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School | Casting Time | Source Book | ||||||||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||||||||||||
Effect | ||||||||||||||||||||||||||||||||
Expensive Focus | ||||||||||||||||||||||||||||||||
Expensive Material | ||||||||||||||||||||||||||||||||
XP Cost | ||||||||||||||||||||||||||||||||
Description | ||||||||||||||||||||||||||||||||
Full Description | ||||||||||||||||||||||||||||||||
Attract Fine Vermin | ||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | seankreynolds.com | ||||||||||||||||||||||||||||||
None (harmless) - Yes (harmless) | Arc 0, Clr 0, Drd 0, Sor/Wiz 0 | V, S | ||||||||||||||||||||||||||||||
1 min. | Personal | General | ||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||
Attract a normal vermin to you. |
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You give off a faint scent that is undetectable to humanoids but attractive to normal (not monstrous) vermin. 1d10 rounds after casting this spell, one Fine vermin (at least 1/4 inch long) of a type common to the area arrives and crawls or flies into your square. The vermin has no hostile intent toward you and will crawl or fly onto your hand if you extend it. The creature is not compelled to remain, is not under your control, and unless fed or captured it probably leaves within a minute of its arrival. Typical vermin that might appear include flies, spiders, bees, wasps, ants, centipedes, beetles, praying mantises, or scorpions. |
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Candlelight | ||||||||||||||||||||||||||||||||
Ghostwalk Web | ||||||||||||||||||||||||||||||||
Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||||||
Cast a 5-foot radius light from the point touched. |
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Create Water | ||||||||||||||||||||||||||||||||
Conjuration (Creation) [Water] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Adp 0, APeace 0, Arc 0, Clr 0, Creation 1, Drd 0, Hlr 0, Pal 1, Shu 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Close | 30 minutes | ||||||||||||||||||||||||||||||
Effect: Up to 2 gallons of water/level | ||||||||||||||||||||||||||||||||
Creates 2 gallons/level of pure water. |
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This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large possibly creating a downpour or filling many small receptacles. Note: Conjuration spells cant create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
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Cure Minor Wounds | ||||||||||||||||||||||||||||||||
Conjuration (Healing) [Positive] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will half(harmless); see text - Yes (harmless); see text | Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Hlr 0, Shu 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Cures 1 point of damage. |
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When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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Dawn | ||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||
Arc 0, Drd 0, Rgr 1 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
Swift, Awaken sleeping and unconscious creatures. |
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Detect Crossroads | ||||||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||||||
Arc 0, Brd 0, Drd 0 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
Detect fey crossroads within 60 ft. |
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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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Groundsmoke | ||||||||||||||||||||||||||||||||
Dragon 326 | ||||||||||||||||||||||||||||||||
Arc 0, Drd 0, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
Prevents smoke from rising from a small fire. |
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Guidance | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (harmless) - Yes | Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Shu 0 | V, S | ||||||||||||||||||||||||||||||
1 minute or until discharged | Touch | 5 minutes | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
+1 on one attack roll, saving throw, or skill check. |
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This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. |
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Know Direction | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
- | Arc 0, Brd 0, Drd 0, Shu 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Personal | General | ||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||
You discern north. |
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You instantly know the direction of north from your current position. The spell is effective in any environment in which north exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction. |
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Light | ||||||||||||||||||||||||||||||||
Evocation [Light] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Adp 0, APeace 0, Arc 0, Artificer 1, Brd 0, Clr 0, Drd 0, HB 1, Hlr 0, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 | V, M/DF | ||||||||||||||||||||||||||||||
10 min./level (D) | Touch | 1 hour | ||||||||||||||||||||||||||||||
Target: Object touched | ||||||||||||||||||||||||||||||||
Object shines like a torch. |
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This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. |
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Mending | ||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Adp 0, APeace 0, Arc 0, Brd 0, Clr 0, Drd 0, Hlr 0, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Instant | 10 ft. | 6 hours | ||||||||||||||||||||||||||||||
Target: One object of up to 1 lb. | ||||||||||||||||||||||||||||||||
Makes minor repairs on an object. |
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Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the items magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). |
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Minor Energy Ward | ||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | seankreynolds.com | ||||||||||||||||||||||||||||||
None (harmless) - Yes (harmless) | Arc 0, Clr 0, Drd 0, Sor/Wiz 0 | V, S | ||||||||||||||||||||||||||||||
1 min. | Touch | General | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Grant 5 points of energy resistance. |
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You grant a creature limited protection against one type of energy (acid, cold, electricity, fire, sonic). When the spell absorbs 5 points of energy damage of that type, it is discharged. This spell overlaps (does not stack) with endure elements, resist energy, and protection from energy. It combines with the other spells in the same manner as protection from energy and is superceded by protection from energy (if a character is protected by this spell and protection from energy, the protection spell absorbs damage but the ward does not). |
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Naturewatch | ||||||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||||||
Arc 0, Drd 0, Hth 0, Rgr 1 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
As deathwatch, but only for animals and plants. |
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Preserve Organ | ||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||
Arc 0, Clr 0, Drd 0, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||||||||
Protects one detached organ from decay for 24 hours. |
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Purify Food and Drink | ||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Hlr 0, Shu 0 | V, S | ||||||||||||||||||||||||||||||
Instant | 10 ft. | 5 minutes | ||||||||||||||||||||||||||||||
Target: 1 cu. ft./level of contaminated food and water | ||||||||||||||||||||||||||||||||
Purifies 1 cu. ft./level of food or water. |
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This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
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Ram's Might | ||||||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||||||
Arc 0, Drd 0, Rgr 1 | ||||||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||||||
Your hands become harder and your unarmed attacks inflict normal damage. |
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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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Resistance | ||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 0, Arc 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Pal 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, M/DF | ||||||||||||||||||||||||||||||
1 min. | Touch | 5 minutes | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Subject gains +1 on saving throws. |
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You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. |
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Silvered Weapon | ||||||||||||||||||||||||||||||||
Mintipers Chapbook | ||||||||||||||||||||||||||||||||
Arc 0, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
Transforms a single weapon or projectile into a silvered weapon or silvered projectile |
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Minor Temporary Soul Binding | ||||||||||||||||||||||||||||||||
Conjuration (Teleportation) | 1 standard action | ATB | ||||||||||||||||||||||||||||||
Will negates (harmless, object) - No (object) | Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | V, S | ||||||||||||||||||||||||||||||
2 rounds/level up to 1 minute or until discharged | Touch | General | ||||||||||||||||||||||||||||||
Targets: 1 Creature and 1 item | ||||||||||||||||||||||||||||||||
As Temporary Soul Binding, duration is shorter. |
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As Temporary Soul Binding, duration is shorter.
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Vengeful Mount | ||||||||||||||||||||||||||||||||
Dragon 326 | ||||||||||||||||||||||||||||||||
Arc 0, Drd 0, Rgr 1, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
Makes an animal more difficult to ride or handle. |
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Virtue | ||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Fortitude negates (harmless) - Yes (harmless) | APeace 0, Arc 0, ChamGwyn 1, Clr 0, Drd 0, Pal 1, Shu 0 | V, S, DF | ||||||||||||||||||||||||||||||
1 min. | Touch | 5 minutes | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Subject gains 1 temporary hp. |
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The subject gains 1 temporary hit point. |