rite publishing - 101 1st level spells

Upload: lisandrameneses

Post on 02-Jun-2018

234 views

Category:

Documents


1 download

TRANSCRIPT

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    1/28

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    2/28

    Rite Publishing Presents:

    101 1st L evel SpellsSorcerer SupremeSorcerer SupremeSorcerer SupremeSorcerer Supreme(Designer):Steven D. Russell

    Meddling Archmages:Meddling Archmages:Meddling Archmages:Meddling Archmages:(Additional Design):Bill Collins, Mark Gedak, and Denis Baker

    Spellbook ScribeSpellbook ScribeSpellbook ScribeSpellbook Scribe(Editor):David PaulMaster IllusionistMaster IllusionistMaster IllusionistMaster Illusionist (Cover Artist):Joe CalkinsTransmutersTransmutersTransmutersTransmuters (Interior Artwork):Joe Calkins

    and ShamanStock Art

    DivinersDivinersDivinersDiviners (Proofing):Bill CollinsLowly ApprenticeLowly ApprenticeLowly ApprenticeLowly Apprentice(Layout):Steven D. Russell

    Dedication: To Erin and LandonMy niece and nephew remind me there is still

    magic in this world.

    Special Thanks to the subscribers: Ben Asaro, Filipe Silva, Mark

    Gedak, Michael Welham, Oliver Spreckelsen, 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 notguarantee compatibility, and does not endorse this product.

    101 Magical Weapon Properties Copyright 2010 Steven D. Russell, Open Gaming License Copyright 2007Wizards 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 usedunder the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more

    information on the compatibility license.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    3/28

    1

    Never cast the same spell twice!

    One of my all time favorite wizards was acharacter named Rary the Second, and when Italked to my GM about playing him, thatstatement was a big part of my pitch. The GMwas gracious enough to let me have a go at it; Ithink it made for a great deal of balance becauseif a spell was going to disrupt a game then it onlydid so once and the GM never had to worryabout it again.

    Once I did that with Rary the Second, itbecame a part of my GMing style. I have beenplaying with roughly the same group of playerssince college and the players know what everyspell in the book does. I wanted every caster tohave a custom spell, and if there were some spellcasters from exotic lands or there was a higharchmage, well, I wanted them to never use aspell the players would recognize, because

    knowing all the details takes away the mysterythat is magic.

    Thats why when the d20 explosionhappened I was overjoyed; folks from all overwere creating spells and I had a flood of newinspiration. But I quickly discovered what manyother d20 fans did: not every book was play-tested, or even edited for game balance, andsome new material (while sometimes perfectlybalanced) was just plain dull and lifeless.

    When I decided to create the 101 series I hadthree primary goals for spells: it has to be cool, ithas to be fun, and it has to be balanced. Thismeans that we have played around with thespells to make them cooler and we have changedthe spell text to make them more balanced. Andby us I am referring to Dave Paul our editor, BillCollins a good friend and ENnie-award-winningdesigner who constantly shows up over on ourpatron forums, and of course our subscriberswhose input constantly pushes us to createbetter spells.

    Admittedly, with 101 new options, there willsurely be some combinations that someinventive mind will come up with that will tipthe balance to the player. Just remember: thereare no rules, there are only guidelines. Only a

    GM can determine if a spell is suitable for his orher personal campaign.

    Another thing we strived for was makingsure each class and specialist got a goodselection of new spells to choose from; even thelowly diviner got seven spells.

    Now you only have one problem: if you areplaying a 1stlevel caster, what spell will you choose?

    Steven D. Russellis the LordProtector of Rite Publishing. Hehas freelanced for E.N.Publishing, Bastion Press,Expeditious Retreat Press, andSilven Publishing. He haswritten the best selling Feats101, 101 magical weaponproperties, created theQuesthaven Campaign Settingand is currently writing the

    Rituals of Choice adventure path, and the 101subscription series. He loves his wife, hates herdog, and tolerates his cat Manticore.

    David Paulis the contentmanager for Crystal UnicornEnterprise'sPhoenix Lore

    magazine and editor for RitePublishing. Previously, he wasthe role playing andminiatures gaming editor forWizards of the Coast'sKnowledge Arcanamagazine;he has also edited for PencilPusher Publishing, d20

    Filtered, and Silven Publishing. When he's notbusy daydreaming or plotting the downfall of hisown RPG players' characters, he teaches by nightat a nearby university and teaches by day at anearby private high school.

    Bill Collinsis an ENnieaward winning game designeron Tales of Zobeck(he ispretty proud of that) alongwith contributing toEldritchsorcery, Runes of Revival,

    Into the Green andLitorians.He has also worked as aneditor forHeroes of the JadeOath and on Wolfgang BaursOpen Design patronage

    projects (He2 says he got towork with great people on cool projects). He ismarried to a great gal, they both have jobs andtheir kids are cool (so's the dog) and yeah, helikes to write.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    4/28

    2

    1111stststst----LLLLevelevelevelevel BardBardBardBard SpellsSpellsSpellsSpellsAlter Liquid: Transmute 1 pint/level of liquid (max

    5 pints).Animated Tattoo:Creates a moving image on a

    subjects body that can attack.Borrow Skill: Use target creatures ranks in one skill.Clarity of Thought:Grants +4 insight bonus to

    Concentration checks (Immediate).Clear Conscience: Caster loses all memory of

    events just prior to casting the spell.Cocks Crow:Creatures immediately awaken.Color: Changes the color of a creature or object.Contrariness:Target must lie and be generally

    disagreeable and difficult.Curse of Ineptitude: Target experiences clumsiness

    and bad luck (Swift).Deep Shadows:Enhances shadows so they grant

    minor concealment bonus.Discerning Eye: Reveals the exact monetary value

    of a single item.Dispel Magic, Lesser:As dispel magicexcept

    maximum +5.Distract:Subject becomes flat-footed.Escape Grapple: Improves grapple and Escape

    Artist checks (Immediate).Flashy Defenses: Chaos defends you against

    random types of attacks.Glamour:Caster becomes physically attractive.Guilt: One evil target is denied an action.Heat Lightning:Vertical strokes of lightning deal

    1d6 nonlethal damage +1/level (max +5), plusdazzle and set creatures on fire.

    Malicious Intent:Subjects take 1 or 2 on saves.Minor Lasting Image:Creates permanent, tiny,

    immobile image.Missteps: Subjects speed and Dexterity are

    temporarily reduced.Peephole: Creates a small opening through awooden, plaster, or stone wall.

    Pins and Needles:Victim suffers a 1 circumstancepenalty on all attack rolls and skill checks, andrequires a Concentration check to cast spells.

    Skill Lore: Target gains an insight bonus of +1/twocaster levels one skill check.

    Songstrike: Cone of sonic energy inflicts 1d4 pointsof damage/three caster levels (Move).

    Sonic Dart: Ranged touch attack inflicts 1d6 pointsof sonic damage (Move).

    Stunning Note: Target stunned for 1 round (Move).Unspoken Tongue: Target cannot speak intelligibly.White Noise: Creates a loud sound and white light

    causing a 20 penalty to Perception checks.

    1111stststst----LevelLevelLevelLevel ClericClericClericCleric SpellsSpellsSpellsSpellsAlter Liquid: Transmute 1 pint/level of liquid (max

    5 pints).Animate Skeleton:Animate and control one

    skeletal servant.Astute Fighting: Recipient gains +2 bonus on attack

    rolls, may be able to make an extra melee attack.Briefly Visible: Invisible creatures or objects within

    10 feet become visible to caster for one round.

    Clarity of the Faith: Gives the target a +5 bonus toKnowledge (religion) checks regarding your faith.

    Contingent Minor Healing: Target that takes 4 ormore damage instantly heals 1 hit point.

    Contrariness:Target must lie and be generallydisagreeable and difficult.

    Curse of Ineptitude: Target experiences clumsiness

    and bad luck (Swift).Dispel Magic, Lesser:As dispel magicexceptmaximum +5.

    Draw on Faith: Gain a +1 bonus on one save, check,or attack roll.

    Gloomlight: Grant creatures with darkvision theability to perceive color in the area.

    Guilt: One evil target is denied an action.Hex of the Bull's-Eye:Target suffers a 20% hit

    chance.Hex Weapon:You curse a single weapon so it

    cannot be wielded.Inflict Pain: Causes 2d6+1/level nonlethal damage

    and a -1 penalty to attack rolls, ability and skillchecks for 1 minute.

    Inspired Initiative: Subjects gain +2 bonus on theirnext initiative check.Harden: Increases objects hardness by 50%.Hesitation: Targets initiative count drops by your

    caster level (Swift).Mistsight: You can see through mist, fog, and rain.Poison Weapon:As magic weapon, but weapon

    becomes coated with poison.Potent Weapon:Weapon gains bonuses against a

    specific foe.Precipitate: Driving rain, sleet, or snow blocks sight

    and grants concealment, plus quenches fires,impedes movement.

    Second Chance: Grants subject a second chance at asaving throw.

    Sacred Watch:Watches over the target, givingimmediate knowledge when he is in danger.Supernatural Ward: Subject gains +4 bonus on

    saves against supernatural abilities (Immediate).Valiant Resolve: Subject gains DR 10/lethal.Ward, Lesser: Inscription harms those who pass it.

    1111stststst----LevelLevelLevelLevel DruidDruidDruidDruid SpellsSpellsSpellsSpellsAlter Liquid: Transmute 1 pint/level of liquid (max

    5 pints).Animate Element: Turn small quantity of an

    element into Small elemental.Animate Wood:Animate small wooden item.Bee Sting: One or more foes are stung for minor

    damage and poison effect.

    Blossoming Footsteps: Causes plants to growwhere the druid walks.

    Briefly Visible: Invisible creatures or objects within10 feet become visible to caster for one round.

    Borrow Skill: Use target creatures ranks in oneskill.

    Contingent Minor Healing: Target that takes 4 ormore damage instantly heals 1 hit point.

    Clarity of the Faith: Gives the target a +5 bonus toKnowledge (religion) checks regarding your faith.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    5/28

    3

    Clarity of Thought:Grants +4 insight bonus toConcentration checks (Immediate).

    Crop Circle: Hacks all grasses and underbrush tothe ground, leaving nothing but an empty circle.

    Dispel Magic, Lesser:As dispel magicexceptmaximum +5.

    Energy Weapon: One weapon deals an additional

    1d6 damage of the chosen energy type.Glamour:Caster becomes physically attractive.Harden: Increases objects hardness by 50%.Heat Lightning:Vertical strokes of lightning deal

    1d6 nonlethal damage +1/level (max +5), plusdazzle and set creatures on fire.

    Hex of the Bull's-Eye:Target suffers a 20% hit chance.Hex Weapon:You curse a single weapon so it

    cannot be wielded.Ignore:Distracted creature suffers a 5 penalty to

    Perception checks.Keen Senses: Doubles range of sight, +2 bonus on

    Perception checks.Mistsight: You can see through mist, fog, and rain.Precipitate: Driving rain, sleet, or snow blocks sight

    and grants concealment, plus quenches fires,impedes movement.Pressure Spray: Deals 1d6 non-lethal damage and

    may knock down targets.Quill Skin: Coat your body with sharp quills to

    damage creatures constricting or swallowing you(Immediate).

    Scentless: Negates scent ability.Spikes of the Locust Tree: Improves grapple and

    Escape Artist checks (Immediate).Tunnel:You gain a burrow speed through dirt.Valiant Resolve: Subject gains DR 10/lethal.Ward, Lesser: Inscription harms those who pass it.Wind Churn: Fliers spend next action staying in the

    air; magical fliers suffer 2 penalty to attacks,

    saves, and checks (including Fly checks) and take1d6 damage per level (max 5d6).

    1111stststst----LevelLevelLevelLevel PaladinPaladinPaladinPaladin SpellsSpellsSpellsSpellsDivine Beacon:An individual or group knows the

    direction and range of the caster and his condition.Draw on Faith: Gain a +1 bonus on one save, check,

    or attack roll.Clarity of the Faith: Gives the target a +5 bonus to

    Knowledge (religion) checks regarding your faith.Earth Charger: Mount gains +4 Str and trample

    ability when in contact with ground.Illuminated Weapon: Imposes a 2 penalty to

    attacks, saves, and checks to undead struck.Potent Weapon:Weapon gains bonuses against a

    specific foe.Righteous Strike:You bypass evil creatures

    damage reduction on a single strike.Share Sacrifice:You heal half a creatures hit points

    and take half of that amount as damage.Soul Beacon:Amplify your soul to gain combat

    benefits but become extremely visible to undead.Summon Weapon: Melee or ranged weapon of

    your choice (Immediate).

    1111stststst----LevelLevelLevelLevel RangerRangerRangerRanger SpellsSpellsSpellsSpellsBorrow Skill: Use target creatures ranks in one

    skill.Deep Shadows:Enhances shadows so they grant

    minor concealment bonus.Potent Weapon:Weapon gains bonuses against a

    specific foe.Hidden Shelter: Creates a camouflaged shelter

    from the surrounding materials.Ignore:Distracted creature suffers a 5 penalty to

    Perception checks.Keen Senses: Doubles range of sight, +2 bonus on

    Perception checks.Mistsight: You can see through mist, fog, and rain.Poison Weapon:As magic weapon, but weapon

    becomes coated with poison.Self-Loading Bolts: Target bolts automatically load.Spikes of the Locust Tree: Improves grapple and

    Escape Artist checks (Immediate).Tunnel:You gain a burrow speed through dirt.Summon Weapon: Melee or ranged weapon of

    your choice (Immediate).

    1111stststst----LLLLevelevelevelevel Sorcerer/WizardSorcerer/WizardSorcerer/WizardSorcerer/Wizard SpellsSpellsSpellsSpells

    AbjurAbjurAbjurAbjurationationationationDispel Magic, Lesser:As dispel magicexcept

    maximum +5.Flank Shield: Subject cannot be flanked.Flashy Defenses: Chaos defends you against

    random types of attacks.Foul Flesh: Casters foul taste dissuades living

    creatures from biting him.Harden Increases objects hardness by 50%.Reactive Armor:You gain a +2 deflection bonus to

    Armor Class (Immediate).Supernatural Ward: Subject gains +4 bonus onsaves against supernatural abilities (Immediate).

    True Shield: Caster gains a +20 deflection bonus toAC against the next attack.

    Valiant Resolve: Subject gains DR 10/lethal.Ward, Lesser: Inscription harms those who pass it.

    ConjConjConjConjurationurationurationurationBrimstone: Fiery stone deals 1d4 fire damage/level

    (max 5d4) plus nauseates targets, as melee touchattack or splash weapon.

    Pearl of Brilliance: Silvery sphere deals 1d6 + 1point/level damage plus dazzles targets (undeadtake more damage and are blinded), as melee

    touch attack or splash weapon.Poison Weapon:As magic weapon, but weapon

    becomes coated with poison.Precipitate: Driving rain, sleet, or snow blocks sight

    and grants concealment, plus quenches fires,impedes movement.

    Summon Weapon: Melee or ranged weapon ofyour choice (Immediate).

    Torchbearer:You conjure a creature that carries atorch, sunrod, lantern or daylight spell.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    6/28

    4

    DivDivDivDivinationinationinationinationBriefly Visible: Invisible creatures or objects within

    10 feet become visible to caster for one round.Discerning Eye: Reveals the exact monetary value

    of a single itemDown and Out: Empowers you to make trip and

    disarm attempts (Swift).

    Foes Measure: Learn the class and level or creaturetype and hit dice of all creatures in a 30 radius.

    Inspired Initiative: Subjects gain +2 bonus on theirnext initiative check.

    Mental Sentinel:Gain a +2 perception bonus orexpend the spell for a +2 bonus to initiative

    Skill Lore: Target gains an insight bonus of +1/twocaster levels one skill check.

    EnchEnchEnchEnchantmentantmentantmentantmentClarity of Thought:Grants +4 insight bonus to

    Concentration checks (Immediate).Clear Conscience: Caster loses all memory of

    events just prior to casting the spell.

    Cocks Crow:Creatures immediately awaken.Contrariness:Target must lie and be generallydisagreeable and difficult.

    Distract:Subject becomes flat-footed.Guilt: One evil target is denied an action.Id Seizure: Disorienting thoughts limit actions in

    target creature.Ignore:Distracted creature suffers a 5 penalty to

    Perception checks.Malicious Intent:Subjects take 1 or 2 on saves.Unspoken Tongue: Target cannot speak

    intelligibly.

    EvocEvocEvocEvocationationationationBrilliant Arc:Arcing ray of electricity deals 1d4/2

    levels (max 5d4).Cutting Flame: Creates a flame capable of cutting

    through steel.Energy Missile: Ranged touch attack deals1d6+1

    damage of the chosen energy type; +1 missile/2levels above 1st (max 5).

    Self-Loading Bolts: Target bolts automatically load.Heat Lightning:Vertical strokes of lightning deal

    1d6 nonlethal damage +1/level (max +5), plusdazzle and set creatures on fire.

    Push: Pushes one creature or object.Pressure Spray: Deals 1d6 non-lethal damage and

    may knock down targets.Sword Shock: Deals 1d4 damage/level, and target

    may drop object held.White Noise: Creates a loud sound and white light

    causing a 20 penalty to Perception checks.

    IllusIllusIllusIllusionionionionAnimated Tattoo:Creates a moving image on a

    subjects body that can attack.Deep Shadows:Enhances shadows so they grant

    minor concealment bonus.Glamour:Caster becomes physically attractive.Invisible Familiar:Familiar becomes invisible.

    Minor Lasting Image:Creates permanent, tiny,immobile image.

    Pins and Needles:Victim suffers a 1 circumstancepenalty on all attack rolls and skill checks, andrequires a Concentration check to cast spells.

    Shadow Hands: Causes 1d4/level cold damage(max 5d4).

    Shadow Weapon: Create a quasi-real melee weapon.

    NecroNecroNecroNecromancymancymancymancyAnimate Skeleton:Animate and control one

    skeletal servant.Bleeding Wounds:Attack on target deals

    +1d6 damage.Curse of Ineptitude: Target experiences clumsiness

    and bad luck (Swift).Hex of the Bull's-Eye:Target suffers a 20% hit

    chance.Hex Weapon:You curse a single weapon so it

    cannot be wielded.Inflict Pain: Causes 2d6+1/level nonlethal damage

    and a -1 penalty to attack rolls, ability and skill

    checks for 1 minute.Lash Fey: Cloud of cold iron filings and negative

    energy deals 1d6/level to fey (max 5d6).Missteps: Subjects speed and Dexterity are

    temporarily reduced.

    TransTransTransTransmumumumuttttationationationationAdjust:Armor, shield, weapon, jewelry, or clothing

    resizes to fit caster.Alter Liquid: Transmute 1 pint/level of liquid (max

    5 pints).Alter Poison Damage Type: Changes a poisons

    damage type for 1 min./level.Awesome Strike: Melee attack knocks back foe

    (Swift).Borrow Skill: Use target creatures ranks in one

    skill.Breathtwist: You change the nature of your energy

    breath weapon so that it deals a different type ofenergy (acid, cold, electricity, fire, or sonic).

    Color: Changes the color of a creature or object.Energy Weapon: One weapon deals an additional

    1d6 damage of the chosen energy type.Escape Grapple: Improves grapple and Escape

    Artist checks (Immediate).Gloomlight: Grant creatures with darkvision the

    ability to perceive color in the area.Hesitation: Targets initiative count drops by your

    caster level (Swift).

    Ice Arm:Touch attack deals 1d8 +1/ level (maximum+20) and protects arm from fire.

    Overcompensation:Weapon increases size anddamage.

    Peephole:Creates a small opening through awooden, plaster, or stone wall.

    Spikes of the Locust Tree: Improves grapple andEscape Artist checks (Immediate).

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    7/28

    5

    AdjustAdjustAdjustAdjustSchool: Transmutation; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: TouchTarget: One unattended suit of armor, set ofclothing, jewelry, shield, or weaponDuration: InstantaneousSaving Throw: None; Spell Resistance: NoAdjust instantaneously resizes an unattended piece ofclothing or jewelry, a suit of armor, a shield or aweapon to fit you perfectly. This spell affects bothmagical and mundane equipment.

    AlterAlterAlterAlter LiquidLiquidLiquidLiquidSchool: Transmutation [Water];Level: Brd 1, Drd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M/DF (a wild grape orcrabapple)Range: Close (25 ft. + 5 ft./2 levels)

    Target: Up to 1 pint of nonmagical liquid/level(maximum 5 pints); individual volumes within 30 feetof each other.Duration: InstantaneousSaving Throw:Will negates (object);Spell Resistance:Yes (object)This spell transmutes one kind of nonmagical liquidinto another. The liquid you affect must normally beliquid at about room temperature (65 F), you musthave line of effect to it, and you can alter liquids inopen containers, but not in sealed containers. You canselect multiple targets for this spell so long as themaximum volume is not exceeded, but you cannotselect a target with a greater volume than your limitand partially affect it. For example, a 1st-level caster (1

    pint maximum) could not affect any of the liquid in a1-gallon container. The spell can transmute any typeof mundane liquid (including fresh or salt water, wine,vinegar, alcohol, or lamp oil) but cannot affect orcreate acid, mercury, or any type of venom or poison.Transmuted liquids created by the spell have typicalcharacteristics such as color, taste, smell, and potency.For example, if you turn water to ale, you get typicalale rather than any extra-strong or distinctive variety.

    AlterAlterAlterAlter PoisonPoisonPoisonPoison DamageDamageDamageDamage TypeTypeTypeTypeSchool: Transmutation; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S

    Range: Close (25 ft. + 5 ft./2 levels)lTarget: One dose of non-magical poison that dealsability damageDuration: 1 min./levelSaving Throw:Will negates (object); SpellResistance:Yes (object)You are able to change the type of ability damage dealtby the affected poison. Poison that deals Strength,Dexterity, or Constitution damage may only be alteredto one of the other two types. Poison that deals

    Animate Element [Fire]

    Intelligence, Wisdom, or Charisma damage may onlybe altered to one of the other two types.When the spell ends, the poison reverts to its normaldamage type.

    A dose of poison under the effect of this spell isconsidered a magically modified poison.

    AnimateAnimateAnimateAnimate ElementElementElementElementSchool: Transmutation [See text]; Level: Drd 1Casting Time: 1 roundComponents:V, S, MRange: Close (25 ft. + 5 ft./2 levels)Target: One small volume of an elementDuration: Concentration, up to 1 round/level (D)Saving Throw: None; Spell Resistance: NoThe caster animates a small section of air, earth, fire,or water. The animated element has the statistics of aSmall elemental (seePathfinder Bestiary), and

    attacks as directed by the caster. It cannot movebeyond the range of the spell.

    Animate SkeletonAnimate SkeletonAnimate SkeletonAnimate SkeletonSchool:Necromancy; Level:Clr 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (a small black onyx worth50gp, placed in the skeletons or corpses eye socket ormouth; it is destroyed in the casting)Range:TouchTarget:One corpse or skeletonDuration:InstantaneousSaving Throw:None; Spell Resistance:NoThis spell turns the body or bones of a person orcreature into a skeleton. This spell will only animatedead creatures of Medium size or smaller. Theskeleton can follow the caster and obey the casterscommands or can remain in an area and attack anycreature (or just a specific type of creature) enteringthe place. The skeleton remains animated until it isdestroyed. A destroyed skeleton cannot be reanimatedagain.Regardless of the number of times this spell is cast,only a single skeleton from this spell may becontrolled at any one time by a single caster. If

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    8/28

    6

    another skeleton is animated using this spell whileanother is already under your control, the originalbecomes uncontrolled.This undead does not count against your HD limit ofcontrolled undead. An undead skeleton can be createdonly from a mostly intact skeleton or corpse. If askeleton is made from a corpse, the flesh falls off the

    bones.

    AnimateAnimateAnimateAnimate TattooTattooTattooTattooSchool:Illusion (Shadow); Level: Brd 1, Sor/Wiz 1Casting Time: 1 hourComponents:V, S, M (inks worth at least 10 gp)Range: PersonalEffect:A 3-inch-square area of fleshDuration: PermanentSaving Throw: See text;Spell Resistance: See textYou create a tattoo upon your own body that has theability to move and attack (using your base attackbonus plus the relevant casting ability modifier) out toa range equal to your natural reach. Moving the tattooaround your body is not an action. Attacking with thetattoo is a melee attack action (it can be used to makeattacks of opportunity). The tattoo deals damageequal to 1d6 plus the relevant casting ability modifier(successfully disbelieving after interacting with thetattoo reduces the damage by half). The spell cancreate an animated tattoo of a lion roaring or a dragonbreathing fire, a moving waterfall, or a warriorswinging a sword. The image and its movements arepreset; once the spell is cast, you cannot change them.The tattoo can move all over your body if you wish.

    AnimateAnimateAnimateAnimate WoodWoodWoodWoodSchool: Transmutation; Level: Drd 1

    Casting Time: 1 roundComponents:V, S, M (piece of unworked oak)Range: Close (25 ft. + 5 ft./2 levels)Target: One Small or smaller wooden objectDuration: Concentration, up to 1 round/level (D)Saving Throw: None; Spell Resistance: NoThis spell imbues a Small or smaller wooden object asan animated object (seePathfinder Bestiary), thencauses it to immediately attack whomever or whateveryou initially designate. Objects animated by this spellhave hardness 5. If you attempt to affect an attendedobject, the object or its attendee receives a Will saveand spell resistance applies.

    AstuteAstuteAstuteAstute FightingFightingFightingFightingSchool: Transmutation; Level: Clr 1Casting Time: 1 standard actionComponents:V, S, DFRange: TouchTarget: Creature touchedDuration: 1 round/levelSaving Throw:Will negates (harmless);Spell Resistance:Yes (harmless)You imbue the target creature with a special combatsense that grants a +2 competence bonus to its base

    attack bonus (maximum BAB +20), possibly grantingextra attacks while using the full attack action. If thisspell would raise the targets base attack bonus to 21or more, it receives a +2 competence bonus on attackrolls, but gains no benefit for having a base attackbonus higher than +20. You dont possess thisadditional base attack bonus for the purpose of

    prerequisites.

    AwesomeAwesomeAwesomeAwesome StrikeStrikeStrikeStrikeSchool: Transmutation; Level: Sor/Wiz 1Casting Time: 1 swift actionComponents:VRange: PersonalTarget:YouDuration: 1 roundYou gain the potential to deliver a powerful meleestrike. If you make a successful melee strike within thespells duration, the target hit by that attack mustmake a Reflex save, or be knocked 10 feet in adirection you choose and fall prone. You can onlypush the opponent in a straight line, and theopponent cant move closer to you than the square itstarted in. If an obstacle prevents the completion ofthe opponents move, the opponent and the obstacleeach take damage as though struck by a club sized foryour opponent (1d6 points of damage for a Mediumcreature), and the opponent stops in the spaceadjacent to the obstacle.

    BeeBeeBeeBee SSSStingtingtingtingSchool: Conjuration (Creation); Level: Drd 1Casting Time: 1 standard actionComponents:V, S, M (a bumblebees stinger)Range: Close (25 ft. + 5 ft./2 levels)Targets: One or more creatures, no two of which can

    be more than 30 ft. apartDuration: InstantaneousSaving Throw: Fortitude partial; see text;Spell Resistance: NoThis spell strikes its targets with a nasty sting, as iffrom a very large bee. You create one sting for everythree caster levels (minimum 1, maximum 6 at 18thlevel). Each bee sting inflicts 1 point of piercingdamage, as if from a magical weapon for the purposesof overcoming damage reduction. If this damage isnot somehow negated (such as by damage reduction),the subject is poisoned with weak venom that inflicts 1Con damage, with a Fortitude save allowed at thespells DC to negate it. The damage and venom frommultiple stings is cumulative, though a subject saves

    only once even if subjected to several stings by a singlecasting.

    BleedingBleedingBleedingBleeding WoundsWoundsWoundsWoundsSchool:Necromancy; Level:Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, F (a small bone saw)Range: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: 2 rounds / levelSaving Throw: None; Spell Resistance:Yes

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    9/28

    7

    This spell accelerates injuries with small amounts ofnegative energy. By infecting the target with a minuteamount of negative energy, this spell acceleratesinjuries to living tissue and makes wounds moreserious. Even a small knife wound can be made tobleed more heavily, the flesh around it turning septicas the spell works its dark magic. You must succeed

    on a ranged touch attack to strike your target. Acreature struck by this ray takes an additional 1d6damage every time it takes damage from any weaponor non-energy damage source (so not from spells thatdeal energy damage, or breath weapons) for theduration of the spell. This spell has no effect onundead, constructs, plants or oozes.

    BlossomingBlossomingBlossomingBlossoming FootstepsFootstepsFootstepsFootstepsSchool: Conjuration (Creation); Level: Drd 1Casting Time: 1 standard actionComponents:V, SRange: SelfEffect: Causes plants to grow where the druid walksDuration: 10 min./levelSaving Throw: None; Spell Resistance: NoWhile under the effect of this spell, the druidsfootsteps cause plants to grow wherever he walks. Atthe druids option, these plants can be flowers ornormal undergrowth such as grass and weeds.Blossoming footstepsonly functions in rounds whenthe druid moves. The plants do not hinder movementor provide cover on their own, nor does their growthdamage the surface where they grow. They can,however, be targeted by spells such as entangleorplant growth.When the spells duration expires, the plants eithercontinue to live normally if the ground is suitable, orelse melt away.

    BorrowBorrowBorrowBorrow SkillSkillSkillSkillSchool: Transmutation; Level: Brd 1, Rgr 1, Sor/Wiz 1Casting Time: 1 standard actionComponent: SRange: TouchTarget: Creature touchedDuration: See textSaving Throw:Will negates (harmless);Spell Resistance:Yes (harmless)Upon casting this spell, your hand pulses with a softblue light. You may touch a target creature to borrowthe ranks it has in any one skill. On your next action,you can make a single skill check using the subjectsranks, but modified by your own key ability. If a skill

    check requires more than 1 round to make, you maynot use this spell to borrow that skill.

    BreathtwistBreathtwistBreathtwistBreathtwistSchool: Transmutation [See text]; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: PersonalTarget:YouDuration: 1 minute or until discharged

    Breathtwist [electricity]

    You change the nature of your energy breath weapon.It deals a different type of energy (acid, cold,electricity, fire, or sonic) the next time you use it

    (within one minute). All other parameters of thebreath weapon (range, shape, damage, and so on)remain unchanged. This spell is an acid spell whenyou change your breath weapon to acid, a cold spellwhen you change it to cold, and so on.This spell has no effect on creatures without a breathweapon. Using a magic item such as apotion of firebreath counts as having a breath weapon.

    BrieflyBrieflyBrieflyBriefly VisibleVisibleVisibleVisibleSchool: Divination; Level: Clr 1, Drd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: 10 feetArea: 10-ft.-radius burst, centered on the casterDuration: 1 roundAny invisible creatures or objects within the spellsradius become visible to you (but not to othercreatures) for one round, before you lose sight of themagain. The spell reveals only magically-obscuredcreatures or objects, not hidden features such assecret doors and traps, or other invisible features suchas invisible spell effects.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    10/28

    8

    BrimstoneBrimstoneBrimstoneBrimstoneSchool: Conjuration (Creation) [Air, Fire];Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (aball of ash and sulfur)Range: 0 ft.Effect: One smoking stone in your palmDuration: 1 min./level or until expended (D)Saving Throw: None; see text;Spell Resistance:YesA fiery, smoking stone the size of a walnut appears inyour palm. The stone is hot enough to igniteflammable materials and deals 1d4 points of firedamage each round that it stays in contact with acreature or object, but wont hurt you or yourequipment as long as you keep it in hand. You can usethe stone to make a melee touch attack or you canthrow it as a splash weapon, making a ranged touchattack with a maximum range of 120 feet. If the stoneis wielded by any other creature, treat it as animprovised melee weapon (4 nonproficiency penaltyon attack rolls) or as a splash weapon with a rangeincrement of 10 feet. Note, though, that any othercreature wielding it takes damage each round in whichthe stone is held.When the stone hits (either as a ranged or meleeattack), it breaks and releases a flash of heat and acridsmoke. The flash deals 1d4 points of fire damage percaster level (maximum 5d4, no save) to the targetstruck, while all creatures in adjacent squares(including the target and the wielder if the wielderisnt you) must make a Fortitude save or be sickenedfor 1 round. A strong wind (21+ miles per hour)disperses the smoke and negates its effects.

    BrilliantBrilliantBrilliantBrilliant ArcArcArcArcSchool: Evocation [Electricity]; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, F (small iron rod)Range: Close (25 ft. + 5 ft./2 levels)Targets:One primary target, plus one secondarytarget/level (each of which must be within 30 ft. of theprimary target)Duration:InstantaneousSaving Throw:Reflex half; Spell Resistance:YesThis spell creates an electrical discharge that begins asa single stroke commencing from your fingertips.Unlike lightning bolt, brilliant arc strikesone objector creature initially, and then arcs to other targets.The bolt inflicts 1d4 hit points of electrical damage per2 caster levels (maximum 5d4) to the primary target.

    After it strikes, lightning can arc to a number ofsecondary targets equal to your caster level(maximum 20). The secondary bolts each strike onetarget and deal 1 hit point of electrical damage per 2caster levels (maximum 5 points).Each target can attempt a Reflex saving throw for halfdamage. The Reflex DC to halve the damage of thesecondary bolts is 2 lower than the DC to halve thedamage of the primary bolt. You choose secondarytargets as you like, but they must all be within 30 feet

    of the primary target, and no target can be struckmore than once. You can choose to affect fewersecondary targets than the maximum.

    ClarityClarityClarityClarity ofofofof thethethethe FaithFaithFaithFaithSchool: Divination; Level: Clr 1, Drd 1, Pal 1Casting Time: 1 standard action

    Components:V, S, DFRange: TouchTarget: Creature touchedDuration: 1 min./level and see textSaving Throw: None; Spell Resistance: NoThe target gains a comprehensive understanding ofthe tenets of your faith, granting a +5 competencebonus to Knowledge (religion) checks relating toquestions of your faith. Even after the spell fades, thetarget remains as familiar with your religion as if shehad actually read its holy book or the equivalentrepository of dogma and lore (make untrained checksof DC 15 or lower for one month).

    ClarityClarityClarityClarity ofofofof ThoughtThoughtThoughtThought

    School:Enchantment (Compulsion) [Mind-Affecting];Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1Casting Time: 1 immediate actionComponents:V, SRange: PersonalTarget:YouDuration: 1 roundSaving Throw: None; Spell Resistance: NoYou call upon the stillness of the universe to grant youmental and emotional peace. You gain a +4 insightbonus to Concentration checks.

    CleaCleaCleaClearrrr ConscienceConscienceConscienceConscienceSchool: Enchantment (Compulsion) [Mind-Affecting];Level: Brd 1, Sor/Wiz 1

    Casting Time: 1 standard actionComponents:V, S, M (a few drops of wine placed onyour tongue)Range: PersonalTarget:YouDuration: PermanentYou lose all memory of events just prior to casting thespell. You lose 1 minute plus one round per level ofmemories that you personally experienced. This spellcannot negate charm, geas/quest, suggestion, orsimilar spells.

    CocksCocksCocksCocks CrowCrowCrowCrowSchool: Enchantment (Compulsion) [Mind-Affecting];Level: Sor/Wiz 1

    Casting Time: 1 swift actionComponents:V, S, M (a roosters comb)Range: Close (25 ft. + 5 ft./2 levels)Area: One or more living creatures within a 10-ft.-radius burstDuration: InstantaneousSaving Throw:Will negates (harmless);Spell Resistance:Yes (harmless)You utter a short, shrill call, and sleeping creatureswithin the area immediately awaken, including thoseaffected by magical sleep effects.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    11/28

    9

    ContingentContingentContingentContingent MinorMinorMinorMinor HealingHealingHealingHealingSchool: Conjuration (Healing); Level: Clr 1, Drd 1Casting Time: 1 standard actionComponents:V, S, DFRange: TouchTarget: Creature touched

    Duration: 1 hour/level (D) or until dischargedSaving Throw:Will half (harmless); see text;Spell Resistance:Yes (harmless); see textYou bestow a small blessing on a target creature.Whenever the creature takes 4 or more points ofdamage, the spell discharges, suffusing the creaturewith positive energy that cures 1 point of damage.If used against undead, this spell is triggered in one oftwo ways, dealing 1 point of additional damage eitherthe next time the undead target takes normal damage,or the next time the undead target is healed by takingnegative energy damage. An undead creature canapply spell resistance, and can attempt a Will save totake no damage.

    ColorColorColorColorSchool: Transmutation; Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: TouchTarget: One creature or object of no more than 2 cu.ft./levelDuration: PermanentSaving Throw:Will negates, see text; or none (object);Spell Resistance:YesThis spell permanently alters the color of a creature orobject. If the object is attended or the creature isunwilling, a Will save is allowed to negate the effect.The effect can be removed by remove curse.

    ContrarinessContrarinessContrarinessContrarinessSchool:Enchantment (Compulsion) [Mind-Affecting];Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: Close (25 ft. + 5 ft. /2 levels)Targets: One creature /three levels, no two of whichare more than 30 ft. apartDuration: 1 minuteSaving Throw:Will negates; Spell Resistance:YesThe subjects of the spell become belligerent andnegative toward all around them (-10 penalty to allDiplomacy checks). They will disagree with everythingsaid. In a crowded area, such as a bar, this could easily

    lead to combat.

    CropCropCropCrop CircleCircleCircleCircleSchool: Evocation; Level: Drd 1Casting Time: 1 actionComponents:V, S, M/DF (an ear of corn)Range: Medium (100 ft. + 10 ft./level)Area: 40-ft.-radius spread, 5 ft. highDuration: InstantaneousSaving Throw: Reflex half; Spell Resistance:Yes

    You summon an invisible force that instantaneouslyhacks all grasses and underbrush to the ground,leaving nothing but an empty circle. Although theblades are invisible, they are not insubstantial. Theswirling scythes and sickles deal 1d6 points of damageplus one point per caster level (up to +5) to anycreature or inanimate object within the spells area of

    effect. Farmers use the spell to clear arable land forfarming, although some use it to frighten neighboringfarmers or to sabotage their crops. This spell has noeffect on plants with CR or higher.

    CurseCurseCurseCurse ofofofof IneptitudeIneptitudeIneptitudeIneptitudeSchool: Necromancy; Level: Brd 1, Clr 1, Sor/Wiz 1Casting Time: 1 swift actionComponents:V, S, M (fur of a black cat)Range: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 1 roundSaving Throw:Will negates; Spell Resistance:YesYou impart a streak of bad luck on the target. Anyactions the target takes in the round in which it isaffected have a 50% chance of failing.

    Cutting FCutting FCutting FCutting FlamelamelamelameSchool: Evocation [Fire]; Level: Sor/Wiz 1Casting Time: 1 full round actionComponents:V, S, M (flint and steel)Range: TouchEffect: Six-inch long jet of fireDurationConcentration, up to 1 min./levelSaving Throw: None; Spell Resistance:Yes (object)You cause a white, hot, six-inch long beam of fire tospring from your fingertips. The primary function ofthis beam is for cutting through inanimate objects.The beam does not completely destroy the object, but

    cutting enough of it causes it to gain the brokencondition. For example, you could cut out a hole in alocked door big enough to walk through, though thedoor would still be otherwise intact, it would still bebroken. The rate at which you can cut through theobject depends on its hardness (see the table below).Objects with a hardness greater than 10 cannot be cutusing this spell. You can only make cuts up to sixinches deep, thus trying to cut through a foot-thickstone wall would have little effect.In a pinch, this spell can be used offensively. If used assuch you must make a melee touch attack to hit youropponent. A successful attack deals 1d6 points of firedamage +1 additional point per caster level(maximum +10). Attempting to damage an attended

    object counts as using the spell offensively anddamages the object.

    Hardness Inches/round0 12

    1-4 65-8 39-10 111+ Unable to be cut

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    12/28

    10

    DeepDeepDeepDeep ShadowsShadowsShadowsShadowsSchool:Illusion (Glamer) [darkness];Level: Brd 1, Rgr 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: TouchArea: 60 ft. radiusDuration: 10 minutes / level (D)Saving Throw: None; Spell Resistance: NoThis spell creates a deepening and darkening ofshadows in the area. This spell doesnt actually createshadows; it just makes existing shadows much largerand darker, and enhances them so they even interferewith low-light vision and darkvision. The shadowsaffected by this spell provide one-quarter concealmentto anyone within them (providing a 10% miss chance)or one-half concealment to anyone seeking the coverof the enhanced darkness (providing a 20% misschance) as well as a +4 circumstance bonus on Hidechecks. If the spell is cast on a small object that is thenplaced inside or under a light-proof covering, thespells effects are blocked until the covering isremoved.Deep shadows is countered by any lightspell of equal or greater level.

    DiscerningDiscerningDiscerningDiscerning EyeEyeEyeEyeSchool: Divination; Level: Brd 1,Sor/Wiz 1Casting Time: 1 minuteComponents:V, S, F (magnifying glass)Range: TouchTarget: One touched objectDuration: InstantaneousSaving Throw: None; Spell Resistance: NoThe spell reveals the exact monetary value of a singleitem.

    DispelDispelDispelDispel Magic,Magic,Magic,Magic, LesserLesserLesserLesserSchool:Abjuration; Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1As dispel magic, except that the maximum bonus onthe dispel check is +5 instead of +10, and the onlyoption available to the caster is a targeted dispel tosuppress the effects of a single magic item.

    DistractDistractDistractDistractSchool:Enchantment (Compulsion) [Mind-Affecting];Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: Close (25 ft. + 5 ft. /2 levels)

    Target: One creatureDuration: 1 roundSaving Throw:Will negates; Spell Resistance:YesThe affected creature is momentarily distracted,losing any action remaining in this round. Hebecomes flat-footed until the next round in which hemakes a new initiative roll as if he was just enteringcombat.

    Deep Shadows

    DivineDivineDivineDivine BeaconBeaconBeaconBeaconSchool:Abjuration; Level: Clr 2, Pal 1Casting Time: 1 immediate actionComponents:V, DFRange: 1 mile/levelTarget:YouDuration: 1 hour/level or until caster dies (D)The caster designates a recipient of this beacon: aspecific individual, a member of specific race, class, ororganization. If the individual or group is within the

    range of the spell they know any negative conditionsto which the caster is subjected and the direction andrange to the caster.

    DownDownDownDown andandandand OutOutOutOutSchool: Divination; Level: Sor/Wiz 1Casting Time: 1 swift actionComponents:VRange: PersonalTarget:YouDuration: 1 round

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    13/28

    11

    The magic of this spell allows you to see the best wayto knock things down. You receive a +10 insight bonusto your next Combat Maneuver check to either disarmor trip an opponent.

    DrawDrawDrawDraw onononon FaithFaithFaithFaithSchool: Conjuration (Summoning); Level: Clr 1, Pal 1Casting Time: 1 standard actionComponents:V, S, DFRange: PersonalEffect: Surge of divine powerDuration: Until expended or 1 minuteUpon casting this spell, you receive a surge of divineenergy that grants you a +1 competence bonus on anyone attack roll, saving throw, or check you make in thenext minute. You must decide if you will use thebonus before you make the die roll. For every 4 casterlevels beyond 1st, you get an extra +1 bonus (+2 at 5thlevel, etc.) to a maximum of +5 at 17th level.

    EarthEarthEarthEarth ChargerChargerChargerChargerSchool: Transmutation; Level: Pal 1Casting Time: 1 standard actionComponents:V, S, DFRange: TouchTarget: Creature touched (spell casters specialmount only)Duration: 1 round/levelSaving Throw: Fortitude negates (harmless);Spell Resistance:Yes (harmless)Earth charger fills your mount with the power ofearth. As long as it remains in contact with theground, it gains a +4 enhancement bonus to Strengthand gains the trample ability (if it doesnt already haveit). Creatures deal trample damage based on their sizeas follows.

    Size Trample DamageSmall 1d4

    Medium 1d6Large 1d8Huge 2d6

    Gargantuan 2d8Colossal 4d8

    The mount adds 1 times its newly enhancedStrength bonus on its trample damage roll.

    EnergyEnergyEnergyEnergy MissileMissileMissileMissileSchool: Evocation [See text]; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: Medium (100 ft. + 10 ft./level)Targets: Up to 5 creatures, no two of which can bemore than 15 ft. apartDuration: InstantaneousSaving Throw: None; Spell Resistance:YesA bolt of a chosen energy type (acid, cold, electricity,fire , or sonic) blasts from your fingertips and with a

    successful ranged touch attack deals 1d6+1 points ofthe chosen energy type of damage.For every two caster levels beyond 1st, you gain anadditional missile: two at 3rd level, three at 5th, fourat 7th, and five bolts at 9th level or higher. If youshoot multiple missiles, you can have them strike asingle creature with one attack roll or several

    creatures with multiple attack rolls. A single bolt canstrike only one creature.

    EnergyEnergyEnergyEnergy WeaponWeaponWeaponWeaponSchool: Transmutation (See text);Level: Drd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, FRange: TouchTarget: 1 weaponDuration: 1 round/levelSaving Throw: None; Spell Resistance: NoCasting this spell sheaths one weapon in one of fiveenergy types of the casters choice (acid, cold, fire.electricity, or sonic). For the duration of the spell, theenchanted weapon deals an additional 1d6 damage ofthe energy type chosen on a successful hit. Theelemental energy imbued does not harm the caster, orthe weapon, but it may affect surrounding objects (forexample, a flaming sword could be used to ignite apool of oil).

    EscapeEscapeEscapeEscape GrappleGrappleGrappleGrappleSchool: Transmutation; Level: Brd 1, Sor/Wiz 1Casting Time: 1 immediate actionComponents:VRange: PersonalTarget:YouDuration: 1 round

    The magic of this spell makes you more lithe andimparts an instinctive knowledge of wrestling movesand breaking holds. You gain a +5 competence bonusto your Combat Maneuver check, Combat ManeuverDefense, or Escape Artist check to oppose a CombatManeuver grapple check.

    FlashyFlashyFlashyFlashy DefensesDefensesDefensesDefensesSchool:Abjuration [force]; Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, F (small bag of lint)Range: PersonalTarget:YouDuration: 1 min./level

    Flashy defensescreates a barrier of matter or forcearound you, providing protection against randomtypes of attacks. The force or matter manifested isappropriate to the damage being defended against.For instance, a sphere of mist might surround you tostop fire attacks, or small metal shields to stop meleeattacks, or feathers to stop missile attacks. Roll on thetable below each minute of the spell duration todetermine the attack or energy type protected against.You gain damage reduction 1/adamantine or energyresistance 5 (depending on if the defense is for attacks

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    14/28

    12

    or energy) against that attack type. This defenseoverlaps (and does not stack with) similar defensesfrom endure elements, resist elements,protectionfrom elements, or stoneskin.

    1d10 Attack Protected From1 Melee attacks (DR)

    2 Missile attacks (DR)3 All melee or missile attacks (DR)4 Cold (energy resistance)5 Acid (energy resistance)6 Electricity (energy resistance)7 Sonic (energy resistance)8 Fire (energy resistance)9 All energy types (energy Resistance)10 +4 cover bonus to AC and a +2 cover

    bonus to Reflex saves. Cover is grantedby a mixture of substances.

    FoulFoulFoulFoul FleshFleshFleshFleshSchool:Abjuration; Level: Sor/Wiz 1

    Casting Time: 1 standard actionComponents:V, S, F (a piece of spoiled meat)Range: TouchTarget: Creature touchedDuration: 1 hour/levelSaving Throw: Fortitude negates;Spell Resistance: NoThe caster imbues his flesh with a foul appearanceand taste, dissuading living creatures from biting him.Anytime a living creature with a bite attacksuccessfully bites a target under the effects offoulfleshit must make a successful Fortitude save orrefuse to bite the target again while the spell lasts. Acreature that fails its saving throw can still use otherattack modes against the caster.

    FoesFoesFoesFoes MeasureMeasureMeasureMeasureSchool: Divination; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: Medium (100 ft. + 10 ft./level)Target: Creatures in a 30-ft.-radius burst.Duration: InstantaneousSaving Throw: Special (see text);Spell Resistance:YesThe caster learns the power of all affected creatures inthe area of effect. He learns their class or creaturetype (and subtype) along with their level or HD.Disguised creatures cause the spell to provide

    whatever information the disguised creature wishes(example commoner level 1 or dragon (fire) HD 25).

    FlankFlankFlankFlank ShieldShieldShieldShieldSchool:Abjuration; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (a miniature shield)Range: TouchTargets: Creature touchedDuration: 1 min./level

    Foul Flesh

    Saving Throw:Will negates (harmless);Spell Resistance:Yes (harmless)This spell creates a magical barrier protecting thetargets flank. As a result, the character cannot beflanked (this also prevents against sneak attacks dueto flanking unless the rogue is 4 levels higher than thecaster).

    GlamourGlamourGlamourGlamourSchool:Illusion (Glamer); Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (a drop of perfume)Range: PersonalTarget:YouDuration: 10 min./level (D)Saving Throw:Will disbelief (if interacted with);Spell Resistance: NoYou ensorcel yourself to appear beautiful to anyonelooking upon you. Not only will they find youattractive, but all your Bluff and Diplomacy checksgain a +5 circumstance bonus.This spell does not change any specifics of yourappearance, such as gender, race, and so forth,although it proves useful to cast in conjunction withdisguise self or alter self.

    GloomlightGloomlightGloomlightGloomlightSchool: Illusion (Shadow) [Light];Level: Clr 1, Sor/Wiz 1

    Casting Time: 1 standard actionComponents:V, SRange: TouchTarget: Object touchedDuration: PermanentSaving Throw: None; Spell Resistance: NoThe touched object sheds an eerie radiance in a 60-foot radius, enabling creatures with darkvision theability to perceive color. Both darkness and lightspells counter gloomlight.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    15/28

    13

    GuiltGuiltGuiltGuiltSchool: Enchantment (Compulsion) [Mind-Affecting];Level: Brd 1, Clr 1, Sor/Wiz 1Casting Time: 1standard actionComponents:V, S, AF (small mirror, 10gp)Range: Medium (100 ft. + 10 ft./level)Target: One living creature of nongood alignmentDuration: 1d4 roundsSaving Throw:Will negates; Spell Resistance:YesA nongood creature is forced to think about some evildeed it performed, denying it any actions except todefend itself.

    HardenHardenHardenHardenSchool:Abjuration; Level: Clr 1, Drd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: TouchArea: One object or a 10-foot cube of matterDuration: 1 hour/level (D)Saving Throw: Fortitude negates (harmless, object);

    Spell Resistance:Yes (harmless, object)You increase an objects hardness by 50 percent or by+1, whichever is greater.

    HeatHeatHeatHeat LightningLightningLightningLightningSchool: Evocation [Electricity]; Level: Brd 1, Drd 1,Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M/DF (pointed rod of iron orcopper.)Range: Medium (100 ft. + 10 ft./level)Area: Cylinder (5-ft. radius, 30 ft. high)Duration: 1 roundSaving Throw: Reflex half; see text;Spell Resistance:Yes

    You produce vertical strokes of lightning that flashdownward for 1 round, dealing creatures and objectsin the area 1d6 points of nonlethal damage +1 pointper caster level (maximum +5), or half-damage on asuccessful Reflex save. On a failed save, creatures arealso dazzled for 1 round and catch on fire,immediately taking an additional 1d6 points of firedamage. A creature catching on fire continues to burnin subsequent rounds unless it makes a DC 15 Reflexsave to put out the flames). The lightning strokesignite unattended, flammable objects in the area.

    HesitationHesitationHesitationHesitationSchool: Enchantment (Compulsion) [Mind-Affecting];Level: Brd 1, Clr 1, Sor/Wiz 1Casting Time: 1 swift actionComponent: SRange: Close (25 ft. + 5 ft./2 levels)Target: One living creatureDuration: InstantaneousSaving Throw:Will negates; Spell Resistance:YesYou force a target creature within range to hesitate,becoming briefly confused and uncertain. The subjectof this spell reduces its initiative count by your casterlevel (to a minimum of one).

    HexHexHexHex ofofofof thethethethe BullsBullsBullsBulls----EEEEyeyeyeyeSchool:Necromancy; Level:Clr 1, Drd 1, Sor/Wiz 1Casting Time:1 standard actionComponents:V, SRange:20 ft.Target:1 creature or objectDuration:1 min./level (D)Saving Throw:Will half; Spell Resistance:YesYou alter the laws of probability so that any time thetarget is missed by an attack, there is a 20% chancethat it actually hit. If the target saves, the chance thata miss is actually a hit is reduced to 10%.

    HexHexHexHex WeaponWeaponWeaponWeaponSchool:Necromancy [Fear, Mind-Affecting];Level:Clr 1

    Casting Time:1 standard actionComponents:V, S, DFRange: Medium (100 ft. + 10 ft./level)Target:One manufactured weaponDuration:1 min./level

    Saving Throw:Will negates (object); see text;Spell ResistanceYesThis spell curses one manufactured weapon so that,for the duration, anyone attempting to wield it mustsucceed on a Will save or drop it. If someone savesagainst a particular weapon affected by hex weapon,he no longer is affected by that casting on thatweapon. Magic items are not affected by this spell.

    HiddenHiddenHiddenHidden ShelterShelterShelterShelterSchool: Transmutation; Level: Rgr 1Casting Time: 1 standard actionComponents: SRange: Close (25 ft. + 5 ft./2 levels)

    Target:Any 10 ft. by 10 ft. areaDuration: 1 week/levelSaving Throw: None; Spell Resistance:YesWith a wave of your hand, you transform a naturalshelter from the elements of his surroundings.The shelter will house a number of creatures equal toyour level and they can spend the next 24 hours inrelative comfort. The shelter does not protect you oryour allies from unnatural phenomena, nor does itprotect them from extreme weather conditions suchas fire, flood, volcanic eruptions, earthquakes,hurricanes and the like. It will, however, protect youand your allies from normal rain, snow, wind, heatand cold. The shelter will be made of the naturalsurroundings and will blend in with them. Noticing

    the shelter requires a Perception check opposed byyour Stealth check with a competence bonus equal toyour caster level. If you and your allies spend morethan 24 hours in the same location, the sheltercontinues to function, but it will cease to blend in withits surroundings.

    IceIceIceIce ArmArmArmArmSchool: Transmutation [Cold];Level: Drd 1, Sor/Wiz 1

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    16/28

    14

    Casting Time: 1 standard actionComponents:V, SRange: TouchDuration: InstantaneousSaving Throw: None; Spell Resistance:YesYou shroud your hand and forearm in extreme coldwhich you can use to damage an opponent. Your

    successful melee touch attack deals 1d8 points of colddamage +1 point per caster level (maximum +20). Asuccessful melee touch attack discharges the spell. Aslong as you hold the charge, your hand and forearmabsorb fire damage, allowing you to reach into fireunharmed. When the spell has absorbed 1 point of firedamage per caster level (similar to the function of aprotection from elements spell), it is discharged.While the spell protects your arm in this manner,touching an object does not discharge the spell unlessyou want it to. This allows you to reach through a wallof fire to grasp a gem on the other side, for example.The spell does not protect any other part of your body,so you could not use it to walk across a pool of lava orto stick your head into a campfire.

    IdIdIdId SeizureSeizureSeizureSeizureSchool: Enchantment (Compulsion) [Mind-Affecting];Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (disk or sphere of crystal ormetal on a string)Range: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 1 round/level (D); see textSaving Throw:Will negates; Spell Resistance:YesYou tap into the target creatures subconscious,releasing primitive urges that short circuit its mindand leave it disoriented. The affected creature canonly take move actions, and gains a new saving throwon its turn.

    IgnoreIgnoreIgnoreIgnoreSchool:Enchantment (Charm) [Mind-Affecting,

    Psionic];Level: Drd 1, Rgr 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:M (cotton and a blindfold)Range: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 1 round/levelSaving Throw:Will negates; Spell Resistance:YesYou magically distract a creature causing it to suffer a5 penalty to Perception checks. Even if the subject

    fails the save, it does not know it has been the subjectof a spell effect.

    IlluminatedIlluminatedIlluminatedIlluminated WeaponWeaponWeaponWeaponSchool: Evocation [Good]; Level: Pal 1Casting Time: 1 standard actionComponents:V, SRange: TouchTarget: One weaponDuration: 1 min./level (D) (see text)Saving Throw:Will negates; Spell Resistance:Yes

    Id Seizure

    You make a weapon particularly useful againstundead opponents by infusing it with magicaldaylight. The weapon disrupts the undead flesh of acorporeal foe, inflicting upon it a 2 divine penalty toattacks, saves, and checks for 1 round per level when itstrikes (multiple strikes do not inflict stackingpenalties.) Incorporeal undead hit are also disrupted,causing them to be staggered on their next turn.

    InflictInflictInflictInflict PainPainPainPainSchool: Necromancy [Evil]; Level: Clr 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: Close (25 ft. + 5 ft./2 levels)

    Target: One living creatureDuration: Special (see below)Saving Throw: Fortitude partial;Spell Resistance:YesInflict pain surrounds your hand with a dull red glow,allowing you to send blindingly hot pinpricks throughyour targets body. This deals 2d6 points of nonlethaldamage plus 1 point per caster level (maximum +5),and the target suffers a -1 penalty to attack rolls, skillchecks, and ability checks for 1 minute. A successfulsaving throw results in half damage and negates thepenalty.

    InvisibleInvisibleInvisibleInvisible FamiliarFamiliarFamiliarFamiliar

    School:Illusion (Glamer); Level: Sor/Wiz 1Casting Time: 1 Standard actionComponents:V, S, M (a dollop of wax)Range: TouchTarget:Your familiarDuration: 1 hour/level (D)Saving Throw: None; Spell Resistance: NoYour familiar is rendered invisible to sight as if youcast invisibility upon it. You cannot share this effect,and it cannot be cast on any other creature.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    17/28

    15

    InspiredInspiredInspiredInspired InitiativeInitiativeInitiativeInitiativeSchool: Divination; Level: Clr 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: Close (25 ft. + 5 ft./2 levels)Target: One creature/levelDuration: 10 min./level or until dischargedSaving Throw:Will negates (harmless);Spell Resistance: NoCreatures affected by this spell gain momentaryimpressions of the future that grant them a +2 bonuson their next initiative check.

    KeenKeenKeenKeen SensesSensesSensesSensesSchool: Transmutation; Level: Drd 1, Rgr 1Casting Time: 1 standard actionComponents:V, M/DF (a sprig of eyebright)Range: TouchTarget: Creature touchedDuration: 1 round/level (D)Saving Throw:Will negates (harmless);

    Spell Resistance:Yes (harmless)With keen senses, you gain low-light vision, enablingyou to see twice as far as a human in starlight,moonlight, torchlight, and similar conditions of poorillumination. If you already have low-light vision, youinstead gain the ability to see three times as far asnormal. In addition, you gain a +2 bonus onPerception checks.

    LasLasLasLashhhh FeyFeyFeyFeySchool: Necromancy; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (a handful of iron filings)Range: Close (25 ft. + 5 ft./2 levels)

    Effect: 10-ft.-radius cloud, 5 ft. highDuration: InstantaneousSaving Throw: Reflex half; Spell Resistance:YesYou create a cloud of iron filings that carries a slightnegative energy charge. Any fey creature caughtwithin the cloud suffers 1d4 hit points of damage. Anyundead creature in the cloud is cured of 1 point ofdamage.

    MaliciousMaliciousMaliciousMalicious IntentIntentIntentIntentSchool:Enchantment (Compulsion) [Mind-Affecting];Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V

    Range: 60 ft.Area: 30-ft.-radius spread centered on youDuration: 2 rounds/level (D)Saving Throw: None; Spell Resistance:YesMalicious intent causes all subjects in the area ofeffect to take a 1 penalty on all saving throws.Alternately, you can select a single school of magicand cause all subjects in the area to take a 2 penaltyon saving throws against spells from that school.

    Mental SentinelMental SentinelMental SentinelMental SentinelSchoolDivination; Level:Rgr 1, Sor/Wiz 1Casting Time1 standard actionComponentsV, SRangePersonalDuration10 min./level (D) (or until expended)While this spell is active you gain a sixth sense fordanger: a faint tingling at the back of the head or afeeling in your gut that makes you more alert. Whilethis spell is active you gain a +2 insight bonus onPerception checks. Any time while this spell is active,you can expend the remaining duration to gain a +2insight bonus to your initiative check.

    MinorMinorMinorMinor LastingLastingLastingLasting ImageImageImageImageSchool:Illusion (Figment); Level: Brd 1, Sor/Wiz 1Casting Time: 1 Standard actionComponents:V, SRange: Close (25 ft. + 5 ft./2 levels)Area: 1 square footDuration: Permanent

    Saving Throw:Will disbelief (if interacted with);Spell Resistance: NoYou create a very small, immobile illusion of anyobject, force, or creature you visualize. The illusiondoes not create sound, smell, texture, or temperature,nor does it move. The resulting illusion matches yourvisualization exactly, even if the image in your minddiffers somehow from the real object, force, orcreatureif such exists at all.

    MisstepsMisstepsMisstepsMisstepsSchool: Necromancy; Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S

    Range: Close (25 ft. + 5 ft./2 levels)Target: One living creatureDuration: 1 round/level (D)Saving Throw: Fortitude negates;Spell Resistance:YesYou inflict a minor jinx of clumsiness on the targetcreature, reducing all its speed ratings by 10 feet (to aminimum of 5 feet) and bestowing a 2 penalty to thecreatures Dexterity (minimum 1).

    MistsightMistsightMistsightMistsightSchool: Divination; Level: Clr 1, Drd 1, Rgr 1Casting Time: One actionComponents:V, S, DF

    Range: PersonalTarget:YouDuration: One min./levelYou can see through mist, fog, heavy rain, and otherwater-based forms of concealment as if they werentthere. For example, afog cloud spell does not provideany concealment miss chance against your attacks. Allnon-visual effects of the spell work normally (forexample, a stinking cloud nauseates you if you enterit; a solid fog slows you, and so on).

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    18/28

    16

    Overcompensation

    OvercompensationOvercompensationOvercompensationOvercompensationSchool: Transmutation; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S

    Range: TouchTarget:Weapon touchedDuration: 1 hour/levelSaving Throw:Will negates (object, harmless);Spell Resistance:Yes (object, harmless)This spell causes the weapon touched to grow to thenext smallest size that would normally make itimpossible to wield. The damage dealt by the weaponincreases as though it were one size category larger,but the weapon can be wielded as though it were itsoriginal size.This effect does not stack with other magic effects thatincrease size, such as enlarge person or righteousmight.

    PearlPearlPearlPearl ofofofof BrillianceBrillianceBrillianceBrillianceSchool: Conjuration (Creation) [Light];Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (a ball of pine resin or candlewax)Range: 0 ft.Effect: One gleaming silvery sphere in your palmDuration: 1 min./level or until expended (D)Saving Throw: Fortitude partial;Spell Resistance:YesA gleaming pearl-sized silver sphere appears in yourpalm, glowing as brightly as a candle. You can use thepearl to make a melee touch attack or throw it as asplash weapon, making a ranged touch attack with amaximum range of 60 feet. If the sphere is wielded byany other creature, treat it as an improvised meleeweapon (4 nonproficiency penalty on attack rolls) oras a splash weapon with a range increment of 10 feet.When the pearl hits (either as a ranged or meleeattack), it breaks and releases a flash of intense light.The target struck takes 1d6 points of damage plus onepoint per caster level (maximum +5). Creatures in thesplash area (including the target struck and thewielder, if not you) must make a Fortitude save or be

    dazzled for 1d4 rounds. Undead creatures struck take2d6 points of damage + 2 points per caster level(maximum +10) and must save or be blinded for 2d4rounds. Undead creatures in the splash area take 1d6points of damage plus one point per caster level(maximum +5) and must save or be blinded for 1d4rounds.

    The flash from the breakingpearl of brilliancecounters or dispels any darkness spell of equal orlower level. A darkness spell of equal or higher levelcounters or dispelspearl of brilliance.

    PeepholePeepholePeepholePeepholeSchool: Transmutation; Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (a small piece of a saw blade)Range: TouchEffect: 1-inch-diameter opening, 1 inch deep plus 1inch per two additional levelsDuration: 10 min./level (D)Saving Throw: None; Spell Resistance: NoYou create a small opening through a wooden, plaster,

    or stone wall but not through metal or other hardermaterials. The hole is 1 inch deep plus an additional 1inch per two caster levels above 1st (6 inches at 11th, 8inches at 15th, to a maximum of 10inches deep at 19th level). If the walls thickness ismore than the depth of the hole created, the spell fails.Observing through the hole created by apeepholespell grants cover to the observer (+4 to AC, +2 toReflex saves, and a +10 bonus on Stealth checks).Additionally, the peephole eliminates the PerceptionDC modifier for a wooden door and reduces thePerception DC modifier for a stone wall to +5.Thepeepholespell can also be used to create a smallhole in the side of a chest, a safe or lockbox, or anyother container so long as the type of material and

    thickness are within the spells capabilities.

    PinsPinsPinsPins andandandand NeedlesNeedlesNeedlesNeedlesSchool: Illusion (Figment); Level: Brd 1, Sor/Wiz 1Casting Time: 1 actionComponents:V, F (a silver needle)Range: Medium (100 ft. + 10 ft./level)Target: One creatureDuration: 2 rounds/level (D)Saving Throw:Will negates (see text);Spell Resistance:YesFor the duration of this spell, the victim has theunpleasant sensation of being poked and proddedwith hundreds of tiny needles. This causes the victimto suffer a 1 circumstance penalty on all attack rollsand skill checks, and requires that he succeed at aConcentration check (with a DC 10 + your caster level)any time that he tries to cast a spell.

    PoisonPoisonPoisonPoison WeaponWeaponWeaponWeaponSchool: Conjuration (Creation) [Poison];Level: Clr 1, Rgr 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, DFRange: Touch

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    19/28

    17

    Effect:Weapon touchedDuration: 1 min./levelSaving Throw: Fortitude partial;Spell Resistance:YesThis spell functions like magic weapon, except thatinstead of gaining a magical enhancement, theweapon becomes coated with magically created injury

    poison. This poison deals 1d4 Dexterity damage perround for 10 rounds. Poisoned creatures can make aFortitude save each round to negate the damage andend the affliction. The Fortitude DC of the poison is 10+ caster level + the casters ability modifier.

    PotentPotentPotentPotent WeaponWeaponWeaponWeaponSchool: Transmutation; Level: Clr 1, Pal 1, Rgr 1Casting Time: 1 standard actionComponents:V, SRange: TouchTarget:Weapon touchedDuration: 1 min./levelSaving Throw: None;Spell Resistance:Yes (harmless)

    When you cast this spell, you designate a foe bycreature type (see bane special weapon property) andimbue a weapon you touch with the power to dealadditional damage to that foe. The weapon gains a +1enhancement bonus to attack rolls against thedesignated foe and deals an additional 1d6 points ofdamage when it hits those foes.

    PrecipitatePrecipitatePrecipitatePrecipitateSchool: Conjuration (Creation) [Air, Water];Level: Clr 1, Drd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M/DF (a small, dried gourd orrattle)Range: Close (25 ft. + 5 ft./2 levels)

    Area: Cylinder (40-ft. radius, 20 ft. high)Duration: Concentration, up to 1 round/level (D)Saving Throw: None; Spell Resistance: NoYou create driving rain in the spells area if thetemperature is above 50 degrees Fahrenheit, sleet orrain instead if the air temperature is between 50degrees Fahrenheit and freezing, and sleet or snow ifthe air temperature is freezing or below.The precipitation blocks all sight (includingdarkvision) beyond 5 feet. A creature 5 feet away hasconcealment (attacks have a 20% miss chance), whilecreatures farther away have total concealment (50%miss chance, and the attacker cannot use sight tolocate the target). In addition, each type ofprecipitation has an additional effect:

    Rain: Small, unprotected mundane flames (suchas candles, torches, and campfires of Tiny size) areextinguished by the driving rain. There is no effect onfire creatures or magical flames.

    Sleet: Ground in the area becomes slick and icy,so creatures can move safely only at one-half speed.Creatures moving at full speed must make anAcrobatics check DC 10, with failure indicating thatthe creature cannot move on the ice, and failure by 5points or more meaning that the creature falls prone.

    Snow: Ground in the area becomes icy and snowaccumulates. Creatures can move only at one-halfspeed, and no running or charging is possible. Evenmoving at one-half speed, a creature must make anAcrobatics check DC 10, with failure indicating thatthe creature cannot move and failure by 5 points ormore meaning that the creature falls prone.

    PressurePressurePressurePressure SpraySpraySpraySpraySchool: Evocation [Water]; Level: Drd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, S, M (an eyedropper)Range: Close (25 ft. + 5 ft./2 levels)Effect:A line of waterDuration: Concentration, up to 1 round/levelSaving Throw: Fortitude partial;Spell Resistance:YesYou create a line of highly pressurized water to springforth from your hand. You may use this line to make aranged touch attack against a single target. If yousucceed, you deal 1d6 points of non-lethal damage.Additionally, Medium and Small creatures that fail

    their Fortitude saves are knocked prone by the blast,and Tiny or smaller creatures are knocked back 1d4 x10 feet and knocked prone. Each round that youconcentrate on the spell you can make an additionalattack against either the same target or a new target.As a standard action, you can use the water from thespell to extinguish fires. Mundane fires that cover anarea of one 5-ft. square or less are automaticallyextinguished in one round. Mundane fires of a sizegreater than five feet are shrunk by a 5-ft. square eachround you target them. Magical fires can also beextinguished, but to do so requires a modified casterlevel check (1d20 +1 per caster level, maximum +5)against each spell to dispel it. The DC to dispel suchspells is 11 + the caster level of the fire spell.

    Elemental (fire) creatures or other creatures that arevulnerable to water take regular damage instead ofnon-lethal damage.

    QuillQuillQuillQuill SkinSkinSkinSkinSchool: Transmutation; Level: Drd 1Casting time: 1 immediate actionComponents:VRange: PersonalTarget:YouDuration: 2 rounds/level (D)Hundreds of thin, pointed quills instantly erupt fromyour skin. The quills effectively serve as armor spikesand you are treated as if you are proficient with them.

    These quills cover the majority your body and do notharm you, or hinder your movement or any otheractions. The quills sprout out of natural and leatherarmor but remain harmless under other types. Thequills are fine enough as not to cause damage toclothing or other items worn.Creatures swallowing or constricting you take 3d6points of damage each round while you remainswallowed or constricted.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    20/28

    18

    ReactiveReactiveReactiveReactive ArmorArmorArmorArmorSchool:Abjuration; Level: Sor/Wiz 1Component: SCasting Time: 1 immediate actionRange: PersonalTarget:YouDuration: 1 roundWith a gesture, reactive armor surrounds you with aninvisible protective shield, granting you a +2deflection bonus to AC. Because this spell is cast as animmediate action, it can be cast even when it isntyour turn.

    RighteousRighteousRighteousRighteous StrikeStrikeStrikeStrikeSchool: Evocation; Level: Pal 1Casting Time: 1 swift actionComponents:V, SRange: TouchTarget:Weapon touchedDuration: 1 hour per level or until dischargedSaving Throw: None; Spell Resistance: No

    This spell allows you to channel your holy power intoa weapon as a swift action. When this happens theweapon gains a +1 bonus to attack and damage, and isable to bypass all forms of damage reduction (but nothardness).

    SacredSacredSacredSacred WatchWatchWatchWatchSchool: Divination; Level: Clr 1Casting Time: 1 roundComponents:V, S, DFRange: TouchTarget: One living creature touchedDuration: 1 day/levelSaving Throw:Yes (harmless);

    Spell Resistance:Yes (harmless)Sacred watch allows you to become instantly awarewhen the subject of this spell is in danger. Distance isnot a factor and the spell even works across multipleplanes and dimensions.You receive a mental image of the subject, includingthe surrounding area when danger is present.Note: This spell does not tell you where the subject is,only that the subject is in danger.

    ScentlessScentlessScentlessScentlessSchool:Abjuration; Level: Drd 1Casting Time: 1 standard actionComponents:V, S, M (red herring)

    Range: TouchTarget: One creature or objectDuration: 10 min./level (D)Saving Throw:Will negates (harmless);Spell Resistance:Yes (harmless)The scent ability does not help creatures find thetarget of this spell; it has no scent for the duration. Atthe end of the duration, its scent trail reappears.

    Righteous Strike

    SecondSecondSecondSecond ChanceChanceChanceChanceSchool:Abjuration; Level: Clr 1Casting Time: 1 standard actionComponents:V, S, DFRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw:Will negates (harmless);Spell Resistance:Yes (harmless)The subject can attempt a new saving throw to shrugoff one unwanted ongoing condition or effect.Secondchancedoes not heal damage already suffered from aneffect or condition. If an effect doesnt allow a save, orif it has a duration of Instantaneous, then secondchance has no effect. The save DC is the same as forthe first saving throw. Effects with a Permanent

    duration add +2 to the DC of the second save. Thisspell can be cast only once per unwanted conditionifthe second save fails, this spell cannot help.

    SelfSelfSelfSelf----LoadingLoadingLoadingLoading BoltsBoltsBoltsBoltsSchool: Evocation; Level: Rgr 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: TouchTarget: One crossbow and up to 50 crossbow boltsDuration: 1 hour/levelSaving Throw:Will negates (harmless, object);Spell Resistance:Yes (harmless, object)This spell causes the bolts targeted by the spell to

    automatically load themselves into the targetcrossbow. One new bolt loads itself as a free actionwhenever there is not one already in the crossbow.Only the target bolts will load themselves, and onlyinto the target crossbow. If either the crossbow or thebolts are shut inside a closed container, they will liedormant, not loading until the container is opened.They will also not load if the bolts and the crossboware more than five feet away from each other.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    21/28

    19

    ShadowShadowShadowShadow HandsHandsHandsHandsSchool: Transmutation; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: 10 ft.Effect: Semicircular burst of shadows 10 ft. long,centered on your handsDuration: InstantaneousSaving Throw: Reflex half; Spell Resistance:YesA wave of murky blackness shoots from your hands.You must hold your hands together and then pullthem apart quickly, to either side of you. The sheet ofblackness is nearly as thick as your hand. Any creaturein the area of the blackness takes 1d4 points of colddamage per your caster level (maximum of 5d4). Thisspell is closely related to the burning hands spell ofthe surface world, but is considered more practical ina lightless environment.

    ShadowShadowShadowShadow WeaponWeaponWeaponWeaponSchool: Illusion (Shadow); Level: Sor/Wiz 1

    Casting Time: 1 swift actionComponents:VRange: PersonalEffect: One melee weaponDuration: 1 min./level (D)Saving Throw:Will half; Spell Resistance:YesYou cause a non-magical, non-masterwork weapon ofa size that you can wield to appear in your hand. Youmay attack with this weapon as though proficient. Ifthe weapon leaves your hand, it vanishes and the spelleffect ends.Each time you hit a foe with this weapon, the struckcreature must make a Will save. On a success, the foetakes half damage from the weapon in that round(minimum 1 hit point). On successive hits, it must

    make new saves with a cumulative +1 bonus for eachsuccessful save previously made against your shadowweapon. If an attacked creature has SR, the resistanceis checked the first time the shadow weapon strikes it.If the weapon is successfully resisted, it cannot dealdamage to that creature. A weapon created using thisspell can only deal damage to creatures withIntelligence scores and thus it doesnt work on objectsor mindless creatures.

    ShareShareShareShare SacrificeSacrificeSacrificeSacrificeSchool: Transmutation; Level: Pal 1Casting Time: 1 standard actionComponents:V, SRange: TouchTarget: Injured creatureDuration: InstantaneousSaving Throw:Will negates; Spell Resistance:YesThis spell will only function on living creatures. Whenyou touch the target and speak the appropriate prayer,the target heals half the current hit point damage ithas suffered. Half of the amount of damage healed istaken as damage by you.

    SkSkSkSkillillillill LoreLoreLoreLoreSchool: Divination; Level: Brd 1, Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: TouchTarget: 1 creature touchedDuration: Until discharged (see below)Saving Throw:Yes (harmless);Spell Resistance:Yes (harmless)You enhance a creatures knowledge about aparticular skill. While the spell is in effect, the targetgains an insight bonus equal to +1 per two casterlevels (max +5) to one skill check chosen at the time ofcasting. If this skill check takes more than one roundit gains no benefit from this spell. Only one skill lorecan be in effect on a creature at a time as a secondcasting counters the first.

    SongstrikeSongstrikeSongstrikeSongstrikeSchool: Evocation [Sonic]; Level: Brd 1Casting Time: 1 move action

    Components:VRange: 30 ft.Area: ConeDuration: InstantaneousSaving Throw: Reflex half; Spell Resistance:YesWith a single note, you blast forth a cone of sonicenergy from your mouth that inflicts 1d4 points ofdamage per three caster levels (maximum 5d4).

    SonicSonicSonicSonic DartDartDartDartSchool: Evocation [Sonic]; Level: Brd 1Casting Time: 1 move actionComponents:VRange: 50 ft.

    Target: One creature or objectDuration: InstantaneousSaving Throw: None; Spell Resistance:YesYou create a tiny missile of sonic energy that fliesforth at a target you designate. To hit the target, youmust make a ranged touch attack. A success inflicts1d4 points of sonic damage plus an additional 1d4points of sonic damage per three caster levels (to amaximum of an additional 3d4).

    SoulSoulSoulSoul BeaconBeaconBeaconBeaconSchool: Necromancy; Level: Pal 1Casting Time: 1 standard actionComponents:V, DFRange: Personal

    Target:YouDuration: One min./levelYou amplify all positive and good aspects of your soul,giving you power to resist the attacks of undeadcreatures. You gain a +2 sacred bonus to Armor Classand saves against undead attacks.Because your soul shines so brightly, undead andother creatures whose bodies are supported bynegative energy can see you as clearly as a campfire on

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    22/28

    20

    a clear night, even in normal (but not magical)darkness.For example, a vampire on the opposite side of a 500-foot diameter cavern could see you even if the cavernwere unlit and even though the vampires darkvisiononly reaches 60 feet. If the vampire had attacks thatreached that far, he could see and target you normally

    at that distance. His dominated half-orc slave couldnot see you unless you entered an area of light or therange of his darkvision.

    SpikesSpikesSpikesSpikes ofofofof thethethethe LocustLocustLocustLocust TreeTreeTreeTreeSchool: Transmutation; Level: Drd 1, Rgr 1, Sor/Wiz 1Casting Time: 1 immediate actionComponents:VRange: TouchTarget: One willing creatureDuration: 1 round/levelSaving Throw: None;Spell Resistance:Yes (harmless)Long, woody thorns erupt from the target's skin,damaging those who touch or grapple him. Anyone

    who touches or grapples the subject takes 1 point ofpiercing damage. Unarmed strikes by the target dealan additional point of piercing damage. The subjectgains a +2 circumstance bonus to Combat Maneuvergrapple checks.

    StunningStunningStunningStunning NoteNoteNoteNoteSchool: Enchantment (Compulsion) [Mind-Affecting,

    Sonic];Level: Brd 1Casting Time: 1 move actionComponents:VRange: 50 ft.Target: One creatureDuration: 1 round

    Saving Throw: Fortitude negates;Spell Resistance:YesYou stun a creature for 1 round with a shrieking note.

    SupernaturalSupernaturalSupernaturalSupernatural WardWardWardWardSchool:Abjuration; Level: Brd 2, Clr 1, Sor/Wiz 2Casting Time: 1 immediate actionComponents:V, S, DFRange: PersonalTarget:YouDuration: 1 roundWhile supernatural ward is in effect, the caster gainsa +4 bonus on all saving throws against supernaturaleffects.

    SummonSummonSummonSummon WeaponWeaponWeaponWeaponSchool: Conjuration (Summoning);Level: Pal 1, Rgr 1, Sor/Wiz 1Casting Time: 1 immediate actionComponents:VRange: PersonalEffect: One summoned melee or ranged weaponDuration: 1 min./level (D)Saving Throw: None; Spell Resistance: No

    Supernatural Ward

    This spell summons one melee or ranged weapon (butnot ammunition) of your choice. This weapon appearsin your hands. The weapon is typical for its type andappropriate for your size. Only one weapon appearsper casting, and only you can wield it. If you set itdown or hand it to someone else, it vanishes as soonas you release it from your grasp. You cant summon a

    weapon too large to be held in your two hands.

    SwordSwordSwordSword ShockShockShockShockSchool: Evocation [Electricity]; Level: Sor/Wiz 1Casting Time: 1 standard actionComponents:V, SRange: Medium (100 ft. + 10 ft./level)Target: One creature, plus one additional creatureper 3 levels (maximum 7 creatures), no two of whichmay be more than 15 ft. apartDuration: InstantaneousSaving Throw: Fortitude partial; SpellResistance:YesSword shock causes electricity to flow from items thetarget is holding to the targets hands. This electricitydeals 1d4 points of damage per caster level (maximum5d4). The jolt also causes the creature to dropwhatever it is holding, which falls to the ground in thetargets square. A successful Fortitude save reducesthe damage by half and allows the target to keep hergrip on the item. If the target has items in both hands,it risks losing both but does not suffer any greaterdamage. If the target is not holding any items (or hasno hands) it still takes damage but of course cannotdrop anything.

  • 8/11/2019 Rite Publishing - 101 1st Level Spells

    23/28

    21

    Torchbearer

    TorchbearerTorchbearerTorchbearerTorchbearerSchool: Conjuration (Creation);Level: Brd 1, Clr 1, Sor/Wiz 1Casting Time: 2 minutesComponents:V, S, M (a tindertwig)Range: Close (25 ft. + 5 ft./2 levels)Effect: One quasi-real, humanoid torchbearerDuration: 1 hour/level (D)Saving Throw: None; Spell Resistance: NoYou conjure a Medium-sized, humanoid creature. Thetorchbearer appears with a newly-lit torch, which itcarries for you or the one person for whom you

    specifically created the torchbearer. A torchbearerappears to be a short, burly h