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Detect Magic (Divination) Guidance (Divination) Read Magic (Divination) Create Water (Conjuration)

1 action 60 feet 1 action Touch 1 action Personal 1 action Close (25 ft. + 5 ft./2 levels)

V, S Concentration, up to 1 min./level (D) V, S 1 minute or until discharged V, S, F 10 min./level V, S Instantaneous

You detect magical auras. The amount of information revealed depends on By means of read magic, you can decipher magical
how long you study a particular area or subject.
This spell imbues the subject This spell generates wholesome,
1st Round: Presence or absence of magical auras. inscriptions on objects—books, scrolls, weapons, and
2nd Round: Number of different magical auras and the power of the most the like—that would otherwise be unintelligible. This drinkable water, just like clean rain water.
potent aura.
3rd Round: The strength and location of each aura. If the items or creatures
with a touch of divine deciphering does not normally invoke the magic Water can be created in an area as small
bearing the auras are in line of sight, you can make Spellcraft skill checks to
determine the school of magic involved in each. (Make one check per aura;
guidance. The creature gets a contained in the writing, although it may do so in the
case of a cursed scroll. Furthermore, once the spell is
as will actually contain the liquid, or in an
DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical area three times as large—possibly
areas, multiple types of magic, or strong local magical emanations may +1 competence bonus on a cast and you have read the magical inscription, you are
creating a downpour or filling many small
distort or conceal weaker auras. thereafter able to read that particular writing without
Aura Strength: An aura’s power depends on a spell’s functioning spell level
or an item’s caster level. If an aura falls into more than one category, detect
single attack roll,saving throw, recourse to the use of read magic. You can read at the receptacles. Note: Conjuration spells can’t
magic indicates the stronger of the two. rate of one page (250 words) per minute. The spell
Lingering Aura: A magical aura lingers after its original source dissipates (in or skill check. It must choose allows you to identify a glyph of warding with a DC 13
create substances or objects within a
the case of a spell) or is destroyed (in the case of a magic item). If detect
Spellcraft check, a greater glyph of warding with a DC creature. Water weighs about 8 pounds
magic is cast and directed at such a location, the spell indicates an aura
strength of dim (even weaker than a faint aura). How long the aura lingers at
to use the bonus before 16 Spellcraft check, or any symbol spell with a per gallon. One cubic foot of water
this dim level depends on its original power: Outsiders and elementals are
not magical in themselves, but if they are summoned, the conjuration spell
registers. Each round, you can turn to detect magic in a new area. The spell
making the roll to which it Spellcraft check (DC 10 + spell level). Read magic can
be made permanent with a permanency spell. Focus: A
contains roughly 8 gallons and weighs
can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin
applies. clear crystal or mineral prism. about 60 pounds.
sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made
permanent with a permanency spell. Effect: Up to 2 gallons of water/level

Saving Throw: Will negates (harmless) Spell Resistance: Yes Saving Throw: None Spell Resistance: No

Resistance (Abjuration) Detect Poison (Divination) Flare (Evocation [Light]) Cure Minor Wounds (Conjuration (Healing))

1 action Touch 1 action Close (25 ft. + 5 ft./2 levels) 1 action Close (25 ft. + 5 ft./2 levels) 1 action Touch

V, S, M/DF 1 minute V, S Instantaneous V Instantaneous V, S Instantaneous


Arcane Material Component: A miniature cloak.
Target or Area: One creature, one object, or a When laying your hand upon a
Target: Creature touched. 5-ft. cube.
This cantrip creates a burst of
You imbue the subject with You determine whether a creature, object, or light. If you cause the light to living creature, you channel
magical energy that protects it area has been poisoned or is poisonous. You burst directly in front of a single positive energy that cures 1
can determine the exact type of poison with a
from harm, granting it a +1 DC 20 Wisdom check. A character with the creature, that creature is points of damage. Since undead
resistance bonus on saves. Craft (alchemy) skill may try a DC 20 Craft dazzled for 1 minute unless it are powered by negative energy,
(alchemy) check if the Wisdom check fails, or this spell deals damage to them
Resistance can be made may try the Craft (alchemy) check prior to the makes a successful Fortitude
Wisdom check. The spell can penetrate save. Sightless creatures, as instead of curing their wounds.
permanent with a permanency barriers, but 1 foot of stone, 1 inch of common
well as creatures already An undead creature can apply
spell. metal, a thin sheet of lead, or 3 feet of wood
spell resistance, and can attempt
or dirt blocks it. dazzled, are not affected by
flare. a Will save to take half damage.

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Saving Throw: None Spell Resistance: No Saving Throw: Fortitude negates Spell Resistance: Yes Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text

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