Robyn's Spellbook

Cantrips (18 pages)

Acid Splash

Conjuration (Creation) [Acid]
Level:
Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One missile of acid
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

L0 - Acid Splash
L0 - Amaneuensis (SC:9)

Arcane Mark

Universal
Level:
Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
0 ft.
Effect:
One personal rune or mark, all of which must fit within 1 sq. ft.
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
No

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

L0 - Arcane Mark
L0 - Caltrops (SC:42)

Detect Magic

Divination
Level:
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
None
Spell Resistance:
No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An 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 magic indicates the stronger of the two.

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

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If Detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

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

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

L0 - Detect Magic

Detect Poison

Divination
Level:
Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target or Area:
One creature, one object, or a 5-ft. cube
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

L0 - Detect Poison

Ghost Sound

Illusion (Figment)
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Illusory sounds
Duration:
1 round/level (D)
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound Ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a Ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

Material Component: A bit of wool or a small lump of wax.

L0 - Ghost Sound
L0 - Launch Bolt (SC:130)
L0 - Launch Item (SC:130)

Mage Hand

Transmutation
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One nonmagical, unattended object weighing up to 5 lb.
Duration:
Concentration
Saving Throw:
None
Spell Resistance:
No

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

L0 - Mage Hand

Mending

Transmutation
Level:
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
10 ft.
Target:
One object of up to 1 lb.
Duration:
Instantaneous
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

L0 - Mending

Message

Transmutation [Language-Dependent]
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S, F
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
One creature/level
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
No

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Focus: A short piece of copper wire.

L0 - Message

Open/Close

Transmutation
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Object weighing up to 30 lb. or portal that can be opened or closed
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Focus: A brass key.

L0 - Open/Close

Prestidigitation

Universal
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
10 ft.
Target, Effect, or Area:
See text
Duration:
1 hour
Saving Throw:
See text
Spell Resistance:
No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a Prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a Prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a Prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

L0 - Prestidigitation
L0 - Repair Minor Damage (SC:173)

Resistance

Abjuration
Level:
Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 minute
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Arcane Material Component: A miniature cloak.

L0 - Resistance
L0 - Silent Portal (SC:190)
L0 - Stick (SC:206)

First Order Spells (7 pages)

L1 - Benign Transposition (SC:27)

Disguise Self

Illusion (Glamer)
Level:
Bard 1, Sorcerer/Wizard 1, Trickery 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)

You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

L1 - Disguise Self
L1 - Friendly Face (RoD: )

Identify

Divination
Level:
Bard 1, Magic 2, Sorcerer/Wizard 1
Components:
V, S, M/DF
Casting Time:
1 hour
Range:
Touch
Targets:
One touched object
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.

Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

L1 - Identify

Mage Armor

Conjuration (Creation) [Force]
Level:
Sorcerer/Wizard 1
Components:
V, S, F
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 hour/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Focus: A piece of cured leather.

L1 - Mage Armor
L1 - Orb of Acid, Lesser (SC:150)

Shield

Abjuration [Force]
Level:
Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The Shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the Shield spell for cover.

L1 - Shield