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101 0 Level Spells PFRPG v1
101 0 Level Spells PFRPG v1
By Steven D. Russell
101 0th level spells © 2010 Steven D. Russell, Open Gaming License Copyright © 2007
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information on the compatibility license.
Clean Countervailing
School: Transmutation; Level: Sor/Wiz 0 School: Transmutation; Level: Clr 0, Drd 0
Casting Time: 1 standard action Casting Time: 1 standard action
Components: V, S, M (bit of soap) Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch
Target: One object or one 10-ft.-by–10-ft. room Target: One creature
Duration: Instantaneous Duration: 1 round/level
Saving Throw: None; Spell Resistance: No Saving Throw: Will negates (harmless);
You wave your hands in a circular motion over an Spell Resistance: Yes (harmless)
object (or in the air to clean a room) and all dirt on the You compensate after the fact for the effects of any
target immediately vanishes as though the object or ongoing detrimental spell; the penalty is temporarily
room was just scrubbed thoroughly clean. removed and turned into a bonus equal to one-half
the value of that penalty (round fractions up). For
Cleanse of Alcohol example, if a character is affected by a bane spell that
makes her suffer a –1 morale penalty on attacks and
School: Conjuration (Healing); Level: Brd 0, Clr 0, saves against fear, then the spell grants a +1 morale
Sor/Wiz 0 bonus to attacks and saves against fear. If a curse
Casting Time: 1 round causes a character to suffer a –6 penalty to Strength,
Components: V, S this spell grants a +3 bonus to Strength.
Range: Touch Countervailing affects only targets affected by spells
Target: Personal or one creature with a non-instantaneous duration. This spell does
Duration: Instantaneous not heal wounds (or compensate for them), although
Saving Throw: Fortitude negates (harmless); it will grant bonuses to ability scores to compensate
Spell Resistance: Yes (harmless) for very temporary effective losses, such as the effects
The target of a cleanse of alcohol spell finds himself of a ray of enfeeblement.
completely cured of any effect caused by indulging in
alcohol.
Crack
Cloth Armor School: Transmutation; Level: Brd 0, Clr 0, Drd 0,
Sor/Wiz 0
School: Transmutation; Level: Brd 0, Sor/Wiz 0 Casting Time: 1 standard action
Casting Time: 1 swift action Components: V, S
Components: V, F (unworn clothing) Range: Touch
Range: Personal Target: One object of up to 10 cu. ft., one undead, or
Target: You construct creature
Duration: 24 hours or until removed Duration: Instantaneous
Saving Throw: Reflex negates (harmless); Saving Throw: Will negates (object);
6
Create Snow
School: Conjuration (Creation, Cold) [Water];
Level: Drd 0
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of snow/level
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
This spell generates clean, unpolluted snow. Snow can
be created in an area as small as will actually contain
the snow, or in an area three times as large (possibly
creating a downpour or filling many small
receptacles).
Note: Conjuration spells cannot create substances or
objects within a creature. Snow weighs about eight
pounds per gallon. One cubic foot of snow contains Crystal Symbol
roughly eight gallons and weighs about 60 pounds.
Dawdle
Dawdle
Crystal Symbol School: Enchantment (Compulsion) [Mind-
School: Conjuration (Creation); Level: Clr 0, Drd 0 Affecting]; Level: Sor/Wiz 0
Casting Time: 1 standard action Casting Time: 1 immediate action
Components: V, S, DF Components: V, S, M (a snail)
Range: Close (5 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
Effect: Crystal holy symbol Target: One creature
Duration: Instantaneous Duration: 1 round
Saving Throw: None; Spell Resistance: No Saving Throw: Will negates;
You create a thin crystal in the form of your holy Spell Resistance: Yes
symbol or divine focus that comes out of the tip of Dawdle causes a creature to suffer a -4 circumstance
your finger and flies in the direction you point, like an penalty to its initiative and a -1 circumstance penalty
arrow. Make a ranged attack roll (not a touch attack). to Reflex saves.
If you succeed, the shard inflicts 1d3 points of divine
damage. After it hits or misses its target, the crystal
turns to powder. Daze Animal
School: Enchantment (Compulsion) [Mind-
Affecting]; Level: Drd 0, Rgr 1
Dark Baubles Casting Time: 1 standard action
School: Evocation [Darkness]; Level: Brd 0, Components: V, S, DF, M (pinch of animal fur)
Sor/Wiz 0 Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action Target: One animal of 4 HD or less
Components: V, S Duration: 1 round
Range: Touch Saving Throw: Will negates;
Target: Object touched Spell Resistance: Yes
Duration: 10 minutes/level This enchantment clouds the mind of an animal with
Saving Throw: None; Spell Resistance: No 4 or fewer Hit Dice inflicting it with the Dazed
This spell causes an object to throw deep shadows in a condition. Animals of 5 or more HD are not affected
20-foot radius. The shadow is equivalent to that seen
on a moonless night and grants a +2 circumstance
bonus to all Stealth checks. The effect is immobile, but Decrypt
can be cast on a movable object. Shadow taken into an School: Divination; Level: Brd 0, Sor/Wiz 0
area of magical light will not function. Casting Time: 1 round
A dark baubles spell is sufficient to counter and dispel Components: V, S
the effects of a spell with the light descriptor of equal Range: Touch
level. Target: Document touched
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
10
Light My Fire
School: Evocation [Fire]; Level: Brd 0, Clr 0, Drd 0,
Sor/Wiz 0
Casting Time: 1 round
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: Unattended, non-magical objects
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
With this spell you are able to start a fire with easily
combustible materials, such as paper, dried kindling,
Irksome Weapon or lantern oil. As a general rule, if it could be ignited
with flint and steel, it can be ignited with this spell.
Irksome Weapon This spell functions much faster than the normal
means of starting a fire, instantly lighting a small fire
School: Evocation [Force]; Level: Sor/Wiz 0
roughly equivalent to the size of a torch. This spell is
Casting Time: 1 standard action
not powerful to deal damage directly (though fires
Components: V, S
started by it could).
Range: Close (25 ft. +5 ft./2 levels)
Effect: A magical weapon of force
Duration: 1 round Lightning Sand
Saving Throw: None; Spell Resistance: Yes School: Transmutation; Level Clr 0, Drd 0, Sor/Wiz 0
A melee weapon of pure force springs into existence Casting Time: 1 standard action
and attacks a designated opponent when he provokes Components: V, S
attacks of opportunity, but no more than once per Range: Close (25 ft. + 5 ft./2 levels)
round, dealing 1d8 points of damage per hit with a Area: Earth or stone in a 5-ft.-radius spread
critical threat range of 19–20/×2. It also grants any Duration: 1 min./level (D)
creature attacking this opponent a flanking bonus, Saving Throw: Reflex negates;
though the weapon does not gain this benefit. The Spell Resistance: No
weapon is visible and takes the shape of any The very earth becomes shallow lightning sand (dry
appropriately-sized simple or martial weapon you quicksand); creatures within the area that fail their
desire. It uses your caster level plus your relevant save gain the entangled condition. Those that end
caster ability modifier as its attack bonus. It strikes as their turn in the area must save again. Creatures that
a spell, not as a weapon, so, for example, it can strike move into the area for the first time must save
incorporeal creatures. The weapon follows the foe you immediately. Those that fail their save must end their
choose as long as he remains within range. Occupying movement and gain the entangled condition.
the same area as the foe, it makes attacks of Entangled creatures can attempt to break free as a
opportunity whenever that particular foe provokes move action, making a Strength or Escape Artist
him, but otherwise it takes no actions. Your feats check. The DC for this check is equal to the DC of the
(such as Weapon Focus) or combat actions (such as spell. The area of effect is considered difficult terrain
charge) do not affect the weapon. If the weapon goes while the effect lasts.
beyond the spell’s range, the spell ends. Once you’ve Creatures of Large size or larger or those with burrow
designated a foe, you cannot choose a new opponent speeds are immune to the effects of lightning sand.
to target with this spell.
The irksome weapon cannot be attacked or damaged.
If an attacked creature has spell resistance, check for Lightsight
resistance the first time the irksome weapon strikes School: Transmutation; Level: Brd 0, Clr 0, Drd 0,
it. Successfully resisting the weapon dispels the spell. Sor/Wiz 0
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Quicken Stride
School: Transmutation; Level: Brd 0, Drd 0,
Sor/Wiz 0
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless);
Spell Resistance: Yes (harmless) Resistance to Fear
The recipient of this spell receives a five foot
enhancement bonus to its base land speed. The spell
does not enhance any other mode of travel Resistance to Fear
(swimming, flying, burrowing, etc.). School: Abjuration; Level: Clr 0, Drd 0, Sor/Wiz 0
Casting Time: 1 standard action
Components: V, S
Quill Range: Touch
School: Conjuration (Creation); Level: Brd 0, Target: Creature touched
Sor/Wiz 0 Duration: 1 minute
Casting Time: 1 standard action Saving Throw: Will negates (harmless);
Components: V, S Spell Resistance: Yes (harmless)
Range: Personal The subject gains a +2 morale bonus against fear
Target: Self effects for 1 minute. If the subject is under the
Duration: 10 minutes/level influence of a fear effect when receiving this spell, he
This spell conjures a perfectly formed quill pen, can immediately attempt a save (with the +2 bonus)
usually pure white. The conjured quill has a soft glow. to break the effect. If the save fails, this spell has no
The quill does not need ink; it creates its own as effect.
needed. The quill vanishes if it leaves the caster's
hand.
Restlessness
School: Enchantment (Compulsion) [Mind-
Ray of Mercy Affecting]; Level: Brd 0, Sor/Wiz 0
School: Evocation; Level: Sor/Wiz 0 Casting Time: 1 standard action
Casting Time: 1 standard action Components: V, S
Components: V, S, M (splinter from a blunt arrow) Range: Touch
Range: Touch Target: One living creature
Target: One living creature Duration: 24 hours
Duration: Instantaneous Saving Throw: Will negates;
Saving Throw: None; Spell Resistance: Yes Spell Resistance: Yes
You point your finger and from it erupts a thin blue You steal away a creature’s ability to rest or sleep. The
ray. You must make a ranged touch attack to use the target of this spell cannot sleep for 24 hours, possibly
ray to strike a foe. If it hits, you deal 1d4 points of accruing penalties for fatigue in addition to being
nonlethal damage. This spell has no effect on objects, unable to heal naturally during that period. Creatures
undead, or constructs. such as elves that normally do not sleep are immune
to this spell. This spell can be countered by a sleep
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Stonesense
School: Divination; Level: Clr 0, Sor/Wiz 0
Casting Time: 1 standard action
Components: V, S, M (bit of dwarf hair)
Range: Personal
Target: You
Duration: 1 round/level
When you cast this spell, you gain the stonecunning
ability, as a dwarf . If you already have the
stonecunning ability, this spell adds a +5 insight
bonus on any Perception checks to notice unusual
stonework. Subconscious Aggression
Subconscious Aggression
Aggression Duration: 1 round/level
School: Enchantment (Compulsion) [Mind- Effect: 1 summoned creature
Affecting]; Level: Sor/Wiz 0 Duration: 1 round/level (D)
Casting Time: 1 immediate action Saving Throw: None; Spell Resistance: No
Components: V, S This spell functions like summon nature’s ally I, but it
Range: Close (25 ft. + 5 ft./2 levels) summons a Tiny or Diminutive animal of no more
Target: One living creature than 1/2 Hit Dice, such as a bat, cat, lizard, rat, raven,
Duration: Instantaneous Tiny viper, toad or weasel.
Saving Throw: Will negates;
Spell Resistance: Yes
Your words cause your target’s clumsy attack to
Thicken
become a venting of pent up wrath against an ally. School: Transmutation; Level: Clr 0, Drd 0
You force a target that has just rolled a natural 1 on an Casting Time: 1 standard action
attack roll to instead make a normal attack roll with Components: V, S
that same attack against its nearest ally within range Range: Touch
of the attack (if there are multiple allies roll Target: Object Touched
randomly). If the creature makes a successful save, Duration: 1 minute/level
has no ally, or if all its allies are out of attack range, Saving Throw: None; Spell Resistance: No
the results of the natural 1 roll occur normally. Once this spell is cast you are able to manipulate
small objects made from organic materials such as
wood, wool, linen, etc. You can increase, or even
Summarize decrease, their thickness and strength. For example,
School: Divination; Level: Clr 0, Sor/Wiz 0 you are able to thicken a woolen shirt into a warm
Casting time: 1 standard action winter-proof covering or a change a thin, hemp rope
Components: V, S into a hardy cord capable of withstanding a Medium
Range: Touch creature’s weight. The object you wish to manipulate
Duration: Instantaneous can’t have a volume greater than 1 cubic foot and must
Saving Throw: Will negates (object); be made of organic material. You can increase or
Spell Resistance: Yes (object) decrease the hardness and hp possessed by the item
This spell allows you to quickly summarize a text of up by 10% per caster level (max 50%). This spell won’t
to 250 pages. If a text is over 250 pages, two or more work on metal armor or weapons because they are not
castings of the spell are needed to summarize the made of organic materials. While you couldn’t
entire text. The caster chooses the form of the increase the AC value of a suit of leather armor, you
summary at the time of casting: mental or audible. could alter its ability to withstand damage for a short
The summary, in the form of a short paragraph, is period of time. Objects that already have some form of
either mentally understood at the end of casting or enchantment or magical nature cannot be affected by
audibly spoken at the end of the spell’s casting. this spell.
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