A Discriptive Text of the Spells
Arcane Spells Zero Level
Arcane Mark:
This spell allows you to inscribe your personal rune or mark, which can be no taller than 6 inches in height and 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 (even stone or metal) without harm to the material
upon which the mark is placed. If an invisible mark is made, a "detect magic" spell causes it to glow and be visible (though not necessarily understandable). See invisiblility, true seeing, a gem of seeing, or a robe of eyes likewise allows thier users 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 any erase spell. If cast on a living being, normal wear gradually causes the mark to fade in about a month.
Dancing Lights:
Depending on the verision selected, you create up to four lights that resemble lanterns or torches(and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humaniod shape.  The
dancing lights must stay within a 10' radius area in relation to each other but otherwise move as you desire(no concentration requird): forward or back, up or down, straight or turning corners, etc. The lights can move up to 100 feet a round. A light winks out if the distance between you and it exceeds the spells range.
Daze:
This Enchantment clouds the mind  of a humaniod so that he takes no actions.  The dazed subject is not stunned, but he can't move, cast spells, use mental abilitys, etc.
Detect Magic:
You detect magical auras. The amount of imformation revealed depends on how long you study a paticular area or subject:
1st round Presense or absense of magical auras.
2nd round: Number of different magical auras and the strength of the strongest 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 confuse or conceal weaker auras. Aura Strength: An aura's magical power and strength depend on a spell's functioning spell level or an item's caster level
Detect Poison:
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful Wisdom check ( DC 12)). A character with the Alchemy skill may try and ALchemy check (DC 8) if the Wisdom check fails, or may try the Alchemy check prior to the Wisdom
check. Note: 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.
Disrupt Undead:
You direct a shock wave of positive energy.  You must make a ranged touch attack, and if the ray hits a undead creature you deal 1d6 points of damage to it.
Flare:
This cantrip creates a burst of bright light.  If you cause the light to burst directly in front of a single creature,that creature is dazzled. A dazzled Creature looses one action.The Creature recovers in one minute.
Ghost Sound:
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 the spell creates when casting the spell and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per caster level (max 20). 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 8 humans running and shouting. Aroaring lion is equal to the noise from 16 humans, while a roaring dire tiger is equal to those from 20 humans. note that the ghost sound can enhance the effectiveness of a silent image spell.
Mage Hand:
You point your finger at an object and can lift itand move it at will from a distence. As a move equivilent action, you can move the object 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Mending:
Mending repairs small breaks or tears in objects(not warps). In metallic objects, it will weld a broken ring,a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisably rejoined to be as strong as new. A hole in a leather sack or wine skin can be healed over by mending.The spell can repair a magic item, but the items magical abilities are not restored.The spell can not mend a broken magic rod, staff, or wand.
Prestidigitation:
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, the "prestidigitation" spell enables you to perform simple magical effects for one hour. The effects are minor and have severre limititations.
Prestidigitations can slowly lift 1 pound of material. They can color, clean, or soil items ina 1 foot cube each round. They can chill, warm, or flavor 1 pound of non living material. They cannot inflict 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 prestigitation 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. Characters typically use prestidigitations to impress common folk, amuse children and brighten dreary lives. Common tricks with prestidigitations include producing tinklings of ethereal music, brighening faded flowers, creating glowing balls that float over your hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs.
Ray of Frost:
A ray of freezing air and ice projects from your pointing finger. The ray deals 1 point of aggrivated damage.
Read Magic:
By means of
read magic, you can read magical inscriptions on objects--books, scrolls, weapons, and the like-- that would otherwise be unintelligable.  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 incription, you are thereafter able to read that particular writing without the recourse to the use of read magic. You can read at the rate of one page (250 words) per minute.
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This is a modified version of the spells found in the Dungeons&Dragons Third Edition Players Handbook.
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