Post by RuleSpectre on Oct 10, 2019 20:54:18 GMT -5
Level 0 Spells
Anticipate Teleportation
(Complete Arcane, p. 97)
Abjuration
Level: Sorcerer 4, Wizard 4, Spellthief 4, Summoner 0
Components: V, S, AF,
Casting Time: 1 round
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell's area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell's recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature's size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay.
Since a teleporting creature doesn't necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell's area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn't give any awareness as to the actual location of its imminent arrival.
The spell has no effect on creatures attempting to teleport away from the spell's area, though if their destination is within the area, the spell will affect their reentry as normal.
Focus: A tiny hourglass of platinum and crystal costing 500 gp, which must be carried or worn by the spell's recipient while the spell is in effect.
Caltrops
(Spell Compendium, p. 42)
Conjuration (Creation)
Level: Sorcerer 0, Wizard 0, Summoner 0
Components: V, S,
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.
A caltrops spell covers one 5-foot-by-5-foor square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target 's shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.
A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.
For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops' attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).
Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
Resist Planar Alignment
(Spell Compendium, p. 174)
Abjuration
Level: Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer 1, Wizard 1, Spellthief 1, Consecrated Harrier 1, Hades (SpC) 2, Limbo (SpC) 2, Summoner 0
Components: V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You can tell that your target feels the oppression of the plane around you, the rank evil of the place. A few spoken phrases, backed by magical power, and that oppression seems to lift.
This abjuration grants a creature limited protection from a plane's alignment traits (DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligence based check penalties associated with strongly aligned planes are halved while the spell's duration lasts.
SRD:Darkness
Evocation [[[SRD:Darkness Effect|Darkness]]]
Level:
Asn 2, Blg 2, Brd 2, Clr 2, Sor/Wiz 2, Summoner 0
Components:
V, M/DF
Casting time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.
Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
SRD:Detect Magic
Divination
Level:
Brd 0, Clr 0, Drd 0, Sor/Wiz 0, Summoner 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.
Spell or Object Aura Power
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.
SRD:Detect Poison
Divination
Level:
Asn 1, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0, Summoner 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.
SRD:Light
Evocation [[[SRD:Light Effect|Light]]]
Level:
Brd 0, Clr 0, Drd 0, Sor/Wiz 0, Summoner 0
Components:
V, M/DF
Casting time:
1 standard action
Range:
Touch
Target:
Object 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 descriptor) counters and dispels 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.
SRD:Protection from Evil
Abjuration [[[SRD:Good Effect|Good]]]
Level:
Clr 1, Good 1, Pal 1, Sor/Wiz 1, Summoner 0
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 one 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 ends if the warded creature makes 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 warded 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.
SRD:Read Magic
Divination
Level:
Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0, Summoner 0
Components:
V, S, F
Casting time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
{{{sr}}}
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 the 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.
Resist Planar Alignment
(Spell Compendium, p. 174)
Abjuration
Level: Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer 1, Wizard 1, Spellthief 1, Consecrated Harrier 1, Hades (SpC) 2, Limbo (SpC) 2, Summoner 0
Components: V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You can tell that your target feels the oppression of the plane around you, the rank evil of the place. A few spoken phrases, backed by magical power, and that oppression seems to lift.
This abjuration grants a creature limited protection from a plane's alignment traits (DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligence based check penalties associated with strongly aligned planes are halved while the spell's duration lasts.