checks to identify a spell. 
  Omen Casting: If your target opponent made his 
  previous save, your next spell DC improves by 1. 
  (Swift) 
  Seeker: Caster gets a +2 insight bonus to next ranged 
  attack roll. 
  Sign of Discovery: Grant +2 insight bonus to your 
  next knowledge, perception or sense motive check. 
  Stonesense: Gain stonecunning ability as a dwarf. 
  Summarize: Quickly summarize a text of up to 250 
  pages. 
   
  Ench
  Ench
  Ench
  Enchantment
  antment
  antment
  antment    
  Awaken: Wake up one living creature. (Immediate) 
  Dawdle: One target suffers a -4 penalty to initiative. 
  (Immediate) 
  Pause: Decrease target’s initiative by 4. (Immediate) 
  Restlessness: Target cannot sleep for 24 hours. 
  Shadow Snag: Single shadow-casting target touched 
  is entangled. 
  Subconscious Aggression: Causes Critical Fumble 
  to become an attack on an ally. 
  Touch of Fascination: Touch 
  leaves 
  target 
  fascinated for 1 round. 
   
  Evoc
  Evoc
  Evoc
  Evocation
  ation
  ation
  ation    
  Cauterize: Stabilizes but damages target. 
  Dark Baubles: Object casts deep shadows in 20 ft. 
  radius. 
  Dim: Dims light sources within 100 feet of object 
  touched. 
  Disorienting Quake: One creature is shaken and 
  must make a Acrobatics check or fall prone. 
  Irksome Weapon: Weapon of force threatens 
  target. 
  Light My Fire: Starts a fire quickly. 
  Pointer: Shines a beam of light from your finger. 
  Ray of Mercy: Ray deals 1d4 nonlethal damage. 
  Shelve: Returns a book to its proper place. 
  Signal: Creates a loud sound. 
  Slapping Hand: Disembodied hand slaps target for 
  1 point of damage. 
  Trip Line: Creates a line of force, often used to trip 
  creatures. 
  Ultrasonic Ray: Ranged touch attack inflicts 1d3 
  points of sonic damage. 
  Unarm Foe: Disarms subject. 
   
  Illus
  Illus
  Illus
  Illusion
  ion
  ion
  ion    
  Alter Taste: Changes the taste of one meal to a taste 
  that is pleasant for the creature consuming it. 
  Clandestine Conversation: Allows two subjects to 
  speak without being overheard. 
  Gnome’s Gold: Touched object appears more 
  valuable than it is. 
  Overlook: Hides a small object in plain sight. 
  Phantasmal Tripwire: Illusion causes subject to 
  fall prone and suffer 1d3 nonlethal damage. 
  Timer: Creates a single sound after a preset amount 
  of time. 
  Trifling Image: Creates tiny and immobile image. 
   
  Necro
  Necro
  Necro
  Necromancy
  mancy
  mancy
  mancy    
  Antagonize Wound: Touch deals 1 point of damage 
  each round to an injured creature. 
  Askew Balance: Target creature falls prone. 
  Capture Alive: Target’s non-magical melee attacks 
  inflict only nonlethal damage. 
  Low Blow: Target takes 1 point of bludgeoning 
  damage, and becomes sickened for 1 round. 
  Spook Animal: Target animal is panicked. 
  Touch of Fatigue: Target becomes fatigued. 
  (Immediate) 
  Touch of Lethargy: Target is staggered for 1 round. 
  Touch of Torment: Touch attack inflicts –1 penalty 
  on attack rolls, skill checks, and ability checks. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Animate Tools: Tools perform simple tasks. 
  Balance Weapon: Weapon becomes easier to use. 
  Blossom: Causes flowering plant to blossom. 
  Bone Spurs: Spikes of the target’s bones grow 
  dealing 1d6 and +1 damage to its unarmed attacks. 
  Clean: Thoroughly scour one object or small room. 
  Cloth Armor: Unworn clothing becomes armor. 
  Crack: Inflicts damage to a single object, undead or 
  construct creature. 
  Encrypt: Encode a message to protect it from view. 
  Guide Vessel: Transport moves as you command. 
  Infuse Weapon: Touched weapon deals +1 damage 
  of a chosen energy type. 
  Iounic Transportation: Object orbits your head. 
  Lightning Sand: Earth entangles foe. 
  Lightsight: Negate penalties caused by light. 
  Long-Range 
  Weapon: 
  Thrown 
  weapon 
  or 
  projectile gains 50% more range. 
  Mishap: You create a minor mishap. 
  Pants: Removes target’s pants. 
  Quicken Stride: Increase creature’s land speed. 
  Rigged Coin: Causes target coin to always land on 
  face you choose. 
  Simple Bed: Creates a comfortable place to sleep 
  giving caster +1 hp to normal healing rate for bed rest. 
  Smoke Image: Caster creates any shape out of 
  existing smoke. 
  
  4 
  Alter Taste
  Alter Taste
  Alter Taste
  Alter Taste    
  School: Illusion (Glamer); Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (pinch of salt or spice) 
  Range: 10 ft. 
  Target: One meal of 1 cu. ft./level 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless);  
  Spell Resistance: Yes (harmless) 
  This spell changes the taste of one meal to a taste that 
  is pleasant for the creature consuming it. Note that 
  this spell only disguises the taste of the meal and does 
  not alter any other quality of it. While it will alter the 
  taste of rotten meat, for instance, the meat will still be 
  rotten. Furthermore, all parts of the meal taste the 
  same no matter what is eaten. Thus soup, salad, main 
  course, dinner roll and so on will all taste exactly alike 
  since the spell masks any and all flavors with the taste. 
  Each creature that tastes the meal will experience a 
  different taste sensation depending on what his or her 
  preference is. Thus, one creature might taste warm 
  bread while another tastes raw meat. 
  This spell changes the taste of anything that is part of 
  the meal at the time the spell is cast; if something is 
  added later, such as gravy or poison, then the spell 
  cannot alter that and the creature receives the proper 
  taste of the added item. Creatures are instantly aware 
  of this spell’s effect upon the first bite and can choose 
  to disbelieve the spell’s effects at any time. 
   
  Animate Tools
  Animate Tools
  Animate Tools
  Animate Tools    
  School: Transmutation; Level: Brd 0, Clr 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 10 minutes 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One tool or one set of related tools. 
  Duration: 8 hours 
  Saving Throw: Will negates (harmless, object); 
  Spell Resistance: Yes (harmless, object) 
  The spell causes a tool — or a group of tools used 
  together to perform a task — to animate and perform 
  a task you designate. These tools follow your 
  directions to the best of their abilities, but can only be 
  used for their intended purpose. This spell allows you 
  to complete an amount of work equivalent to a single 
  person working for eight hours. The tools use your 
  Craft or Profession check as appropriate. The tools 
  may aid another. There are many other common uses 
  of this spell that require no check, such as 
  commanding a broom to sweep the floor or a shovel to 
  dig a trench. 
  Only mundane tasks can be accomplished with this 
  spell. It has no effect on crafting magic items. Under 
  no circumstance can tools be used to attack a creature, 
  though items can damage a structure if that is their 
  intended purpose (such as a pick or an axe). 
   
   
      
   
  Antagonize Wound 
   
  Antagonize Wound
  Antagonize Wound
  Antagonize Wound
  Antagonize Wound    
  School: Necromancy; Level: Clr 0, Drd 0, Sor/Wiz 
  0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 round/level (D); see text 
  Saving Throw: Fort negates;  
  Spell Resistance: Yes 
  With a touch, you cause an existing wound to deal 1 
  point of damage. Each round thereafter, the target 
  must succeed on a Fortitude save or take an additional 
  1 point of damage. If the target succeeds on two 
  consecutive saves or is subjected to a Conjuration 
  (healing) spell, the effect ends. 
   
  Askew Balance
  Askew Balance
  Askew Balance
  Askew Balance    
  School: Necromancy; Level: Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fort negates;  
  Spell Resistance: Yes 
  With a spinning gesture and a few arcane words you 
  upset the equilibrium of a single creature, causing the 
  target creature to fall prone. 
   
      
      
  
  5 
  Awaken
  Awaken
  Awaken
  Awaken    
  School: 
  Enchantment 
  (Compulsion) 
  [Mind-
  Affecting]; Level: Sor/Wiz 0 
  Casting Time: 1 immediate action 
  Components: S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  (harmless) 
  You snap your fingers, and one sleeping creature 
  within range immediately awakens, as though slapped 
  awake. 
   
  Balance Weapon
  Balance Weapon
  Balance Weapon
  Balance Weapon    
  School: Transmutation; Level: Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute (D) 
  Saving Throw: Will negates (harmless, object); 
  Spell Resistance: Yes (harmless, object) 
  This spell causes the weapon touched to gain an 
  exceptional balance, bestowing a +1 enhancement 
  bonus to attack rolls. The target weapon is not 
  considered magical for purposes of damage reduction. 
   
  Bash
  Bash
  Bash
  Bash    
  School: Divination; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: See text 
  Your next single melee attack roll (if it is made before 
  the end of the next round) gains a +2 insight bonus. 
  Additionally, you reduce your miss chance by 10% 
  when trying to strike a concealed target with this 
  melee attack. 
   
  Blossom
  Blossom
  Blossom
  Blossom    
  School: Transmutation; Level: Brd 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: Flowering plant touched 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless); see text; 
  Spell Resistance: Yes (harmless) 
  This spell causes up to one flower per caster level to 
  sprout and bloom on a flowering plant. Only plant 
  creatures receive a saving throw. 
   
  Bone Spurs
  Bone Spurs
  Bone Spurs
  Bone Spurs    
  School: Transmutation; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (a small bone) 
  Range: Touch 
  Target: One creature with bones 
  Duration: 1 round/level 
  Saving 
  Throw: 
  Fortitude 
  negates; 
  Spell 
  Resistance: Yes 
  You cause the bones of one creature to elongate 
  suddenly and harden into spikes, which thrust out of 
  its flesh. 
  This eruption inflicts 1d6 points of damage to the 
  subject. If the creature survives, it can then use the 
  spikes as weapons for the duration of the spell. The 
  spikes add +1 point of damage to any grapple, natural, 
  or unarmed attacks the subject makes. 
   
  Canny Effort
  Canny Effort
  Canny Effort
  Canny Effort    
  School: Divination; Level: Brd 0, Clr 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: See text 
  Your next single skill check (if it is made before the 
  end of the next round) gains a +2 insight bonus. 
   
  Capture Alive
  Capture Alive
  Capture Alive
  Capture Alive    
  School: Necromancy; Level: Clr 0, Drd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (bit of cotton fluff) 
  Range: Touch 
  Target: One living creature 
  Duration: 1 round/level 
  Saving Throw: Fort negates;  
  Spell Resistance: Yes 
  The non-magical melee damage dealt by the subject of 
  this spell to living creatures is magically transformed 
  into nonlethal damage. 
   
  Cauterize
  Cauterize
  Cauterize
  Cauterize    
  School: Evocation [Fire]; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  When cast on a creature, the spell deals one point of 
  fire damage but stops the bleed damage (negating the 
  Bleed condition), and stabilizes the target (if it is 
  dying). Creatures that are resistant or immune to fire 
  cannot gain the benefits of this spell. 
   
  Ceremonial 
  Ceremonial 
  Ceremonial 
  Ceremonial Servant
  Servant
  Servant
  Servant    
  School: Conjuration (Creation); Level: Clr 0, Drd 0 
  Casting Time: 1 round 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One conjured figure 
  Duration: Up to 24 hours 
  Saving Throw: None; Spell Resistance: No 
  
  6 
  You conjure a shadowy, ghostlike figure that 
  resembles you and that can participate in ceremonies 
  or rituals you perform. They cannot perform any other 
  tasks; if the ceremony is disrupted or you stop 
  performing the ceremony or ritual, the spell ends. 
   
  Clandestine Conversation
  Clandestine Conversation
  Clandestine Conversation
  Clandestine Conversation    
  School: Illusion (Figment); Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Two creatures 
  Duration: 10 minutes/level (D) 
  Saving Throw: None; Spell Resistance: Yes 
  The targets can converse without anyone overhearing 
  what they are saying. Creatures who can read lips 
  might still be able to determine what is said, but no 
  Perception check can possibly allow one to overhear 
  the conversation. While under the effect of this spell, a 
  target creature can speak to someone not affected by 
  this spell, but everyone can hear that conversation 
  normally. Only when one target creature speaks to the 
  other target creature does the conversation remain 
  private. 
   
  Clean
  Clean
  Clean
  Clean    
  School: Transmutation; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (bit of soap) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One object or one 10-ft.-by–10-ft. room 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  You wave your hands in a circular motion over an 
  object (or in the air to clean a room) and all dirt on the 
  target immediately vanishes as though the object or 
  room was just scrubbed thoroughly clean. 
   
  Cleanse of Alcohol
  Cleanse of Alcohol
  Cleanse of Alcohol
  Cleanse of Alcohol    
  School: Conjuration (Healing); Level: Brd 0, Clr 0, 
  Sor/Wiz 0 
  Casting Time: 1 round 
  Components: V, S 
  Range: Touch 
  Target: Personal or one creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (harmless);  
  Spell Resistance: Yes (harmless) 
  The target of a cleanse of alcohol spell finds himself 
  completely cured of any effect caused by indulging in 
  alcohol. 
   
  Cloth Armor
  Cloth Armor
  Cloth Armor
  Cloth Armor    
  School: Transmutation; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 swift action 
  Components: V, F (unworn clothing) 
  Range: Personal 
  Target: You 
  Duration: 24 hours or until removed 
  Saving Throw: Reflex negates (harmless);  
  Spell Resistance: No 
  With a word, you cause bedding, draperies, unworn 
  loose clothing, or tapestries to gird you, forming an 
  improvised suit of armor equivalent to padded armor. 
  When you remove the armor, it collapses back into its 
  constituent parts. 
   
  Conjurer's Toolbelt
  Conjurer's Toolbelt
  Conjurer's Toolbelt
  Conjurer's Toolbelt    
  School: Conjuration (Creation); Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Effect: Conjures a nonmagical tiny object 
  Duration: 1 min./level 
  Saving Throw: None; Spell Resistance: No 
  This spell creates a small tool that appears in your 
  hand. The tool may not weigh more than 1 lb. and can 
  be no larger than one cubic foot in size. The tool can 
  be just about anything within the aforesaid limit and 
  appropriate to the campaign. You could, for example, 
  create a hacksaw, lock pick, crowbar, hammer, etc. 
  The tool persists until it is broken, dispelled, or the 
  duration of this spell expires. The tool will be of 
  ordinary manufacture. 
   
  Countervailing
  Countervailing
  Countervailing
  Countervailing    
  School: Transmutation; Level: Clr 0, Drd 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless);  
  Spell Resistance: Yes (harmless) 
  You compensate after the fact for the effects of any 
  ongoing detrimental spell; the penalty is temporarily 
  removed and turned into a bonus equal to one-half 
  the value of that penalty (round fractions up). For 
  example, if a character is affected by a bane spell that 
  makes her suffer a –1 morale penalty on attacks and 
  saves against fear, then the spell grants a +1 morale 
  bonus to attacks and saves against fear. If a curse 
  causes a character to suffer a –6 penalty to Strength, 
  this spell grants a +3 bonus to Strength. 
  Countervailing affects only targets affected by spells 
  with a non-instantaneous duration. This spell does 
  not heal wounds (or compensate for them), although 
  it will grant bonuses to ability scores to compensate 
  for very temporary effective losses, such as the effects 
  of a ray of enfeeblement. 
   
  Crack
  Crack
  Crack
  Crack    
  School: Transmutation; Level: Brd 0, Clr 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: One object of up to 10 cu. ft., one undead, or 
  construct creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (object);  
  
  7 
  Spell Resistance: Yes (object); see text 
  This spell deals 1d3 points of damage to an object, 
  construct, or undead creature, ignoring hardness and 
  damage reduction. 
   
  Create Snow
  Create Snow
  Create Snow
  Create Snow    
  School: Conjuration (Creation, Cold) [Water]; 
  Level: Drd 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Up to 2 gallons of snow/level 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  This spell generates clean, unpolluted snow. Snow can 
  be created in an area as small as will actually contain 
  the snow, or in an area three times as large (possibly 
  creating 
  a 
  downpour 
  or 
  filling 
  many 
  small 
  receptacles). 
  Note: Conjuration spells cannot create substances or 
  objects within a creature. Snow weighs about eight 
  pounds per gallon. One cubic foot of snow contains 
  roughly eight gallons and weighs about 60 pounds. 
   
  Crystal Symbol
  Crystal Symbol
  Crystal Symbol
  Crystal Symbol    
  School: Conjuration (Creation); Level: Clr 0, Drd 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (5 ft. + 5 ft./2 levels) 
  Effect: Crystal holy symbol 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  You create a thin crystal in the form of your holy 
  symbol or divine focus that comes out of the tip of 
  your finger and flies in the direction you point, like an 
  arrow. Make a ranged attack roll (not a touch attack). 
  If you succeed, the shard inflicts 1d3 points of divine 
  damage. After it hits or misses its target, the crystal 
  turns to powder. 
   
  Dark Baubles
  Dark Baubles
  Dark Baubles
  Dark Baubles    
  School: Evocation [Darkness]; Level: Brd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Object touched 
  Duration: 10 minutes/level 
  Saving Throw: None; Spell Resistance: No 
  This spell causes an object to throw deep shadows in a 
  20-foot radius. The shadow is equivalent to that seen 
  on a moonless night and grants a +2 circumstance 
  bonus to all Stealth checks. The effect is immobile, but 
  can be cast on a movable object. Shadow taken into an 
  area of magical light will not function. 
  A dark baubles spell is sufficient to counter and dispel 
  the effects of a spell with the light descriptor of equal 
  level. 
   
   
      
  Crystal Symbol 
   
  Dawdl
  Dawdl
  Dawdl
  Dawdleeee    
  School: 
  Enchantment 
  (Compulsion) 
  [Mind-
  Affecting]; Level: Sor/Wiz 0 
  Casting Time: 1 immediate action 
  Components: V, S, M (a snail) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates;  
  Spell Resistance: Yes 
  Dawdle causes a creature to suffer a -4 circumstance 
  penalty to its initiative and a -1 circumstance penalty 
  to Reflex saves. 
   
  Daze Animal
  Daze Animal
  Daze Animal
  Daze Animal    
  School: 
  Enchantment 
  (Compulsion) 
  [Mind-
  Affecting]; Level: Drd 0, Rgr 1 
  Casting Time: 1 standard action 
  Components: V, S, DF, M (pinch of animal fur) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One animal of 4 HD or less 
  Duration: 1 round 
  Saving Throw: Will negates;  
  Spell Resistance: Yes 
  This enchantment clouds the mind of an animal with 
  4 or fewer Hit Dice inflicting it with the Dazed 
  condition. Animals of 5 or more HD are not affected 
   
  Decrypt
  Decrypt
  Decrypt
  Decrypt    
  School: Divination; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 round 
  Components: V, S 
  Range: Touch 
  Target: Document touched 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  
  8 
  You gain insight into an encrypted message. This spell 
  gives you a +5 circumstance bonus to one Linguistics 
  skill check you might need to interpret or read a 
  document. While this doesn’t insure success, it does 
  make the interpretation of encrypted messages much 
  easier. This spell can be specifically used to counter 
  the encrypt spell if you know the command word, and 
  it automatically removes encryption created by the 
  spell (though this doesn’t make the language it was 
  written in any easier to interpret) when you state the 
  command word along with its casting. 
   
  Detect Charm
  Detect Charm
  Detect Charm
  Detect Charm    
  School: Divination; Level: Brd 0, Clr 0, Pal 1, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: 30 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 1 min./level (D) 
  Saving Throw: None; Spell Resistance: No 
  You determine whether a creature is under the effects 
  of a charm person or charm monster spell. You can 
  determine the exact spell with a successful Spellcraft 
  check (DC 20 + spell level). 
  The spell can penetrate barriers, but one foot of stone, 
  one inch of common metal, a quarter of an inch of 
  lead or three feet of wood or dirt blocks it. 
   
  Detune
  Detune
  Detune
  Detune    
  School: Transmutation; Level: Brd 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: 1 instrument 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  While learning this handy cantrip is not particularly 
  encouraged at bardic colleges, it still seems to make 
  the rounds among students. With it, you cause a 
  single instrument within range to lose its tuning, 
  giving Performance checks with it a –4 modifier. Re-
  tuning an instrument takes 1d4 rounds and usually 
  creates a rather irate bard. 
   
  Dim
  Dim
  Dim
  Dim    
  School: Evocation [Darkness]; Level: Brd 0, Clr 0, 
  Drd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Object touched 
  Duration: 10 minutes (D) 
  Saving Throw: None; Spell Resistance: No 
  Dim creates an aura that hampers normal, non-
  magical light sources. The spell must be cast upon an 
  object, which then radiates the dimming aura. All 
  light sources within a 100-ft. radius cast only half as 
  much light as they normally would, reducing both the 
  normal and shadowy light radius cast by the source by 
  one half. This spell has no effect on magical light 
  sources of any level. The effect is immobile, but it can 
  be cast on a movable object. 
  A spell with the light descriptor of any level counters 
  and dispels this spell. 
   
  Discern Health
  Discern Health
  Discern Health
  Discern Health    
  School: Divination; Level: Clr 0, Drd 0 
  Casting Time: 1 round 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: 1 living creature 
  Duration: Concentration 
  Saving Throw: None; Spell Resistance: No 
  You can see the aura that surrounds all living beings, 
  and can read from it the target creature’s health. The 
  amount of information revealed depends on how long 
  you concentrate on a particular target: 
  1st round: A creature’s total and remaining hit points. 
  2nd round: Whether the creature is suffering from 
  any debilitating condition. 
  3rd round: The name of the creature’s debilitating 
  condition (ability drained, confused, fatigued, etc.). 
   
  Disorienting Quake
  Disorienting Quake
  Disorienting Quake
  Disorienting Quake    
  School: Evocation [Force, Chaotic]; Level: Brd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fort negates;  
  Spell Resistance: Yes 
  You cause chaotic energies to violently shake and 
  disorient the target of this spell. The target is shaken 
  for 1 round and must make an Acrobatics check (DC 
  20) or fall prone. 
   
  Divining Rod
  Divining Rod
  Divining Rod
  Divining Rod    
  School: Divination; Level: Drd 0, Rgr 1 
  Casting time: 1 standard action 
  Components: M 
  Range: Touch 
  Area: 1 mile/level 
  Target: 1 object (stick) 
  Duration: 1 hour/level (D) 
  You call upon the spirits of the woodland to guide you 
  to water, natural shelter, or food. By casting divining 
  rod upon a forked stick, you request simple 
  knowledge from the nature spirits to lead you to 
  water, natural shelter or grown food. The rod points 
  in the direction of the objective of the spell. The rod 
  does not necessarily lead you past dangers or 
  obstacles, just in a direct path to the requested 
  necessity. The rod may sense the location only if the 
  objective is within the radius of the spell. The rod 
  reveals nothing else. Divining rod may only direct to 
  uncultivated palatable vegetation if provisions are 
  requested. The rod detects water underground only if 
  the source is within 10 ft. of the surface. 
   
  
  9 
  Drench
  Drench
  Drench
  Drench    
  School: Conjuration (Creation); Level: Drd 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft/level) 
  Target: one object or creature up to size Large 
  Duration: Instantaneous 
  Saving Throw: Ref negates; Spell Resistance: Yes 
  With a gesture upwards, you conjure a sudden 
  freezing cold downpour on the designated target, 
  dealing 1 point of nonlethal damage (no damage if 
  they make a Reflex save). This spell is usually used to 
  quench small fires and can instantly quench a natural 
  fire that is 5 ft. or less in diameter. 
   
  Elemental Sample
  Elemental Sample
  Elemental Sample
  Elemental Sample    
  School: Conjuration (Creation) [Air, Earth, Fire or 
  Water]; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: S 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: Create 1-foot cubic block of elemental 
  substance 
  Duration: Instantaneous 
  Saving Throw: Reflex (negates) fire only;  
  Spell Resistance: Yes 
  Elemental sample creates a small block of elemental 
  matter (air, earth, fire, or water). The effects of this 
  conjuration vary depending on the type of elemental 
  matter created. 
  Air: The conjured air disperses into air or fire. 
  However, if used underwater or underground, it 
  creates a bubble of breathable air, allowing a 
  character to breathe for 1d6 rounds before it is spent. 
  Earth: The conjured earth forms into a block of stone, 
  crumbling into dust after 1d3 rounds. You can drop it 
  on an opponent, given the right conditions (treat the 
  stone as weighing 15 lbs.), or you could use it as a 
  stepping stone or for any number of other possible 
  uses. 
  Fire: The conjured fire snuffs out in 1 round. If used 
  against an opponent and the opponent fails a Reflex 
  save, the fire deals 1d3 points of damage. Conjured 
  fire can ignite combustibles, which burn for 1d2 
  rounds before extinguishing. 
  Water: Conjured water can snuff small fires (fireplace 
  or smaller) or provide drinking water. If not used 
  immediately, the conjured water evaporates in 1d6 
  rounds. 
   
  Encrypt
  Encrypt
  Encrypt
  Encrypt    
  School: Transmutation; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 round 
  Components: V, S 
  Range: Touch 
  Target: Document touched 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  You speak a command word and alter the writing on a 
  scroll or piece of paper to make it unintelligible. 
  Properly interpreting the encrypted text requires a 
  Linguistics check (DC 25 + your caster level + your 
  relevant caster ability modifier). This spell is assisted 
  by the decrypt spell which can easily remove the 
  encryption placed on the hidden message or 
  information if the command word is spoken at the 
  time of casting. 
   
  Eyes of the Augur
  Eyes of the Augur
  Eyes of the Augur
  Eyes of the Augur    
  School: Divination; Level: Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  While under the effects of this spell, you gain a +10 
  insight bonus to Spellcraft checks to identify a spell. 
   
  Glimmer of Hope
  Glimmer of Hope
  Glimmer of Hope
  Glimmer of Hope    
  School: Conjuration (Healing); Level: Brd 0, Clr 0, 
  Drd 0 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (drop of sacred oil) 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) or until discharged; see 
  text 
  Saving Throw: None;  
  Spell Resistance: Yes (harmless) 
  You bestow a small blessing on a target creature. 
  Whenever the creature is reduced to fewer than 0 hit 
  points, the spell discharges, suffusing the creature 
  with an extremely minor amount of positive energy 
  increasing his chance to stabilize by 10%. This effect 
  lasts for 1 minute. 
   
  Gnome's Gold
  Gnome's Gold
  Gnome's Gold
  Gnome's Gold    
  School: Illusion (Glamer); Level: Sor/Wiz 0 
  Casting Time: 1 round 
  Components: V, S 
  Range: Touch 
  Target: A single object, up to 1 pound/caster level 
  Duration: 1 hour/caster level 
  Saving Throw: None; Spell Resistance: No 
  When cast, gnome’s gold alters the visual and tactile 
  properties of an item in such a way that it appears to 
  be of higher quality (worth 1d4 × 10% more than 
  normal), even to the trained eye. The basic nature of 
  the object remains unchanged, and any efforts to 
  ascertain the object’s true value using the Appraise 
  skill during the duration of the spell take a –1 penalty 
  per two caster levels. 
   
  Guardian Mote
  Guardian Mote
  Guardian Mote
  Guardian Mote    
  School: Conjuration (Creation); Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Effect: Phantom guardian mote 
  Duration: 1 min./level or until discharged 
  
  10 
  You call into existence a vaguely shaped, shadowy 
  mote that is about 1 inch high. The mote is silent and 
  amorphous in shape and leaps to interpose attacks. It 
  places itself between you and the most apparent 
  danger (but not attacks you are unaware of). This 
  magical guardian mote blocks damage from the next 
  successful attack made against you, absorbing 1d3 
  points of damage. No matter how much or how little 
  damage is actually inflicted by the attack, the guardian 
  mote winks out of existence as soon as it prevents 
  damage from one attack; you take any excess damage. 
  The effect also only prevents damage; any additional 
  effects of an attack are not prevented (for example the 
  effect of a vorpal weapon). 
  A guardian mote cannot prevent damage dealt by area 
  effect spells or similar effects. For example, it can 
  prevent damage from a single magic missile but not 
  from multiple missiles or from a fireball. 
   
  Guide Vessel
  Guide Vessel
  Guide Vessel
  Guide Vessel    
  School: Transmutation; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (arrowhead) 
  Range: Touch 
  Target: See text 
  Duration: 1 round/level 
  Saving Throw: None; Spell Resistance: No 
  A cart, wagon, boat, or ship moves as you command. 
  The vehicle can be no larger than 10 feet long + 2 feet 
  long per level (a 10th-level sorcerer can steer a 30-
  foot-long vessel). The craft must have its normal 
  means of locomotion. You do not need to concentrate 
  to maintain this effect, so you could cast it on a horse-
  drawn wagon, command it to “go straight,” and take 
  your eyes off the road. The horse will pull the wagon 
  straight until you tell it otherwise or the spell’s 
  duration ends. The spell does not imbue a craft (or the 
  animals pulling it) with intelligence. It cannot avoid 
  obstacles that you do not tell it to avoid. Nor can it 
  follow a command that requires intelligence, such as, 
  “Sail to the port city of Andrecon” or even, “Follow the 
  road.” Only simple instructions work, such as 
  “straight,” “left,” “right,” and so on. 
   
  Heaven’s Teardrop
  Heaven’s Teardrop
  Heaven’s Teardrop
  Heaven’s Teardrop    
  School: Conjuration (Creation) [Light, Fire]; Level: 
  Clr 0, Drd 0 
  Casting Time: 1 standard action 
  Components: V, S,  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  You cause a bit of light to coalesce into a teardrop and 
  fall from the sky tracing a red-hot streak onto a 
  designated target. You make a ranged attack (not a 
  touch attack) to strike the target. The heaven’s 
  teardrop deals 1 point of bludgeoning damage and 1 
  point of fire damage. 
   
   
  Idyllic Sleep
  Idyllic Sleep
  Idyllic Sleep
  Idyllic Sleep    
  School: Abjuration; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (fine sand, rose petals, or a 
  live cricket) 
  Range: Touch 
  Target: One willing, living creature 
  Duration: 8 hours (D) 
  Saving Throw: None; Spell Resistance: Yes 
  The target can get a good night’s sleep even in horrible 
  conditions. Even wearing armor, lying on a slimy 
  dungeon floor surrounded by corpses, a character can 
  sleep soundly and only when the spell ends or is 
  dismissed. This sleep is not a compulsion, however—it 
  affects only willing targets. 
   
  Infuse Weapon
  Infuse Weapon
  Infuse Weapon
  Infuse Weapon    
  School: Transmutation [see text]; Level: Clr 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless, object); 
  Spell Resistance: Yes (harmless, object) 
  Choose an energy type when you cast the spell (acid, 
  cold, electricity, fire, and sonic); the spell gains this 
  energy descriptor. Infuse weapon gives the touched 
  weapon a +1 bonus of the chosen energy type on 
  damage rolls. 
  You can’t cast this spell on a natural weapon, such as 
  an unarmed strike (though a monk’s unarmed strike 
  is considered a weapon, and thus it can be enhanced 
  by this spell). 
   
  Iounic Transportation
  Iounic Transportation
  Iounic Transportation
  Iounic Transportation    
  School: Transmutation; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, F (dull gray ioun stone) 
  Range: Touch 
  Target: Object touched, up to 1 pound/level 
  Duration: 1 day 
  Saving Throw: Will negates (object, harmless); 
  Spell Resistance: Yes (object, harmless) 
  Iounic transportation causes the object touched to 
  orbit around your head within a three-foot radius. The 
  item orbiting in this manner provides no special 
  bonus or penalty, but its weight does not count 
  towards the load you carry. 
  You can retrieve the item at any time as a move 
  action. After it has been snatched, the target item can 
  be set into orbit again as a move action, provided the 
  spell’s duration has not expired. 
  Others may attempt to attack or grab the item as they 
  would any other item, though the spell provides the 
  item with a +4 deflection bonus to its armor class and 
  CMD. 
   
   
  
  11 
      
  Irksome Weapon 
   
  Irksome Weapon
  Irksome Weapon
  Irksome Weapon
  Irksome Weapon    
  School: Evocation [Force]; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: A magical weapon of force 
  Duration: 1 round 
  Saving Throw: None; Spell Resistance: Yes 
  A melee weapon of pure force springs into existence 
  and attacks a designated opponent when he provokes 
  attacks of opportunity, but no more than once per 
  round, dealing 1d8 points of damage per hit with a 
  critical threat range of 19–20/×2. It also grants any 
  creature attacking this opponent a flanking bonus, 
  though the weapon does not gain this benefit. The 
  weapon is visible and takes the shape of any 
  appropriately-sized simple or martial weapon you 
  desire. It uses your caster level plus your relevant 
  caster ability modifier as its attack bonus. It strikes as 
  a spell, not as a weapon, so, for example, it can strike 
  incorporeal creatures. The weapon follows the foe you 
  choose as long as he remains within range. Occupying 
  the same area as the foe, it makes attacks of 
  opportunity whenever that particular foe provokes 
  him, but otherwise it takes no actions. Your feats 
  (such as Weapon Focus) or combat actions (such as 
  charge) do not affect the weapon. If the weapon goes 
  beyond the spell’s range, the spell ends. Once you’ve 
  designated a foe, you cannot choose a new opponent 
  to target with this spell. 
  The irksome weapon cannot be attacked or damaged. 
  If an attacked creature has spell resistance, check for 
  resistance the first time the irksome weapon strikes 
  it. Successfully resisting the weapon dispels the spell. 
  Layer of Ice
  Layer of Ice
  Layer of Ice
  Layer of Ice    
  School: Abjuration; Level: Brd 0, Drd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature or object 
  Duration: Instantaneous and 1 round/level 
  Saving Throw: Fort negates; Spell Resistance: 
  Yes 
  When you cast this spell, the creature or object suffers 
  1 point of cold damage and is coated in a thin layer or 
  hoarfrost. For the remaining duration of the spell the 
  subject gains resist fire 5. 
   
  Light My Fire
  Light My Fire
  Light My Fire
  Light My Fire    
  School: Evocation [Fire]; Level: Brd 0, Clr 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 round 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Unattended, non-magical objects 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  With this spell you are able to start a fire with easily 
  combustible materials, such as paper, dried kindling, 
  or lantern oil. As a general rule, if it could be ignited 
  with flint and steel, it can be ignited with this spell. 
  This spell functions much faster than the normal 
  means of starting a fire, instantly lighting a small fire 
  roughly equivalent to the size of a torch. This spell is 
  not powerful to deal damage directly (though fires 
  started by it could). 
   
  Lightning Sand
  Lightning Sand
  Lightning Sand
  Lightning Sand    
  School: Transmutation; Level Clr 0, Drd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Earth or stone in a 5-ft.-radius spread 
  Duration: 1 min./level (D) 
  Saving Throw: Reflex negates;  
  Spell Resistance: No 
  The very earth becomes shallow lightning sand (dry 
  quicksand); creatures within the area that fail their 
  save gain the entangled condition. Those that end 
  their turn in the area must save again. Creatures that 
  move into the area for the first time must save 
  immediately. Those that fail their save must end their 
  movement 
  and 
  gain 
  the 
  entangled 
  condition. 
  Entangled creatures can attempt to break free as a 
  move action, making a Strength or Escape Artist 
  check. The DC for this check is equal to the DC of the 
  spell. The area of effect is considered difficult terrain 
  while the effect lasts. 
  Creatures of Large size or larger or those with burrow 
  speeds are immune to the effects of lightning sand. 
   
  Lightsight
  Lightsight
  Lightsight
  Lightsight    
  School: Transmutation; Level: Brd 0, Clr 0, Drd 0, 
  Sor/Wiz 0 
  
  12 
  Casting Time: 1 immediate action 
  Components: V 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  In response to sudden bright light, you intone a single 
  word and discs of shadow appear over your eyes. You 
  negate any penalties incurred by a weakness or 
  vulnerability to light including light blindness or light 
  sensitivity. 
   
  Long
  Long
  Long
  Long----Range Weapon
  Range Weapon
  Range Weapon
  Range Weapon    
  School: Transmutation; Level: Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: One thrown weapon or projectile/level, all of 
  the same kind and all of which must be in contact with 
  each other at the time of casting 
  Duration: 1 min./level or until expended 
  Saving Throw: None;  
  Spell Resistance: Yes (harmless, object) 
  By casting this spell, you increase the range increment 
  of one or more thrown weapons or projectiles by 
  +50%. For example, a javelin (range increment of 30 
  feet) has a range increment of 45 feet while under the 
  effects of this spell, while an arrow fired from a 
  shortbow (normal range increment 60 feet) increases 
  its range increment to 90 feet. The effects of this spell 
  for each particular weapon end the first time it’s 
  thrown or fired (even if it doesn’t break), and long-
  range weapon doesn’t stack with any other range 
  increase, magical or otherwise. 
   
  Low Blow
  Low Blow
  Low Blow
  Low Blow    
  School: Necromancy; Level: Brd 0, Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living humanoid creature 
  Duration: Instantaneous; see text 
  Saving Throw: Fortitude negates;  
  Spell Resistance: Yes 
  You afflict a target creature with a painful contusion 
  of the groin. The target takes 1 point of bludgeoning 
  damage and becomes sickened for 1 round. 
   
  Magic Spike, Lesser
  Magic Spike, Lesser
  Magic Spike, Lesser
  Magic Spike, Lesser    
  School: Abjuration; Level: Clr 0, Drd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (piece of cold iron) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or object 
  Duration: 1 round/level 
  Saving Throw: Will negates;  
  Spell Resistance: Yes 
  You form a bolt of magical energy that strikes a target 
  and robs it of a small amount of its magical energy. 
  With a successful ranged touch attack and upon a 
  failed save, your target’s spell save DCs and the DCs of 
  any supernatural and spell-like abilities it possesses 
  suffer a -1 circumstance penalty. 
   
  Mi
  Mi
  Mi
  Mishap
  shap
  shap
  shap    
  School: Transmutation; Level: Brd 0, Clr 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature, object, or location 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  You tap into chaos and release a mishap. Make a 
  caster level check (DC 15 + caster level of spell); if the 
  check is successful, select a scroll mishap. The mishap 
  is centered on a continuous spell effect within range; 
  this spell has no effect on 4th or higher level spells. 
   
  Omen Casting
  Omen Casting
  Omen Casting
  Omen Casting    
  School: Divination; Level: Sor/Wiz 0 
  Casting Time: 1 swift action 
  Components: V 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  You gain temporary, intuitive insight into the 
  immediate future that assists with your spell casting 
  against a singular opponent who has resisted your 
  spellcasting. You can only cast this spell after a 
  singular opponent makes a successful save against 
  one of your spells. Your next spell that targets that 
  same opponent (if it is made before the end of the 
  next round) gains a +1 insight bonus to the save DC. 
  Omen casting places high demands on the caster’s 
  ability to predict the future, if an opponent makes his 
  save against the spell you cast after omen casting, you 
  cannot cast omen casting again until after you’ve 
  prepared your spells again. 
   
  Overlook
  Overlook
  Overlook
  Overlook    
  School: Illusion (Glamer); Level: Brd 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: One object touched (no larger than 1 sq. ft.) 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless);  
  Spell Resistance: Yes (harmless) 
  When you cast this spell, the touched object becomes 
  hidden in plain sight. The DC to perceive the object is 
  equal to the caster’s Stealth check or the Stealth check 
  of an ally that the caster is aiding (successful use of 
  aid another, a failure of this check ends the spell). In 
  any case, a +2 circumstance bonus is added to the 
  Stealth check. The object will go unnoticed by anyone 
  failing a Perception check against the Stealth DC set 
  by 
   
   
  
  13 
  Pants
  Pants
  Pants
  Pants    
  School: Transmutation; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./level) 
  Target: 1 creature wearing pants 
  Duration: Instantaneous 
  Save: Will negates; Spell Resistance: Yes 
  You cause the target’s pants to fall down to his ankles. 
  Belts or suspenders offer no protection to the target, 
  but armor that fully encompasses the legs, such as full 
  plate, prevents the negative effects of this spell. 
  After having his pants fall, the target can refasten his 
  pants as a move action. If the subject does not pull up 
  his pants, movement is reduced by half, and if he 
  attempts to move more than five feet in a single 
  round, he must make a Reflex save (same DC as the 
  spell) or fall prone. 
   
  Parry Strike
  Parry Strike
  Parry Strike
  Parry Strike    
  School: Abjuration; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until discharged 
  You gain +2 deflection bonus to AC against the next 
  melee attack that targets you. Whether the attack 
  succeeds or not, the spell is triggered and the effect 
  ends. 
   
  Parry Shot
  Parry Shot
  Parry Shot
  Parry Shot    
  School: Abjuration; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until discharged 
  You gain +2 deflection bonus to AC against the next 
  ranged attack that targets you. Whether the attack 
  succeeds or not, the spell is triggered and the effect 
  ends. 
   
  Pause
  Pause
  Pause
  Pause    
  School: Enchantment (Compulsion); Level: Brd 0, 
  Sor/Wiz 0 
  Casting Time: 1 immediate action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will negates;  
  Spell Resistance: Yes 
  This spell slows down the target’s reaction time. His 
  initiative suffers a -4 circumstance penalty (to a 
  minimum initiative of 0). If he acted already this 
  round, this spell does not allow an additional action, 
  so his new initiative does not come into play until the 
  following round. 
   
  Phantasmal Tripwire
  Phantasmal Tripwire
  Phantasmal Tripwire
  Phantasmal Tripwire    
  School: 
  Illusion 
  (Phantasm) 
  [Mind-Affecting]; 
  Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: instantaneous 
  Saving Throw: Will disbelief, then Will; see text; 
  Spell Resistance: Yes 
  You create a phantasmal image of a tripwire by 
  forming the thoughts of the subject's subconscious 
  mind into something that its conscious mind can 
  visualize: a wire strung in front of its feet. Only the 
  spell's subject can sense the phantasmal tripwire. 
  You see only a vague shape near its feet. The target 
  first gets a Will save to recognize the sensation as 
  unreal. If that save fails, the subject believes the 
  tripwire is real. The subject then must succeed on a 
  second Will save or fall prone and suffer 1d3 nonlethal 
  damage. 
  If the subject of phantasmal tripwire succeeds in 
  disbelieving and possesses telepathy or is wearing a 
  helm of telepathy, the image of the tripwire can be 
  turned upon you. You must then disbelieve it or 
  become subject to believing that you’re caught up in a 
  trip wire upon which you must succeed on a second 
  Will save or fall prone and suffer 1d3 nonlethal 
  damage. 
   
  Pointer
  Pointer
  Pointer
  Pointer    
  School: Evocation [Light]; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Saving Throw: None, or Will negates; see text; 
  Spell Resistance: No 
  Pointer causes you to emit a beam of light from the 
  index finger of your dominant hand. This light can be 
  any color in the visible spectrum chosen at time of 
  casting. Unless the air has a high density of particles 
  (such as smoke or fog) the light appears only as a dot 
  against whatever solid surface at which you are 
  pointing. 
  If a feline with an intelligence score of 1 or 2 sees the 
  dot, it must make a Will save or have an overpowering 
  urge to hunt the dot. It will do so as if it were stalking 
  any other creature, and may chase it rapidly or lie in 
  wait at its own discretion. If chasing the dot poses an 
  obvious danger, or if the feline is threatened by other 
  dangers, the saving throw automatically succeeds. 
  Likewise, if the feline encounters a danger while 
  chasing the light, the effect ends. 
   
  Putrefy Food and Drink
  Putrefy Food and Drink
  Putrefy Food and Drink
  Putrefy Food and Drink    
  School: Transmutation; Level: Clr 0, Drd 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: 10 ft. 
  
  14 
  Target: 1 cu. ft./level of food and water 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) and Fortitude 
  negates; see text;  
  Spell Resistance: Yes (object) 
  This spell spoils and poisons food and liquids and 
  makes them unsuitable for consumption. A creature 
  consuming such food or drink must succeed on a 
  Fortitude save or take 1 point of Constitution damage 
  each round for 2 rounds. 
  Holy water and similar food and drink is spoiled by 
  putrefy food and drink. This spell has no effect on any 
  type of creature or magic potion. Water weighs about 
  8 pounds per gallon. One cubic foot of water contains 
  roughly 8 gallons and weighs about 60 pounds. 
  Putrefy food and drink counters and is countered by 
  purify food and drink. 
   
  Quicken Stride
  Quicken Stride
  Quicken Stride
  Quicken Stride    
  School: Transmutation; Level: Brd 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless);  
  Spell Resistance: Yes (harmless) 
  The recipient of this spell receives a five foot 
  enhancement bonus to its base land speed. The spell 
  does not enhance any other mode of travel 
  (swimming, flying, burrowing, etc.). 
   
  Quill
  Quill
  Quill
  Quill    
  School: Conjuration (Creation); Level: Brd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: Self 
  Duration: 10 minutes/level 
  This spell conjures a perfectly formed quill pen, 
  usually pure white. The conjured quill has a soft glow. 
  The quill does not need ink; it creates its own as 
  needed. The quill vanishes if it leaves the caster's 
  hand. 
   
  Ray of Mercy
  Ray of Mercy
  Ray of Mercy
  Ray of Mercy    
  School: Evocation; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (splinter from a blunt arrow) 
  Range: Touch 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  You point your finger and from it erupts a thin blue 
  ray. You must make a ranged touch attack to use the 
  ray to strike a foe. If it hits, you deal 1d4 points of 
  nonlethal damage. This spell has no effect on objects, 
  undead, or constructs. 
   
      
  Resistance to Fear 
   
  Resistance to Fear
  Resistance to Fear
  Resistance to Fear
  Resistance to Fear    
  School: Abjuration; Level: Clr 0, Drd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless);  
  Spell Resistance: Yes (harmless) 
  The subject gains a +2 morale bonus against fear 
  effects for 1 minute. If the subject is under the 
  influence of a fear effect when receiving this spell, he 
  can immediately attempt a save (with the +2 bonus) 
  to break the effect. If the save fails, this spell has no 
  effect. 
   
  Restlessness
  Restlessness
  Restlessness
  Restlessness    
  School: 
  Enchantment 
  (Compulsion) 
  [Mind- 
  Affecting]; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: One living creature 
  Duration: 24 hours 
  Saving Throw: Will negates;  
  Spell Resistance: Yes 
  You steal away a creature’s ability to rest or sleep. The 
  target of this spell cannot sleep for 24 hours, possibly 
  accruing penalties for fatigue in addition to being 
  unable to heal naturally during that period. Creatures 
  such as elves that normally do not sleep are immune 
  to this spell. This spell can be countered by a sleep 
  
  15 
  spell though it cannot be used to counter a sleep spell 
  or any other magical means of inducing sleep. 
   
  Rigged Coin
  Rigged Coin
  Rigged Coin
  Rigged Coin    
  School: Transmutation; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Coin touched 
  Duration: 1 minute 
  Save: Will negates (object);  
  Spell Resistance: Yes (object) 
  Rigged coin causes a coin you touch to always land 
  with the same face up when flipped. You decide which 
  face will land up at time of casting. 
   
  Sand in Your Eyes
  Sand in Your Eyes
  Sand in Your Eyes
  Sand in Your Eyes    
  School: Conjuration (Creation); Level: Sor/Wiz 0 
  Casting Time: Standard action 
  Components: V, S, M (pinch of sand) 
  Range: Close (25 feet + 5 feet/two levels) 
  Target: One creature with eyes 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates;  
  Spell Resistance: Yes 
  You cause sand to appear in a victim’s eyes, inflicting 1 
  point of slashing damage and blinding the target for 1 
  round. Creatures who suffer no damage from this 
  spell are immune to the blinding effect. 
   
  Seeker
  Seeker
  Seeker
  Seeker    
  School: Divination; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: See text 
  Your next single ranged attack roll (if it is made before 
  the end of the next round) gains a +2 insight bonus. 
  Additionally, you reduce your miss chance by 10% 
  when trying to strike a concealed target with this 
  ranged attack. 
   
  Shadow Snag
  Shadow Snag
  Shadow Snag
  Shadow Snag    
  School: 
  Enchantment 
  (Compulsion); 
  Level: 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, F (a black glove) 
  Range: Touch 
  Target: One creature that casts a shadow 
  Duration: 1 round/level 
  Saving Throw: Will dispels; see text;  
  Spell Resistance: Yes 
  You make a touch attack against the target’s shadow 
  as part of the spellcasting action. If the attack 
  succeeds, and the subject fails its save, it gains the 
  entangled condition (though it can still move). 
  Entangled creatures can attempt to break free as a 
  move action, making a Strength or Escape Artist 
  check. The DC for this check is equal to the DC of the 
  spell. (The touch AC of the target’s shadow is the same 
  touch AC as the target, subject to modification at GM 
  adjudication.) 
   
  Shelve
  Shelve
  Shelve
  Shelve    
  School: Evocation [Force]; Level: Brd 0, Clr 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Five books per caster level 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  This spell automatically places a book or scroll where 
  it belongs within the confines of a library. This spell 
  will work even if the library does not have a shelving 
  system, as the spell will determine the proper place 
  based on the will of the owner. Once the spell is cast, 
  the caster needs only tap the book or scroll she wants 
  shelved, and the spell will place it there. The book is 
  moved telekinetically, not via teleportation, so closed 
  doors and the like will block the spell from 
  functioning. The items affected by this spell can only 
  move to shelves within 200 feet of the caster. 
   
  Shield Open Flame
  Shield Open Flame
  Shield Open Flame
  Shield Open Flame    
  School: Abjuration; Level: Drd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: 10 ft. 
  Target: One small flame 
  Duration: 10 min./level 
  Saving Throw: None; Spell Resistance: No 
  You shield a single small flame no larger than a torch 
  from being extinguished by non-magical gusts of wind 
  (including tornado- and hurricane-like gusts of wind). 
  Magical wind (such as that produced by a gust of 
  wind spell) extinguishes the flame normally and ends 
  this spell. 
   
  Sickening Smell
  Sickening Smell
  Sickening Smell
  Sickening Smell    
  School: Conjuration (Creation); Level: Clr 0, Drd 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Creatures and objects within a 5-ft.-radius 
  spread 
  Duration: 1 round/level 
  Saving Throw: Fort negates (see text);  
  Spell Resistance: No 
  A cloud of invisible airborne incense (cleric) or pollen 
  (druid) covers everyone and everything in the area, 
  causing living, breathing creatures to suffer the 
  sickened condition for the duration of the spell. 
   
  Sign of Discovery
  Sign of Discovery
  Sign of Discovery
  Sign of Discovery    
  School: Divination; Level: Brd 0, Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Personal 
  
  16 
  Target: Self 
  Duration: 1 round 
  You gain a +2 insight bonus to your next Knowledge, 
  Perception, or Sense Motive skill check (if it is made 
  before the end of the next round). 
   
  Signal
  Signal
  Signal
  Signal    
  School: Evocation [Sonic]; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Loud sound 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  You create a loud noise that can be easily heard by 
  anybody within 1,000 ft. (no Perception check 
  required). The noise can penetrate up to two feet of 
  stone or six inches of iron. You can decide on the 
  general sound of the noise, but it must be short and 
  simple. For example a bell, a sword clashing, or a 
  scream would all be possible, but a melody, multiple 
  sounds of battle, or intelligible speech would not be 
  possible. 
   
  Si
  Si
  Si
  Simple Bed
  mple Bed
  mple Bed
  mple Bed    
  School: Transmutation; Level: Brd 0, Clr 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Ground where caster will sleep 
  Duration: 8 hours 
  Saving Throw: None; Spell Resistance: None 
  Simple bed gathers, loosens and flattens surrounding 
  vegetation, dead leaves and loose soil in order to 
  create a very comfortable bed, which gives the caster a 
  pleasant, restful night. The caster gains a bonus of 1 
  hp to his normal healing rate for bed rest over eight 
  consecutive hours. 
   
  Slapping Hand
  Slapping Hand
  Slapping Hand
  Slapping Hand    
  School: Evocation [Force]; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One hand of force 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  Slapping hand creates a hand of Diminutive size 
  (about the size of a normal human hand) that slaps 
  the target you designate. You must succeed at a 
  ranged touch attack to hit your target, at which point 
  the hand delivers a resounding slap to the target that 
  deals 1 point of damage. 
   
  Smoke Image
  Smoke Image
  Smoke Image
  Smoke Image    
  School: Transmutation; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: M (smoke) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Visual smoke image that cannot extend 
  beyond one 5-ft. cube (S) 
  Duration: Concentration 
  Saving Throw: None; Spell Resistance: No 
  This spell shapes existing smoke (such as that from a 
  pipe) into any shape, creature or object the spellcaster 
  can visualize. The image is composed entirely of 
  smoke and, if disturbed by any force or action, 
  dissipates back into smoke. 
   
  Song of Serenity
  Song of Serenity
  Song of Serenity
  Song of Serenity    
  School: Conjuration (Healing); Level: Brd 0 
  Casting Time: 1 standard action 
  Components: V, S, M 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (harmless);  
  Spell Resistance: Yes (harmless) 
  You channel positive energy through your song, 
  rejuvenating a fatigued target. You must sing for 1 
  round and touch the target while singing for the spell 
  to take effect. The fatigued subject is immediately 
  rejuvenated. 
   
  Spider’s Thread
  Spider’s Thread
  Spider’s Thread
  Spider’s Thread    
  School: Conjuration (Creation); Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A 1-inch-thick strand that measures 25 ft.+ 5 
  ft./2 levels long 
  Duration: 2 rounds  
  Saving Throw: Reflex negates;  
  Spell Resistance: Yes 
  You create a single ropelike strand of spider web that 
  possesses the Strength of an above-average person. 
  One end of the strand is adhesive, the rest is not. You 
  can use the sticky end to shoot the strand to the 
  ceiling of a cave and swing across a chasm on it. You 
  could even attempt to stick one end to a creature so it 
  could not get away. In this case, the creature gets a 
  saving throw, and those who fail must take a standard 
  action to attempt a Strength check (DC 15) to tear the 
  strand away. The spider’s thread can support the 
  weight of about 200 lbs. If you use it as rope (tying it 
  to something rather than relying on the adhesive) it 
  proves about twice as strong as a normal rope. The 
  spider’s thread can be destroyed in 1 round by fire. 
  The strand has a hardness of 2 and 5 hit points. 
   
  Spook Animal
  Spook Animal
  Spook Animal
  Spook Animal    
  School: Necromancy [Fear, Mind-Affecting];  
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living animal 
  Duration: 1 round/level or 1 round 
  Saving Throw: Will negates;  
  Spell Resistance: Yes 
  
  17 
  The affected creature becomes frightened. If the 
  subject succeeds on a Will save, it is shaken for 1 
  round. Animals with more than 8 HD are immune to 
  this effect. (Animal companions that have 8 or fewer 
  HD can be affected by this spell.) 
   
  Stonesense
  Stonesense
  Stonesense
  Stonesense    
  School: Divination; Level: Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, M (bit of dwarf hair) 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  When you cast this spell, you gain the stonecunning 
  ability, as a dwarf . If you already have the 
  stonecunning ability, this spell adds a +5 insight 
  bonus on any Perception checks to notice unusual 
  stonework. 
   
  Subconscious A
  Subconscious A
  Subconscious A
  Subconscious Aggression
  ggression
  ggression
  ggression    
  School: 
  Enchantment 
  (Compulsion) 
  [Mind-
  Affecting]; Level: Sor/Wiz 0 
  Casting Time: 1 immediate action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will negates;  
  Spell Resistance: Yes 
  Your words cause your target’s clumsy attack to 
  become a venting of pent up wrath against an ally. 
  You force a target that has just rolled a natural 1 on an 
  attack roll to instead make a normal attack roll with 
  that same attack against its nearest ally within range 
  of the attack (if there are multiple allies roll 
  randomly). If the creature makes a successful save, 
  has no ally, or if all its allies are out of attack range, 
  the results of the natural 1 roll occur normally. 
   
  Summarize
  Summarize
  Summarize
  Summarize    
  School: Divination; Level: Clr 0, Sor/Wiz 0 
  Casting time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Duration: Instantaneous 
  Saving Throw: Will negates (object);  
  Spell Resistance: Yes (object) 
  This spell allows you to quickly summarize a text of up 
  to 250 pages. If a text is over 250 pages, two or more 
  castings of the spell are needed to summarize the 
  entire text. The caster chooses the form of the 
  summary at the time of casting: mental or audible. 
  The summary, in the form of a short paragraph, is 
  either mentally understood at the end of casting or 
  audibly spoken at the end of the spell’s casting. 
   
  Summon Nature’s Minor Ally
  Summon Nature’s Minor Ally
  Summon Nature’s Minor Ally
  Summon Nature’s Minor Ally    
  School: Conjuration (Summoning); Level: Drd 0 
  Casting time: 1 round 
  Components: V, S, DF 
   
  Subconscious Aggression 
   
  Duration: 1 round/level 
  Effect: 1 summoned creature 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell functions like summon nature’s ally I, but it 
  summons a Tiny or Diminutive animal of no more 
  than 1/2 Hit Dice, such as a bat, cat, lizard, rat, raven, 
  Tiny viper, toad or weasel. 
   
  Thicken
  Thicken
  Thicken
  Thicken    
  School: Transmutation; Level: Clr 0, Drd 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Object Touched 
  Duration: 1 minute/level 
  Saving Throw: None; Spell Resistance: No 
  Once this spell is cast you are able to manipulate 
  small objects made from organic materials such as 
  wood, wool, linen, etc. You can increase, or even 
  decrease, their thickness and strength. For example, 
  you are able to thicken a woolen shirt into a warm 
  winter-proof covering or a change a thin, hemp rope 
  into a hardy cord capable of withstanding a Medium 
  creature’s weight. The object you wish to manipulate 
  can’t have a volume greater than 1 cubic foot and must 
  be made of organic material. You can increase or 
  decrease the hardness and hp possessed by the item 
  by 10% per caster level (max 50%). This spell won’t 
  work on metal armor or weapons because they are not 
  made of organic materials. While you couldn’t 
  increase the AC value of a suit of leather armor, you 
  could alter its ability to withstand damage for a short 
  period of time. Objects that already have some form of 
  enchantment or magical nature cannot be affected by 
  this spell. 
   
  Thorn of Light
  Thorn of Light
  Thorn of Light
  Thorn of Light    
  School: Transmutation [Light]; Level: Drd 0 
  Casting Time: 1 standard action 
  Components: V, S, M (one thorn) 
  
  18 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  The caster holds a thorn in his open palm as it 
  transforms into brilliant energy and streaks out at his 
  target. The caster must make a successful ranged 
  touch attack, doing so deals 1 point of magical 
  piercing damage to one living creature. 
   
  Timer
  Timer
  Timer
  Timer    
  School: Illusion (Figment); Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (25 ft. +5 ft./2 levels) 
  Area: 80-ft.-radius emanation centered on a point in 
  space 
  Duration: Until discharged; maximum 2 hours/level 
  (D) 
  Saving 
  Throw: 
  Will 
  negates 
  (harmless);  
  Spell Resistance: Yes (harmless) 
  Timer sounds an audible alarm after a set time, not to 
  exceed 2 hours per caster level. You choose what type 
  of alarm sound timer creates during casting and 
  cannot thereafter change the sound’s basic character. 
  Anyone within the area will hear the alarm sound 
  clearly. Reduce the distance by 10 feet for each 
  interposing closed door and by 20 feet for each 
  substantial interposing wall. The sound lasts for 1 
  round. Creatures within a silence spell cannot hear the 
  alarm. 
   
  Touch of Fascination
  Touch of Fascination
  Touch of Fascination
  Touch of Fascination    
  School: 
  Enchantment 
  (Compulsion) 
  [Mind-
  Affecting]; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates;  
  Spell Resistance: Yes 
  The target of this spell is fascinated for the duration. 
   
  Touch of Fatigue
  Touch of Fatigue
  Touch of Fatigue
  Touch of Fatigue    
  School: Necromancy; Level: Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fort negates;  
  Spell Resistance: Yes 
  This spell causes the target creature touched to gain 
  the fatigued condition. The target gains a new saving 
  throw at a -1 penalty after one minute. The target 
  gains a second save at a -2 penalty the next minute, 
  and this repeats until he makes his save or the fatigue 
  condition is removed by adequate sleep. 
   
  Touch of Lethargy
  Touch of Lethargy
  Touch of Lethargy
  Touch of Lethargy    
  School: Necromancy; Level: Clr 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 round 
  Saving Throw: Fort negates;  
  Spell Resistance: Yes 
  This spell causes the target creature touched to gain 
  the staggered condition. 
   
  Tou
  Tou
  Tou
  Touch of Torment
  ch of Torment
  ch of Torment
  ch of Torment    
  School: Necromancy [Evil]; Level: Clr 0, Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute 
  Saving Throw: Fort Negates;  
  Spell Resistance: Yes 
  With a touch, you cause the subject to suffer sharp 
  pains that impose a –1 circumstance penalty on attack 
  rolls, skill checks, and ability checks. 
   
  Trifling Image
  Trifling Image
  Trifling Image
  Trifling Image    
  School: Illusion (figment); Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. +5 ft./2 levels) 
  Area: One square foot 
  Duration: 1 hour/level 
  Saving Throw: Will disbelief (if interacted with); 
  Spell Resistance: No 
  You create a very small, immobile illusion of any 
  object, force, or creature you visualize. 
  The illusion does not create sound, smell, texture, or 
  temperature, nor does it move. The resulting illusion 
  matches your visualization exactly, even if the image 
  in your mind differs somehow from the real object, 
  force, or creature—if such exists at all. 
   
  Trip Line
  Trip Line
  Trip Line
  Trip Line    
  School: Evocation [Force]; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One trip line of force 
  Duration: 1 minute (D) 
  Saving Throw: Reflex partial;  
  Spell Resistance: No 
  You create a shimmering line of force up to ten feet 
  long that hovers two feet off the ground. The line is 
  translucent and difficult to see, requiring a Perception 
  check (DC 20) to notice. If a creature is aware of the 
  line, she can either slow down and step over it using a 
  move action or she can attempt to jump over it with a 
  successful Acrobatics check (DC 8). A failed 
  
  19 
  Acrobatics check is the same as failing a Reflex save 
  (described below). 
  Creatures unaware of the line must make a Reflex 
  save when they run into the line. Those who fail fall 
  prone and take 1d6 points of non-lethal damage. 
  Those that succeed do not fall but must end their 
  movement for that round directly in front of the line. 
  Those who are running when they encounter the line 
  add +4 to the DC of the save. 
  Creatures Huge size or larger and those of Tiny size or 
  smaller are unaffected by this line. 
   
  Ultrasonic Ray
  Ultrasonic Ray
  Ultrasonic Ray
  Ultrasonic Ray    
  School: Evocation [Sonic]; Level: Brd 0, Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: S 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  You fire from your fingertip a focused beam of sonic 
  energy too shrill to hear at a single creature or object. 
  On a successful ranged touch attack, you inflict 1d3 
  points of sonic damage. 
   
  Unarm Foe
  Unarm Foe
  Unarm Foe
  Unarm Foe    
  School: Evocation [Force]; Level: Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  This spell allows you to attempt to disarm a creature 
  with a minor blast of force. You make a Combat 
  Maneuver check with your CMB equal to your caster 
  level check plus relevant caster ability modifier. If 
  successful, the defender is disarmed. The object falls 
  to the ground at the defender’s feet. 
   
  Unruly Bolt
  Unruly Bolt
  Unruly Bolt
  Unruly Bolt    
  School: Conjuration (Creation) [Chaos]; Level: 
  Sor/Wiz 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One bolt of random energy 
  Duration: See text 
  Saving Throw: None; Spell Resistance: Yes 
  A bolt of the chaotic energies of creation springs from 
  your hand and speeds to its target. You must succeed 
  on a ranged touch attack to hit your target. The ray 
  deals 1d2 points of damage of a random type with no 
  splash damage. For every three caster levels you 
  possess, the energy, unless neutralized, lasts for 
  another round (to a maximum of 4 additional rounds 
  at 10th level), dealing another 1d2 points of damage in 
  each round. Each round, roll on the chart to 
  determine the damage type. 
   
   
  d10 
  Energy Type 
  1-2 
  Acid 
  3-4 
  Cold 
  5-6 
  Electricity 
  7-8 
  Fire 
  9-10 
  Sonic 
   
  Unseen Attendant
  Unseen Attendant
  Unseen Attendant
  Unseen Attendant    
  School: Conjuration (Creation); Level: Brd 0 
  Casting Time: 1 standard action 
  Components: V, S, M (bit of soap) 
  Range: Touch 
  Effect: Cleans and grooms person touched 
  Duration: 1 minute/2 caster levels 
  Saving Throw: None; Spell Resistance: Yes 
  You create an invisible, shapeless, mindless creature 
  that quickly grooms you or a creature touched, 
  straightening clothing, brushing hair, freshening 
  breath, cleaning dirt from boots, cleaning off dirt and 
  grime, 
  etc. 
  and 
  generally 
  making 
  you 
  more 
  presentable. 
   
  Virulence
  Virulence
  Virulence
  Virulence    
  School: Necromancy; Level: Clr 0, Drd 0, Sor/Wiz 1 
  Casting Time: 1 standard action 
  Components: V, S, M (diseased or poisoned flesh) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 minute 
  Saving Throw: Fortitude negates;  
  Spell Resistance: Yes 
  This spell weakens the innate resistance of its target, 
  making him more susceptible to the effects of poison 
  and disease. A victim who fails to save suffers a –2 
  circumstance penalty to all saving throws versus 
  poison and disease for the next minute. While 
  suffering the effects of the spell, the victim is 
  noticeably pallid, shivers as though stricken by cold 
  chills, sweats as though feverish and suffers from 
  minor stomach irritation, as though he were suffering 
  from an extreme form of flu. 
   
  Wooden Club
  Wooden Club
  Wooden Club
  Wooden Club    
  School: Conjuration (Creation); Level: Drd 0, 
  Sor/Wiz 0 
  Casting Time: 1 swift action 
  Components: V, S 
  Range: Personal 
  Effect: Wooden club 
  Duration: 1 round 
  You create a wooden club which appears in your hand. 
  This weapon is wielded as a club (simple weapon) and 
  you are automatically proficient in its use. It deals 1d6 
  points of damage, plus your Strength modifier. If you 
  ever relinquish hold of the club, it dematerializes and 
  cannot be reformed. 
  
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc. d20 
  System Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
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  Monte Cook’s Arcana Evolved, Copyright 2005 Monte J. Cook. 
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide, Copyright 2003 
  Monte J. Cook. 
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  Monte Cook’s Arcana Unearthed, Copyright 2003 Monte J. Cook. 
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  Akashic Nodes: The Home of Memory, Copyright 2005 Justin D. Jacobson. 
  Wild Spellcraft Copyright, 2002 ENWorld. 
  Castlemourn Campaign Setting Copyright 2007, Margaret Weis Productions, Ltd. 
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  Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt 
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  Love and War, Copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart. 
  Monte Cook’s Arcana Unearthed, Copyright 
  2003, Monte J. Cook. 
  Poisoncraft: The Dark Art, Copyright 2004, 
  Justin D. Jacobson. 
  Skreyn’s Register: The Bonds of Magic, Vol. 1: 
  Cabal and Skreyn’s Register: The Bonds of Magic,Vol. 2: The Faithful Copyright 2002 
  Sean K Reynolds. All rights reserved. 
  The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, and 
  Book of Eldritch Might III: The Nexus Copyright 2001, 2002 Monte J. Cook. All rights 
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  50 New Ways to turn things into other things: Transmutation 
  copyright Silven Publishing and Matthew J. Hanson. 
  50 New Ways to Blow Things Up: Evocation copyright Silven 
  Publishing and Matthew J. Hanson. 
  Curses! Copyright ©2002 Kosala Ubayasekara. All Rights Reserved. 
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  Encyclopedia Arcane: Necromancy - Beyond the Grave Copyright 2001, Mongoose 
  Publishing. 
  The Compleat Librum of Gar.Udok.s Necromantic Artes Copyright 2002, Ambient 
  Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas II 
  Encyclopaedia Arcane: Necromancy . Beyond the Grave Copyright 2001, Mongoose 
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  Joe.s Book of Enchantment Copyright 2002, Joseph Mucchiello, Jr. Published by 
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  Plexus - Potent Portals Copyright 2002 Mark Alexander Clover. Plexus -Open Spells 
  Collection Copyright 2002 Mark Alexander Clover. 
  Interludes: Brief Expeditions to Bluffside Copyright 2001, 
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  Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc., and Mystic Eye 
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  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on 
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  Reference Document. The Compendium can be found on the legal page of 
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  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick 
  Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey 
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  Pantheon and Pagan Faiths ©2004 Mystic EyeGames. 
  Advanced Player's Guide, Player's Guide to Monks and Paladins, Relics & Rituals: Excalibur, 
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  White Wolf Inc. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  The Great City Player’s Guide © by Øone Roleplaying Games 
  101 0-Level Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell 
  
  Intelligent Magic Items 
  Intelligent Magic Items 
  Intelligent Magic Items 
  Intelligent Magic Items 
  Coming April 5th, 2011!
  
  Rite Publishing Presents
  Rite Publishing Presents
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  Rite Publishing Presents    
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  V
  V
  Veeeeeeeeeeeennnnnnnnnnnnoooooooooooommmmmmmmmmmm            
   
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder    
  Coming April 12th, 2011!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/101 Series/101 0-Level Spells.pdf