Zyindra's Spell List

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0 level spells (Cantrips)

Arcane Mark

School universal


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • Range touch
  • Effect one personal rune or mark, all of which must fit within 1 sq. ft.
  • Duration permanent
  • Saving Throw none; Spell Resistance no

DESCRIPTION
This spell allows you to inscribe your personal rune or mark, which can 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 without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user 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 by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Bleed

School necromancy


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Target one living creature
  • Duration instantaneous
  • Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

Dancing Lights

School evocation [light]


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • Range medium (100 ft. + 10 ft./level)
  • Effect Up to four lights, all within a 10-ft.-radius area
  • Duration 1 minute (D)
  • Saving Throw none; Spell Resistance no

DESCRIPTION
Depending on the version 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 humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

Daze

School enchantment (compulsion) [mind-affecting]


CASTING
Casting Time: 1 standard action
Components V, S, M (a pinch of wool or similar substance)


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Target one humanoid creature of 4 HD or less
  • Duration 1 round
  • Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Detect Magic

School divination


CASTING
Casting Time: 1 standard action
Component: V, S


EFFECT

  • Range 60 ft.
  • Area cone-shaped emanation
  • Duration concentration, up to 1 min./level (D)
  • Saving Throw none; Spell Resistance no

DESCRIPTION
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 Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

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; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

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.

Detect Poison

School divination


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • 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

DESCRIPTION
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.

Guidance

School divination


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • Range touch
  • Target creature touched
  • Duration 1 minute or until discharged
  • Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION 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 bonus before making the roll to which it applies.

Light

School evocation [light]


CASTING
Casting Time: 1 standard action
Components: V, M/DF (a firefly)


EFFECT

  • Range touch
  • Target object touched
  • Duration 10 min./level
  • Saving Throw none; Spell Resistance 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.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mending

School transmutation


CASTING
Casting Time: 10 minutes
Components: V, S


EFFECT

  • Range 10 ft.
  • Target one object of up to 1 lb./level
  • Duration instantaneous
  • Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)

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.

Message

School transmutation [language-dependent]


CASTING
Casting Time: 1 standard action
Components: V, S, F (a piece of copper wire)


EFFECT

  • Range medium (100 ft. + 10 ft./level)
  • Targets one creature/level
  • Duration 10 min./level
  • Saving Throw none; Spell Resistance no

DESCRIPTION
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Purify Food and Water

School transmutation


CASTING
Casting Time: 1 standard action
ComponentsL V, S


EFFECT

  • Range 10 ft.
  • Target 1 cu. ft./level of contaminated food and water
  • Duration instantaneous
  • Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION
This spell makes spoiled, rotten, diseased, 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. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Read Magic

School divination


CASTING
Casting Time: 1 standard action
Components: V, S, F (a clear crystal or mineral prism)


EFFECT

  • Range personal
  • Target you
  • Duration 10 min./level

DESCRIPTION
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 or trapped 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.

Resistance

School abjuration


CASTING
Casting Time: 1 standard action
Components: V, S, M/DF (a miniature cloak)


EFFECT

  • Range touch
  • Target creature touched
  • Duration 1 minute
  • Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Spark

School evocation [fire]


CASTING
Casting Time: 1 standard action Components: V or S


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Targets one Fine object
  • Duration instantaneous
  • Saving Throw Fortitude negates (object); Spell Resistance yes (object)

DESCRIPTION
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Stabilize

School conjuration (healing)


CASTING
Casting Time: 1 standard action
Components: V,S


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Target one living creature
  • Duration instantaneous
  • Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Touch of Fatigue

School necromancy


CASTING
Casting Time: 1 standard action
Components: V, S, M (a drop of sweat)


EFFECT

  • Range touch
  • Target creature touched
  • Duration 1 round/level
  • Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION
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.

1st Level Spells

Cure Light Wounds

School conjuration (healing)


CASTING
Casting Time: 1 standard action Components: V, S


EFFECT

  • Range touch
  • Target creature touched
  • Duration instantaneous
  • Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION
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. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Diagnose Disease

School divination


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • 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

DESCRIPTION
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature's disease. The spell can penetrate many 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.

Ear-Piercing Scream

School evocation [sonic]


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Target one creature
  • Duration instantaneous for damage; 1 round for dazed condition.
  • Saving Throw Fortitude partial (see text); Spell Resistance yes

DESCRIPTION
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. Dazed creatures cannot take an action but do not take a penalty to AC.

Identify

School divination


CASTING
Casting Time: 1 standard action
Components: V, S, M (wine stirred with an owl's feather)


EFFECT

  • Range 60 ft.
  • Area cone-shaped emanation
  • Duration 3 rounds/level (D)
  • Saving Throw: none; Spell Resistance: no

DESCRIPTION
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

Mage Armor

School conjuration (creation) [force]


CASTING
Casting Time: 1 standard action
Components: V, S, F (a piece of cured leather)


EFFECT

  • Range touch
  • Target creature touched
  • Duration 1 hour/level (D)
  • Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Sanctify Corpse

School evocation [good]


CASTING
Casting Time: 1 standard action
Components: V, S, DF, M (a pinch of silver dust)


EFFECT

  • Range touch
  • Area corpse touched
  • Duration 24 hours
  • Saving Throw none; Spell Resistance no

DESCRIPTION
This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day.

Sanctify corpse can be made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.

Sleep

School enchantment (compulsion) [mind-affecting]


CASTING
Casting Time: 1 round
Components: V, S, M (fine sand, rose petals, or a live cricket)


EFFECT

  • 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

DESCRIPTION
A sleep spell causes a magical slumber to come upon 4 HD 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. HD that are not sufficient to affect a creature are wasted. 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.

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