Index of Spells by Level - Shu 0

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
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.

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.

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.

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.

Dancing Lights
Evocation [Light] 1 standard action SRD
None - No Arc 0, Beguiler 0, Brd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S
1 min. (D) Medium General
Effect: Up to four lights, all within a 10-ft.-radius area

Creates torches or other lights.

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

Dancing lights can be made permanent with a permanency spell.

Daze
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 0, Beguiler 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S, M
1 round Close General
Target: One humanoid creature of 4 HD or less

Humanoid creature of 4 HD or less loses next action.

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

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.

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.

 Aura Power
Spell or Object Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th - 6th 7th - 9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th - 11th 12th - 20th 21st+ (artifact)

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:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

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.

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.

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.

Disrupt Undead
Necromancy [Positive] 1 standard action SRD
None - Yes Arc 0, Duskblade 0, Glory 1, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, S
Instant Close General
Effect: Ray

Deals 1d6 damage to one undead.

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

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

Dazzles one creature (-1 on attack rolls).

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.

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.

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.

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.

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.

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.

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.

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.

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.

Mage Hand
Transmutation 1 standard action SRD
None - No Arc 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Concentration Close General
Target: One nonmagical, unattended object weighing up to 5 lb.

5-pound telekinesis.

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.

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.

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).

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.

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.

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.

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.

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.

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.

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.

The subject gains 1 temporary hit point.