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School | Casting Time | Source Book | ||||||||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||||||||
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Full Description | ||||||||||||||||||||||||||||||||
Detect Magic | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | ||||||||||||||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||||||||||||||
Detects spells and magic items within 60 ft. |
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You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An auras power depends on a spells functioning spell level or an items caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. |
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Detect Poison | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | APeace 0, Arc 0, Asn 1, Blg 0, BVal 1, ChamGwyn 1, Clr 0, Drd 0, Hlr 0, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Close | 5 minutes | ||||||||||||||||||||||||||||||
Target or Area: One creature, one object, or a 5-ft. cube | ||||||||||||||||||||||||||||||||
Detects poison in one creature or object. |
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You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
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Flare | ||||||||||||||||||||||||||||||||
Evocation [Light] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Fortitude negates - Yes | Arc 0, Blg 0, Brd 0, Drd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 | V | ||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||
Effect: Burst of light | ||||||||||||||||||||||||||||||||
This cantrip creates a burst of light*. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. |
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Ghost Sound | ||||||||||||||||||||||||||||||||
Illusion (Figment) | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will disbelief (if interacted with) - No | Adp 0, Arc 0, Asn 1, Beguiler 0, Blg 0, Brd 0, Duskblade 0, Hoard 1, Shu 0, Slayer of Domiel 1, Sor/Wiz 0, Wuj 0 | V, S, M | ||||||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||||||
Effect: Illusory sounds | ||||||||||||||||||||||||||||||||
Figment sounds. |
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Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell. |
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Inflict Minor Wounds | ||||||||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates - Yes | Arc 0, Blg 0, Clr 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Touch attack, 1 point of damage. |
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When laying your hand upon a creature, you channel negative energy that deals 1 point of damage. Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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Read Magic | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
- | Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, F | ||||||||||||||||||||||||||||||
10 min./level | Personal | General | ||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||
Read scrolls and spellbooks. |
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By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. |
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Touch of Fatigue | ||||||||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Fortitude negates - Yes | Adp 0, Arc 0, Blg 0, Duskblade 0, Sin-S 1, Sor/Wiz 0 | V, S, M | ||||||||||||||||||||||||||||||
1 round/level | Touch | General | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Touch attack fatigues target. |
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You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spells duration expires. |