Bless
Enchantment (Compulsion) [Mind Affecting]
Components:: V, S, DF
Casting Time:: 1 standard action
Range :: 50 ft.
Area:: The caster and all allies within a 50-ft. burst, centered on the caster
Duration:: 1 min. / level
Saving Throw:: None
Spell Resistance:: Yes (Harmless)
Bless fills your allies with courage. Each ally gains a + 1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
Burning Hands
Evocation [Fire]
Components:: V,S
Casting Time:: 1 standard action
Range:: 15 ft.
Area::: cone-shaped burst
Duration::: Instantaneous
Saving Throws:: Reflex half
Spell Resistance:: Yes
A cone of searing flames shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials such as cloth, paper,
parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.
Cause Fear
Necromancy [Fear, Mind-Affecting]
Components:: V,S
Casting Time:: 1 standard action
Range:: Close (25 ft. + 5 ft. / 2 levels)
Target:: One living creature with 5 or fewer HD
Duration :: 1d4 rounds or 1 round; See text
Saving Throw:: Will partial
Spell resistance :: Yes
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.
Cause Fear counters and dispels remove fear.
Command
Enchantment (Compulsion) [Language Dependent, Mind-Affecting]
Components:: V
Casting Time:: 1 standard action
Range:: Close (25 ft + 5 ft. / 2 levels)
Target:: One Living Creature
Duration :: 1 round
Saving Throw:: Will Negates
Spell Resistance:: Yes
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 towards 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
Divination
Components:: V,S, M / DF
Casting Time:: 1 standard action
Range:: Personal
Target ::: You
Duration:: 10 min. / level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not
necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minutes. Magical writing cannot be read, though the spell reveals that it is magical, but comprehend Languages is often
useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal
messages concealed in otherwise normal text.
Comprehend Languages can be made permanent with a permanency spell.
Arcane Material Component:: A pinch of soot and a few grains of salt.
Cure Light 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
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum + 5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. Any undead creature can apply spell resistance, and can attempt a Will save to take half
damage.
Detect Chaos
Divination
This spell functions like Detect Evil (see next spell ), except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells and chaotic magic items, and you are
vulnerable to an overwhelming aura if you are lawful.
Detect Evil
Divination
Components:: V,S, DF
Casting Time:: 1 standard action
Range:: 60 ft.
Area:: Cone-shaped emanation
Duration:: Concentration, up to 10 min. / level (D)
Saving Throw:: None
Spell Resistance:: No
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 you 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 accompanying
table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
For example, as indicated on the table, an evil outside with 12 HD has an overwhelming aura of evil. A good cleric who casts this spell and directs it at the location of such a creature for longer
than 1 round loses the spell and is stunned for 1 round if his character level is 6th or lower.
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 direct 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) (HD) | 10 or lower | 11-25 | 26-50 | 51 or higher |
| Undead 1 | 2 or lower | 3-8 | 9-20 | 21 or higher |
| Evil Outsider (HD) | 0 or lower | 2-4 | 5-10 | 11 or higher |
| Cleric of an Evil Deity 11 (Class levels) | 1 | 2-4 | 5-10 | 11 or higher |
| Evil magic items or spell (Caster level) | 2nd or lower | 3rd-8 | 9th-20th | 21st or higher |
Detect Good
Divination
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells and good magic items, and you are vulnerable to an
overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.
Detect Law
Divination
This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells and lawful magi items, and you are vulnerable to an
overwhelming lawful aura if you are chaotic.
Endure Elements
Abjuration
Components:: V,S
Casting Time:: 1 standard action
Range:: Touch
Target::: Creature Touched
Duration:: 24 hrs
Saving Throw: Will negates (harmless)
Spell Resistance:: Yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having
to make Fortitude saves (as described in the DMG). The creature's equipment is likewise protected.
Endure Elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Obscuring Mist
Conjuration (Creation)
Components:: V,S
Casting time:: 1 standard action
Range:: 20 ft.
Effect:: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration:: 1 min. / level
Saving Throw:: None
Spell Resistance:: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss
chance). Creatures farther away have total concealment (50% miss chance and the attacker cannot use sight to locate the target).
A moderate wind (11 + mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21 + mph) disperses the fog in 1 round. A fireball, flame strike, or
similar spell burns away the fog in the explosive or fiery spell's area. A Wall of fire burns away the fog in the area into which it deal damage.
This spell does not function underwater.
Protection from Chaos
Abjuration [lawful]
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the
subject.
Protection from Evil
Abjuration [good]
Components:: V,S, M/DF
Casting Time:: 1 standard action
Range:: touch
Target :: Creature Touched
Duration:: 1 min. / level (D)
Saving Throw:: Will negates (harmless)
Spell Resistance :: No; see text
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.
First, the subject gains a + 2 deflection bonus to AC and a + 2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm)
effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person ). The protection does not prevent such effects from targeting the
protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control
does, the would be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel on e if it is in place before
the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the
warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures end if the warded creature make an attack against or tries to force the
barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warder creature.
Arcane Material Component:: A little powdered silver with which you trace a 3 foot diameter circle on the floor (or ground) around the creature to be warded.
Protection from Good
Abjuration [evil]
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the
subject.
Protection from Law
Abjuration [Chaotic]
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures and lawful summoned creatures cannot touch the
subject.
Sleep
Enchantment (Compulsion) [Mind Affecting]
Components::V,S, M
Casting Time:: 1 round
Range:: Medium ( 100 ft. + 10 ft. / level)
Area:: One or more living creatures within a 10-ft.-radius burst
Duration:: 1 min. / level
Saving Throw:: Will Negates
Spell Resistance:: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the
spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
For example, Mialee casts sleep at one rat (1/4 HD), one kobold (1 HD), two gnolls (2 HD), and an ogre (4 HD). The rate, the kobold and one knoll area effected (1/4 + 1 + 2 = 3-1/4 HD). The
remaining 3/4 HD is not enough to affect the last gnoll or the ogre. Mialee can't choose to have sleep affect the ogre or the two gnolls.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another
action).
Sleep does not target unconscious creatures, constructs or undead creatures.
Material Component::: A pinch of fine sand, rose petals or a live cricket.