Adept Spell list v 3.5
0-level
Create Water
Conjuration (Creation) [Water]
Components:: V,S
Casting Time: 1 standard action
Range:: Close (25 ft. + 5 ft. / 2 levels)
Effect:: Up to 2 gallons of water / level
Duration::: Instantaneous
Saving Throw::: None
Spell Resistance::: No
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 are three times as large ---
possible creating a downpour or filling many small receptacles.
Note:: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60
pounds.
Cure Minor Wounds
Conjuration (Healing)
Components:: V,S
Casting Time:: 1 standard action
Range:: Touch
Target:: Creature Touched
Duration:: Instantaneous
Saving Throw:: Will Half (harmless); See Text
Spell Resistance::: Yes (harmless); See text
(Cure Minor Wounds is like Cure Light Wounds but only cures 1 point of damage, thus I copied the text from Cure Light to here with the minor adjustments for easier understanding)
When Laying your hand upon a living creature, you channel positive energy that only cures 1 point of damage + 1 point per caster level (maximum + 5).
Since undead are powered by negative energy, this spell deal damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half
damage.
Detect Magic
Divination
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 non-spell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura of 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.
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 |
| Faint | 1d6 minutes |
| Moderate | 1d6 X 10 minutes |
| Strong | 1d6 hours |
| Overwhelming | 1d6 days |
| 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) |
Ghost Sound
Illusion (Figment)
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.
Guidance
Divination
Components:: V, S
Casting Time:: 1 standard action
Range:: Touch
Target:: Creature Touched
Duration:: 1 minute or until discharged
Saving Throw::: Will Negates (harmless)
Spell Resistance:: Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a + 1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the creature
before making the roll to which it applies.
Light
Evocation [Light]
Components:: V, M / DF
Casting Time:: 1 standard action
Range:: touch
Target:: Creature touched
Duration:: 10 min. / level (D)
Saving Throw:: None
Spell Resistance:: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20-feet) from the point you touch. The effect is immobile, but it can be
cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light decriptor) counters and dispells a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material component:: A firefly or a piece of phosphorescent moss.
Mending
Transmutation
Component 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. (For restoring a broken magic item's abilities, see the item
creation feats in Chapter 5:: Feats in the PH. ) The spell cannot mend broken magic rods, staffs or wands, nor does it affect creatures (including constructs).
Purify Food and Drink
Transmutation
Components:: V,S
Casting time:: 1 standard action
Range::: 10 ft
Target:: 1 cu. ft. / level of contaminated food and water
Duration:: instantaneous
Saving Throw:: Will Negates (object)
Spell Resistance:: Yes (object)
This spell makes spoiled, rotten, poisonous or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage.
Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note:: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Read Magic
Divination
Components:: V,S, F
Casting Time:: 1 standard action
Range:: Personal
Target :: you
Duration :: 10 min. / level
By means of read magic, you can decipher magical inscriptions on objects --- books, scrolls, weapons, and the like --- that would otherwise be unintelligible. This deciphering does not
normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are
thereafter able to read that particular writing without recourse to use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph
of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read Magic can be made permanent with a permanency spell.
Focus:: A clear crystal or mineral prism.
Touch of Fatigue
Necromancy
Components V,S, M
Casting Time:: 1 standard action
Range:: Touch
Target::: Creature Touched
Duration:: 1 round / level
Saving Throw::: Fortitude Negates
Spell Resistance :: Yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Material Component:: A drop of sweat.