- Affect Normal Fires
- Burning Hands
- Charm Person
- Color Spray
- Command
- Comprehend Languages
- Create Water
- Cure Light Wounds
- Dancing Lights
- Detect Animals
- Detect Evil
- Effect Wind
- Enlarge
- Entangle
- Erase
- Faerie Fire
- Feather Fall
- Floating Disk
- Hide from Animals
- Hold Portal
- Identify
- Jump
- Keen Senses
- Light
- Magic Aura
- Magic Missile
- Mending, Improved
- Pass without Trace
- Protection from Evil
- Read Weather
- Remove Fear
- Resist Cold
- Sanctuary
- Shield
- Shocking Grasp
- Silent Image
- Sleep
- Unseen Servant
- Ventriloquism
Affect Normal Fires
Classes | Druid |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | 1.5 ft in radius, to grow smaller or larger |
Leveling | No |
Description
With arcane words and gestures, the magic-user may command small fires
Burning Hands
Classes | Cleric,Druid,Wizard |
Level | 1st |
Range | 15 feet |
Casting Time | 1 Round |
Duration | Instant |
Area Affected | 3′ from the caster in up to 120 degrees |
Leveling | Yes |
Description
A jets of searing flame shoots from your fingertips causing 1d3 damage per level of the caster
Charm Person
Classes | Wizard |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).
Color Spray
Classes | Wizard, Cleric, Druid |
Level | 1st |
Components | A pinch each of powder or sand colored red, yellow, or blue. |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | 15ft cone |
Leveling | No |
Description
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. DC Dexterity or be stunned for 2D4 rounds, then DC Wisdom or blinded for an additional 1d4 rounds.
Command
Classes | Cleric |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
You may select from the following options.
Approach
On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop
On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee
On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt
The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.
Comprehend Languages
Classes | Wizard, Cleric |
Level | 1st |
Components | pinch of soot and salt |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | personal |
Leveling | No |
Description
This spell allows the magic-user to decipher a written language (including pictographs, but not including magical script), or to understand the speech of another creature
Reverse Effect
The spell’s reverse makes a particular creature or piece of writing indecipherable, or may be used to cancel the effects of a comprehend languages spell.
Create Water
Classes | Cleric |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Reverse Effect
The reverse of the spell destroys water (including fog, steam, mist, etc.) in the same quantities as create water.
Cure Light Wounds
Classes | Cleric, Druid |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | touch |
Leveling | No |
Description
Cure light wounds allows the cleric to lay hands upon a wounded creature, restoring 1d8 hit points to the spell’s beneficiary.
Reverse Effect
The reverse of the spell operates in the same manner (although requiring a to hit roll), but inflicts 1d8 hit points rather than healing.
Dancing Lights
Classes | Wizard |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | Medium (100 ft. + 10 ft./level) |
Leveling | No |
Description
This spell creates small lights at a chosen distance, under the caster’s control. The magic-user may create 1-4 (at his or her option) torch-like lights, 1-4 (at his or her option) spherical lights, or a single, faintly human-like glow.
Detect Animals
Classes | Druid |
Level | 1st |
Components | Bit of fur |
Casting Time | 1 Round |
Duration | 1 Hour |
Area Affected | 10 ft / level of caster |
Leveling | No |
Description
Upon casting the caster is aware of all animals (giant or otherwise) within the radius of effect. While no exact location can be discerned, the caster will know the type of animal and the direction where they can be found.
Detect Evil
Classes | Cleric |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | cone-shaped emanation |
Leveling | No |
Description
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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:
Effect Wind
Classes | Druid |
Level | 1st |
Components | None |
Casting Time | d6 Rounds |
Duration | 1 Turn |
Area Affected | 10-ft.-radius |
Leveling | Yes |
Description
Upon casting the natural winds in the area are increased or decreased by 10 MPH / level of the caster. Wind in excess of 50 MPH can make moving difficult and blow items of 10 lbs or less around, in excess of 100 MPH can completely lift and move objects of up-to 80 lbs
Enlarge
Classes | Druid,Wizard |
Level | 1st |
Components | powdered iron |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | One creature or object |
Leveling | No |
Description
This spell causes a creature or object to grow in size and weight. The spell increases a creature’s size and weight by 20% for each level of the caster (to a maximum increase of 200%) or increases an object’s size and weight by 10% per level (to a maximum increase of 100%).
Reverse Effect
The spell’s reverse applies in the same ratios, but with the effect of reducing the size of an object or creature. If the spell is cast on an unwilling recipient, a successful saving throw will negate the spell, but willing recipients may choose to forgo the save.
Entangle
Classes | Druid |
Level | 1st |
Components | Piece of Vine |
Casting Time | 1 Round |
Duration | 1 Day |
Area Affected | 10 ft |
Leveling |
Description
The caster calls up plants and roots to ensnare a target. On a failed save, the target is completely Immobilized.
Erase
Classes | Wizard |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | Yes |
Description
This spell may be used to erase normal or magical writing from an area about two pages wide. The base chance to erase a magical writing is 50% + 2%/level, and the base chance to erase non-magical writing is 50% + 4%/level.
Faerie Fire
Classes | Druid |
Level | 1st |
Components | Small crystal |
Casting Time | 1 Round |
Duration | 1 Hour |
Area Affected | Range: 60 ft. Area: 1 Target |
Leveling | No |
Description
A harmless blue, green and red “fire” completely outlines the target making concealment impossible. The “fire” illuminates 20 ft around the target for the duration of the spell.
Feather Fall
Classes | Wizard |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | ose (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
Floating Disk
Classes | Wizard |
Level | 1st |
Components | a drop of mercury |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level
Hide from Animals
Classes | Druid |
Level | 1st |
Components | Piece of the type of animal. |
Casting Time | 1 Round |
Duration | d6 Rounds |
Area Affected | Touch |
Leveling | No |
Description
The caster becomes hidden to animal detection with the spell masking the scent, color and sound completely benign to said animal. The caster must declare the type of animal at the time of casting.
Hold Portal
Classes | Wizard |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | Medium (100 ft. + 10 ft./level) |
Leveling | Yes |
Description
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked.
Identify
Classes | Wizard |
Level | 1st |
Components | wine stirred with an owl’s feathe |
Casting Time | 1 Round |
Duration | 6 Rounds |
Area Affected | 60 feet |
Leveling | Yes |
Description
This expensive and unreliable spell allows the magic-user to discern the magical properties of an item. The magic-user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item).
Jump
Classes | Wizard, Druid |
Level | 1st |
Components | a grasshopper’s hind leg |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | touch |
Leveling | Yes |
Description
This spell allows the subject to make one or more prodigious leaps, one additional leap for each three levels above 1. Thus, at a level of 4, the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The recipient of the spell may bound forward 30 ft, or may leap backward or straight up for a distance of 10 ft. The leap is almost perfectly straight, with no arc.
Keen Senses
Classes | Druid |
Level | 1st |
Components | Pepper corn |
Casting Time | 1 Round |
Duration | d6 Rounds |
Area Affected | touch |
Leveling | No |
Description
The caster’s natural senses are doubled. Gain advantage on all listen and search checks and darkvision range is doubled.
Light
Classes | Wizard, Cleric, Druid |
Level | 1st |
Components | A firefly |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | 60 feet |
Leveling | No |
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. The caster may extinguish the magical light at any time.
Reverse Effect
The reverse of the spell, darkness, creates an area of utter darkness just as the light spell creates light, with the only distinction being that the darkness spell has half the duration of a light spell.
Magic Aura
Classes | Wizard |
Level | 1st |
Components | a small square of silk that must be passed over the object that receives the aura |
Casting Time | 1 Round |
Duration | 1 Day |
Area Affected | touch |
Leveling | No |
Description
This spell creates a false magical aura around a single object of not more than five lbs per level. A detect magic spell will incorrectly perceive the item as magical, but if it is actually handled by the caster of the detect magic spell, he or she will be permitted a WIS Save to realize that the aura is, in fact, not a true magical aura but a counterfeit.
Magic Missile
Classes | Wizard |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | 60 ft +10 ft/level |
Leveling | Yes |
Description
When this spell is cast, missiles of magical energy dart forth from the caster’s fingertips, striking unerringly at his or her intended target(s), even if the target(s) are in melee or are partially concealed. The missiles inflict 1d4+1 points of damage each. For every two levels beyond first, the caster gains an additional missile; thus, a first-level magic-user can cast one missile, a third-level caster may cast 2, a fifth-level caster may cast 3, and so on.
Mending, Improved
Classes | Wizard, Cleric, Druid |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | Range 10 ft. Target one object of up to 1 lb./level |
Leveling | No |
Description
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Pass without Trace
Classes | Druid |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | d6 Rounds |
Area Affected | touch |
Leveling | No |
Description
The caster leaves no scent, no tracks or any other detectable trace of their movements. Anyone or anything tracking the caster will lose the trail until the spell expires.
Protection from Evil
Classes | Wizard, Cleric |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | touch |
Leveling | No |
Description
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
Reverse Effect
The spell may be reversed into protection from good, and in this form it will still hedge out summoned, conjured, and extraplanar creatures regardless of alignment.
Read Weather
Classes | Druid |
Level | 1st |
Components | Thimble of Dew |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | |
Leveling |
Description
The caster can accurately forecast the weather for the next 24 hours within 25 miles.
Remove Fear
Classes | Cleric |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
This spell is a divine warding against fear, and it can also banish magical terror in someone already affected. In the latter case, the spell grants a second WIS Save at a bonus of +1 per level. To a person not already affected by magical fear, the spell grants a bonus of +4 to WIS Save vs fear for 1 turn.
Reverse Effect
Cause fear: The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Resist Cold
Classes | Cleric |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | touch |
Leveling | No |
Description
By touching the spell’s intended recipient and casting the spell, the cleric instills the recipient with a supernatural resistance to the effects of extreme cold.The subject also gains a save bonus of +3 against magical cold, taking one half damage if the save is not successful and one quarter damage if the save is successful.
Sanctuary
Classes | Cleric |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | touch |
Leveling | No |
Description
A sanctuary spell makes the cleric seem an irrelevant, non-hostile target, one that his or her enemies will ignore. In order for any foe to attack the caster of the spell, the enemy must make a successful WIS Save. Failing the save permits the enemy to attack another target, but the cleric will be completely ignored. The spell does not prevent an enemy from including the cleric within the area of effect of a hostile spell, provided that the cleric is not the intended target.
Shield
Classes | Wizard |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | 6 Rounds |
Area Affected | Caster |
Leveling | No |
Description
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.
Shocking Grasp
Classes | Wizard |
Level | 1st |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | touch |
Leveling | Yes |
Description
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Silent Image
Classes | Wizard |
Level | 1st |
Components | A bit of fleece. |
Casting Time | 1 Round |
Duration | 6 Rounds |
Area Affected | 400 ft. + 40 ft./level |
Leveling | No |
Description
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Sleep
Classes | Wizard |
Level | 1st |
Components | fine sand, rose petals, or a live cricket |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | 15 ft radius |
Leveling | No |
Description
When cast each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. The Sleeper will stay unconscious for 10 rounds and keep taking damage unless awoken by someone shaking or slapping the creature awake.
Unseen Servant
Classes | Wizard |
Level | 1st |
Components | (a piece of string and a bit of wood) |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell’s area of effect.
Ventriloquism
Classes | Wizard |
Level | 1st |
Components | parchment rolled into cone |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | 10 ft/level (maximum 60 ft) |
Leveling | No |
Description
The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound.