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Compendium Arcanum Vol. 2

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145 views

Compendium Arcanum Vol. 2

Uploaded by

HRK
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Compendium Arcanum Volume 2: 1st Level Spells

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Compendium Arcanum Volume 2: 1st Level Spells

Rulebook, Advanced Player’s Guide, Ultimate


Compendium Combat, and Ultimate Magic, now with heightened
and diminished effects.
Arcanum Volume 2:
1st Level Spells DIMINISHED EFFECTS
This section describes changes to the spell if it
by Tim Wallace is cast using a slot one Level lower than
normal. You must be able to cast a spell at its
regular Level before you can use the
ABOUT THE AUTHOR
diminished effects. If you use a diminished
Tim Wallace is an aspiring d20 roleplaying game effect, treat the spell as one Level lower than
designer. His design credits include a large portion listed for purposes of spell slot used, saving
of the Pathfinder conversion of Heroes of the Jade throw DCs, magic item pricing, and so on.
Oath by Rite Publishing, the Martial Arts Spells that are 0-level (or 1st-level alchemist-,
Guidebook (in development), and bits of indie paladin-, or ranger-only spells) have no
design work that he has posted on the Candlekeep diminished effects.
Forums. He also has a series of character sheets
that he has designed over the years. You can read
HEIGHTENED EFFECTS
more from Tim on Google+, on Twitter, or on his
blog. This section describes changes to the spell if it
is cast using a slot one Level higher than
normal. If you use a heightened effect, treat
the spell as one Level higher than listed, for
purposes of spell slot used, saving throw DCs,
magic item pricing, and so on, regardless of
what Level slot you use. Spells that are 9th
Level (or 6th-level alchemist-only spells or 4th-
level paladin- or ranger-only spells) have no
ABOUT THIS BOOK heightened effects.
A multi-variable spell is a spell which, once learned,
you can cast as a spell one level higher or lower
SPECIAL NOTES
than the original spell. This mechanic was first
introduced in Monte Cook’s Arcana Evolved. 1. The spells listed are all 1st level for the
Multi-variable spells gives spellcasters great classes indicated. It was decided that since
flexibility and so Tim decided to begin by adding this book is JUST 1st level spells including
the Heightened and Diminished qualities to the number “1” with each spell description
Pathfinder spells. was redundant.
So, in addition to the normal Pathfinder spell 2. If a spell does not have a heightened or
details, you will see one or two new bits of text, diminished option that line is omitted.
specifically, either a “Diminished Effects” line, a 3. Some spells combine multiple spells into
“Heightened Effects” line, or both. one spell. These are indicated with a
This is the 2nd book intended to include all spells “merge” ( ) icon and necessary details.
from the Pathfinder Roleplaying Game Core

1
Compendium Arcanum Volume 2: 1st Level Spells

ERRATA - 6/20/15
In the following spells replace the previous text
with that shown below. Note that the spell
descriptions in this book have already been
updated and this page serves as a simple summary
of the updates.

ABUNDANT AMMUNITION
Heightened Effects: The duration is increased to
10 minutes/level.

BURNING HANDS

Heightened Effects: The spell gains the light


descriptor. A target who has taken damage from
the spell must also make a Fortitude save or
become dazzled for 1 round.

COLOR SPRAY

Diminished Effects: The spell can only target one


creature of 4 HD or less. The creature is staggered
for 1 round. After a creature has been staggered by
the diminished version of the spell, it is immune to
the diminished effect for 1 minute.

COMMAND
Heightened Effects: The spell loses the language-
dependent descriptor. Your commands may be
telepathic—no common language need be shared,
and nothing need be spoken aloud.

MAGIC MISSILE

Diminished Effects: The spell’s range is reduced to


close (25 ft. + 5 ft./2 levels), and you must succeed
on a ranged touch attack to strike a target. In
addition, you only create a single missile, which
only deals 1 point of force damage.

2
Compendium Arcanum Volume 2: 1st Level Spells

This spell creates a subtle and complicated force


A effect that is most effective when used by a still or
slow-moving spellcaster or formula user. While you
are subject to this spell, you can take two 5-foot
ABUNDANT AMMUNITION [ERRATA] steps each round and still cast spells and use spell-
School conjuration (summoning); Classes bard, like abilities without provoke attacks of
cleric/oracle, ranger, sorcerer/wizard opportunity. This spell automatically discharges as
CASTING soon as you make an attack, cast a harmful spell
Casting Time 1 standard action against another creature, or move more than 5 feet
Components V, S, M/DF (a single piece of ammunition) with a single move action. If the action that
EFFECT
discharges the spell also provokes attacks of
Target one container touched
opportunity, that action still provokes attacks of
Duration 1 minute/level
Saving Throw none; Spell Resistance no opportunity as normal.
DESCRIPTION Diminished The duration is changed to 1
round/level (up to 5 rounds) or until discharged.
When cast on a container such as a quiver or a
Heightened The duration is increased to 1
pouch that contains nonmagical ammunition or
min./level or until discharged.
shuriken (including masterwork ammunition or
shuriken), at the start of each round this spell
replaces any ammunition taken from the container AIR BUBBLE
the round before. The ammunition taken from the School conjuration (creation); Classes cleric/oracle,
container the round before vanishes. If, after druid, ranger, sorcerer/wizard, witch
casting this spell, you cast a spell that enhances CASTING

projectiles, such as align weapon or greater magic Casting Time 1 standard action
Components S, M/DF (a small bladder filled with air)
weapon, on the same container, all projectiles this
EFFECT
spell conjures are affected by that spell.
Range touch
Diminished The duration is reduced to 1
Target one creature or one object no larger than a Large
round/level and the only type of projectiles that can two-handed weapon
be duplicated are nonmagical, nonmasterwork Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance
projectiles.
yes (harmless)
Heightened The duration is increased to
DESCRIPTION
10 minutes/level.
Air bubble creates a small pocket of breathable air
that surrounds the touched creature's head or the
ADJURING STEP touched object. The air bubble allows the creature
School abjuration (force); Classes alchemist, bard, touched to breathe underwater or in similar airless
magus, sorcerer/wizard environments, or protects the object touched from
CASTING
water damage.
Casting Time 1 standard action
A firearm within an air bubble can be loaded—
Components V, S, M (a rabbit's foot)
EFFECT
assuming the black powder comes from a powder
Range personal
horn, a cartridge, or some other airtight protective
Target you device—and fired. When shooting such a firearm
Duration 1 round/level or until discharged underwater, the shot still takes the standard –2
DESCRIPTION
penalty on attack rolls for every 5 feet of water the
bullet passes through, in addition to normal

3
Compendium Arcanum Volume 2: 1st Level Spells

penalties due to range. If a firearm within the air Creatures within a silence spell cannot hear the
bubble explodes, the explosion occurs normally. ringing.
Diminished The duration is reduced to 1 Ethereal or astral creatures do not trigger the
round/level and can only placed on a creature. alarm.
Heightened The duration is increased to Alarm can be made permanent with a permanency
10 min./level or the spell affects one creature per spell.
three caster levels. Diminished The spell may be cast only as
an audible alarm. Further, the duration falls to 10
minutes per level.
ALARM
Heightened If you cast this spell with an
School abjuration; Classes bard, inquisitor, ranger,
audible alarm, you may choose the type of sound
sorcerer/wizard, summoner
that it makes, as well as a source for the sound
CASTING

Casting Time 1 standard action


within the area of the spell. You may choose the
Components V, S, F/DF (a tiny bell and a piece of very sound of running feet, barking dogs, guards
fine silver wire) shouting, or any similar sounds that could be made
EFFECT by two or three Medium creatures. If you cast this
Range close (25 ft. + 5 ft./2 levels) spell with a mental alarm, you may alert one
Area 20-ft.-radius emanation centered on a point in
space
additional creature within range per three caster
Duration 2 hours/level (D) levels (to a maximum of five additional creatures).
Saving Throw none; Spell Resistance no
DESCRIPTION
ALTER WINDS
Alarm creates a subtle ward on an area you select.
School transmutation [air]; Classes druid,
Once the spell effect is in place, it thereafter sounds sorcerer/wizard
a mental or audible alarm each time a creature of CASTING
Tiny or larger size enters the warded area or Casting Time 1 minute
touches it. A creature that speaks the password Components V, S
(determined by you at the time of casting) does not EFFECT

set off the alarm. You decide at the time of casting Range touch
Area immobile 10-ft.-radius emanation
whether the alarm will be mental or audible in
Duration 1 hour/level
nature. Saving Throw Will negates; Spell Resistance yes
Mental Alarm: A mental alarm alerts you (and only DESCRIPTION

you) so long as you remain within 1 mile of the


You subtly enhance or diminish the effects of
warded area. You note a single mental “ping” that
natural winds within the spell's area, which is an
awakens you from normal sleep but does not
immobile emanation around a point touched by
otherwise disturb concentration. A silence spell has
you as the spell is cast. Within the area, natural (but
no effect on a mental alarm.
not magical) wind effects are either increased or
Audible Alarm: An audible alarm produces the
decreased by one step in intensity. The maximum
sound of a hand bell, and anyone within 60 feet of
wind force you can affect with this spell is based on
the warded area can hear it clearly. Reduce the
your caster level, as shown on the table below.
distance by 10 feet for each interposing closed door
Alter winds has no effect on magical wind effects.
and by 20 feet for each substantial interposing wall.
Caster Level Wind Force
In quiet conditions, the ringing can be heard faintly
1st–3rd Light
as far as 180 feet away. The sound lasts for 1 round. 4th–9th Moderate
10th–15th Strong

4
Compendium Arcanum Volume 2: 1st Level Spells

16th or higher Severe version of the spell is most often employed by spell
Diminished The spells duration decreases users to send notes to their apprentices or to locals
to 10 min./level and the area is reduced to a 5-ft.- to ask a favor.
radius emanation. Heightened The range becomes medium
Heightened The area changes to a 5- (100 feet + 10 feet per level) and the animal that
ft./level-radius (maximum 100-ft.-radius) appears can be Small or Tiny. The duration
emanation. increases to one week plus one day per level.
Finally, the animal’s base speed is increased by
one-half and it receives the benefit of the scent
ANIMAL MESSENGER
bane spell. This makes it more likely to reach its
School enchantment (compulsion) [mind-affecting];
destination without being disturbed by predators.
Classes ranger
CASTING

Casting Time 1 minute


Components V, S, M (a morsel of food the animal likes)
EFFECT

Range close (25 ft. + 5 ft./2 levels)


Target one Tiny animal
Duration 1 day/level
Saving Throw none; see text; Spell Resistance yes
DESCRIPTION

You compel a Tiny animal to go to a spot you


designate. The most common use for this spell is to
get an animal to carry a message to your allies. The ANIMATE ROPE
animal cannot be one tamed or trained by someone
School transmutation; Classes bard, sorcerer/wizard
else, including such creatures as familiars and CASTING
animal companions. Casting Time 1 standard action
Using some type of food desirable to the animal as Components V, S
a lure, you call the animal to you. It advances and EFFECT

awaits your bidding. You can mentally impress on Range medium (100 ft. + 10 ft./level)
the animal a certain place well known to you or an Target one rope-like object, length up to 50 ft. + 5
ft./level; see text
obvious landmark. The directions must be simple, Duration 1 round/level
because the animal depends on your knowledge Saving Throw none; Spell Resistance no
and can't find a destination on its own. You can DESCRIPTION

attach a small item or note to the messenger. The


You can animate a nonliving rope-like object. The
animal then goes to the designated location and
maximum length assumes a rope with a 1-inch
waits there until the duration of the spell expires,
diameter. Reduce the maximum length by 50% for
whereupon it resumes its normal activities.
every additional inch of thickness, and increase it
During this period of waiting, the messenger allows
by 50% for each reduction of the rope's diameter by
others to approach it and remove any scroll or
half.
token it carries. The intended recipient gains no
The possible commands are “coil” (form a neat,
special ability to communicate with the animal or
coiled stack), “coil and knot,” “loop,” “loop and
read any attached message (if it's written in a
knot,” “tie and knot,” and the opposites of all of the
language he doesn't know, for example).
above (“uncoil,” and so forth). You can give one
Diminished The duration of the spell
becomes only one hour per caster level. This

5
Compendium Arcanum Volume 2: 1st Level Spells

command each round as a move action, as if merely the amount of material it can carry while
directing an active spell. benefiting from this spell. It also has no effect on
The rope can enwrap only a creature or an object encumbrance due to armor. If the creature wears
within 1 foot of it—it does not snake outward—so it armor it still takes the normal penalties for doing so
must be thrown near the intended target. Doing so regardless of how much weight the spell allows it to
requires a successful ranged touch attack roll carry.
(range increment 10 feet). A typical 1-inch- Diminished The duration decreases to 2
diameter hemp rope has 2 hit points, AC 10, and min./level and the target’s carrying capacity only
requires a DC 23 Strength check to burst it. The doubles.
rope does not deal damage, but it can be used as a Heightened The spell’s target changes to
trip line or to cause a single opponent that fails a creatures touched, but you divide the duration in 2-
Reflex saving throw to become entangled. A hour intervals among the creatures touched.
creature capable of spellcasting that is bound by
this spell must make a concentration check with a
ANTICIPATE PERIL
DC of 15 + the spell's level to cast a spell. An
School divination; Classes alchemist, bard, ranger,
entangled creature can slip free with a DC 20
sorcerer/wizard
Escape Artist check.
CASTING
The rope itself and any knots tied in it are not Casting Time 1 standard action
magical. Components V, S
The spell cannot affect objects carried or worn by a EFFECT

creature. Range touch


Diminished The spell’s range is reduced to Target creature touched
Duration 1 minute/level or until activated
close (25 feet + 5 feet per two levels), and the touch Saving Throw Will negates; Spell Resistance yes
attack to wrap up a creature takes a –2 penalty. DESCRIPTION
Heightened In this version of the spell,
A creature affected by anticipate peril gains a
you also can command the rope to “move” and
preternatural sense of danger. The first time during
“stop.” The rope moves at a speed of 5 feet per
this spell's duration that the target has to make an
round and can slither up trees or bumpy surfaces
initiative check, the creature adds an insight bonus
with a +10 bonus on its Climb check.
on that initiative check equal to the spell's caster
level (maximum +5). Once this bonus applies, the
ANT HAUL effects of the spell end.
School transmutation; Classes alchemist, cleric/oracle, Diminished The duration has a maximum
druid, ranger, sorcerer/wizard, summoner of 5 minutes and the maximum insight bonus on
CASTING
the initiative check is decreased to +2.
Casting Time 1 standard action Heightened The duration is increased to
Components V, S, M/DF (a small pulley)
10 min./level and the maximum insight bonus on
EFFECT
the initiative check is increased to +10.
Range touch
Target creature touched
Duration 2 hours/level
Saving Throw Fortitude negates (harmless); Spell
Resistance yes (harmless)
DESCRIPTION

The target's carrying capacity triples. This does not


affect the creature's actual Strength in any way,

6
Compendium Arcanum Volume 2: 1st Level Spells

ASPECT OF THE FALCON and a –1 penalty on saving throws against fear


effects. Bane counters and dispels bless.
School transmutation (polymorph); Classes druid,
ranger Diminished The spell affects a single
CASTING target creature and lasts for only 1 round per level.
Casting Time 1 standard action Heightened The spell gains the negative
Components V, S, DF energy descriptor and lasts for one hour per level.
EFFECT
Additionally, the –1 penalty on saving throws
Range personal extends to all mind-affecting effects.
Target you
Duration 1 minute/level
DESCRIPTION
BEGUILING GIFT
You take on an aspect of a falcon. Your eyes School enchantment (compulsion) [mind-affecting];
become wide and raptor-like, and you grow Classes bard, witch
feathers on the sides of your head. You gain a +3 CASTING

competence bonus on Perception checks, a +1 Casting Time 1 standard action


Components V, S, F (the object to be offered)
competence bonus on ranged attacks, and the
EFFECT
critical multiplier for your bows and crossbows
Range 5 ft.
becomes 19–20/×3. This effect does not stack with Target one creature
any other effect that expands the threat range of a Duration 1 round
weapon, such as the Improved Critical feat or a Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
keen weapon.
Diminished You only gain a +1 You offer an object to an
competence bonus on ranged attacks. adjacent creature, and
Heightened The bonuses granted are entice it into using or
increased to +5 and +3, respectively. consuming the proffered
item. If the target fails its
Will save, it immediately
takes the offered object,
B dropping an already held
object if necessary. On its
next turn, it consumes or
BANE dons the object, as appropriate for the item in
School enchantment (compulsion) [emotion, fear, mind- question. For example, an apple would be eaten, a
affecting]; Classes antipaladin, cleric/oracle, inquisitor
potion consumed, a ring put on a finger, and a
CASTING
sword wielded in a free hand. If the target is
Casting Time 1 standard action
physically unable to accept the object, the spell
Components V, S, DF
EFFECT
fails. The subject is under no obligation to continue
Range 50 ft. consuming or using the item once the spell's
Area 50-ft.-radius burst, centered on you duration has expired, although it may find a cursed
Duration 1 min./level item difficult to be rid of.
Saving Throw Will negates; Spell Resistance yes
Heightened The spell can target one
DESCRIPTION
creature per three caster levels, up to the number
Bane fills your enemies with fear and doubt. Each of items you are proffering.
affected creature takes a –1 penalty on attack rolls

7
Compendium Arcanum Volume 2: 1st Level Spells

BLESS WATER overrides and suppresses any other alignment the


weapon might have.) Individual arrows or bolts can
School transmutation [good]; Classes cleric/oracle,
inquisitor, paladin be transmuted, but affected projectile weapons
CASTING (such as bows) don't confer the benefit to the
Casting Time 1 minute projectiles they shoot.
Components V, S, M (5 pounds of powdered silver worth In addition, all critical hit rolls against evil foes are
25 gp)
automatically successful, so every threat is a critical
EFFECT
hit. This last effect does not apply to any weapon
Range touch
Target flask of water touched
that already has a magical effect related to critical
Duration instantaneous hits, such as a keen weapon or a vorpal sword.
Saving Throw Will negates (object); Spell Resistance Diminished The spell can be cast only on a
yes (object)
melee weapon you personally wield. The duration
DESCRIPTION
lasts for 1 round per caster level, to a maximum of 5
This transmutation imbues a flask (1 pint) of water rounds.
with positive energy, turning it into holy water. Heightened The weapon glows as if
Diminished The liquid only holds its subject to a light spell (shedding normal light in a
positive energy for 1 round per caster level. This use 20-foot radius, and increasing the light level for an
of the spell is employed most often as part of a additional 20 feet by one step). If cast on a melee
ceremony or ritual. weapon (but not ammunition), the wielder gains a
Heightened The damage dealt to undead +1 morale bonus on saving throws against fear and
evil outsiders increases to 2d6. If the liquid negative energy effects.
produced by this casting of the spell is used as a
component for spells with the good descriptor,
BLESS
your effective caster level for those spells increases
by 1. School enchantment (compulsion) [mind-affecting];
Classes cleric/oracle, inquisitor, paladin
CASTING

BLESS WEAPON Casting Time 1 standard action


Components V, S, DF
School transmutation; Classes paladin
EFFECT
CASTING
Range 50 ft.
Casting Time 1 standard action
Area The caster and all allies within a
Components V, S
50-ft. burst, centered on the caster
EFFECT
Duration 1 min./level
Range touch Saving Throw none; Spell Resistance
Target weapon touched yes (harmless)
Duration 1 min./level DESCRIPTION
Saving Throw none; Spell Resistance no
DESCRIPTION Bless fills your allies with courage.
Each ally gains a +1 morale bonus on
This transmutation makes a weapon strike true
attack rolls and on saving throws
against evil foes. The weapon is treated as having a
against fear effects.
+1 enhancement bonus for the purpose of
Bless counters and dispels bane.
bypassing the DR of evil creatures or striking evil
Diminished The spell
incorporeal creatures (though the spell doesn't
affects only a single target creature
grant an actual enhancement bonus). The weapon
within 50 feet, and lasts for only 1
also becomes good-aligned, which means it can
round per level.
bypass the DR of certain creatures. (This effect

8
Compendium Arcanum Volume 2: 1st Level Spells

Heightened The spell gains the positive borrowed skill is a class skill for you, you gain the +3
energy descriptor and lasts for 10 minutes per level. bonus on checks using that skill.
Additionally, the +1 bonus on saving throws Diminished The casting time increases to
extends to all mind-affecting effects. 1 full round, and you only have one round in which
to make the skill check using the subject's skill
ranks, or the spell fails and you must use your own
BOMBER'S EYE
skill ranks (if any).
School transmutation; Classes alchemist
Heightened You choose a number of skills
CASTING
equal to your Intelligence modifier (minimum 1) to
Casting Time 1 standard action
Components S
borrow, and you can make a number of skill checks
EFFECT
using those skills equal to 1/3 caster levels. If you
Range personal take longer than the spell's duration to make the
Target you checks or a check requires more time, then it fails
Duration 1 round/level and you must use your own skill ranks (if any).
DESCRIPTION

This extract allows you to throw weapons farther


BOWSTAFF
and more accurately. While this extract is in effect,
School transmutation; Classes inquisitor, paladin,
increase the range of any thrown weapon by 10
ranger
feet. In addition, you receive a +1 insight bonus on CASTING
attack rolls made with thrown weapons. Casting Time 1 swift action
Heightened You instead receive a +2 Components V
insight bonus on attack rolls made with thrown EFFECT

weapons, and a +2 insight bonus on Perception Range personal


checks involving sight. Target one weapon (bow)
Duration 1 round/level (D)
Saving Throw Will negates (harmless, object); Spell
Resistance yes (harmless, object)
BORROW SKILL
DESCRIPTION
School transmutation; Classes bard
CASTING
The bow that is touched takes on the rigidity and
Casting Time 1 standard action toughness of forged steel, allowing it to be used as
Component S a melee weapon. The spell allows a shortbow to be
EFFECT used as a club or a longbow to be used as a
Range touch quarterstaff, although the bow retains its normal
Target creature touched
hit points and hardness. The bow's enhancement
Duration up to 1 round/level (see description)
Saving Throw Will negates (harmless); Spell Resistance bonus, if any, applies on melee attack and damage
yes (harmless) rolls. Additional weapon special weapon qualities
DESCRIPTION also apply to melee attacks if such qualities can be
You borrow one of the target's known skills. After added to a melee weapon.
touching the subject, you can make a single check Heightened The bow gains a +1
with the chosen skill using the subject's skill ranks, enhancement bonus on attack rolls. An
but modified by your own key ability. If you take enhancement bonus does not stack with a
longer than the spell's duration to make the check masterwork weapon's +1 bonus on attack rolls.
or the check requires more time, then it fails and
you must use your own skill ranks (if any). If the

9
Compendium Arcanum Volume 2: 1st Level Spells

BREAK penalty/bonus of –5/+5 at 15th level. A creature


cannot reduce its natural armor bonus to less than
School transmutation; Classes sorcerer/wizard
CASTING
0 with this spell. All attacks directed against the
Casting Time 1 standard action
creature use its adjusted AC until the start of its
Components V, S, M (a twig) next turn, at which time it can choose to modify its
EFFECT AC again or keep it at its current level. Creatures
Range close (25 ft. + 5 ft./2 levels) make this decision without any need for conscious
Target one Medium or smaller object thought or reflection; even creatures with no
Duration instantaneous
Saving Throw Fortitude negates (object); Spell
Intelligence score can benefit from this spell,
Resistance yes (object) although they always opt for the maximum
DESCRIPTION possible reduction and bonus, regardless of any
You can attempt to break or at least damage any tactical advantage they might lose.
one Medium or smaller object within range. If the Diminished The reduction to natural
target fails its Fortitude saving throw, it gains the armor, and thus the enhancement bonus on
broken condition. If cast on a broken item, that damage rolls, cannot exceed 1.
item is destroyed on a failed save. Heightened The reduction to natural
Diminished The spell is only able to target armor, and thus the enhancement bonus on
unattended Fine objects. damage rolls, cannot exceed 1 point per 2 caster
Heightened The spell can target one levels, to a maximum penalty/bonus of –10/+10 at
Medium or smaller object per 3 caster levels. 20th level.

BRISTLE BUNGLE
School enchantment (compulsion); Classes
School transmutation; Classes druid
sorcerer/wizard, witch
CASTING
CASTING
Casting Time 1 standard action
Casting Time 1 standard action
Components V, S, DF
Components V, S
EFFECT
EFFECT
Range touch
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Target one humanoid
Duration 1 minute/level
Duration concentration + 2 rounds or until triggered
Saving Throw Fortitude negates (harmless); Spell
Saving Throw Will negates; Spell Resistance yes
Resistance yes
DESCRIPTION
DESCRIPTION

You give a creature the ability to redirect a portion The target takes a –20 penalty on its next attack
of its innate toughness away from its own defense roll or check that requires a d20 roll. The action
and toward the amount of damage it deals with must be one deliberately taken by the target on its
natural attacks. Each round, as a swift action at the turn. Creatures with more than 10 HD are
start of its turn, the creature can choose to reduce unaffected by this spell.
some or all of its natural armor bonus to AC and Diminished The range is reduced to touch,
gain an enhancement bonus on all damage rolls for the penalty is reduced to –10, and the duration is
natural attacks equal to that amount. The reduced to concentration or until triggered.
reduction to natural armor, and thus the Heightened The spell can affect animals,
enhancement bonus on damage rolls, cannot magical beasts, fey, humanoids, and monstrous
exceed 1 point per 3 caster levels, to a maximum humanoids with up to 15 HD. Creatures with more
than 15 HD are unaffected by this spell.

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Compendium Arcanum Volume 2: 1st Level Spells

BURNING HANDS [ERRATA] need to make a touch attack to use burst bonds
against a creature, and you can cast this spell
School evocation [fire]; Classes magus, sorcerer/wizard,
witch without making a concentration check while
CASTING grappled or pinned. The creature does not take
Casting Time 1 standard action damage as above. If you are grappled and your
Components V, S target fails its save, you may make an immediate
EFFECT
attempt to break the grapple (but not reverse it) as
Range 15 ft. a free action, with a +1 luck bonus to your CMB per
Area cone-shaped burst
Duration instantaneous
caster level (maximum +5). If the target creature
Saving Throw Reflex half; Spell Resistance yes fails its save and you are restrained by an ability
DESCRIPTION that originally allowed a saving throw, burst bonds
A cone of searing flame shoots from your allows a new saving throw with a +1 luck bonus per
fingertips. Any creature in the area of the flames two caster levels (maximum +5).
takes 1d4 points of fire damage per caster level Diminished The spell only deals 1d6 points
(maximum 5d4). Flammable materials burn if the of damage to the target object, grants only a +1
flames touch them. A character can extinguish luck bonus on your CMB to break the grapple, or
burning items as a full-round action. grants only a +1 luck bonus on a new saving throw.
Diminished The fire deals only 1d4 points Heightened The spell deals 1d8 points of
of fire damage in a 10-foot cone. damage per caster level to the target object
Heightened The spell gains the [light] (maximum 5d8), grants a +1 luck bonus to your
descriptor. A target who has taken damage from CMB per caster level to break the grapple
the spell must also make a Fortitude save or gain (maximum +10), or grants a +1 luck bonus per two
the dazzled condition for 1 round. caster levels on a new saving throw (maximum
+10).

BURST BONDS
School evocation; Classes inquisitor
CASTING C
Casting Time 1 standard action
Components V
EFFECT CALL ANIMAL
Range touch
School enchantment (compulsion) [mind-affecting];
Target one object or creature restraining you
Classes druid, ranger
Duration instantaneous
CASTING
Saving Throw Fortitude half (object); Spell Resistance
yes Casting Time 1 standard action
DESCRIPTION Component V, S, DF
EFFECT
You blast your restraints with divine wrath, dealing
Range see description
1d6 points of damage per caster level to the target Effect one animal whose CR is equal or less than your
object (maximum 5d6), ignoring hardness of 10 or caster level
less. A Fortitude save halves the damage, although Duration 1 hour/level (D)
Saving Throw none; Spell Resistance none
only magical restraints receive a saving throw.
DESCRIPTION
You can also target a creature that is grappling or
otherwise restraining you (such as by adhesive or This spell calls the nearest wild animal of a
the swallow whole ability) with the spell. You don't particular type you designate (provided the
animal's CR is equal to or less than your caster

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Compendium Arcanum Volume 2: 1st Level Spells

level) to seek you out. The animal moves toward Domesticated animals or animals trained by
you under its own power, so the time it takes to someone else, including such creatures as familiars
arrive depends on how close an animal of the or animal companions, are unaffected by call
desired type is when you cast the spell. If there is no animal.
animal of that type capable of reaching you within Diminished The designated animal must
the spell's duration, you are aware of this fact, but have a CR equal to or less than 1/2 your caster level.
the spell is wasted. Knowledge of the local fauna Heightened The duration of the spell
makes this spell more effective, and the GM may increases to 1 day/level.
permit a Knowledge (nature) skill check (DC 15) to
know what animals can be found in an area.
CALM ANIMALS
When the called animal arrives, it approaches to
School enchantment (compulsion) [emotion, mind-
within 5 feet of you and remains nearby for the
affecting]; Classes druid, ranger
duration of the spell. Its starting attitude is
CASTING
indifferent, modified by circumstances and Casting Time 1 standard action
interaction. Other than starting attitude, this spell Components V, S
gives you no special influence or ability to EFFECT

communicate with the called animal, although you Range close (25 ft. + 5 ft./2 levels)
may use other spells or abilities to do so. Targets animals within 30 ft. of each other
Duration 1 min./level
Once the spell's duration expires, the animal acts in Saving Throw Will negates; Spell Resistance yes
accordance with its attitude. Most animals will DESCRIPTION
likely wander off, but a hostile predatory animal
This spell soothes and quiets animals, rendering
may attack, especially if it is hungry or provoked.
them docile and harmless. Only ordinary animals
(those with Intelligence scores of 1 or 2) can be
affected by this spell. All the subjects must be of
the same kind, and no two may be more than 30
feet apart. The maximum number of HD of animals
you can affect is equal to 2d4 + caster level.
The affected creatures remain where they are and
do not attack or flee. They are not helpless and
defend themselves normally if attacked. Any threat
breaks the spell on the threatened creatures.
Diminished You may only influence one
animal with a number of HD equal to or less than
your caster level.
Heightened The maximum number of HD
of animals you can affect is equal to 3d6 + caster
level.

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Compendium Arcanum Volume 2: 1st Level Spells

CHALLENGE EVIL CHARM PERSON


School enchantment (compulsion) [mind-affecting]; School enchantment (charm) [mind-affecting]; Classes
Classes paladin bard, sorcerer/wizard
CASTING CASTING

Casting Time 1 standard action Casting Time 1 standard action


Components V, DF Components V, S
EFFECT EFFECT

Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels)
Target one evil creature Target one humanoid creature
Duration 1 minute/level (D) Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes Saving Throw Will negates; Spell Resistance yes
DESCRIPTION DESCRIPTION

You challenge an evil creature to bring the fight to This charm makes a humanoid creature regard you
you, or suffer the consequences. You gain a +2 as its trusted friend and ally (treat the target's
sacred bonus on all melee attacks against the attitude as friendly). If the creature is currently
subject of the spell. At the end of its turn, if the being threatened or attacked by you or your allies,
target has not made at least one attack on you, it however, it receives a +5 bonus on its saving throw.
becomes sickened. If you move away from the The spell does not enable you to control the
target, the spell ends. charmed person as if it were an automaton, but it
Heightened You gain a +3 sacred bonus perceives your words and actions in the most
on all melee attacks against the subject of the spell. favorable way. You can try to give the subject
Each round, at the end of its turn, if the target has orders, but you must win an opposed Charisma
not made at least one attack on you, it becomes check to convince it to do anything it wouldn't
nauseated for 1 round. ordinarily do. (Retries are not allowed.) An affected
creature never obeys suicidal or obviously harmful
orders, but it might be convinced that something
CHARM ANIMAL
very dangerous is worth doing. Any act by you or
School enchantment (charm) [mind-affecting]; Classes
your apparent allies that threatens the charmed
druid, ranger
Target one animal person breaks the spell. You must speak the
DESCRIPTION person's language to communicate your
commands, or else be good at pantomiming.
This spell functions like charm person, except that it
Diminished The spell’s range becomes
affects a creature of the animal type.
touch.
Heightened The spell’s duration is
increased to 1 day/level.

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Compendium Arcanum Volume 2: 1st Level Spells

CHILL TOUCH Diminished The spell deals 1d6 points of


piercing damage to one target (your choice) within
School necromancy; Classes magus, sorcerer/wizard,
witch the spell’s range. In addition, you must overcome
CASTING the target's spell resistance (if any).
Casting Time 1 standard action Heightened The spell deals 4d6 points of
Components V, S piercing damage to all creatures caught in the area
EFFECT
of effect. Creatures who fail their Reflex save take 1
Range touch point of bleed damage.
Targets creature or creatures touched (up to one/level)
Duration instantaneous
Saving Throw Fortitude partial or Will negates; see text;
CLOAK OF SHADE
Spell Resistance yes
DESCRIPTION School abjuration; Classes druid, ranger
CASTING
A touch from your hand, which glows with blue
Casting Time 1 standard action
energy, disrupts the life force of living creatures. Component V, S, M (a leaf from a shade tree)
Each touch channels negative energy that deals EFFECT
1d6 points of damage. The touched creature also Range touch
takes 1 point of Strength damage unless it makes a Target one creature per level
Duration 1 hour/level (D)
successful Fortitude saving throw. You can use this
Saving Throw Will negates (harmless); Spell Resistance
melee touch attack up to one time per level. yes (harmless)
An undead creature you touch takes no damage of DESCRIPTION
either sort, but it must make a successful Will
This spell provides the subject with some degree of
saving throw or flee as if panicked for 1d4 rounds +
protection from the harmful effects of the sun. The
1 round per caster level.
cloaked subject treats environmental heat due to
Diminished You may make only a single
sun exposure as one level less: severe heat is
attack, which deals no Strength damage.
considered very hot conditions, while very hot is
Heightened The negative energy damage
considered average temperature (see Heat
increases to 1d8 points.
Dangers). The cloak of shade also reduces any
penalties from sunlight by 1. The spell does not,
CHORD OF SHARDS however, eliminate the effects of direct sunlight on
School evocation; Classes bard creatures vulnerable to sunlight. Cloak of shade has
CASTING no effect on environmental heat from sources other
Casting Time 1 standard action than the sun.
Components V, S Heightened Creatures wearing heavy
EFFECT
clothing or armor do not suffer the –4 penalty on
Range 15 ft. saves against nonlethal damage from heat
Area cone-shaped burst
Duration instantaneous
exposure. In addition, targets with light sensitivity
Saving Throw Reflex negates; Spell Resistance no are treated as if they do not have any weakness to
DESCRIPTION light, and targets with light blindness are instead
During your bardic performance, you can strike a treated as if they only had light sensitivity.
chord whose notes transform into a shower of razor
sharp, crystalline shards. The shards deal 2d6
points of piercing damage to all creatures caught in
the area of effect.

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Compendium Arcanum Volume 2: 1st Level Spells

COLOR SPRAY [ERRATA] COMMAND [ERRATA]


School illusion (pattern) [mind-affecting]; Classes School enchantment (compulsion) [language-
magus, sorcerer/wizard dependent, mind-affecting]; Classes antipaladin,
CASTING cleric/oracle, inquisitor, witch
CASTING
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or Casting Time 1 standard action
colored sand) Components V
EFFECT EFFECT

Range 15 ft. Range close (25 ft. + 5 ft./2 levels)


Area cone-shaped burst Target one living creature
Duration instantaneous; see text Duration 1 round
Saving Throw Will negates; Spell Resistance yes Saving Throw Will negates; Spell Resistance yes
DESCRIPTION DESCRIPTION

A vivid cone of clashing colors springs forth from You give the subject a single command, which it
your hand, causing creatures to become stunned, obeys to the best of its ability at its earliest
perhaps also blinded, and possibly knocking them opportunity. You may select from the following
unconscious. Each creature within the cone is options.
affected according to its HD. Approach: On its turn, the subject moves toward
2 HD or less: The creature is unconscious, blinded, you as quickly and directly as possible for 1 round.
and stunned for 2d4 rounds, then blinded and The creature may do nothing but move during its
stunned for 1d4 rounds, and then stunned for 1 turn, and it provokes attacks of opportunity for this
round. (Only living creatures are knocked movement as normal.
unconscious.) Drop: On its turn, the subject drops whatever it is
3 or 4 HD: The creature is blinded and stunned for holding. It can't pick up any dropped item until its
1d4 rounds, then stunned for 1 round. next turn.
5 or more HD: The creature is stunned for 1 round. Fall: On its turn, the subject falls to the ground and
Sightless creatures are not affected by color spray. remains prone for 1 round. It may act normally
Diminished The spell can only target one while prone but takes any appropriate penalties.
creature of 4 HD or less. The creature is staggered Flee: On its turn, the subject moves away from you
for 1 round. After a creature has been staggered by as quickly as possible for 1 round. It may do nothing
the diminished version of the spell, it is immune to but move during its turn, and it provokes attacks of
the diminished effect for 1 minute. opportunity for this movement as normal.
Heightened Unconsciousness lasts for 2d6 Halt: The subject stands in place for 1 round. It may
rounds, blindness lasts for 1d6 rounds, and not take any actions but is not considered helpless.
stunning lasts for 1d3 rounds. If the subject can't carry out your command on its
next turn, the spell automatically fails.
Diminished The spell only functions on
humanoids.
Heightened The spell loses the [language-
dependent] descriptor. Your commands may be
telepathic—no common language need be shared,
and nothing need be spoken aloud.

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Compendium Arcanum Volume 2: 1st Level Spells

COMPEL HOSTILITY Written material can be read at the rate of one


page (250 words) per minute. Magical writing
School enchantment (compulsion) [mind-affecting];
Classes bard, cleric/oracle, inquisitor, paladin, ranger, cannot be read, though the spell reveals that it is
summoner, witch magical. This spell can be foiled by certain warding
CASTING magic (such as the secret page and illusory script
Casting Time 1 standard action spells). It does not decipher codes or reveal
Components V, S, M (a drop of your blood)
messages concealed in otherwise normal text.
EFFECT
Comprehend languages can be made permanent
Range personal
Target you
with a permanency spell.
Duration 1 round/level Diminished The casting time is a full-
Saving Throw see text; Spell Resistance see text round action, and the duration falls to one minute
DESCRIPTION
per level. Further, you are only able to catch the
Whenever a creature you can see that threatens gist of the words, which might lead to
you makes an attack against one of your allies, as misunderstandings.
an immediate action, you can compel that creature Heightened You also receive the benefit
to attack you instead. When you compel a creature of the read magic spell.
to attack you, you must first overcome that
creature's spell resistance, and the creature can
CONTINUAL FLAME
attempt a Will saving throw to ignore the
School evocation [light]; Classes sorcerer/wizard
compulsion.
CASTING
A summoner casting this spell can choose his
Casting Time 1 standard action
eidolon as the target of the spell. Components V, S, M/DF (a firefly)
Heightened Even if the target’s Will save EFFECT
is successful, it still takes a ¬–2 penalty on all attack Range touch
rolls against your allies. However, this penalty does Target object touched
Effect magical, heatless flame
not apply if it attacks you (or your eidolon).
Duration 1 hour/level
Saving Throw none; Spell Resistance no
DESCRIPTION
COMPREHEND LANGUAGES
School divination; Classes bard, cleric/oracle, A flame, equivalent in brightness to a torch, springs
sorcerer/wizard forth from an object that you touch. The effect
CASTING looks like a regular flame, but it creates no heat and
Casting Time 1 standard action doesn't use oxygen. A continual flame can be
Components V, S, M/DF (pinch of soot and salt)
covered and hidden but not smothered or
EFFECT
quenched.
Range personal
Target you
Light spells counter and dispel darkness spells of an
Duration 10 min./level equal or lower level.
DESCRIPTION Diminished The spell’s duration is reduced
You can understand the spoken words of creatures to 10 minutes/level.
or read otherwise incomprehensible written Heightened The spell’s duration is
messages. The ability to read does not necessarily increased to permanent. In addition, instead of a
impart insight into the material, merely its literal firefly it requires ruby dust worth 50 gp as the
meaning. The spell enables you to understand or material component.
read an unknown language, not speak or write it.

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Compendium Arcanum Volume 2: 1st Level Spells

Caution! Spells Merge! This spell penalty increases to –10 at caster level 5th, and to –
combines the effects of the spells 15 (the maximum) at caster level 9th.
continual flame and light.

CRAFTER'S FORTUNE
CORROSIVE TOUCH School transmutation; Classes alchemist,
sorcerer/wizard
School conjuration (creation) [acid]; Classes
CASTING
magus, sorcerer/wizard, summoner
Casting Time 1 standard action
CASTING Component V, S, F (a tool)
Casting Time 1 standard action EFFECT

Components V, S Range close (25 ft. + 5 ft./2 levels)


EFFECT Target one creature
Duration 1 day/level or until discharged (D)
Range touch
Saving Throw Will negates (harmless); Spell Resistance
Target creature or object touched
yes (harmless)
Duration instantaneous
Saving Throw none; Spell Resistance yes DESCRIPTION

DESCRIPTION
The target is struck by inspiration and gains a +5
Your successful melee touch attack deals 1d4 luck bonus on its next Craft skill check.
points of acid damage per caster level (maximum Diminished The spell’s duration is reduced
5d4). to 1 hour per level or until discharged.
Diminished The spell only deals 1d4 points Heightened The spell’s duration is
of acid damage. reduced to 1 hour per level but is not discharged
Heightened The target must make a until the end of the spell’s duration. In addition, the
Fortitude save or become stunned for 1 round. luck bonus increases to +10 at caster level 5th, and
to +15 (the maximum) at caster level 9th.

CRAFTER'S CURSE
School transmutation [curse]; Classes sorcerer/wizard
CREATE WATER
CASTING School conjuration (creation) [water]; Classes paladin
Casting Time 1 standard action CASTING

Component V, S, M (a broken tool) Casting Time 1 standard action


EFFECT Components V, S
Range close (25 ft. + 5 ft./2 levels) EFFECT

Target one creature Range close (25 ft. + 5 ft./2 levels)


Duration 1 day/level (D) Effect up to 2 gallons of water/level
Saving Throw Will negates; Spell Resistance yes Duration instantaneous
DESCRIPTION Saving Throw none; Spell Resistance no
DESCRIPTION
The target of crafter's curse takes a –5 penalty on all
Craft skill checks while the spell lasts. This spell generates wholesome, drinkable water,
Diminished The spell’s duration is reduced just like clean rain water. Water can be created in
to 1 hour per level or until discharged and is an area as small as will actually contain the liquid,
discharged on the target’s next Craft skill check. or in an area three times as large—possibly creating
Heightened The spell’s duration is a downpour or filling many small receptacles. This
reduced to 1 hour per level but is not discharged water disappears after 1 day if not consumed.
until the end of the spell’s duration. In addition, the Note: Conjuration spells can't create substances or
objects within a creature. Water weighs about 8

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Compendium Arcanum Volume 2: 1st Level Spells

pounds per gallon. One cubic foot of water contains CURSE WATER
roughly 8 gallons and weighs about 60 pounds.
School necromancy [evil]; Classes antipaladin,
Heightened The water created can appear cleric/oracle, inquisitor
with force, dousing flames and putting out small CASTING

fires. An elemental creature with the fire subtype Casting Time 1 minute
caught in the area of the spell suffers 1d6 points of Components V, S, M (5 lbs. of powdered silver worth 25
gp)
damage per two caster levels (maximum 5d6,
EFFECT
Reflex save for half damage). An elemental
Range touch
creature of the water subtype caught in the area of Target flask of water touched
the spell enjoys 1d6 points of healing per two caster Duration instantaneous
levels (maximum 5d6). Saving Throw Will negates (object); Spell Resistance
yes (object)
DESCRIPTION

CURE LIGHT WOUNDS


This spell imbues a flask (1 pint) of water with
School conjuration (healing); Classes alchemist, bard, negative energy, turning it into unholy water (see
cleric/oracle, druid, inquisitor, paladin, witch
Unholy Water). Unholy water damages good
CASTING
outsiders the way holy water damages undead and
Casting Time 1 standard action
Components V, S evil outsiders.
EFFECT Diminished The liquid only holds its
Range touch negative energy for 1 round per caster level. This
Target creature touched use of the spell is employed most often as part of a
Duration instantaneous
ceremony or ritual.
Saving Throw Will half (harmless); see text; Spell
Resistance yes (harmless); see text Heightened The damage dealt to good
DESCRIPTION outsiders increases to 2d6. If the liquid produced by
this casting of the spell is used as a component for
When laying your hand upon a living creature, you
spells with the evil descriptor, your effective caster
channel positive energy that cures 1d8 points of
level for those spells increases by 1.
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
D
damage.
Diminished The spell stabilizes a living DAMP POWDER
creature that has –1 or fewer hit points.
School transmutation; Classes druid, sorcerer/wizard,
Heightened The spell cures 2d8 points of witch
damage + 1 point per caster level (maximum +10). CASTING

Caution! Spells Merge! This spell Casting Time 1 standard action


Components V, S, M/DF (a damp piece of cotton)
combines the effects of the spells cure light
EFFECT
wounds, cure moderate wounds, and
Range close (25 ft. + 5 ft./2 levels)
stabilize. Target 1 loaded firearm
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance
yes (object)
DESCRIPTION

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Compendium Arcanum Volume 2: 1st Level Spells

This spell causes ammunition already loaded into lantern always acts as if in your possession even
the target firearm is ruined with moisture. Any when not directly on your person. A dancing lantern
attempt to fire that ammunition fails, with no can be made permanent with a permanency spell
chance for misfire, and the user must then take a (CL 9th, 2, 500 gp).
full-round action to clear the weapon before Diminished The spell’s duration is reduced
reloading and firing it. If aware of this spell's effect to 10 minutes/level.
prior to firing the altered ammunition (a DC 16 Heightened Creatures that take penalties
Spellcraft check to identify the spell being cast or in bright light take them while within the first
similar effect), the firearm's user can spend a increment of area illuminated by the lantern (i.e. a
standard action to clear the altered ammunition 60-foot cone of light from a bullseye lantern and a
from the firearm. Doing so destroys that 30-foot radius from a hooded lantern). The spell is
ammunition. not the equivalent of daylight for the purposes of
Diminished Firearm’s user is automatically creatures that are damaged or destroyed by such
aware of the spell’s casting and may make a save light.
against to negate it.
Heightened The spell instead destabilizes
DEADEYE'S LORE
the powder, increasing the misfire range by 1 + 1
School divination; Classes bard, cleric/oracle, druid,
per five caster levels (maximum +5) for the
inquisitor, ranger
ammunition currently loaded into that firearm. If
CASTING
aware of this spell's effect prior to firing the altered Casting Time 1 round
ammunition (a DC 17 Spellcraft check to identify Components V, S
the spell being cast or similar effect), the firearm's EFFECT

user can spend a standard action to clear the Range personal


altered ammunition from the firearm. Doing so Target you
Duration 1 hour/level
destroys that ammunition.
DESCRIPTION

While subject to this spell, you take upon yourself


DANCING LANTERN the mantle of the hunter, channeling the insights of
School transmutation [fire, light]; Classes bard, the spirits of the wild. You gain a +4 sacred bonus
cleric/oracle, ranger, sorcerer/wizard, witch
on all Survival checks for the duration of the spell,
CASTING
and you do not have to move at half your speed
Casting Time 1 standard action
Components V, S, F (a lantern)
while traveling through the wilderness or while
EFFECT tracking.
Range touch Diminished The spell’s duration is reduced
Effect animates one lantern to 10 minutes/level and you do not gain the sacred
Duration 1 hour/level (D) bonus on Survival checks.
Saving Throw none; Spell Resistance no
Heightened The spell’s range becomes
DESCRIPTION
touch and its target becomes one living creature.
You can animate a lantern and order it to follow
you. The lantern floats at shoulder height and
remains within 5 feet of you, no matter how fast
you move. The lantern cannot support any
additional weight. The lantern illuminates its
normal area, even if it does not have any oil in it.
For the purposes of spells or effects targeting it the

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Compendium Arcanum Volume 2: 1st Level Spells

DEATH KNELL hit points), healthy, undead, or neither alive nor


dead (such as a construct). Deathwatch sees
School necromancy [death, evil]; Classes antipaladin
CASTING
through any spell or ability that allows creatures to
Casting Time 1 standard action
feign death.
Components V, S Diminished You only know the condition
EFFECT of one creature (your choice) within the spell’s
Range touch range.
Target living creature touched Heightened The spell’s area is a 60-foot
Duration instantaneous/10 minutes per HD of subject;
see text
cone. You additionally know if any of the following
Saving Throw Will negates; Spell Resistance yes states apply to creatures you can see: exhausted,
DESCRIPTION fatigued, poisoned, shaken, or stunned.
You draw forth the ebbing life force of a creature
and use it to fuel your own power. Upon casting DECOMPOSE CORPSE
this spell, you touch a living creature that has –1 or
School necromancy; Classes cleric/oracle, druid,
fewer hit points. If the subject fails its saving throw, sorcerer/wizard, witch
it dies, and you gain 1d8 temporary hit points and a CASTING

+2 enhancement bonus to Strength. Additionally, Casting Time 1 standard action


your effective caster level goes up by +1, improving Components V, S, M (a pinch of dried toadstool)
EFFECT
spell effects dependent on caster level. This
Range touch
increase in effective caster level does not grant you
Target one corpse or corporeal undead
access to more spells. These effects last for 10 Duration instantaneous or 1 minute; see text
minutes per HD of the subject creature. Saving Throw Fortitude negates (object); Spell
Diminished If the subject fails its saving Resistance yes (object)
DESCRIPTION
throw, you only gain 1d8 temporary hit points.
Heightened The spell’s range increases to Using this spell, the caster rapidly decomposes the
close (25 ft. + 5 ft./2 levels). flesh from a single corpse of size Huge or smaller,
leaving behind a perfectly cleaned skeleton. If it is
cast on a non-skeletal corporeal undead, the
DEATHWATCH
creature takes a –2 penalty on all rolls and to its
School necromancy; Classes cleric/oracle
Armor Class and CMD for 1 minute.
CASTING
Diminished The spell can only decompose
Casting Time 1 standard action
Components V, S
the flesh from a single corpse of size Large or
EFFECT smaller and has no effect on non-skeletal corporeal
Range 30 ft. undead.
Area cone-shaped emanation
Duration 10 min./level
Saving Throw none; Spell Resistance no
DESCRIPTION

Using the powers of necromancy, you can


determine the condition of creatures near death
within the spell's range. You instantly know
whether each creature within the area is dead,
fragile (alive and wounded, with 3 or fewer hit
points left), fighting off death (alive with 4 or more

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Compendium Arcanum Volume 2: 1st Level Spells

Heightened The spell can decompose the The target becomes so distracted by an overblown
flesh from a single corpse size Gargantuan or sense of its worth that it takes a –2 penalty on
smaller. If it is cast on a non-skeletal corporeal attacks and skill checks. However, this feeling also
undead, the creature takes a –4 penalty on all rolls gives the target a +2 morale bonus on saves against
and to its Armor Class and CMD for 1 minute. charm and compulsion effects.
Diminished The spell’s range is reduced to
touch, its duration is reduced to 5 rounds, and the
DELAY POISON
penalty and bonus are reduced to –1/+1.
School conjuration (healing); Classes ranger
Heightened The spell can target one
CASTING
creature plus one creature per three caster levels.
Casting Time 1 standard action
Components V, S, DF
EFFECT
DETECT ABERRATION
Range touch
School divination; Classes druid, ranger
Target creature touched
CASTING
Duration 1 hour/level
Saving Throw Fortitude negates (harmless); Spell Casting Time 1 standard action
Resistance yes (harmless) Component V, S
DESCRIPTION EFFECT

Range long (400 ft. + 40 ft./level)


The subject becomes temporarily immune to
Area cone-shaped emanation
poison. Any poison in its system or any poison to Duration concentration, up to 10 minutes/level (D)
which it is exposed during the spell's duration does Saving Throw none; Spell Resistance no
not affect the subject until the spell's duration has DESCRIPTION

expired. Delay poison does not cure any damage This spell functions like detect animals or plants,
that poison may have already done. except it detects creatures of the aberration type.
Diminished The spell’s duration is reduced
to 10 minutes/level.
Heightened The spell’s target changes to DETECT ANIMALS OR PLANTS
creatures touched, but you divide the duration in 1- School divination; Classes druid, ranger
hour intervals among the creatures touched. CASTING

Casting Time 1 standard action


Caution! Spells Merge! This spell Components V, S
combines the effects of the spells delay EFFECT

poison and communal delay poison. Range long (400 ft. + 40 ft./level)
Area cone-shaped emanation
Duration concentration, up to 10 min./level (D)
DELUSIONAL PRIDE Saving Throw none; Spell Resistance no
DESCRIPTION
School enchantment (compulsion) [emotion, mind-
affecting]; Classes bard, sorcerer/wizard, witch You can detect a particular kind of animal or plant
CASTING
in a cone emanating out from you in whatever
Casting Time 1 standard action direction you face. You must think of a kind of
Components V, S
animal or plant when using the spell, but you can
EFFECT
change the animal or plant kind each round. The
Range close (25 ft. + 5 ft./2 levels)
Target one creature amount of information revealed depends on how
Duration 1 minute long you search a particular area or focus on a
Saving Throw Will negates; Spell Resistance yes specific kind of animal or plant.
DESCRIPTION

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Compendium Arcanum Volume 2: 1st Level Spells

1st Round: Presence or absence of that kind of items, and you are vulnerable to an overwhelming
animal or plant in the area. chaotic aura if you are lawful.
2nd Round: Number of individuals of the specified
kind in the area and the condition of the healthiest
DETECT EVIL
specimen.
School divination; Classes cleric/oracle, inquisitor
3rd Round: The condition (see below) and location
CASTING
of each individual present. If an animal or a plant is
Casting Time 1 standard action
outside your line of sight, then you discern its Component V, S, DF
direction but not its exact location. EFFECT
Conditions: For purposes of this spell, the Range 60 ft.
categories of condition are as follows: Area cone-shaped emanation
Normal: Has at least 90% of full normal hit points, Duration concentration, up to 10 min./ level (D)
Saving Throw none; Spell Resistance no
free of disease.
DESCRIPTION
Fair: 30% to 90% of full normal hit points
remaining. You can sense the presence of evil. The amount of
Poor: Less than 30% of full normal hit points information revealed depends on how long you
remaining, afflicted with a disease, or suffering study a particular area or subject.
from a debilitating injury.  1st Round: Presence or absence of evil.
Weak: 0 or fewer hit points remaining, afflicted  2nd Round: Number of evil auras
with a disease that has reduced an ability score to 5 (creatures, objects, or spells) in the area
or less, or crippled. and the power of the most potent evil aura
If a creature falls into more than one category, the present. If you are of good alignment, and
spell indicates the weaker of the two. the strongest evil aura's power is
Each round you can turn to detect a kind of animal overwhelming (see below), and the HD or
or plant in a new area. The spell can penetrate level of the aura's source is at least twice
barriers, but 1 foot of stone, 1 inch of common your character level, you are stunned for 1
metal, a thin sheet of lead, or 3 feet of wood or dirt round and the spell ends.
blocks it.
 3rd Round: The power and location of each
Diminished The range of this spell is
aura. If an aura is outside your line of sight,
reduced to close (25 feet + 5 feet per two levels)
then you discern its direction but not its
and its duration is reduced to 1 minute/level.
exact location.
Heightened The spell’s duration increases
to 1 hour/level, and it takes 2 feet of stone, 2 inches
of common metal, a thin sheet of lead, or 6 feet of
wood to block the spell.

DETECT CHAOS
School divination; Classes cleric/oracle, inquisitor
DESCRIPTION

This spell functions like detect evil, except that it


detects the auras of chaotic creatures, clerics of
chaotic deities, chaotic spells, and chaotic magic

22
Compendium Arcanum Volume 2: 1st Level Spells

See Table: Detect Evil for details.Aura Power: An Heightened All information is revealed in
evil aura's power depends on the type of evil the first round.
creature or object that you're detecting and it’s HD,
caster level, or (in the case of a cleric) class level;
DETECT GOOD
see the table below. If an aura falls into more than
School divination; Classes cleric/oracle, inquisitor
one strength category, the spell indicates the
DESCRIPTION
stronger of the two.
Lingering Aura: An evil aura lingers after its original This spell functions like detect evil, except that it
source dissipates (in the case of a spell) or is detects the auras of good creatures, clerics or
destroyed (in the case of a creature or magic item). paladins of good deities, good spells, and good
If detect evil is cast and directed at such a location, magic items, and you are vulnerable to an
the spell indicates an aura strength of dim (even overwhelming good aura if you are evil.
weaker than a faint aura). How long the aura lingers
at this dim level depends on its original power:
DETECT LAW
Original Strength Duration of Lingering
Aura School divination; Classes cleric/oracle, inquisitor
DESCRIPTION
Faint 1d6 rounds
Moderate 1d6 minutes
This spell functions like detect evil, except that it
Strong 1d6 × 10 minutes
detects the auras of lawful creatures, clerics of
Overwhelming 1d6 days
Animals, traps, poisons, and other potential perils lawful deities, lawful spells, and lawful magic items,
are not evil, and as such this spell does not detect and you are vulnerable to an overwhelming lawful
them. Creatures with actively evil intents count as aura if you are chaotic.
evil creatures for the purpose of this spell.
Each round, you can turn to detect evil in a new DETECT POISON
area. The spell can penetrate barriers, but 1 foot of School divination; Classes antipaladin, paladin, ranger
stone, 1 inch of common metal, a thin sheet of lead, CASTING
or 3 feet of wood or dirt blocks it. Casting Time 1 standard action
Diminished The range of this spell is Components V, S
reduced to 30 feet and its duration is reduced to 1 EFFECT

minute/level. Range close (25 ft. + 5 ft./2 levels)


Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous

Table: Detect Evil


Creature/Object Aura Power
None Faint Moderate Strong Overwhelming
Aligned creature1 (HD) 4 or lower 5–10 11–25 26–50 51 or higher
Aligned Undead (HD) — 2 or lower 3–8 9–20 21 or higher
Aligned outsider (HD) — 1 or lower 2–4 5–10 11 or higher
Cleric/oracle or paladin of an aligned — 1 2–4 5–10 11 or higher
deity2 (class levels)
Aligned magic item or spell (caster level) 5th or 6th–10th 11th–15th 16th–20th 21st or higher
lower
1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate
whether this applies.

23
Compendium Arcanum Volume 2: 1st Level Spells

Saving Throw none; Spell Resistance no metal, a thin sheet of lead, or 3 feet of wood or dirt
DESCRIPTION blocks it.
You determine whether a creature, object, or area Diminished The range of this spell is
has been poisoned or is poisonous. You can reduced to 30 feet and its duration is reduced to 1
determine the exact type of poison with a DC 20 round/level.
Wisdom check. A character with the Craft Heightened All information is revealed in
(alchemy) skill may try a DC 20 Craft (alchemy) the first round.
check if the Wisdom check fails, or may try the
Craft (alchemy) check prior to the Wisdom check. DETECT SNARES AND PITS
The spell can penetrate barriers, but 1 foot of
School divination; Classes druid, ranger
stone, 1 inch of common metal, a thin sheet of lead,
CASTING
or 3 feet of wood or dirt blocks it.
Casting Time 1 standard action
Heightened It takes 2 feet of stone, 2 Components V, S
inches of common metal, a thin sheet of lead, or 6 EFFECT

feet of wood to block the spell. Range 60 ft.


Area cone-shaped emanation
Duration concentration, up to 10 min./level (D)
DETECT SECRET DOORS Saving Throw none; Spell Resistance no
DESCRIPTION
School divination; Classes alchemist, bard,
sorcerer/wizard, witch You can detect simple pits, deadfalls, and snares as
CASTING
well as mechanical traps constructed of natural
Casting Time 1 standard action
materials. The spell does not detect complex traps,
Components V, S
including trapdoor traps.
EFFECT
Detect snares and pits does detect certain natural
Range 60 ft.
Area cone-shaped emanation hazards—quicksand (a snare), a sinkhole (a pit), or
Duration concentration, up to 1 min./level (D) unsafe walls of natural rock (a deadfall). It does not
Saving Throw none; Spell Resistance no
reveal other potentially dangerous conditions. The
DESCRIPTION
spell does not detect magic traps (except those
You can detect secret doors, compartments, that operate by pit, deadfall, or snaring; see the
caches, and so forth. Only passages, doors, or spell snare), nor mechanically complex ones, nor
openings that have been specifically constructed to those that have been rendered safe or inactive.
escape detection are detected by this spell. The The amount of information revealed depends on
amount of information revealed depends on how how long you study a particular area.
long you study a particular area or subject. 1st Round: Presence or absence of hazards.
1st Round: Presence or absence of secret doors. 2nd Round: Number of hazards and the location of
2nd Round: Number of secret doors and the each. If a hazard is outside your line of sight, then
location of each. If an aura is outside your line of you discern its direction but not its exact location.
sight, then you discern its direction but not its exact Each Additional Round: The general type and
location. trigger for one particular hazard closely examined
Each Additional Round: The mechanism or trigger by you.
for one particular secret portal closely examined by Each round, you can turn to examine a new area.
you. Each round, you can turn to detect secret The spell can penetrate barriers, but 1 foot of
doors in a new area. The spell can penetrate stone, 1 inch of common metal, a thin sheet of lead,
barriers, but 1 foot of stone, 1 inch of common or 3 feet of wood or dirt blocks it.

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Compendium Arcanum Volume 2: 1st Level Spells

Diminished The range of this spell is


reduced to 30 feet and its duration is reduced to 1 HD Strength Lingering Aura
minute/level. Duration
Heightened All information is revealed in 1 or lower Faint 1d6 rounds
2–4 Moderate 1d6 minutes
the first round.
5–10 Strong 1d6 × 10 minutes
11 or higher Overwhelming 1d6 days

DETECT UNDEAD Each round, you can turn to detect undead in a new
area. The spell can penetrate barriers, but 1 foot of
School divination; Classes alchemist, cleric/oracle,
inquisitor, paladin, sorcerer/wizard stone, 1 inch of common metal, a thin sheet of lead,
CASTING or 3 feet of wood or dirt blocks it.
Casting Time 1 standard action Diminished The range of this spell is
Components V, S, M/DF (earth from a grave) reduced to 30 feet and its duration is reduced to 1
EFFECT round/level.
Range 60 ft. Heightened All information is revealed in
Area cone-shaped emanation
the first round.
Duration concentration, up to 1 minute/ level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
DIAGNOSE DISEASE
You can detect the aura that surrounds undead School divination; Classes cleric/oracle, druid, paladin,
creatures. The amount of information revealed ranger, witch
depends on how long you study a particular area. CASTING

1st Round: Presence or absence of undead auras. Casting Time 1 standard action
2nd Round: Number of undead auras in the area Components V, S
EFFECT
and the strength of the strongest undead aura
Range close (25 ft. + 5 ft./2 levels)
present. If you are of good alignment, and the
Target or Area one creature, one object, or a 5-ft. cube
strongest undead aura's strength is overwhelming Duration instantaneous
(see below), and the creature has HD of at least Saving Throw none; Spell Resistance no
twice your character level, you are stunned for 1 DESCRIPTION

round and the spell ends. You determine whether a creature, object, or area
3rd Round: The strength and location of each carries any sort of disease or infestation (including
undead aura. If an aura is outside your line of sight, molds, slimes, and similar hazards), or any
then you discern its direction but not its exact exceptional or supernatural effects causing the
location. sickened or nauseated effects. If there is disease
Aura Strength: The strength of an undead aura is present, you know what disease it is and its effects.
determined by the HD of the undead creature, as If the target is a creature, you gain a +4 bonus on
given on the table below. Heal checks to treat the creature's disease. The
Lingering Aura: An undead aura lingers after its spell can penetrate many barriers, but 1 foot of
original source is destroyed. If detect undead is cast stone, 1 inch of common metal, a thin sheet of lead,
and directed at such a location, the spell indicates or 3 feet of wood or dirt blocks it.
an aura strength of dim (even weaker than a faint Diminished The range of this spell is
aura). How long the aura lingers at this dim level reduced to touch.
depends on its original power, as given on the table Heightened It takes 2 feet of stone, 2
below. inches of common metal, a thin sheet of lead, or 6
feet of wood to block the spell.

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Compendium Arcanum Volume 2: 1st Level Spells

DISGUISE SELF Calling upon the strength and wisdom of a deity,


you gain a +1 luck bonus on attack and weapon
School illusion (glamer); Classes alchemist, antipaladin,
bard, inquisitor, sorcerer/wizard damage rolls for every three caster levels you have
CASTING (at least +1, maximum +3). The bonus doesn't apply
Casting Time 1 standard action to spell damage.
Components V, S Diminished The spell’s duration is reduced
EFFECT
to 1 round.
Range personal Heightened The bonus is +1 plus an
Target you
Duration 10 min./level (D)
additional +1 per three caster levels (maximum +8).
DESCRIPTION Additionally, the spell lasts for one minute per
level. Finally, the bonus damage applies to those
You make yourself—including clothing, armor,
spells that require an attack roll.
weapons, and equipment—look different. You can
seem 1 foot shorter or taller, thin, fat, or in
between. You cannot change your creature type DOOM
(although you can appear as another subtype). School necromancy [emotion, fear, mind-affecting];
Otherwise, the extent of the apparent change is up Classes antipaladin, cleric/oracle, inquisitor
to you. You could add or obscure a minor feature or CASTING

look like an entirely different person or gender. Casting Time 1 standard action
Components V, S, DF
The spell does not provide the abilities or
EFFECT
mannerisms of the chosen form, nor does it alter
Range medium (100 ft. + 10 ft./level)
the perceived tactile (touch) or audible (sound) Target one living creature
properties of you or your equipment. If you use this Duration 1 min./level
spell to create a disguise, you get a +10 bonus on Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
the Disguise check. A creature that interacts with
the glamer gets a Will save to recognize it as an This spell fills a single subject with a feeling of
illusion. horrible dread that causes it to become shaken.
Diminished The spell’s duration is reduced Diminished The spell’s range is reduced to
to 1 minute/level and you only get a +5 bonus on touch and its duration is reduced to 1 round/level.
the Disguise check. Heightened The target is instead
Heightened The spell’s range increases to frightened for the duration of the spell.
touch and you can disguise yourself or another
creature.

DIVINE FAVOR
E
School evocation; Classes cleric/oracle, inquisitor,
paladin
EAR-PIERCING SCREAM
CASTING
School evocation [sonic]; Classes bard, inquisitor,
Casting Time 1 standard action
sorcerer/wizard, witch
Components V, S, DF
CASTING
EFFECT
Casting Time 1 standard action
Range personal
Components V, S
Target you
Duration 1 minute EFFECT

DESCRIPTION Range close (25 ft. + 5 ft./2 levels)


Target one creature

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Compendium Arcanum Volume 2: 1st Level Spells

Duration instantaneous; see text ENLARGE PERSON


Saving Throw Fortitude partial (see text); Spell
Resistance yes School transmutation; Classes alchemist, magus,
DESCRIPTION sorcerer/wizard, summoner, witch
CASTING
You unleash a powerful scream, inaudible to all but Casting Time 1 round
a single target. The target is dazed for 1 round and Components V, S, M (powdered iron)
takes 1d6 points of sonic damage per two caster EFFECT

levels (maximum 5d6). A successful save negates Range close (25 ft. + 5 ft./2 levels)
the daze effect and halves the damage. Target one humanoid creature
Duration 1 min./level (D)
Diminished The spell only deals 1d3 points Saving Throw Fortitude negates; Spell Resistance yes
of sonic damage. DESCRIPTION
Heightened You may target one creature
This spell causes instant growth of a humanoid
per three caster levels, no two of which can be
creature, doubling its height and multiplying its
more than 30 ft. apart.
weight by 8. This increase changes the creature's
size category to the next larger one. The target
ENDURE ELEMENTS gains a +2 size bonus to Strength, a –2 size penalty
School abjuration; Classes alchemist, cleric/oracle, to Dexterity (to a minimum of 1), and a –1 penalty
druid, paladin, ranger, sorcerer/wizard, summoner on attack rolls and AC due to its increased size.
CASTING
A humanoid creature whose size increases to Large
Casting Time 1 standard action has a space of 10 feet and a natural reach of 10 feet.
Components V, S
This spell does not change the target's speed.
EFFECT
If insufficient room is available for the desired
Range touch
Target creature touched growth, the creature attains the maximum possible
Duration 24 hours size and may make a Strength check (using its
Saving Throw Will negates (harmless); Spell Resistance increased Strength) to burst any enclosures in the
yes (harmless)
process. If it fails, it is constrained without harm by
DESCRIPTION
the materials enclosing it—the spell cannot be used
A creature protected by endure elements suffers no to crush a creature by increasing its size.
harm from being in a hot or cold environment. It All equipment worn or carried by a creature is
can exist comfortably in conditions between –50 similarly enlarged by the spell. Melee weapons
and 140 degrees Fahrenheit without having to affected by this spell deal more damage (see
make Fortitude saves. The creature's equipment is Scaling Weapon Damage). Other magical
likewise protected. properties are not affected by this spell. Any
Endure elements doesn't provide any protection enlarged item that leaves an enlarged creature's
from fire or cold damage, nor does it protect possession (including a projectile or thrown
against other environmental hazards such as weapon) instantly returns to its normal size. This
smoke, lack of air, and so forth. means that thrown and projectile weapons deal
Diminished You may only target yourself, their normal damage. Magical properties of
and the spell’s duration is reduced to 1 hour/level enlarged items are not increased by this spell.
(maximum 6 hours). Multiple magical effects that increase size do not
Heightened The spell’s target changes to stack.
creatures touched; you divide the duration in 1- Enlarge person counters and dispels reduce person.
hour intervals among the creatures touched. Enlarge person can be made permanent with a
permanency spell.

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Compendium Arcanum Volume 2: 1st Level Spells

Diminished The spell’s range is reduced to shaken condition in addition to the entangled
touch and its duration is reduced to 1 minute/level. condition.
Heightened The spell’s casting time is
reduced to 1 standard action and its range is
ENTROPIC SHIELD
increased to medium (100 ft. + 10 ft./level).
School abjuration; Classes cleric/oracle
CASTING

ENTANGLE Casting Time 1 standard action


Components V, S
School transmutation; Classes druid, ranger
EFFECT
CASTING
Range personal
Casting Time 1 standard action
Target you
Components V, S, DF
Duration 1 min./level (D)
EFFECT
DESCRIPTION
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread A magical field appears around you, glowing with a
Duration 1 min./level (D) chaotic blast of multicolored hues. This field
Saving Throw: Reflex partial; see text; Spell Resistance:
no
deflects incoming arrows, rays, and other ranged
DESCRIPTION attacks. Each ranged attack directed at you for
which the attacker must make an attack roll has a
This spell causes tall grass, weeds, and other plants
20% miss chance (similar to the effects of
to wrap around creatures in the area of effect or
concealment). Other attacks that simply work at a
those that enter the area. Creatures that fail their
distance are not affected.
save gain the entangled condition. Creatures that
Diminished The spell’s duration is reduced
make their save can move as normal, but those that
to 1 minute and the miss chance for ranged attacks
remain in the area must save again at the end of
is reduced to 10%.
your turn. Creatures that move into the area must
Heightened The spell’s duration is
save immediately. Those that fail must end their
increased to 10 minutes plus 1 minute/level and the
movement and gain the entangled condition.
miss chance for ranged attacks is increased to 25%.
Entangled creatures can attempt to break free as a
move action, making a Strength or Escape Artist
check. The DC for this check is equal to the DC of
the spell. The entire area of effect is considered
difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those
in the area take 1 point of damage each time they
fail a save against the entangle or fail a check made
to break free. Other effects, depending on the local
plants, might be possible at GM discretion.
Diminished The spell’s range is reduced to
close (25 ft. + 5 ft./2 levels), its area is reduced to a
10-foot-square, and its duration is reduced to 1
round/level (maximum 5 rounds). The affected area
is only treated as difficult terrain without any
chance of becoming entangled.
Heightened Creatures who fail their
Reflex save must also make Will save or gain the

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Compendium Arcanum Volume 2: 1st Level Spells

ERASE EXPEDITIOUS EXCAVATION


School transmutation; Classes bard, sorcerer/wizard School transmutation [earth]; Classes druid,
CASTING sorcerer/wizard
CASTING
Casting Time 1 standard action
Components V, S Casting Time 1 standard action
EFFECT Components V, S, M (tiny shovel)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one scroll or two pages Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous Area dirt in a 5-ft. cube
Saving Throw see text; Spell Resistance no Duration instantaneous
DESCRIPTION Saving Throw see text; Spell Resistance no
DESCRIPTION

You can excavate and move earth, dust, and sand


up to the size of a 5-foot cube. If you are buried,
you may open a 5-foot cube around yourself, but
the spell cannot be used for tunneling. Besides its
mundane applications, you can open a 5-foot-deep
pit at a creature's feet. A Medium or smaller
Erase removes writings of either magical or creature falls prone in the pit unless it succeeds on
mundane nature from a scroll or from one or two a Reflex save. With a successful save, it can choose
pages of paper, parchment, or similar surfaces. to land harmlessly on its feet in the pit or hop to an
With this spell, you can remove explosive runes, a adjacent square; this movement does not provoke
glyph of warding, a sepia snake sigil, or an arcane attacks of opportunity. A creature can escape a 5-
mark, but not illusory script or a symbol spell. foot-deep pit with a DC 5 Climb check. Larger
Nonmagical writing is automatically erased if you creatures may ignore pits smaller than their size.
touch it and no one else is holding it. Otherwise, The earth excavated by this spell is ordinarily
the chance of erasing nonmagical writing is 90%. distributed harmlessly across the spell's range, but
Magic writing must be touched to be erased, and you may choose to throw up a burst of grit and
you also must succeed on a caster level check (1d20 debris when you dig a pit. This cloud of debris
+ caster level) against DC 15. A natural 1 is always a provides concealment to any creatures in the
failure on this check. If you fail to erase explosive square affected and all adjacent squares for 1
runes, a glyph of warding, or a sepia snake sigil, you round. Expeditious excavation has no effect on solid
accidentally activate that writing instead. rock or earth creatures.
Diminished You can erase only Diminished The spell’s range is reduced to
nonmagical writing and you can only target one 5 feet and the area is reduced to dirt in a single 5-
page. foot square. In addition, you may only use the spell
Heightened You can erase nonmagical to create a cloud of debris which provides
writings automatically. If erasing magical writings, concealment to any creatures in the square
a natural 1 is no longer considered a failure. Finally, affected and all adjacent squares for 1 round.
you can target one page per caster level or one Heightened Spell’s area increases to dirt
scroll per two caster levels. in a 10-foot cube. You can open a 10-foot-deep pit
at a creature’s or creatures’ feet. You can affect one
Large creature or four Medium or smaller creatures
with the spell in this way. The affected creatures
fall prone in the pit unless they succeed in on a

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Compendium Arcanum Volume 2: 1st Level Spells

Reflex save. A creature that fails its Reflex save also pellets. The spell creates two sling bullets, 30
takes 1d6 points of falling damage. firearm bullets, or 10 uses of pellets.
Diminished The spell only converts 1/2
pound of lead (or other soft metal worth 1 gp) into
EXPEDITIOUS RETREAT
one sling bullet, 15 firearm bullets, or 5 uses of
School transmutation; Classes alchemist, bard,
pellets.
inquisitor, magus, sorcerer/wizard, summoner
Heightened The transmuted projectiles
CASTING

Casting Time 1 standard action


gain a +1 enhancement bonus on attack and
Components V, S damage rolls. Against undead, the projectiles gain
EFFECT a +2 enhancement bonus on attack and damage
Range personal rolls and deal double damage (i.e. a pistol firing
Target you transmuted bullets would deal 1d8+1 damage, or
Duration 1 min./level (D)
2d8+2 damage against undead). While the
DESCRIPTION
projectiles are permanently transmuted, the
This spell increases your base land speed by 30 feet. magical charge only lasts for 30 minutes.
This adjustment is treated as an enhancement
bonus. There is no effect on other modes of
movement, such as burrow, climb, fly, or swim. As FAERIE FIRE
with any effect that increases your speed, this spell School evocation [light]; Classes druid
CASTING
affects your jumping distance (See Speed and Jump
Checks). Casting Time 1 standard action
Components V, S, DF
Diminished The spell’s duration is reduced
EFFECT
to 1 round/level (maximum 5 rounds).
Range long (400 ft. + 40 ft./level)
Heightened You may cast this version of Area creatures and objects within a 5-ft.-radius burst
the spell on a willing target that you touch. Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION

A pale glow surrounds and outlines the subjects.


F Outlined subjects shed light as candles. Creatures
outlined by faerie fire take a –20 penalty on all
Stealth checks. Outlined creatures do not benefit
FABRICATE BULLETS from the concealment normally provided by
School transmutation; Classes sorcerer/wizard darkness (though a 2nd-level or higher magical
CASTING darkness effect functions normally), blur,
Casting Time 1 round displacement, invisibility, or similar effects. The light
Components V, S, M (1 pound of lead or other soft
is too dim to have any special effect on undead or
metal worth 2 gp)
EFFECT
dark-dwelling creatures vulnerable to light. The
Range touch
faerie fire can be blue, green, or violet, according to
Target 1 pound of soft metal your choice at the time of casting. The faerie fire
Duration instantaneous does not cause any harm to the objects or creatures
Saving Throw none; Spell Resistance no
thus outlined.
DESCRIPTION
Diminished The spell’s range is reduced to
You convert 1 pound of lead into bullets. When you medium (100 ft. + 10 ft./level) and only affects a
cast this spell, you decide whether you create single target.
normal sling bullets, firearm bullets, or firearm

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Compendium Arcanum Volume 2: 1st Level Spells

Heightened Targets of the spell take a –1 Diminished The spell’ range is reduced to
penalty on bonuses gained from cover (a creature touch and it only affects one Medium or smaller
benefiting from partial cover only gains a +1 bonus freefalling object or creature.
to AC) and any concealment miss chance is reduced Heightened The spell’s range is increased
by 5 percent (attacks against a creature in fog only to medium (100 ft. + 10 ft./level) and the targets
have a 15% miss chance). only need to be within 30 feet of each other.

FEATHER FALL FLOATING DISK


School transmutation; Classes bard, magus, School evocation [force]; Classes magus,
sorcerer/wizard, summoner sorcerer/wizard
CASTING CASTING

Casting Time 1 immediate action Casting Time 1 standard action


Components V Components V, S, M (a drop of mercury)
EFFECT EFFECT

Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller freefalling object or Effect 3-ft.-diameter disk of force
creature/level, no two of which may be more than 20 ft. Duration 1 hour/level
apart Saving Throw none; Spell Resistance no
Duration until landing or 1 round/level DESCRIPTION
Saving Throw Will negates (harmless) or Will negates
(object); Spell Resistance yes (object) You create a slightly concave, circular plane of
DESCRIPTION force that follows you about and carries loads for
The affected creatures or objects fall slowly. you. The disk is 3 feet in diameter and 1 inch deep
Feather fall instantly changes the rate at which the at its center. It can hold 100 pounds of weight per
targets fall to a mere 60 feet per round (equivalent caster level. If used to transport a liquid, its capacity
to the end of a fall from a few feet), and the is 2 gallons. The disk floats approximately 3 feet
subjects take no damage upon landing while the above the ground at all times and remains level. It
spell is in effect. When the spell duration expires, a floats along horizontally within spell range and will
normal rate of falling resumes. accompany you at a rate of no more than your
The spell affects one or more Medium or smaller normal speed each round. If not otherwise directed,
creatures (including gear and carried objects up to it maintains a constant interval of 5 feet between
each creature's maximum load) or objects, or the itself and you. The disk winks out of existence when
equivalent in larger creatures: a Large creature or the spell duration expires. The disk also winks out if
object counts as two Medium creatures or objects, you move beyond its range or try to take the disk
a Huge creature or object counts as four Medium more than 3 feet away from the surface beneath it.
creatures or objects, and so forth. When the disk winks out, whatever it was
This spell has no special effect on ranged weapons supporting falls to the surface beneath it.
unless they are falling quite a distance. If the spell is Diminished The spell’s duration is reduced
cast on a falling item, the object does half normal to 10 minutes/level and the disk can only hold 25
damage based on its weight, with no bonus for the pounds of weight per caster level.
height of the drop. Heightened You may ride on the disk
Feather fall works only upon free-falling objects. It which grants you a fly speed equal to your base
does not affect a sword blow or a charging or flying speed with poor maneuverability (–4 penalty on all
creature. Fly checks). You may take the disk any distance
above the surface.

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Compendium Arcanum Volume 2: 1st Level Spells

FORBID ACTION which may be more than 30 feet apart), and the
forbidden action must be the same for all of the
School enchantment (compulsion) [language-
dependent, mind-affecting]; Classes cleric/oracle, targets.
inquisitor
CASTING
FORCED QUIET
Casting Time 1 standard action
Component V School transmutation [sonic]; Classes bard, inquisitor,
EFFECT sorcerer/wizard, witch
Range close (25 ft. +5 ft./2 levels) CASTING

Target one creature Casting Time 1 standard action


Duration 1 round Components S
Saving Throw Will negates; Spell Resistance yes EFFECT
DESCRIPTION
Range medium (100 ft. + 10 ft./level)
Target one creature
You forbid the target a single course of action,
Duration 1 round/level
which it avoids to the best of its ability. You may Saving Throw Will negates; Spell Resistance yes
demand the target not take actions that fall into DESCRIPTION
one of the following options.
With a gesture, you muffle sound around the
Attack: The target cannot take any action that
target, making it unable to yell or otherwise make
involves an attack roll, or uses a spell or ability that
loud noises. This does not affect spellcasting by the
targets a foe or an area that includes a foe.
target. The target can still use sonic effects, but the
Cast: Target cannot cast spells or use spell-like
DC of these effects decreases by 2. The target gains
abilities.
a +2 bonus on saving throws against sonic effects.
Communicate: The target cannot take any actions
The target gains a +4 circumstance bonus on
that allow it to communicate with anyone. This
Stealth checks.
includes such acts as speaking, Bluff checks to pass
Diminished The spell’s range is reduced to
secret messages, writing, and using telepathy. It
close (25 ft. +5 ft./2 levels) and its duration is
does not prevent verbalizations made for purposes
reduced to 1 round.
other than communication, such as command
Heightened The spell’s target changes to
words or the verbal component of spellcasting.
one creature per three caster levels (no two of
Draw: Target cannot ready or prepare any item,
which may be more than 30 ft. apart).
weapon, component, or equipment.
Move: The target can take no act that would cause
it to end up in a different location. The target does FROSTBITE
not resist being moved by others (and thus can be School transmutation [cold]; Classes druid, magus,
picked up or dragged, or can float along on a raft), witch
but does not consciously attempt to move CASTING

(including not directing a mount to move). Casting Time 1 standard action


Components V, S
The target is free to take any actions not forbidden
EFFECT
by the caster. For example, a target affected by this
Range touch
spell's demand to not move is still free to cast Targets creature touched
spells, make attacks, or shout for help. Duration instantaneous
Diminished The spell’s range is reduced to Saving Throw none; Spell Resistance yes
DESCRIPTION
touch.
Heightened The spell’s target changes to Your melee touch attack deals 1d6 points of
one creature per three caster levels (no two of nonlethal cold damage + 1 point per level, and the

32
Compendium Arcanum Volume 2: 1st Level Spells

target is fatigued. The fatigued condition ends


when the target recovers from the nonlethal G
damage. This spell cannot make a creature
exhausted even if it is already fatigued. You can use
this melee touch attack up to one time per level. GHOSTBANE DIRGE
Diminished You may make only a single School transmutation; Classes paladin
attack, which does not cause the target to become CASTING
fatigued. Casting Time 1 standard action
Heightened The nonlethal cold damage Components V, S, M/DF (an old reed from a wind
increases to 1d8 points + 1 point per level and it can instrument)
EFFECT
cause a fatigued creature to become exhausted.
Range close (25 ft. + 5 ft./2 levels)
Target one incorporeal creature
Duration 1 round/level
FUMBLETONGUE
Saving Throw Will negates; Spell Resistance yes
School enchantment (compulsion) [mind-affecting]; DESCRIPTION
Classes bard, witch
CASTING The target coalesces into a semi-physical form for a
Casting Time 1 standard action short period of time. While subject to the spell, the
Components V, S incorporeal creature takes half damage (50%) from
EFFECT nonmagical attack forms, and full damage from
Range close (25 ft. +5 ft./2 levels) magic weapons, spells, spell-like effects, and
Target one creature
supernatural effects.
Duration 1d4 rounds
Saving Throw Will negates; Spell Resistance yes Diminished The spell’s range is reduced to
DESCRIPTION touch and the spellcaster must make a melee touch
attack to deliver the spell’s effect.
This enchantment causes a creature to be unable to
Heightened The target takes full damage
speak intelligibly. Any effort the target makes to
from all types of weapons, spells, spell-like effects,
talk, in any language, comes out as a useless mix of
and supernatural effects.
unconnected words and noises. Even magic words
are affected to some extent; the target has a 20%
spell failure chance for any spell it attempts to cast GLIDE
with verbal components, and a 20% chance to School transmutation; Classes ranger
incorrectly use a command word to activate a CASTING
magic item. This spell has no effect on telepathic Casting Time 1 standard action
communication, or the vocalizations of creatures Components V, S, M/DF (a leaf)
that lack a spoken language. EFFECT

Diminished The spell’s duration is reduced Range personal


Target you
to 1 round and the chance for spell failure and to
Duration until landing or 1 minute/level (D)
incorrectly use a command word to activate a DESCRIPTION
magic item is reduced to 10%.
Heightened The spell effects all creatures You take no damage from falls (as if from feather
in a 5-foot radius burst and its duration increases to fall). In addition, you can move up to 5 feet in any
1 round per two caster levels. horizontal direction for every 1 foot you fall, at a
speed of 60 feet per round. You cannot use this
spell to actually gain height, merely coast in other
directions as you fall. If subjected to a strong wind

33
Compendium Arcanum Volume 2: 1st Level Spells

or any other effect that causes you to rise you can Range personal
Target you
take advantage of it in order to increase the
Duration see text
distance you can glide. The spell ends as soon as
DESCRIPTION
your feet touch the ground regardless of its
remaining duration. If the spell expires while you Until the end of your turn, your movement does not
are still in the air you fall the remaining distance as provoke attacks of opportunity.
normal. Diminished Until the end of your turn,
Diminished The spell’s duration is reduced your gain a +1 luck bonus against attacks of
to 1 round/level. opportunity.
Heightened The spell’s range becomes Heightened The spell’s range becomes
touch and its target becomes one creature. touch and its target becomes one creature.

GOODBERRY GRAVITY BOW

School transmutation; Classes druid School transmutation; Classes ranger, sorcerer/wizard


CASTING
CASTING

Casting Time 1 standard action Casting Time 1 standard action


Components V, S, DF Components V, S
EFFECT
EFFECT

Range touch Range personal


Targets 2d4 fresh berries touched Target you
Duration 1 day/level Duration 1 minute/level (D)
Saving Throw none; Spell Resistance yes DESCRIPTION

DESCRIPTION
Gravity bow significantly increases the weight and
Casting goodberry makes 2d4 freshly picked berries density of arrows or bolts fired from your bow or
magical. You (as well as any other druid of 3rd or crossbow the instant before they strike their target
higher level) can immediately discern which berries and then return them to normal a few moments
are affected. Each transmuted berry provides later. Any arrow fired from a bow or crossbow you
nourishment as if it were a normal meal for a are carrying when the spell is cast deals damage as
Medium creature. The berry also cures 1 point of if one size larger than it actually is. For instance, an
damage when eaten, subject to a maximum of 8 arrow fired from a Medium longbow normally deals
points of such curing in any 24-hour period. 1d8 points of damage, but it would instead deal 2d6
Diminished The spell’s duration is reduced points of damage if fired from a gravity bow. Only
to 10 minutes/level and it only affects one berry. you can benefit from this spell. If anyone else uses
Heightened Each berry consumed allows your bow to make an attack the arrows deal
grants subject a +1 luck bonus per three caster damage as normal for their size.
levels (maximum +5 at 15th level) against disease Heightened Any arrow fired from a bow or
and poison for 1 hour. crossbow you are carrying when the spell is cast
deals damage as if two sizes larger than it actually
is. For instance, an arrow fired from a Medium
GRACE
longbow normally deals 1d8 points of damage, but
School abjuration; Classes paladin it would instead deal 3d6 points of damage if fired
CASTING
from a gravity bow.
Casting Time 1 swift action
Components V
EFFECT

34
Compendium Arcanum Volume 2: 1st Level Spells

GREASE
School conjuration (creation); Classes bard, magus, H
sorcerer/wizard, summoner
CASTING

Casting Time 1 standard action HERO'S DEFIANCE


Components V, S, M (butter)
School conjuration (healing); Classes paladin
EFFECT
CASTING
Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 immediate action
Target one object or 10-ft. square
Components V
Duration 1 min./level (D)
EFFECT
Save see text; Spell Resistance no
DESCRIPTION Range personal
Target you
A grease spell covers a solid surface with a layer of Duration instantaneous
slippery grease. Any creature in the area when the DESCRIPTION

spell is cast must make a successful Reflex save or The instant before you are reduced to 0 or fewer hit
fall. A creature can walk within or through the area points, you can expend a use of your lay on hands
of grease at half normal speed with a DC 10 ability to heal yourself as if you had used lay on
Acrobatics check. Failure means it can't move that hands, plus an additional 1d6 hit points. If this
round (and must then make a Reflex save or fall), healing brings your hit point total above 0 hit
while failure by 5 or more means it falls prone. points, you do not fall, and may continue to act. If
Creatures that do not move on their turn do not you have no more uses of lay on hands this spell has
need to make this check and are not considered no effect.
flat-footed. Heightened You roll d8s instead of d6s to
The spell can also be used to create a greasy determine the amount your lay on hands ability
coating on an item. Material objects not in use are heals you, plus an additional 2d8 hit points.
always affected by this spell, while an object
wielded or employed by a creature requires its
bearer to make a Reflex saving throw to avoid the HEX WARD
effect. If the initial saving throw fails, the creature School abjuration; Classes inquisitor, witch
immediately drops the item. A saving throw must CASTING

be made in each round that the creature attempts Casting Time 1 standard action
Components V, S
to pick up or use the greased item. A creature
EFFECT
wearing greased armor or clothing gains a +10
Range touch
circumstance bonus on Escape Artist checks and Target creature touched
combat maneuver checks made to escape a Duration 1 hour/level
grapple, and to their CMD to avoid being grappled. Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
Diminished The spell may only target one
DESCRIPTION
object or a 5-foot square and its duration is reduced
to 1 round. You give the target a +4 resistance bonus on saving
Heightened The spell may affect up to throws against witch hexes.
one object (no two which can be more than 20 feet Diminished You may only target yourself,
apart) or 10-foot square (all of which must share at the spell’s duration is only 1 round per level
least 5 feet of common border with another square) (maximum 5 rounds), and the resistance bonus on
per three caster levels (maximum five objects or saving throws against witch hexes is only +2.
squares).

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Compendium Arcanum Volume 2: 1st Level Spells

Heightened The resistance bonus on Nonintelligent undead creatures (such as skeletons


saving throws against witch hexes increases to +6. or zombies) are automatically affected and act as
though the warded creatures are not there. An
intelligent undead creature gets a single Will saving
HIDE FROM ANIMALS
throw. If it fails, the subject can't see any of the
School abjuration; Classes druid, ranger
warded creatures. If it has reason to believe unseen
CASTING
opponents are present, however, it can attempt to
Casting Time 1 standard action
Components S, DF
find or strike them. If a warded creature attempts
EFFECT
to channel positive energy, turn or command
Range touch undead, touches an undead creature, or attacks
Targets one creature touched/level any creature (even with a spell), the spell ends for
Duration 10 min./level (D) all recipients.
Saving Throw Will negates (harmless); Spell Resistance
yes
Diminished The spell’s range is reduced to
DESCRIPTION
personal and its duration is reduced to 10 minutes.
Heightened The spell effects all creatures
Animals cannot sense the warded creatures. Even
in a 30-foot-burst from your location.
extraordinary or supernatural sensory capabilities,
such as blindsense, blindsight, scent, and
tremorsense, cannot detect or locate warded HIDEOUS LAUGHTER
creatures. Animals simply act as though the warded School enchantment (compulsion) [mind-affecting];
creatures are not there. If a warded character Classes bard
CASTING
touches an animal or attacks any creature, even
with a spell, the spell ends for all recipients. Casting Time 1 standard action
Components V, S, M (tiny fruit tarts and a feather)
Diminished The spell’s range personal and
EFFECT
its duration is reduced to 10 minutes.
Range close (25 ft. + 5 ft./2 levels)
Heightened The spell affects all creatures Target one creature; see text
in a 30-foot-burst from your location. Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
HIDE FROM UNDEAD
This spell afflicts the subject with uncontrollable
School abjuration; Classes cleric/oracle, inquisitor
laughter. It collapses into gales of manic laughter,
CASTING
falling prone. The subject can take no actions while
Casting Time 1 standard action
laughing, but is not considered helpless. After the
Components V, S, DF
EFFECT
spell ends, it can act normally. On the creature's
Range touch next turn, it may attempt a new saving throw to
Targets one touched creature/level end the effect. This is a full round action that does
Duration 10 min./level (D) not provoke attacks of opportunity. If this save is
Saving Throw Will negates (harmless); see text; Spell
Resistance yes
successful, the effect ends. If not, the creature
DESCRIPTION
continues laughing for the entire duration.
A creature with an Intelligence score of 2 or lower is
Undead cannot see, hear, or smell creatures
not affected. A creature whose type is different
warded by this spell. Even extraordinary or
from the caster's receives a +4 bonus on its saving
supernatural sensory capabilities, such as
throw, because humor doesn't “translate” well.
blindsense, blindsight, scent, and tremorsense,
Diminished The spell’s range is reduced to
cannot detect or locate warded creatures.
touch and its duration is reduced to 1 round.

36
Compendium Arcanum Volume 2: 1st Level Spells

Heightened The spell can target one roll low enough to reduce the creature's attitude by
humanoid creature per three caster levels, no two a step, that creature gets some clue that you are
of which can be more than 30 feet apart. manipulating it with a spell. Alternatively you can
cast this spell before making a Diplomacy check to
gather information, gaining a +5 competence
HOLD PORTAL
bonus on the check.
School abjuration; Classes sorcerer/wizard
Heightened The spell’s range changes to
CASTING
touch, and its target changes to one creature.
Casting Time 1 standard action
Component V
EFFECT
HORN OF PURSUIT
Range medium (100 ft. + 10 ft./level)
School evocation [sonic]; Classes bard, inquisitor,
Target one portal, up to 20 sq. ft./level
paladin, ranger
Duration 1 min./level (D)
CASTING
Saving Throw none; Spell Resistance no
DESCRIPTION Casting Time 1 standard action
Component S
This spell magically holds shut a door, gate, EFFECT
window, or shutter of wood, metal, or stone. The Range personal
magic affects the portal just as if it were securely Effect 3 peals of a horn
closed and normally locked. A knock spell or a Duration 1 round
Saving Throw none; Spell Resistance no
successful dispel magic spell can negate a hold
DESCRIPTION
portal spell.
Add 5 to the normal DC for forcing open a portal You create the sound of a large hunting horn,
affected by this spell. blowing up to three notes as loud as a roaring
Diminished The spell can only target a dragon. These notes can be heard up to 2 miles
portal up to 20 square feet, and its duration is away in typical outdoor conditions. You can make
reduced to 1 minute. these sounds at any point during the spell's
Heightened The spell’s duration increases duration as a free action, and each sounding can be
to 10 minutes/level, and add 10 to the normal DC short or long, allowing you to send very simple
for forcing open a portal affected by this spell. coded messages.
Diminished The notes can only be heard
up to 1 mile away in typical outdoor conditions.
HONEYED TONGUE Heightened The spell’s duration increased
School transmutation; Classes paladin to 1 round/level and you can blow up to three notes
CASTING each round.
Casting Time 1 standard action
Components V, M/DF (a drop of honey)
EFFECT

Range personal
Target you
Duration 10 minutes/level
DESCRIPTION

This spell augments your diplomacies. While under


the effects of spell, you roll two dice each time you
make a Diplomacy check to change a creature's
attitude, taking the highest roll. If this results in a

37
Compendium Arcanum Volume 2: 1st Level Spells

HUNTER'S HOWL seem more plausible. Roll 2d4 to see how many
total HD of creatures you affect. Creatures with
School necromancy [emotion, fear, mind-affecting];
Classes ranger fewer HD are affected before creatures with more
CASTING HD. Only creatures that can see or hear you are
Casting Time 1 standard action affected, but they do not need to understand you
Components V, S to be fascinated.
EFFECT
If you use this spell in combat, each target gains a
Range 20 ft. +2 bonus on its saving throw. If the spell affects
Area 20-ft.-radius burst
Duration 1 round/level
only a single creature not in combat at the time,
Saving Throw Will negates; Spell Resistance none the saving throw has a penalty of –2.
DESCRIPTION While the subject is fascinated by this spell, it reacts
With a single primal howl, you strike fear in your as though it were two steps more friendly in
opponents. Until the end of the spell's duration, attitude. This allows you to make a single request
you treat those affected by it as if they were your of the affected creature (provided you can
favored enemy, gaining a +2 bonus on weapon communicate with it). The request must be brief
attack and damage rolls against them, and a +2 and reasonable. Even after the spell ends, the
bonus on Bluff, Knowledge, Perception, Sense creature retains its new attitude toward you, but
Motive, and Survival checks against them. If an only with respect to that particular request.
affected creature is already one of your favored A creature that fails its saving throw does not
enemies, it is shaken instead. This is a mind- remember that you enspelled it.
affecting fear effect. Diminished The spell’s range is reduced to
Heightened The spell’s duration is 30 feet and it only affects 1d4 HD of creatures.
increased to 1 minute/level and. You gain a +3 Heightened Roll 2d4 and add your caster
bonus on weapon attack and damage rolls, and a +3 level (maximum 10) to determine the total number
bonus on Bluff, Knowledge, Perception, Sense of HD of creatures affected.
Motive, and Survival checks against the affected
creatures.

I
HYPNOTISM
School enchantment (compulsion) [mind-affecting];
Classes bard, sorcerer/wizard, witch ICICLE DAGGER
CASTING
School conjuration (creation) [cold]; Classes
Casting Time 1 round sorcerer/wizard, summoner, witch
Components V, S CASTING
EFFECT
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Components V, S
Area several living creatures, no two of which may be EFFECT
more than 30 ft. apart
Range 0 ft.
Duration 2d4 rounds (D)
Effect one icicle
Saving Throw Will negates; Spell Resistance yes
Duration 1 minute/level
DESCRIPTION
Saving Throw none; Spell Resistance no
Your gestures and droning incantation fascinate DESCRIPTION

nearby creatures, causing them to stop and stare You create an appropriately-sized masterwork
blankly at you. In addition, you can use their rapt dagger out of ice. The dagger deals 1 point of cold
attention to make your suggestions and requests

38
Compendium Arcanum Volume 2: 1st Level Spells

damage in addition to normal dagger damage. If Heightened The target cannot negate the
the dagger leaves your hand for more than 1 round, effect.
it melts and the spell ends. At 6th level, the dagger
functions as a
ILLUSION OF CALM
+1 frost dagger. At 11th level, it gains the returning
School illusion (figment); Classes alchemist, magus,
property when thrown, melting away and
sorcerer/wizard
reforming in your hand just before your next turn.
CASTING
Diminished The spell’s duration is Casting Time 1 standard action
decreased to 1 round/level (maximum of 5 rounds) Component V, S
and it only functions as a masterwork dagger which EFFECT

deals 1 point of cold damage in addition to normal Range personal


dagger damage. Target you
Duration 1 minute/level
Heightened The dagger deals damage as Saving Throw Will disbelieve (on hit; see below); Spell
if you were one size category larger (1d4 if you are Resistance no
Small and 1d6 if you are Large) plus the above DESCRIPTION

effects.
When casting this spell, you create an illusory
double that takes the same space of you. That
ILL OMEN double makes it look like you are standing still,
School enchantment (compulsion) [curse, mind-
even when you are not. While under the effects of
affecting]; Classes witch this spell, you do not provoke attacks of
CASTING opportunity when you cast a spell, make a ranged
Casting Time 1 standard action attack with a thrown weapon, or move out of your
Components V, S, M (hair from a black cat) first square during a move action. It does not hide
EFFECT
ranged attacks made with any type of projectile
Range close (25 ft. + 5 ft./2 levels)
weapon.
Target one creature
Duration 1 round/level or until discharged When a creature hits you with an attack of any
Saving Throw none; Spell Resistance yes type, it gains a saving throw to disbelieve the
DESCRIPTION figment. On a successful saving throw, it
You afflict the target with bad luck. On the next successfully disbelieves and the spell's effect ends
d20 roll the target makes, it must roll twice and for that creature.
take the less favorable result. For every five caster Diminished The duration changes to 1
levels you have, the target must roll twice on an round/level (maximum of 5 rounds) and it only
additional d20 roll (to a maximum of five rolls at prevents you from invoking attacks of opportunity
20th level). when you cast spells.
A target who can speak and has at least one free Heightened The spell also prevents you
hand and who is aware of the spell and its effects from invoking attacks of opportunity when you
(such as from a Spellcraft check to identify the spell make ranged attacks with projectile weapons.
as it is cast) can negate one reroll by spending a
move action to utter a brief prayer or good luck
charm to appease the spirits of ill fortune.
Diminished The spell’s range is reduced to
touch and the target can only be forced to roll twice
one time.

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Compendium Arcanum Volume 2: 1st Level Spells

INFLICT LIGHT WOUNDS feinting in combat, creating a diversion to hide, or


communicating secret messages via innuendo, nor
School necromancy; Classes antipaladin, cleric/oracle,
inquisitor, witch does it apply to any use of the skill to convince
CASTING anyone of anything other than your complete
Casting Time 1 standard action innocence and blamelessness.
Components V, S Diminished The spell’s duration is
EFFECT
decreased to 1 round/level (maximum of 5 rounds)
Range touch and you only gain a +5 competence bonus on Bluff
Target creature touched
Duration instantaneous
skill checks to convince others of your innocence.
Saving Throw Will half; Spell Resistance yes Heightened The spell’s duration is
DESCRIPTION increased to 10 minutes/level and you gain a +15
When laying your hand upon a creature, you competence bonus on Bluff skill checks to convince
channel negative energy that deals 1d8 points of others of your innocence.
damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this INTERROGATION
spell cures such a creature of a like amount of
School necromancy [evil, pain]; Classes inquisitor,
damage, rather than harming it. sorcerer/wizard, witch
Diminished The spell causes a stabilized CASTING

living creature that has –1 or fewer hit points to Casting Time 1 round
begin dying, taking 1 point of damage per round. Components V, S
EFFECT
Heightened The spell deals 2d8 points of
Range touch
damage + 1 point per caster level (maximum +10).
Target living creature touched
Caution! Spells Merge! This spell Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes
combines the effects of the spells bleed,
DESCRIPTION
inflict light wounds, and inflict moderate
wounds. You question the target, backed up by the threat of
magical pain. You may ask one question per two
caster levels. The target can either answer the
INNOCENCE
question or take 1d4 points of damage plus your
School transmutation; Classes bard Wisdom bonus. The target is not compelled to
CASTING
answer truthfully, but the threat of pain gives it a –
Casting Time 1 standard action 4 penalty on Bluff checks to convince you when it is
Component V, S
lying.
EFFECT
Diminished You may only ask one
Range personal
Target you question, and the target only takes a –2 penalty on
Duration 1 minute/level (D) Bluff checks to convince you when it is lying.
DESCRIPTION Heightened You may ask one question per
You surround yourself with an aura of innocence caster level. The target can either answer the
and trustworthiness. You gain a +10 competence question or take 1d6 points of damage plus your
bonus on Bluff skill checks to convince others of Wisdom bonus.
your innocence. They find it difficult to believe you
capable of any wrongdoing. This bonus does not
apply to other uses of the Bluff skill, such as

40
Compendium Arcanum Volume 2: 1st Level Spells

J
JUMP
School transmutation; Classes alchemist, druid, magus,
ranger, sorcerer/wizard, summoner
CASTING

Casting Time 1 standard action


Components V, S, M (a grasshopper's hind leg)
EFFECT

Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance
yes
DESCRIPTION

The subject gets a +10 enhancement bonus on


Acrobatics checks made to attempt high jumps or
long jumps. The enhancement bonus increases to When you cast this spell, a spectral force binds a
+20 at caster level 5th, and to +30 (the maximum) at broken weapon together, relieving the broken
caster level 9th. condition for a short time. While under the effects
Diminished The spell’s duration is reduced of this spell, an item with the broken condition
to 1 round/level and the subject only receives a +5 suffers no adverse effects from that condition, and
bonus to Acrobatics check made to attempt high is treated as if it is not broken. The object regains
jumps or long jumps. no hit points, and damage can still destroy the
Heightened The subject gets a +15 object.
enhancement bonus on Acrobatics checks made to Diminished The spell can only target one
attempt high jumps or long jumps. This bonus object up to 2 pounds in weight, and the affected
increases to +25 at caster level 5th, +35 at caster weapon is destroyed if the wielder rolls a natural 1
level 10th, and +5 per five caster levels above 10th. on an attack roll with it.
Heightened The affected weapon is
treated as if it were a masterwork weapon (+1
JURY-RIG enhancement bonus to attacks.
School transmutation; Classes bard, magus,
sorcerer/wizard, summoner, witch
CASTING

Casting Time 1 standard action


Components V, S, M (a pinch of tree resin)
K
EFFECT

Range touch
Target one broken object of up to 2 lbs./level
KEEN SENSES
Duration 1 round/level School transmutation; Classes alchemist, druid, ranger
Saving Throw: Will negates (harmless, object); Spell CASTING
Resistance: yes (harmless, object)
Casting Time 1 standard action
DESCRIPTION
Components V, M/DF (a hawk's feather)
EFFECT

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Compendium Arcanum Volume 2: 1st Level Spells

Range touch KNIGHT'S CALLING


Target creature touched
Duration 1 minute/level (D) School enchantment (compulsion) [mind-affecting];
Saving Throw Will negates (harmless); Spell Resistance Classes paladin
yes (harmless) CASTING
DESCRIPTION Casting Time 1 standard action
Components V, DF
The subject gains a +2 competence bonus on
EFFECT
Perception checks and gains low-light vision.
Range close (25 ft. + 5 ft./2 levels)
Subjects that have low-light vision double the Target one creature
distance they can see under the effects of this spell. Duration 1 round
Diminished The spell’s duration is reduced Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
to 1 round/level and you can only target yourself.
Heightened The target creature also gains You compel an enemy to come and fight you. On
the scent ability, but can only use it to detect its turn, the target moves its speed toward you,
corpses and badly wounded creatures (creatures avoiding any other dangers along its path
with 25% or fewer hit points). (including any movement that would provoke
attacks of opportunity). The target may do nothing
but move on its turn. If the target ends its move
KI ARROW
adjacent to you, you can make an attack of
School conjuration; Classes bard, sorcerer/wizard, witch
opportunity against the target.
CASTING
Heightened The spell’s duration increases
Casting Time 1 standard action
Components S
to 1 round/level.
EFFECT

Range touch KNOW THE ENEMY


Target 1 arrow touched
Duration instantaneous School divination; Classes cleric/oracle, inquisitor,
Saving Throw Fortitude (object); Spell Resistance yes paladin, ranger
(object) CASTING
DESCRIPTION Casting Time 1 minute
Components S, V, DF
You imbue an arrow with your power and throw it
EFFECT
at a target up to 100 feet away. Make a ranged
Range personal
attack roll. If it hits, the target takes damage from Target you
the arrow as if you had hit it with a single unarmed Duration instantaneous
strike (including your Strength bonus). Saving Throw none; Spell Resistance no
DESCRIPTION
Diminished The arrow can only be thrown
at a target up to 30 feet away. If it hits, If it hits, the You commune with the divine, reflecting on one
target takes damage from the arrow as if you had type of creature you encountered in the last day.
hit it with a single unarmed strike (including 1/2 You may make a Knowledge check regarding that
your Strength bonus). creature type with a +10 insight bonus.
Heightened The arrow can be thrown at a Diminished The spell’s casting time
target up to 150 feet away. If it hits, If it hits, the becomes 2 minutes and you only gain a +5 insight
target takes damage from the arrow as if you had bonus on the Knowledge check.
hit it with a single unarmed strike (including 1-1/2 Heightened The spell’s duration increases
your Strength bonus). to 1 round/level and you may make Knowledge

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Compendium Arcanum Volume 2: 1st Level Spells

checks regarding one creature you encountered per Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
three caster levels.
DESCRIPTION

You create a conduit of divine knowledge and


outrage between you and an ally. That ally gains
L the benefit of one of your active judgments (as do
you). If you cannot use a judgment (for example, if
you are not in combat, are frightened or
LEAD BLADES unconscious, and so on) or change judgments, the
School transmutation; Classes ranger ally loses the benefit of the judgment. If you have
CASTING multiple judgments active, the ally gains only one,
Casting Time 1 standard action chosen when you cast this spell.
Components V, S
Diminished The target ally only gains on
EFFECT
half (minimum 1) of the benefit of one of your
Range personal
active judgments for a maximum of 5 rounds.
Target touch
Duration 1 minute/level (D) Heightened All allies within 10 feet of you
DESCRIPTION at the time the spell is cast gain the benefit of one
of your active judgments. The center of the effect is
Lead blades increases the momentum and density
mobile with you. Any affected creature loses the
of your melee weapons just as they strike a foe. All
benefit of the judgment if you cannot use a
melee weapons you are carrying when the spell is
judgment, you change the judgment, or they move
cast deal damage as if one size category larger than
out of the affected area.
they actually are. For instance, a Medium
longsword normally deals 1d8 points of damage,
but it would instead deal 2d6 points of damage if LIBERATING COMMAND
benefiting from lead blades. Only you can benefit School transmutation; Classes bard, cleric/oracle, druid,
from this spell. If anyone else uses one of your paladin, ranger, sorcerer/wizard
weapons to make an attack it deals damage as CASTING

normal for its size. Casting Time 1 immediate action


Heightened All melee weapons you are Components V
EFFECT
carrying when the spell is cast deal damage as if
Range close (25 ft. + 5 ft./2 levels)
one size category larger than they actually are. For
Target one creature
instance, a Medium longsword normally deals 1d8 Duration instantaneous
points of damage, but it would instead deal 3d6 Saving Throw Will negates (harmless); Spell Resistance
points of damage. yes (harmless)
DESCRIPTION

If the target is bound, grappled, or otherwise


LEND JUDGMENT
restrained, he may make an Escape Artist check to
School divination; Classes inquisitor
escape as an immediate action. He gains a
CASTING
competence bonus on this check equal to twice
Casting Time 1 standard action
your caster level (maximum +20). This spell has no
Components V, DF
EFFECT
effect if the target could not get free by using the
Range touch Escape Artist skill (for example, if he were under
Target one ally the effects of a hold person spell or paralyzed by
Duration 1 round/level Strength damage).

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Compendium Arcanum Volume 2: 1st Level Spells

Diminished The spell’s casting time in DESCRIPTION

increased to 1 standard action, its range is reduced Your litany proclaims your target weak, sapping its
to touch, and the target only gains a competence strength. The target is fatigued for 1 round.
bonus on the Escape Artist check equal to your While subject to this spell, the target cannot be the
caster level (maximum +5). target of another spell that has the word "litany" in
Heightened The target gains competence the title.
bonus on the Escape Artist check equal to twice Diminished The target receives a Will save
your caster level (maximum +40). to negate the fatigued effect.
Heightened The spell’s duration increases
LITANY OF SLOTH to concentration (maximum 1 round/level) (D).

School enchantment (compulsion) [language dependent,


mind-affecting]; Classes antipaladin, inquisitor, paladin LOCK GAZE
CASTING
School enchantment (compulsion) [mind-affecting];
Casting Time 1 swift action
Classes bard, inquisitor, magus, sorcerer/wizard, witch
Components V, S, DF
CASTING
EFFECT
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Components V, S
Target one creature
EFFECT
Duration 1 round
Saving Throw no; Spell Resistance yes Range close (25 ft. + 5 ft./2 levels)
DESCRIPTION Target one creature
Duration 1 round/level
With a litany against the wages of sloth, you slow Saving Throw Will negates; Spell Resistance yes
the target's defenses. The target cannot make DESCRIPTION

attacks of opportunity or cast spells defensively. You compel the target to look at you and only you
While subject to this spell, the target cannot be the for the spell's duration or until the spell is
target of another spell that has the word "litany" in discharged. While staring at you, the target is
the title. considered to be averting its eyes from every
Diminished The target cannot make creature but you, granting creatures other than you
attacks of opportunity. The target can cast spells concealment against the target's attacks. If the
defensively, but doing so requires the target to take target willingly leaves your line of sight, it is blinded
a full-round action. for 1 round and the spell ends. If you willingly leave
Heightened The spell’s duration increases the target's line of sight or become unconscious or
to concentration (maximum 1 round/level) (D). dead, the spell creature suffers no ill effects. Blind
creatures and creatures immune to gaze attacks
LITANY OF WEAKNESS are immune to this spell.
Diminished The spell’s duration is reduced
School necromancy [language dependent]; Classes
antipaladin, inquisitor to 1 round. If the target willing leaves your line of
CASTING sight it is only dazzled for 1 round.
Casting Time 1 swift action Heightened In addition to the above
Components V, S, DF effects, the target gains the staggered condition;
EFFECT
however, the spell’s duration changes to
Range close (25 ft. + 5 ft./2 levels) concentration (maximum 1 round/level) (D). If you
Target one creature
Duration 1 round
or the target willing leave the other’s line of sight,
Saving Throw no; Spell Resistance yes the target is blinded for 1d4 rounds and the spell

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Compendium Arcanum Volume 2: 1st Level Spells

ends. If you become unconscious or dead, the spell


creature suffers no ill effects. M
LONGSHOT
MAGE ARMOR
School transmutation; Classes alchemist, antipaladin,
inquisitor, magus, paladin, ranger, sorcerer/wizard School conjuration (creation) [force]; Classes
sorcerer/wizard, summoner, witch
CASTING
CASTING
Casting Time 1 standard action
Components V, S, M/DF (a piece of fletching) Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
EFFECT
EFFECT
Range personal
Target you Range touch
Duration 1 minute/level Target creature touched
Duration 1 hour/level (D)
DESCRIPTION
Saving Throw Will negates (harmless); Spell Resistance
This spell reduces the effect of range, granting a no
DESCRIPTION
+10-foot bonus to the range increment of any
weapon used by the subject. An invisible but tangible field of force surrounds the
Diminished The spell’s duration is reduced subject of a mage armor spell, providing a +4 armor
to 1 round/level (maximum 5 rounds). bonus to AC.
Heightened The spell’s range becomes Unlike mundane armor, mage armor entails no
touch and its target becomes one creature. armor check penalty, arcane spell failure chance, or
speed reduction. Since mage armor is made of
LONGSTRIDER force, incorporeal creatures can't bypass it the way
they do normal armor.
School transmutation; Classes druid, ranger
Diminished The spell’s duration is reduced
CASTING
to 1 round/level and the armor bonus to AC is
Casting Time 1 standard action
Components V, S, M (a pinch of dirt) reduced to +1.
EFFECT Heightened The armor bonus to AC is
Range personal increased to +5.
Target you
Duration 1 hour/level (D)
DESCRIPTION MAGIC AURA

This spell gives you a +10 foot enhancement bonus School illusion (glamer); Classes bard, sorcerer/wizard
CASTING
to your base speed. It has no effect on other modes
Casting Time 1 standard action
of movement, such as burrow, climb, fly, or swim.
Components V, S, F (a small square of silk that must be
Diminished The spell’s duration is reduced passed over the object that receives the aura)
to 1 round/level. EFFECT

Heightened The spell’s range becomes Range touch


touch and its target becomes one creature. Target one touched object weighing up to 5 lbs./level
Duration 1 day/level (D)
Saving Throw none; see text; Spell Resistance no
DESCRIPTION

You alter an item's aura so that it registers to detect


spells (and spells with similar capabilities) as
though it were nonmagical, or a magic item of a

45
Compendium Arcanum Volume 2: 1st Level Spells

kind you specify, or the subject of a spell you MAGIC MISSILE [ERRATA]
specify. If the object bearing magic aura has identify
School evocation [force]; Classes magus,
cast on it or is similarly examined, the examiner sorcerer/wizard
recognizes that the aura is false and detects the CASTING

object's actual qualities if he succeeds on a Will Casting Time 1 standard action


save. Otherwise, he believes the aura and no Components V, S
EFFECT
amount of testing reveals what the true magic is.
If the targeted item's own aura is exceptionally Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be
powerful (if it is an artifact, for instance), magic more than 15 ft. apart
aura doesn't work. Duration instantaneous
Note: A magic weapon, shield, or suit of armor Saving Throw none; Spell Resistance yes
DESCRIPTION
must be a masterwork item, so a sword of average
make, for example, looks suspicious if it has a A missile of magical energy darts forth from your
magical aura. fingertip and strikes its target, dealing 1d4+1 points
Diminished The spell’s duration is reduced of force damage.
to 1 round/level (maximum 5 rounds). The missile strikes unerringly, even if the target is
Heightened The spell’s duration becomes in melee combat, so long as it has less than total
permanent. cover or total concealment. Specific parts of a
creature can't be singled out. Objects are not
damaged by the spell.
MAGIC FANG
For every two caster levels beyond 1st, you gain an
School transmutation; Classes druid, ranger, summoner
additional missile—two at 3rd level, three at 5th, four
CASTING
at 7th, and the maximum of five missiles at 9th level
Casting Time 1 standard action
Components V, S, DF or higher. If you shoot multiple missiles, you can
EFFECT have them strike a single creature or several
Range touch creatures. A single missile can strike only one
Target living creature touched creature. You must designate targets before you
Duration 1 min./level
check for spell resistance or roll damage.
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless) Diminished The spell’s range is reduced to
DESCRIPTION close (25 ft. + 5 ft./2 levels), and you must succeed
on a ranged touch attack to strike a target. In
Magic fang gives one natural weapon or unarmed
addition, you only create a single missile, which
strike of the subject a +1 enhancement bonus on
only deals 1 point of force damage.
attack and damage rolls. The spell can affect a slam
Heightened You gain additional missiles
attack, fist, bite, or other natural weapon. The spell
at higher levels—six at 11th, seven at 13th, eight at
does not change an unarmed strike's damage from
15th, nine at 17th, and the maximum of ten missiles
nonlethal damage to lethal damage.
at 19th level or higher.
Magic fang can be made permanent with a
permanency spell.
Diminished The spell’s duration is reduced
to 1 round.
Heightened You may imbue all of the
creature's natural weapons with a +1 enhancement
bonus on attack and damage rolls.

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Compendium Arcanum Volume 2: 1st Level Spells

MAGIC MOUTH visible or audible triggers and actions in line of sight


or within hearing distance.
School illusion (glamer); Classes bard, summoner
CASTING
Magic mouth can be made permanent with a
Casting Time 1 standard action
permanency spell.
Components V, S, M (a small bit of honeycomb and jade Diminished The spell’s range is reduced to
dust worth 10 gp) touch and the message must be 6 or fewer words
EFFECT
long.
Range close (25 ft. + 5 ft./2 levels) Heightened The event that triggers the
Target one creature or object
Duration permanent until discharged
illusion can be as general or as specific and detailed
Saving Throw Will negates (object); Spell Resistance as desired but must be based on one or more of the
yes (object) following, as you select: an audible; tactile;
DESCRIPTION
olfactory; or visual trigger. The trigger cannot be
This spell imbues the chosen object or creature based on some quality not normally obvious to the
with an enchanted mouth that suddenly appears senses, such as alignment.
and speaks its message the next time a specified
event occurs. The message, which must be 25 or
MAGIC STONE
fewer words long, can be in any language known by
School transmutation; Classes cleric/oracle, druid
you and can be delivered over a period of 10
CASTING
minutes. The mouth cannot utter verbal
Casting Time 1 standard action
components, use command words, or activate Components V, S, DF
magical effects. It does, however, move according EFFECT
to the words articulated; if it were placed upon a Range touch
statue, the mouth of the statue would move and Targets up to three pebbles touched
Duration 30 minutes or until discharged
appear to speak. Magic mouth can also be placed
Saving Throw Will negates (harmless, object); Spell
upon a tree, rock, or any other object or creature. Resistance yes (harmless, object)
The spell functions when specific conditions are DESCRIPTION

fulfilled according to your command as set in the


You transmute as many as three pebbles, which
spell. Commands can be as general or as detailed as
can be no larger than sling bullets, so that they
desired, although only visual and audible triggers
strike with great force when thrown or slung. If
can be used. Triggers react to what appears to be
hurled, they have a range increment of 20 feet. If
the case. Disguises and illusions can fool them.
slung, treat them as sling bullets (range increment
Normal darkness does not defeat a visual trigger,
50 feet). The spell gives them a +1 enhancement
but magical darkness or invisibility does. Silent
bonus on attack and damage rolls. The user of the
movement or magical silence defeats audible
stones makes a normal ranged attack. Each stone
triggers. Audible triggers can be keyed to general
that hits deals 1d6+1 points of damage (including
types of noises or to a specific noise or spoken
the spell's enhancement bonus), or 2d6+2 points
word. Actions can serve as triggers if they are
against undead.
visible or audible. A magic mouth cannot distinguish
Diminished Each pebble deals only 1d4+1
alignment, level, Hit Dice, or class except by
points of damage (or 2d4+2 points against undead).
external garb.
Heightened In addition to dealing
The range limit of a trigger is 15 feet per caster
damage, each pebble can be used to make a bull
level, so a 6th-level caster can command a magic
rush against any target it strikes. Your CMB for this
mouth to respond to triggers as far as 90 feet away.
bull rush is equal to your caster level plus your
Regardless of range, the mouth can respond only to
Intelligence, Wisdom, or Charisma modifier,

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Compendium Arcanum Volume 2: 1st Level Spells

whichever is highest. This bull rush does not Saving Throw none; see text; Spell Resistance no
provoke an attack of opportunity. DESCRIPTION

You mask and manipulate a spell's magic aura to


MAGIC WEAPON make it harder to detect. Select one spell effect on
the target creature or object. You must have either
School transmutation; Classes antipaladin, cleric/oracle,
inquisitor, magus, paladin, sorcerer/wizard cast this spell yourself or have perceived it by
CASTING means such as detect magic or arcane sight. Both
Casting Time 1 standard action the desired spell effect and mask dweomer are
Components V, S, DF hidden from detect magic, although more powerful
EFFECT spells (such as arcane sight) pierce the deception if
Range touch the caster succeeds on a Will save. Analyze
Target weapon touched
dweomer automatically detects both mask
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell dweomer and any masked spell effects.
Resistance yes (harmless, object) Diminished The spell’s duration is reduced
DESCRIPTION to 1 hour/level.
Magic weapon gives a weapon a +1 enhancement Heightened The spell’s targets change to
bonus on attack and damage rolls. An creatures or objects touched, and you divide the
enhancement bonus does not stack with a duration in 1-day increments among the creatures
masterwork weapon's +1 bonus on attack rolls. or objects touched.
You can't cast this spell on a natural weapon, such Caution! Spells Merge! This spell
as an unarmed strike (instead, see magic fang). A combines the effects of the spells mask
monk's unarmed strike is considered a weapon, and dweomer and communal mask dweomer.
thus it can be enhanced by this spell.
Diminished The spell’s duration is reduced
to 1 round. MEMORY LAPSE
Heightened The +1 bonus on attack and School enchantment [mind-affecting]; Classes bard,
sorcerer/wizard
damage rolls is changed to a luck bonus, and
CASTING
therefore stacks with a masterwork or magic
Casting Time 1 standard action
weapon’s existing enhancement bonus.
Components V, S
EFFECT

MAKE WHOLE Range close (25 ft. + 5 ft./2 levels)


Target one living creature
Caution! Spells Merge! Make whole has Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
been incorporated into mending.
DESCRIPTION

You cause the target to forget what happened from


MASK DWEOMER
the casting of the spell back to the beginning of its
School illusion (glamer); Classes witch last turn. This may allow a retry on a Diplomacy,
CASTING
Intimidate, or opposed skill check, though only with
Casting Time 1 standard action
respect to the target, not other creatures that may
Components V, S, M (a piece of gauze)
EFFECT
be present.
Range touch
Diminished The spell’s casting time is
Target creature or object touched increased to 1 round and its range is reduced to
Duration 1 day/level (D) touch.

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Compendium Arcanum Volume 2: 1st Level Spells

Heightened The spell affects all living destroyed, but it does not restore their magic
creatures (maximum one creature/level) in a 10- abilities. It does not affect construct creatures.
foot-radius burst from the target point. If there are Heightened When used on a construct
more creatures than you can affect in the burst creature, spell repairs 1d6 points of damage per
area, you may choose which creatures to affect. caster level (maximum 5d6).

Caution! Spells Merge! This spell


MENDING combines the effects of the spells make
School transmutation; Classes bard, cleric/oracle, druid, whole and mending.
sorcerer/wizard, summoner, witch
CASTING
MIRROR STRIKE
Casting Time 10 minutes
Components V, S School transmutation; Classes magus, sorcerer/wizard
EFFECT CASTING

Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action
Target one object of up to 10 cu. ft./level or one Components V, S, M (a shard of mirror)
construct creature of any size EFFECT
Duration instantaneous
Range personal
Saving Throw Will negates (harmless, object); Spell
Target you
Resistance yes (harmless, object)
Duration see text
DESCRIPTION
DESCRIPTION

This spell repairs damaged objects, restoring 1d6 You briefly alter the flow of time to split a melee
hit points to the object. If the object has the broken attack into two attacks. Before the end of your next
condition, this condition is removed if the object is turn, when you make your next melee attack roll,
restored to at least half its original hit points. All of compare the result to the AC of two opponents
the pieces of an object must be present for this within your reach. If the selected opponents are
spell to function. This spell has no effect on objects flanking you, you gain a +2 bonus on your attack
that have been warped or otherwise transmuted, roll (and confirmation attack roll, see below). If you
but it can still repair damage done to such items. hit both enemies, you can deal half damage to
Magic items can be repaired by this spell, but you each. Hitting only one opponent allows you to deal
must have a caster level equal to or higher than that opponent normal damage for your attack. On
that of the object. Magic items that are destroyed a critical threat, you can make only one attack roll
(at 0 hit points or less) can be repaired with this to confirm the critical hit against both opponents. If
spell, and restores the magic properties of the item you confirm against both, you deal half your critical
if your caster level is at least twice that of the item. hit damage to each. Your hit is a normal hit rather
Items with charges (such as wands) and single-use than a critical if you confirm against only one
items (such as potions and scrolls) cannot be opponent. If you fail to use the effect before the
repaired in this way. end of your next turn, the spell ends.
When mending is used on a construct creature, the Diminished You take a –2 penalty on the
spell bypasses any immunity to magic as if the spell attack roll. If the selected opponents are flanking
did not allow spell resistance and repairs 1d6 points you, you gain no bonus on your attack roll (and
of damage per two caster levels (maximum 3d6). confirmation attack roll).
Diminished The spell’s range is reduced to Heightened If you hit both enemies, you
10 feet and it can only target one object of up to 1 can deal normal damage to each.
lb./level. It can still repair magic items that are

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Compendium Arcanum Volume 2: 1st Level Spells

MOMENT OF GREATNESS Heightened You can summon up to six


light horses or ponies, and you divide the duration
School enchantment (compulsion) [mind-affecting];
Classes bard, cleric/oracle, sorcerer/wizard in 2-hour increments among the steeds
CASTING summoned.
Casting Time 1 standard action
Caution! Spells Merge! This spell
Components V, S, M/DF (rabbit fur)
EFFECT
combines the effects of the spells mount
Range 50 ft.
and communal mount.
Target The caster and allies within a 50-ft. burst
centered on the caster
Duration 1 minute/level or until discharged MURDEROUS COMMAND
Saving Throw none; Spell Resistance yes (harmless) School enchantment (compulsion) [mind-affecting];
DESCRIPTION Classes antipaladin, cleric/oracle
CASTING
Each creature affected by this spell is given the
Casting Time 1 standard action
potential for greater success and glory. If the
Components V
affected creature is benefiting from a morale bonus
EFFECT
of any type, it can double that morale bonus on one Range close (25 ft. + 5 ft./2 levels)
roll or check, before making the roll. Once an Target one living creature
affected creature uses this spell's effect, the spell is Duration 1 round
Saving Throw Will negates; Spell Resistance yes
discharged for that subject.
DESCRIPTION
Diminished The spell’s duration is reduced
to 1 round/level or until discharged. If the affected You give the target a mental urge to kill its nearest
creature is benefiting from a morale bonus of any ally, which it obeys to the best of its ability. The
type, it can only add a +1 bonus on on one roll or target attacks its nearest ally on its next turn with a
check, before making the roll. melee weapon or natural weapon. If necessary, it
Heightened If the affected creature is moves to or charges to the nearest ally in order to
benefiting from a morale bonus of any type, it can make this attack. If it is unable to reach its closest
triple that morale bonus on one roll or check, ally on its next turn, the target uses its turn to get
before making the roll. as close as possible to the ally.
Diminished The target is only provides
flanking against its nearest ally for you and your
MOUNT
allies. If the creature is currently being threatened
School conjuration (summoning); Classes magus, or attacked by you or your allies, however, it
sorcerer/wizard, summoner, witch
receives a +5 bonus on its saving throw.
CASTING
Heightened The spell’s duration is
Casting Time 1 round
Components V, S, M (a bit of horse hair) increased to 1 round/level.
EFFECT

Range close (25 ft. + 5 ft./2 levels)


Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION

You summon a light horse or a pony (your choice)


to serve you as a mount. The steed serves willingly
and well. The mount comes with a bit and bridle
and a riding saddle.

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Compendium Arcanum Volume 2: 1st Level Spells

The target's actions and words fail to impress. The


N target of this spell takes a –10 penalty on any Bluff,
Diplomacy, and Intimidate checks as well as any
performance combat checks it attempts.
NEGATE AROMA Diminished The spell’s duration is reduced
School transmutation; Classes alchemist, druid, ranger to 1 round and the target only takes a –5 penalty on
CASTING any Bluff, Diplomacy, and Intimidate checks as well
Casting Time 1 standard action as any performance combat checks it attempts.
Components V, S, M/DF (a pinch of alum) Heightened The spell affects all creatures
EFFECT (maximum one creature/level) in a 10-foot-radius
Range close (25 ft. + 5 ft./2 levels) burst from the target point. If there are more
Target one creature or object/level touched
creatures than you can affect in the burst area, you
Duration 1 hour/level (D)
Saving Throw Fortitude negates; Spell Resistance yes may choose which creatures to affect.
DESCRIPTION

With a gesture, this spell allows you to dismiss even


the foulest or most distinctive scents. When cast,
the targeted creatures or objects lose all natural
O
and unnatural odors. A creature under the effect of
negate aroma cannot be tracked, located, or
OBSCURE OBJECT
pinpointed by the scent special quality. In addition,
School abjuration; Classes bard
this spell prevents the target creature from using
CASTING
the stench special ability and similar odor-based
Casting Time 1 standard action
abilities (such as those possessed by troglodytes). Components V, S, M/DF (chameleon skin)
Negate aroma does not prevent the target from EFFECT

acquiring outside smells or odors. Dowsing the Range touch


creature with a pungent substance effectively Target one object touched of up to 100 lbs./level
Duration 8 hours (D)
negates the benefits of the spell until the substance
Saving Throw Will negates (object); Spell Resistance
is neutralized or washed away. yes (object)
Diminished The spell can only target one DESCRIPTION

creature and its duration is reduced to 1 hour.


This spell hides an object from location by
Heightened The spell’s duration is
divination (scrying) effects, such as the scrying spell
increased to 1 day/level.
or a crystal ball. Such an attempt automatically fails
(if the divination is targeted on the object) or fails
NEGATIVE REACTION to perceive the object (if the divination is targeted
School illusion (glamer); Classes bard, magus, on a nearby location, object, or person).
sorcerer/wizard, witch Diminished The spell’s duration is reduced
CASTING to 2 hours (D) and can only target an object up to
Casting Time 1 standard action 25 lbs./level (maximum 100 lbs.).
Components S
Heightened You divide the duration in 1-
EFFECT
hour increments among up to eight objects
Range close (25 ft. + 5 ft./2 levels)
Target one creature
touched.
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION

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Compendium Arcanum Volume 2: 1st Level Spells

OBSCURING MIST
School conjuration (creation); Classes cleric/oracle, P
druid, magus, sorcerer/wizard, witch
CASTING

Casting Time 1 standard action PASS WITHOUT TRACE


Components V, S
School transmutation; Classes druid, ranger
EFFECT
CASTING
Range 20 ft.
Casting Time 1 standard action
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Components V, S, DF
Duration 1 min./level (D)
EFFECT
Saving Throw none; Spell Resistance no
DESCRIPTION Range touch
Targets one creature/level touched
A misty vapor arises around you. It is stationary. Duration 1 hour/level (D)
The vapor obscures all sight, including darkvision, Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
beyond 5 feet. A creature 5 feet away has
DESCRIPTION
concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment The subject or subjects of this spell do not leave
(50% miss chance, and the attacker cannot use footprints or a scent trail while moving. Tracking
sight to locate the target). the subjects is impossible by nonmagical means.
A moderate wind (11+ mph), such as from a gust of Diminished You may target only yourself,
wind spell, disperses the fog in 4 rounds. A strong and the spell lasts only 10 minutes.
wind (21+ mph) disperses the fog in 1 round. A Heightened The subjects also gain a +4
fireball, flame strike, or similar spell burns away the insight bonus on Stealth checks.
fog in the explosive or fiery spell's area. A wall of
fire burns away the fog in the area into which it
PEACEBOND
deals damage.
School abjuration; Classes inquisitor, sorcerer/wizard,
This spell does not function underwater. witch
Diminished The spell’s duration is reduced CASTING
to 1 round/level and its effect becomes a 5-foot Casting Time 1 standard action
spread that is 8 feet high. Components S
Heightened You may move the cloud as EFFECT

you wish, ignoring the wind, up to 10 feet per Range close (25 ft. + 5 ft./2 levels)
Target one sheathed or slung weapon
round.
Duration 1 minute/level
Saving Throw Will negates (object); Spell Resistance
yes (object)
DESCRIPTION

You lock a weapon in place on its owner's body, or


within the weapon's sheath or holster. Anyone who
then tries to draw the weapon must spend a
standard action and succeed at a Strength check
(DC equal to the saving throw DC) to do so,
provoking attacks of opportunity whether the
attempt succeeds or fails.
Diminished The spell’s duration is reduced
to 1 round/level.

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Compendium Arcanum Volume 2: 1st Level Spells

Heightened The spell’s range is changed Diminished The spell’s duration is reduced
to weapons touched. You divide the duration in 1 to 1 minute/level.
minute intervals among the weapons touched. Heightened You gain a +2 circumstance
bonus on Perform checks involving the instrument,
as if it were a masterwork instrument.
PERSUASIVE GOAD
School necromancy [pain]; Classes inquisitor
CASTING POLYPURPOSE PANACEA
Casting Time 1 standard action School transmutation; Classes alchemist,
Component V, S sorcerer/wizard
EFFECT CASTING

Range close (25 ft. +5 ft./2 levels) Casting Time 1 standard action
Target one creature Components S
Duration instantaneous and 1 minute EFFECT
Saving Throw Fortitude negates; Spell Resistance yes
Range personal
DESCRIPTION
Target you
Your eyes flash and the target takes 1d6 points of Duration see below
DESCRIPTION
nonlethal damage. For the next minute, you gain a
+4 circumstance bonus on Intimidate checks This creates one of several cantrip-level effects
against the target. relating to your health, well-being, and
Diminished The target does not take any entertainment. The panacea has no side effects (for
nonlethal damage, and the circumstance bonus on example, the intoxication panacea does not cause a
Intimidate checks only lasts for 1 round. hangover). When you use polypurpose panacea,
Heightened The target takes 2d6 points choose one of the following effects.
of nonlethal damage, and for the next minute, you Analgesic: You do not feel minor aches and pains,
gain a +6 circumstance bonus on Intimidate checks such as from arthritis, a cold, or a hangover, for 1
against the target. hour. For the duration, you gain a +2 resistance
bonus against pain-related spells.
Clarity: You get a +1 competence bonus on a single
PLAY INSTRUMENT
attack roll, saving throw, or skill check within 1
School divination; Classes bard
minute. You must choose to use the bonus before
CASTING
making the roll to which it applies.
Casting Time 1 standard action
Components V, S
Hallucination: You have pleasant hallucinations for
EFFECT
1 hour, such as wandering lights, music, playful
Range personal surreal animals, and so on. You can tell these are
Target you not real, but they are distracting, and you take a –2
Duration 10 minutes/level penalty on Perception checks for the duration.
DESCRIPTION
Intoxication: You feel comfortably intoxicated for 1
You may play one instrument of your choice as if hour, as if you had a few alcoholic beverages.
you had 1 rank in the appropriate Perform skill. Lucid Dream: If you take this panacea within 1 hour
Instead of a conventional instrument, you may use of going to sleep, you have a lucid dream that is
an object as an improvised instrument, such as under your control and lasts for an hour.
using a barrel as a drum or a bow as a harp, playing Resistance: You gain a +1 resistance bonus on saves
it as if it were crafted to make music. for 1 minute.

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Compendium Arcanum Volume 2: 1st Level Spells

Sleep: You enter a pleasant and restful sleep for at (maximum +5). Alternatively, you can hurl the
least 1 hour unless wakened. If you would normally flames up to 120 feet as a thrown weapon. When
begin sleeping at this time, when the panacea ends doing so, you attack with a ranged touch attack
you continue sleeping normally. (with no range penalty) and deal the same damage
Sobriety: You become completely sober for 1 hour, as with the melee attack. No sooner do you hurl the
negating any penalties to your actions for being flames than a new set appears in your hand. Each
drunk (see Drugs & Alcohol). Magical and attack you make reduces the remaining duration by
alchemical methods (such as detect poison) still 1 minute. If an attack reduces the remaining
detect you as inebriated. Time spent under the duration to 0 minutes or less, the spell ends after
effect of this panacea do not count toward the time the attack resolves.
necessary to sober up (it merely delays your This spell does not function underwater.
intoxication). Diminished The spell’s duration is reduced
Tenacity: You gain 1 temporary hit point for 1 to 1 round per level. In addition you may only make
minute. a single melee or ranged touch attack, dealing
Wakefulness: You remain awake for 2 hours without 1d4+1 points of fire damage. The spell ends after
feeling sleepy, and without side effects such as you make a single attack.
jitteriness. You gain a +5 resistance bonus against Heightened The attacks deal fire damage
sleep-related spells such as lullaby and sleep. This equal to 2d6 + 1 point per caster level (maximum
use of the panacea merely delays your need for +10).
sleep and does not count as rest or sleep. You can
use it multiple times in succession, but as each
PROTECTION FROM CHAOS
effect wears off, you are as tired as you would be
School abjuration [lawful]; Classes cleric/oracle,
had you not used the panacea.
inquisitor, paladin, sorcerer/wizard, summoner
Heightened The spell’s range changes to
DESCRIPTION
creature touched.
This spell functions like protection from evil, except
that the deflection and resistance bonuses apply to
PRODUCE FLAME attacks made by chaotic creatures. The target
School evocation [fire]; Classes druid receives a new saving throw against control by
CASTING chaotic creatures and chaotic summoned creatures
Casting Time 1 standard action cannot touch the target.
Components V, S
Diminished The spell’s duration is reduced
EFFECT
to 1 round and you may only target yourself.
Range 0 ft.
Effect flame in your palm
Heightened You divide the duration in 1-
Duration 1 min./level (D) minute intervals among the creatures touched.
Saving Throw none; Spell Resistance yes
DESCRIPTION
Caution! Spells Merge! This spell
combines the effects of the spells
Flames as bright as a torch appear in your open protection from chaos and communal
hand. The flames harm neither you nor your protection from chaos.
equipment.
In addition to providing illumination, the flames can
be hurled or used to touch enemies. You can strike
an opponent with a melee touch attack, dealing fire
damage equal to 1d6 + 1 point per caster level

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Compendium Arcanum Volume 2: 1st Level Spells

PROTECTION FROM EVIL weapon attacks of such creatures to fail and the
creatures to recoil if such attacks require touching
School abjuration [good]; Classes cleric/oracle,
inquisitor, paladin, sorcerer/wizard, summoner the warded creature. Summoned creatures that are
CASTING not evil are immune to this effect. The protection
Casting Time 1 standard action against contact by summoned creatures ends if the
Components V, S, M/DF warded creature makes an attack against or tries to
EFFECT
force the barrier against the blocked creature. Spell
Range touch resistance can allow a creature to overcome this
Target creature touched
Duration 1 min./level (D)
protection and touch the warded creature.
Saving Throw Will negates (harmless); Spell Resistance Diminished The spell’s duration is reduced
no; see text to 1 round and you may only target yourself.
DESCRIPTION
Heightened You divide the duration in 1-
This spell wards a creature from attacks by evil minute intervals among the creatures touched.
creatures, from mental control, and from Caution! Spells Merge! This spell
summoned creatures. It creates a magical barrier combines the effects of the spells
around the subject at a distance of 1 foot. The protection from evil and communal
barrier moves with the subject and has three major protection from evil.
effects.
First, the subject gains a +2 deflection bonus to AC
and a +2 resistance bonus on saves. Both these PROTECTION FROM GOOD
bonuses apply against attacks made or effects School abjuration [evil]; Classes antipaladin,
created by evil creatures. cleric/oracle, inquisitor, sorcerer/wizard, summoner
DESCRIPTION
Second, the subject immediately receives another
saving throw (if one was allowed to begin with) This spell functions like protection from evil, except
against any spells or effects that possess or exercise that the deflection and resistance bonuses apply to
mental control over the creature (including attacks made by good creatures. The target
enchantment [charm] effects and enchantment receives a new saving throw against control by
[compulsion] effects, such as charm person, good creatures and good summoned creatures
command, and dominate person. This saving throw cannot touch the target.
is made with a +2 morale bonus, using the same DC Diminished The spell’s duration is reduced
as the original effect. If successful, such effects are to 1 round and you may only target yourself.
suppressed for the duration of this spell. The Heightened You divide the duration in 1-
effects resume when the duration of this spell minute intervals among the creatures touched.
expires. While under the effects of this spell, the
Caution! Spells Merge! This spell
target is immune to any new attempts to possess
combines the effects of the spells
or exercise mental control over the target. This
protection from good and communal
spell does not expel a controlling life force (such as
protection from good.
a ghost or spellcaster using magic jar), but it does
prevent them from controlling the target. This
second effect only functions against spells and
effects created by evil creatures or objects, subject
to GM discretion.
Third, the spell prevents bodily contact by evil
summoned creatures. This causes the natural

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Compendium Arcanum Volume 2: 1st Level Spells

PROTECTION FROM LAW with it. A good creature who enters this square
(even if simply as part of its normal move) gains a
School abjuration [chaotic]; Classes antipaladin,
cleric/oracle, inquisitor, sorcerer/wizard, summoner +2 morale bonus on attacks, saving throws, and 2
DESCRIPTION temporary hit points per caster level for 1 round.
Nongood creatures gain no benefit from this spell.
This spell functions like protection from evil, except
A creature cannot benefit more than once from the
that the deflection and resistance bonuses apply to
same casting of this spell.
attacks made by lawful creatures. The target
Heightened A good creature who enters
receives a new saving throw against control by
this square (even if simply as part of its normal
lawful creatures and lawful summoned creatures
move) gains a +2 morale bonus on attacks, saving
cannot touch the target.
throws, and 2 temporary hit points per caster level
Diminished The spell’s duration is reduced
for 1 round/level.
to 1 round and you may only target yourself.
Heightened You divide the duration in 1-
minute intervals among the creatures touched. RAY OF ENFEEBLEMENT
Caution! Spells Merge! This spell School necromancy; Classes magus, sorcerer/wizard,
witch
combines the effects of the spells
CASTING
protection from law and communal
Casting Time 1 standard action
protection from law. Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)


Effect ray
Q Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes
DESCRIPTION

A coruscating ray springs from your hand. You


must succeed on a ranged touch attack to strike a
target. The subject takes a penalty to Strength
R equal to 1d6+1 per two caster levels (maximum
1d6+5). The subject's Strength score cannot drop
below 1. A successful Fortitude save reduces this
RALLY POINT penalty by half. This penalty does not stack with
itself. Apply the highest penalty instead.
School enchantment (compulsion) [emotion, good,
mind-affecting]; Classes paladin Diminished The spell’s duration is reduced
CASTING to 1 round, and the subject only takes a penalty to
Casting Time 1 standard action Strength equal to 1d4.
Components V, S, DF Heightened You gain a +2 competence
EFFECT
bonus on your ranged touch attack.
Range 5 ft.
Area one 5-ft. square
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
DESCRIPTION

You create a spot that has the power to briefly


hearten any good creature who comes into contact

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Compendium Arcanum Volume 2: 1st Level Spells

RAY OF SICKENING identify a glyph of warding with a DC 13 Spellcraft


check, a greater glyph of warding with a DC 16
School necromancy; Classes cleric/oracle, druid,
sorcerer/wizard, summoner, witch Spellcraft check, or any symbol spell with a
CASTING Spellcraft check (DC 10 + spell level).
Casting Time 1 standard action Read magic can be made permanent with a
Components V, S, M (a drop of sweat) permanency spell.
EFFECT
Heightened The spell’s duration is
Range close (25 ft. + 5 ft./2 levels) increased to 1 hour/level
Effect ray
Duration 1 min./level
Saving Throw Fortitude partial; see text; Spell
REDUCE PERSON
Resistance yes
DESCRIPTION School transmutation; Classes alchemist, magus,
sorcerer/wizard, summoner, witch
A black ray projects from your pointing finger. You CASTING
must succeed on a ranged touch attack with the ray Casting Time 1 round
to strike a target. Components V, S, M (a pinch of powdered iron)
The subject is immediately sickened for the spell's EFFECT

duration. A successful Fortitude save means the Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
creature is unaffected.
Duration 1 min./level (D)
Diminished The spell’s duration is reduced Saving Throw Fortitude negates; Spell Resistance yes
to 1d12 rounds. DESCRIPTION
Heightened You gain a +2 competence
This spell causes instant diminution of a humanoid
bonus on your ranged touch attack.
creature, halving its height, length, and width and
dividing its weight by 8. This decrease changes the
READ MAGIC creature's size category to the next smaller one.
School divination; Classes antipaladin, paladin, ranger The target gains a +2 size bonus to Dexterity, a –2
CASTING size penalty to Strength (to a minimum of 1), and a
Casting Time 1 standard action +1 bonus on attack rolls and AC due to its reduced
Components V, S, F (a clear crystal or mineral prism) size.
EFFECT
A Small humanoid creature whose size decreases
Range personal to Tiny has a space of 2-1/2 feet and a natural reach
Target you
Duration 10 min./level
of 0 feet (meaning that it must enter an opponent's
DESCRIPTION square to attack). A Large humanoid creature
whose size decreases to Medium has a space of 5
You can decipher magical inscriptions on objects—
feet and a natural reach of 5 feet. This spell doesn't
books, scrolls, weapons, and the like—that would
change the target's speed.
otherwise be unintelligible. This deciphering does
All equipment worn or carried by a creature is
not normally invoke the magic contained in the
similarly reduced by the spell.
writing, although it may do so in the case of a
Melee and projectile weapons deal less damage
cursed or trapped scroll. Furthermore, once the
(see enlarge person). Other magical properties are
spell is cast and you have read the magical
not affected by this spell. Any reduced item that
inscription, you are thereafter able to read that
leaves the reduced creature's possession (including
particular writing without recourse to the use of
a projectile or thrown weapon) instantly returns to
read magic. You can read at the rate of one page
its normal size. This means that thrown weapons
(250 words) per minute. The spell allows you to

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Compendium Arcanum Volume 2: 1st Level Spells

deal their normal damage (projectiles deal damage communal reinforce armaments and
based on the size of the weapon that fired them). reinforce armaments.
Multiple magical effects that reduce size do not
stack. Reduce person counters and dispels enlarge
REMOVE FEAR
person.
School abjuration; Classes bard, cleric/oracle, inquisitor
Reduce person can be made permanent with a
CASTING
permanency spell.
Casting Time 1 standard action
Diminished The spell’s range is reduced to Components V, S
touch. EFFECT
Heightened The spell’s casting time is Range close (25 ft. + 5 ft./2 levels)
reduced to 1 standard action and its range is Targets one creature plus one additional creature per
increased to medium (100 ft. + 10 ft./level). four levels, no two of which can be more than 30 ft.
apart
Duration 10 minutes; see text
Saving Throw Will negates (harmless); Spell Resistance
REINFORCE ARMAMENTS
yes (harmless)
School transmutation; Classes cleric/oracle, magus, DESCRIPTION
sorcerer/wizard, witch
CASTING You instill courage in the subject, granting it a +4
Casting Time 1 standard action morale bonus against fear effects for 10 minutes. If
Components V, S, M/DF the subject is under the influence of a fear effect
(a metal pin) when receiving the spell, that effect is suppressed
EFFECT
for the duration of the spell.
Range touch
Remove fear counters and dispels the diminished
Target one armor suit or weapon touched
Duration 10 minutes/level version of scare.
Saving Throw Will negates (harmless, object); Diminished The spell range is reduced to
Spell Resistance yes (harmless, object) creatures touched.
DESCRIPTION
Heightened The targets are granted a +6
You reinforce a weapon or armor suit to give it a morale bonus against fear effects and a +1 morale
temporarily upgrade or mitigate the fragile quality. bonus on all other Will saves. This version of
A suit of armor or weapon touched that has the remove fear counters and dispels the normal
fragile quality is not considered to have the fragile version of scare.
quality for the spell's duration. Normal armor suits
or weapons subjected to this spell instead gain the
REMOVE SICKNESS
masterwork quality for the spell's duration and
School conjuration (healing); Classes cleric/oracle, druid,
their hardness is doubled. If this spell is cast on
witch
masterwork or magical armor or weapons, their
CASTING
hardness is doubled for the duration of the spell. Casting Time 1 standard action
Diminished The spell’s duration is reduced Components V, S
to 1 round/level. EFFECT

Heightened The spell’s target becomes Range close (25 ft. + 5 ft./2 levels)
suits or armor or weapons touched, and you divide Targets one creature
Duration 10 minutes/level; see text
the duration in 10-minute intervals among the Saving Throw Fortitude negates (harmless); Spell
objects touched. Resistance yes (harmless)
DESCRIPTION
Caution! Spells Merge! This spell
combines the effects of the spells

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Compendium Arcanum Volume 2: 1st Level Spells

You quell feelings of illness and nausea in the RESIST ENERGY


target, giving it a +4 morale bonus on saving throws
School abjuration; Classes ranger
against disease, nausea, and sickened effects. If the CASTING
subject is already under the influence of one of Casting Time 1 standard action
these effects when receiving the spell, that effect is Components V, S, DF
suppressed for the duration of the spell. EFFECT

Diminished The spell’s range is reduced to Range touch


touch. Target creature touched
Duration 10 min./level
Heightened The spell’s range is reduced Saving Throw Fortitude negates (harmless); Spell
to touch, and one disease, nausea, or sickened Resistance yes (harmless)
effect (your choice) is removed from the target. DESCRIPTION

You must make a caster level check (1d20 + caster This abjuration grants a creature limited protection
level) against the DC of the disease, nausea, or from damage of whichever one of five energy types
sickened effect. you select: acid, cold, electricity, fire, or sonic. The
subject gains resist energy 10 against the energy
RESIDUAL TRACKING type chosen, meaning that each time the creature
is subjected to such damage (whether from a
School divination; Classes ranger
CASTING
natural or magical source), that damage is reduced
Casting Time 1 minute by 10 points before being applied to the creature's
Components V, S, M (a bit of plaster) hit points. The value of the energy resistance
EFFECT granted increases to 20 points at 7th level and to a
Range touch maximum of 30 points at 11th level. The spell
Target footprint touched
protects the recipient's equipment as well.
Duration instantaneous
Saving Throw none; Spell Resistance no Resist energy absorbs only damage. The subject
DESCRIPTION could still suffer unfortunate side effects.
Resist energy overlaps (and does not stack with)
By touching a footprint, you receive a clear mental
protection from energy. If a character is warded by
image of the person or creature that made it. The
protection from energy and resist energy, the
image has the exact same appearance as the
protection spell absorbs damage until its power is
creature that made the footprint at the moment it
exhausted.
made the imprint, including any telling features or
Diminished The spell’s range is reduced to
expressions, any gear or equipment, or anything
personal.
else the creature was carrying at the time. For
Heightened The spell’s target changes to
example, the footprint of a horse would reveal both
creatures touched and you divide the duration in
the horse and any creature riding it when it made
10-minute intervals among the creatures touched.
the footprint.
Heightened You gain a competence Caution! Spells Merge! This spell
bonus equal to half your caster level (minimum 1) combines the effects of the spells
to Survival skill checks made to follow the tracks of communal resist energy and resist energy.
the person or creature who made the footprint.
This bonus lasts for a duration of 10 minutes/level.

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Compendium Arcanum Volume 2: 1st Level Spells

RESISTANCE considered natural healing, and has no effect on


effects requiring magical healing to cure.
School abjuration; Classes paladin
CASTING
Diminished The spell’s range is reduced to
Casting Time 1 standard action
touch, and it can only target one creature.
Components V, S, M/DF (a miniature cloak) Heightened If a subject completes a full
EFFECT night's rest, it regains two times its character level
Range touch in hit points and 2 points of temporary ability
Target creature touched damage for each affected ability score. If a subject
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance
completes a full day's rest, it regains three times its
yes (harmless) character level in hit points and 3 points of
DESCRIPTION temporary ability damage for each affected ability
You imbue the subject with magical energy that score.
protects it from harm, granting it a +1 resistance
bonus on saves. RESTORE CORPSE
Resistance can be made permanent with a
School necromancy; Classes cleric/oracle, druid,
permanency spell. sorcerer/wizard, witch
Heightened The spell’s duration increases CASTING

to 10 minutes. Casting Time 1 standard action


Components V, S
EFFECT
RESTFUL SLEEP Range touch
School necromancy; Classes bard Target corpse touched
Duration instantaneous
CASTING
Saving Throw none; Spell Resistance no
Casting Time 10 minutes
DESCRIPTION
Components V, S, M (a pinch of sand)
EFFECT You grow flesh on a decomposed or skeletonized
Range close (25 ft. + 5 ft./2 levels) corpse of a Medium or smaller creature, providing it
Target one creature/level, no two of which can be more with sufficient flesh that it can be animated as a
than 30 ft. apart
Duration 8 hours or 24 hours; see text
zombie rather than a skeleton. The corpse looks as
Saving Throw Fortitude negates (harmless); Spell it did when the creature died. The new flesh is
Resistance yes (harmless) somewhat rotted and not fit for eating.
DESCRIPTION
Diminished You can only grow flesh on a
You cast this spell immediately prior to resting. decomposed or skeletonized corpse of Tiny or
While under the effects of this spell, you and your smaller creature.
allies enjoy a restful night's sleep. If a subject Heightened You can grow flesh on a
completes a full night's rest, it regains hit points as decomposed or skeletonized corpse of any size
if it had undergone a full day of bed rest (regaining creature.
twice its character level in hit points). If a subject
completes a full day's rest, it regains three times its
character level in hit points. Any significant
interruption during the rest (such as being awoken)
prevents any healing that night and ends the effect
of this spell on the awakened subject. Any healing
acquired while under the effects of restful sleep is

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Compendium Arcanum Volume 2: 1st Level Spells

RETURNING WEAPON creature. Attempts to raise the corpse as an undead


automatically fail. If the corpse is of a person slain
School conjuration (teleportation); Classes inquisitor,
magus, ranger by a creature that creates undead out of its slain
CASTING foes (such as a shadow, vampire, or wraith), that
Casting Time 1 standard action effect is delayed until the end of this spell. It is
Components V, S possible to protect a corpse for an extended time
EFFECT
by casting this spell each day.
Range close (25 ft. + 5 ft./2 levels) Sanctify corpse can be made permanent with a
Target one weapon that can be thrown
Duration 1 minute/level
permanency spell by a caster of 9th level or higher
Saving Throw Will negates (harmless, object); Spell for the cost of 500 gp.
Resistance yes (harmless, object) Diminished The spell’s duration is reduced
DESCRIPTION
to 1 round/level.
For the duration of the spell, the target weapon Heightened The spell can target a living
acts as if it had the returning weapon special ability. creature. If cast on a living creature, the target is
This spell can be used as the prerequisite for the immune to the create spawn ability of undead for
returning weapon special ability. the duration of the spell. If slain by an undead with
Diminished The spell’s range is reduced to the create spawn ability while under the effects of
touch. the spell, the target does not rise as a spawn; even
Heightened The spell’s target changes to after the spell has expired.
weapons touched and you divide the duration in 1-
minute intervals among the weapons touched.
SANCTUARY
Caution! Spells Merge! This spell School abjuration; Classes cleric/oracle, inquisitor
combines the effects of the spells CASTING

communal returning weapon and returning Casting Time 1 standard action


weapon. Components V, S, DF
EFFECT

Range touch
Target creature touched

S Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance
no
DESCRIPTION

SANCTIFY CORPSE Any opponent attempting to directly attack the


School evocation [good]; Classes cleric/oracle, warded creature, even with a targeted spell, must
inquisitor, paladin, witch
attempt a Will save. If the save succeeds, the
CASTING
opponent can attack normally and is unaffected by
Casting Time 1 standard action
that casting of the spell. If the save fails, the
Components V, S, DF, M (a pinch of silver dust)
EFFECT
opponent can't follow through with the attack, that
Range touch part of its action is lost, and it can't directly attack
Area corpse touched the warded creature for the duration of the spell.
Duration 24 hours Those not attempting to attack the subject remain
Saving Throw none; Spell Resistance no
unaffected. This spell does not prevent the warded
DESCRIPTION
creature from being attacked or affected by area of
This spell blesses a corpse with positive energy, effect spells. The subject cannot attack without
preventing it from being turned into an undead

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Compendium Arcanum Volume 2: 1st Level Spells

breaking the spell but may use nonattack spells or With a clammy caress and a word to the powers
otherwise act. lurking beyond death, you can reshape a dead body
Diminished The spell’s range is reduced to look like another creature or even a specific person
personal. so long as you have first-hand knowledge of how
Heightened The spell confers the that creature or person actually looks. You can
sanctuary effect upon all creatures within 10 feet of make the corpse one size larger or smaller and
the recipient at the time the spell is cast. If an change anything else about it including its apparent
individual breaks the spell by attacking, only he is type, gender, or age. Creatures with a reason to
subject to being attacked by creatures who failed suspect deception may make a Will saving throw to
their saves against the spell. realize that the corpse was altered. If you chose to
make the corpse look like a specific individual
anyone who knows that individual can make a Will
SAVING FINALE
save to realize that the corpse is not actually that
School evocation [mind-affecting]; Classes bard
person. However, if a creature fails its Will save by 5
CASTING
or less they believe the corpse is that of someone
Casting Time 1 immediate action
Components V, S
who closely resembled the person they knew rather
EFFECT
than a deliberate fake. This spell merely changes
Range close (25 ft. + 5 ft./2 levels) the appearance of the corpse. Any spell or effect
Target one living creature that targets the corpse (such as speak with dead or
Duration instantaneous raise dead) treats it as if it still had its original
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
appearance.
DESCRIPTION
Diminished The spell’s duration becomes
1 day/level, after which the dead body resumes its
You must have a bardic performance in effect to
original form.
cast this spell. With a flourish, you can immediately
Heightened In addition to the normal
end your bardic performance when a creature
components, the spell requires a body part (a lock
within range affected by your bardic performance
of hair, bit of nail, drop of blood, or similar thing) of
fails a saving throw, allowing the subject to
the creature or person you wish the dead body to
immediately reroll the failed saving throw.
look like. The dead body becomes a perfect replica
Diminished The spell’s range is reduced to
of that creature or person, and only a spell or effect
10 feet.
that targets the corpse can reveal the deception.
Heightened The spell’s range increases to
medium (100 ft. + 10 ft./level).
SEE ALIGNMENT
School divination; Classes alchemist, bard,
SCULPT CORPSE
sorcerer/wizard
School necromancy; Classes sorcerer/wizard CASTING
CASTING Casting Time 1 standard action
Casting Time 1 standard action Components V, S, M (eye of newt)
Components V, S, M (lump of wax) EFFECT
EFFECT Range personal
Range touch Target you
Target one dead creature touched Duration 1/round per level
Duration instantaneous DESCRIPTION
Saving Throw Will partial; see text; Spell Resistance no
DESCRIPTION

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Compendium Arcanum Volume 2: 1st Level Spells

When you cast this spell, select a single alignment At 5th level, the weapon gains a +1 enhancement
(such as lawful good or chaotic evil). Creatures of bonus. At 10th-level, you may increase the
that alignment glow with a ghostly radiance while enhancement bonus to +2 or add the frost or keen
they are within your vision. Though you can see this weapon property. The frost and keen properties
radiance, other creatures cannot. have no effect if the target makes its disbelief save.
Spells and effects that obscure alignment, like The spell ends if the weapon leaves your
undetectable alignment, also obscure the effects of possession.
this spell. Diminished The weapon is mundane, not
Diminished The spell’s duration becomes masterwork, and only deals damage of a weapon
concentration, up to 1 round/level (maximum 5 one size category smaller. For example, if a
rounds). Medium creature shapes a shadow dagger it would
Heightened The spell’s range increases to only deal 1d3 points of damage. The weapon deals
touch and its target becomes 1 creature. no damage if the target makes its disbelief save.
Heightened At 15th-level, you may
increase the enhancement bonus to +3 or add the
SHADOW WEAPON
icy burst or stalking weapon property. At 20th-level,
School illusion (shadow) [shadow]; Classes
you may increase the enhancement bonus to +4 or
sorcerer/wizard, witch
add the nullifying or speed weapon property. The
CASTING

Casting Time 1 standard action


icy burst, stalking, nullifying, and speed properties
Components V, S have no effect if the target makes its disbelief save.
EFFECT

Range 0 ft.
Effect one shadow weapon
SHARE LANGUAGE
Duration 1 minute/level School divination; Classes bard
Saving Throw Will disbelief (if interacted with); Spell CASTING
Resistance yes
Casting Time 1 standard action
DESCRIPTION
Components V, S, M (a page from a dictionary)
Drawing upon the Plane of Shadow, you shape a EFFECT

quasi-real masterwork melee weapon of a type you Range touch


Target creature touched
are proficient with. You may use this weapon to
Duration 24 hours
make attacks as if it were a real weapon, dealing Saving Throw Will negates (harmless); Spell Resistance
normal damage for a weapon of its type. The first yes (harmless)
time you hit a creature with the weapon, it may DESCRIPTION

make a Will save to disbelieve; failure means the You can share your facility for one particular
weapon deals damage normally, success means it language with another creature. For 24 hours the
only takes 1 point of damage from the weapon's target can read, understand, and communicate to
attacks. The weapon only deals 1 point of damage the best of its ability in any one language which you
to objects. already know. For every 5 levels you possess, you
If an attacked creature has spell resistance, you can grant the use of another language you know, to
make a caster level check (1d20 + caster level) a maximum of 5 languages at 20th level. The target
against that spell resistance the first time the must have the physical capacity to articulate
shadow weapon strikes it. If the weapon is sounds, make gestures, or engage in whatever
successfully resisted, the spell is dispelled. If not, other method speakers of the language use to
the target may save to disbelieve as normal. communicate with each other in order to actually
converse. If the target lacks the mental capacity to

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Compendium Arcanum Volume 2: 1st Level Spells

grasp an actual language it still gains enough Diminished The spell’s casting time
knowledge to respond to and carry out even become 1 swift action, but the spell’s range is
extremely complex commands or suggestions reduced to personal and its duration is reduced to 1
coached in the language (whether written or round/level (up to 5 rounds).
spoken). However, since this spell does not endow Heightened The spell gains the force
the target with greater reasoning capacity, merely descriptor and therefore applies against
a temporarily enhanced vocabulary, the person incorporeal touch attacks.
offering up instructions to non-sentient creatures
must take care to remove any ambiguity or
guesswork.
Similarly, this spell does not affect the basic nature
of the target, or its disposition toward you or
anyone else, so convincing it to actually carry out
these instructions could require negotiation,
threats, or outright bribery.
Diminished You may only share one
language with the target creature.
Heightened The spell’s target becomes
creatures touched and you divide the duration in 1-
hour increments among the creatures touched.

Caution! Spells Merge! This spell


combines the effects of the spells SHIELD
communal share language and share School abjuration [force]; Classes alchemist, magus,
language. sorcerer/wizard, summoner
CASTING

Casting Time 1 standard action


SHIELD OF FAITH Components V, S
School abjuration; Classes cleric/oracle, inquisitor EFFECT

CASTING Range personal


Casting Time 1 standard action Target you
Components V, S, M (parchment with a holy text written Duration 1 min./level (D)
on it) DESCRIPTION

EFFECT
Shield creates an invisible shield of force that
Range touch
hovers in front of you. It negates magic missile
Target creature touched
Duration 1 min./level attacks directed at you. The disk also provides a +4
Saving Throw Will negates (harmless); Spell Resistance shield bonus to AC. This bonus applies against
yes (harmless) incorporeal touch attacks, since it is a force effect.
DESCRIPTION
The shield has no armor check penalty or arcane
This spell creates a shimmering, magical field spell failure chance.
around the target that averts and deflects attacks. Diminished The spell’s duration is reduced
The spell grants the subject a +2 deflection bonus to 1 round/level (maximum 5 rounds), and the
to AC, with an additional +1 to the bonus for every shield bonus to AC is reduced to +1.
six levels you have (maximum +5 deflection bonus Heightened The spell’s range becomes
at 18th level). touch and it target becomes creature touched.

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Compendium Arcanum Volume 2: 1st Level Spells

SHILLELAGH Duration 1 minutes/level (D)


DESCRIPTION
School transmutation; Classes druid
CASTING This spell creates an invisible shield similar to but
Casting Time 1 standard action not as strong as the shield spell. This shield hovers
Components V, S, DF in front of you and negates magic missile attacks
EFFECT directed at you. The disk provides a +2 shield bonus
Range touch to AC. This bonus applies against incorporeal touch
Target one touched nonmagical oak club or quarterstaff
Duration 1 min./level
attacks.
Saving Throw Will negates (object); Spell Resistance At any time, as a free action, you may dismiss your
yes (object) shield, at which point it deals 1d6 points of
DESCRIPTION electrical damage to all creatures within a 5-foot
Your own nonmagical club or quarterstaff becomes burst, including you. A Reflex saving throw halves
a weapon with a +1 enhancement bonus on attack the damage.
and damage rolls. A quarterstaff gains this Diminished The spell’s duration is reduced
enhancement for both ends of the weapon. It deals to 1 round/level (maximum 5 rounds), and the
damage as if it were two size categories larger (a shield bonus to AC is reduced to +1. If you choose
Small club or quarterstaff so transmuted deals 1d8 to dismiss the shield, it only deals 1d3 points of
points of damage, a Medium 2d6, and a Large 3d6), electricity damage to you and one creature within 5
+1 for its enhancement bonus. These effects only feet of you.
occur when the weapon is wielded by you. If you do Heightened The spell’s range becomes
not wield it, the weapon behaves as if unaffected touch and it target becomes creature touched.
by this spell.
Diminished The spell expires after a single SHOCKING GRASP
attack, but the staff deals an damage as if it were
School evocation [electricity]; Classes magus,
three size categories larger (a Small club or sorcerer/wizard
quarterstaff so transmuted deals 2d6 points of CASTING
damage, a Medium 3d6, and a Large 3d8), +1 for its Casting Time 1 standard action
enhancement bonus if you hit. Components V, S
Heightened The spell’s target becomes EFFECT

nonmagical oak clubs or quarterstaffs touched, and Range touch


Target creature or object touched
you divide the duration in 1-minute intervals
Duration instantaneous
among the objects touched. Allies can wield the Saving Throw none; Spell Resistance yes
affected clubs or quarterstaffs as if they were the DESCRIPTION

caster.
Your successful melee touch attack deals 1d6
points of electricity damage per caster level
SHOCK SHIELD (maximum 5d6). When delivering the jolt, you gain
School abjuration [electricity, force]; Classes alchemist, a +3 bonus on attack rolls if the opponent is
magus, sorcerer/wizard wearing metal armor (or is carrying a metal weapon
CASTING or is made of metal).
Casting Time 1 standard action Diminished The spell only deals 1d3 points
Components V, S
of electricity damage, and you only gain a +1 bonus
EFFECT
on attack rolls if the opponent is wearing metal
Range personal
Target you

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Compendium Arcanum Volume 2: 1st Level Spells

armor (or is carrying a metal weapon or is made of SOLID NOTE


metal).
School conjuration (creation); Classes bard
Heightened The spell deals 1d6 points of CASTING
electricity damage per caster level (maximum Casting Time 1 standard action
10d6). Components V
EFFECT

Range close (25 ft. + 5 ft./2 levels)


SNAPDRAGON FIREWORKS Effect one solidified musical note
School transmutation [fire, light]; Classes Duration concentration + 1 round/level
sorcerer/wizard Saving Throw none; Spell Resistance no
CASTING DESCRIPTION

Casting Time 1 standard action You give temporary physical form to a single
Components S, V, M (a bundle of sulfur wrapped in
musical note and can hang it, suspended, wherever
cloth)
EFFECT
you wish within range, allowing you to use it as
Range long (400 ft. + 40 ft./level) hook, pulley, door blocker, or anything else your
Effect dragon-shaped fireworks imagination desires. The exact appearance of the
Duration 1 round/level solid note depends on your melody. You can make
Saving Throw Reflex negates; Spell Resistance yes
it spiked or smooth, simple or convoluted, and with
DESCRIPTION
any color pattern you wish, however, it always has
A favorite display at halfling midsummer festivals, a size approximately equal to that of your
this spell lets you create fireworks in the shape of outstretched hand. Once created, the solid note
tiny dragons. Once per round, as a move action, resists all attempts to move it but instantly
you may designate a target 5-foot-square within disappears if enough force or weight is brought to
range and launch a pyrotechnic in that direction. bear against it. The note has an effective Strength
The pyrotechnic takes a zigzag path from you to equal to 10 + your caster level. It cannot hold more
that square, always missing creatures and objects weight than the equivalent of a heavy load for its
in its path, and detonates in that square with a Strength without disappearing. Any creature that
bang and a colorful burst of fire and light. Creatures wins an opposed Strength check against the note
in the target square take 1d4 points of fire damage (by pushing open a door which the note is holding
and are dazzled for 1 round (Reflex half, a shut for example) also causes it to disappear. The
successful save negates the dazzled condition). note can never deal actual harm to a creature and
Normally when this spell is used as part of a disappears if successfully attacked (AC 10 + your
festival, the chosen target is high in the sky to Charisma modifier) or overcome with a combat
increase visibility and protect observers. maneuver such as bull rush (CMD 2 + your base
Diminished The spell’s range is reduced to attack bonus + your Charisma modifier). Any
medium (100 ft. + 10 ft./level), its duration is creature obstructed by the solid note simply fails to
reduced to 1 round, and creatures in the target budge it and loses that action for the round.
square take 1 point of fire damage and are dazzled Heightened The note has an effective
for 1 round (a successful Reflex save negates the Strength equal to 10 + your caster level + your
damage and the dazzled condition). Charisma modifier, and you can mentally direct it
Heightened Creatures in the target square to move up or down as much as 20 feet each round.
take 1d6 points of fire damage and are dazzled for
1d4 rounds (Reflex half, a successful save negates
the dazzled condition).

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Compendium Arcanum Volume 2: 1st Level Spells

SPEAK WITH ANIMALS were one size category larger (1d8 if you are
Medium, 1d6 if you are Small).
School divination; Classes druid, ranger
CASTING
Heightened Should you be the target of
Casting Time 1 standard action
transmute rock to mud, this spell immediately ends
Components V, S but you do not take any damage.
EFFECT

Range personal
Target you STUMBLE GAP
Duration 1 min./level School conjuration (creation); Classes sorcerer/wizard
DESCRIPTION CASTING

You can ask questions of and receive answers from Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
animals, but the spell doesn't make them any more
EFFECT
friendly than normal. Wary and cunning animals are
Range close (25 ft. + 5 ft./2 levels)
likely to be terse and evasive, while the more stupid Effect see text
ones make inane comments. If an animal is friendly Duration 1 round + 1 round/level
toward you, it may do some favor or service for Saving Throw Reflex partial; Spell Resistance no
DESCRIPTION
you.
Diminished The spell’s duration is reduced You create a shallow extradimensional hole
to 1 round/level. perfectly sized to trip anyone who steps within it.
Heightened The spell’s range becomes This hole occupies a single 5-foot square with a
touch and its target becomes creature touched. depth of six inches. Any creature occupying the
square when you first create the hole, or who later
steps into the square containing the hole, must
STONE FIST
make a Reflex saving throw to avoid falling prone in
School transmutation [earth]; Classes alchemist, druid,
an adjacent square and taking 1d6 points of
magus, sorcerer/wizard
CASTING
damage. A creature that makes its saving throw
Casting Time 1 standard action
still stumbles ever so slightly and takes a –1 penalty
Components V, S, M (a chip of granite) on all rolls and checks for 1 round. The spell has no
EFFECT effect on creatures adjacent to the square
Range personal containing the hole.
Target you Diminished The spell’s duration is reduced
Duration 1 minute/level (D)
to 1 round.
DESCRIPTION
Heightened The spell creates four holes
This spell transforms your hands into living stone. any four contiguous 5-foot squares.
While this spell is in effect, your unarmed strikes do
not provoke attacks of opportunity and deal 1d6
points of lethal bludgeoning damage (1d4 if you are
Small). In addition, your unarmed strikes ignore the
hardness of any object with a hardness less than 8.
Stone to flesh immediately dispels stone fist. Should
you be the target of transmute rock to mud, this
spell immediately ends and you take 4d6 points of
damage.
Diminished The spell expires after a single
attack, but the unarmed strike deals damage as if it

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Compendium Arcanum Volume 2: 1st Level Spells

SUN METAL
School transmutation [fire]; Classes cleric/oracle, T
paladin, ranger
CASTING

Casting Time 1 standard action TACTICAL ACUMEN


Components V, S
School enchantment (compulsion) [mind-affecting];
EFFECT
Classes paladin
Range touch CASTING
Target one melee weapon
Casting time 1 standard action
Duration 1 round/level (see text)
Components V, S, M/DF (a small piece of a map)
Saving Throw Fortitude negates (object); Spell
EFFECT
Resistance yes (object)
DESCRIPTION Range 30 ft.
Area The caster and all allies within a 30-ft.-radius burst,
The target weapon ignites into flame that does not centered on the caster
hurt the weapon or the wielder, but damages those Duration 1 round/level (D)
Saving throw Will negates (harmless); Spell Resistance
hit by the weapon. When the weapon's wielder hits
yes (harmless)
with this weapon, it deals an additional 1d4 points DESCRIPTION
of fire damage. This damage is not multiplied in the
case of a critical hit. This effect immediately ends if Tactical acumen grants you and your allies a
the weapon is submerged in water. This effect does mastery of battlefield tactics. Whenever you would
not stack with the flaming or flaming burst weapon gain a bonus on attack rolls or to AC due to
special ability or any other effect that grants the battlefield position, such as flanking, higher
weapon extra fire damage. It does not function on ground, or cover, you gain an additional +1 insight
weapons with the frost or icy burst weapon special bonus. This bonus increases by +1 for every five
ability or any other effect that grants a weapon caster levels above 5th you possess (maximum +4).
extra cold damage. Diminished The spell’s range becomes
Diminished The spell expires after a single personal and its target becomes self.
attack, but the weapon deals 1d6 points of fire Heightened The insight bonus also applies
damage. to bonuses gained from teamwork feats.
Heightened The spell’s target becomes
melee weapons touched, and you divide the TARGETED BOMB ADMIXTURE
duration in 1-round intervals among the weapons School transmutation; Classes alchemist
touched. CASTING

Casting Time 1 standard action


Components V, S
EFFECT

Range personal
Target you
Duration 1 round/level
DESCRIPTION

Upon drinking an extract created with this formula,


you make a significant change to your magical
reserve that modifies the nature of all bombs you
create and throw during this extract's duration. This
effect on your magical reserve has no effect on any

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Compendium Arcanum Volume 2: 1st Level Spells

discoveries that you use to modify your bombs, but TIRELESS PURSUIT
you can only have one admixture effect (formula
School transmutation; Classes inquisitor, ranger
with the word “bomb admixture” in its title) active CASTING
at a time. If you drink another bomb admixture, the Casting Time 1 standard action
effects of the former bomb admixture end and the Components V, S, M (a hard biscuit)
new one becomes active. EFFECT

When you throw bombs, they can only hit a direct Range personal
target; they do not splash. However, the bomb Target you
Duration 1 hour/level (D)
deals its base damage plus double your Intelligence
DESCRIPTION
modifier instead of just its base damage plus your
Intelligence modifier. You harden your body against the stresses of long
Heightened All bombs thrown also travel. You halve the damage caused by hustling
increase their damage dice by one category (i.e. a and forced marching (see Hustle and Forced
bomb that deals 2d6 damage instead deals 2d8 March). In addition, for the duration of the spell you
damage). ignore any fatigue caused by such travel. Once the
spell ends, if you still have any nonlethal damage
caused by the hustling or forced march, you
TIMELY INSPIRATION become fatigued, or exhausted if already fatigued.
School divination; Classes bard Diminished The spell’s duration is reduced
CASTING to 1 hour.
Casting Time 1 immediate action Heightened The spell’s range becomes
Components V
touch and its target becomes one living creature.
EFFECT

Range close (25 ft. + 5 ft./2 levels)


Target one creature TOUCH OF GRACELESSNESS
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance School transmutation; Classes bard, sorcerer/wizard
yes (harmless) CASTING

DESCRIPTION Casting Time 1 standard action


Components V, S
A word of arcane-empowered inspiration can
EFFECT
snatch victory from seeming defeat. Cast this spell
Range touch
when a creature fails an attack roll or skill check. Target creature touched
The target gains a +1 competence bonus per five Duration 1 round/level
caster levels (maximum +3 bonus) on the attack roll Saving Throw Fortitude partial; Spell Resistance yes
DESCRIPTION
or skill check retroactively. If the bonus is enough
to make the failure a success, the roll succeeds. With a single touch, you reduce a creature to a
Diminished The spell’s range is reduced to fumbling clown. The target takes a penalty to its
10 feet and the target only gains a +1 competence Dexterity equal to 1d6+1 per two caster levels
bonus on the attack roll or skill check retroactively. (maximum 1d6+5). This penalty cannot drop the
Heightened The target gains a +1 target's Dexterity score below 1.
competence bonus per four caster levels In addition, if the subject moves more than half its
(maximum +5 bonus) on the attack roll or skill speed, it falls prone. If the subject flies, its
check retroactively. maneuverability is reduced by one step (perfect
maneuverability becomes good, good becomes
average, and so on).

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Compendium Arcanum Volume 2: 1st Level Spells

A successful Fortitude save halves the penalty to TRUE STRIKE


Dexterity and negates the possibility of falling
School divination; Classes alchemist, inquisitor, magus,
prone or the reduction to fly maneuverabilities. sorcerer/wizard
Diminished The target does not suffer the CASTING

possibility of falling prone or the reduction to fly Casting Time 1 standard action
maneuverabilities. Components V, F (small wooden replica of an archery
target)
Heightened If the target fails it Fortitude
EFFECT
save, it is also staggered for 1 round.
Range personal
Target you
Duration see text
TOUCH OF THE SEA
DESCRIPTION
School transmutation; Classes alchemist, druid,
sorcerer/wizard You gain temporary, intuitive insight into the
CASTING immediate future during your next attack. Your
Casting Time 1 standard action next single attack roll (if it is made before the end
Components V, S, M (a fish scale) of the next round) gains a +20 insight bonus.
EFFECT
Additionally, you are not affected by the miss
Range touch
chance that applies to attackers trying to strike a
Target creature touched
Duration 1 minute/level concealed target.
Saving Throw Fortitude negates (harmless); Spell Diminished The insight bonus to attack is
Resistance yes (harmless) reduced to +5.
DESCRIPTION
Heightened The insight bonus to attack is
You cause webs to grow between the target's increased to +30.
fingers and its feet to transform into flippers,
granting a swim speed of 30 feet along with the
standard +8 bonus on Swim checks and the ability
to take 10 even if distracted or endangered. You U
can also use the run action while swimming,
provided you swim in a straight line. This
transformation causes any boots or gloves the UNDETECTABLE ALIGNMENT
target is wearing to meld into its form (although School abjuration; Classes bard
magic items with a continuous effect continue to CASTING

function). This spell does not grant the target any Casting Time 1 standard action
Components V, S
ability to breathe water.
EFFECT
Diminished The spell’s range becomes
Range close (25 ft. + 5 ft./2 levels)
personal and its target becomes self. Target one creature or object
Heightened The spell’s target Duration 24 hours
becomes creatures touched, and Saving Throw Will negates (object); Spell
Resistance yes (object)
you divide the duration in 1-minute
DESCRIPTION
intervals among the creatures
touched. An undetectable alignment spell conceals the
alignment of an object or a creature from all forms
of divination.
Diminished The spell’s duration becomes
1 hour.

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Compendium Arcanum Volume 2: 1st Level Spells

Heightened The spell’s target becomes Range medium (100 ft. + 10 ft./level)
Target your eidolon
creatures touched, and you divide the duration in 1-
Duration 10 minutes/level
hour intervals among the creatures touched. Saving Throw Will negates (harmless); Spell
Resistance no
DESCRIPTION
UNERRING WEAPON
This spell breaks the life link between you and your
School transmutation; Classes inquisitor, magus,
sorcerer/wizard, witch eidolon. This spell allows your eidolon to venture
CASTING more than 100 feet away from you without penalty.
Casting Time 1 standard action It can travel any distance while this spell is in effect
Components V, S without penalty, but if the spell expires while the
EFFECT
eidolon is farther than 100 feet away, it
Range close (25 ft. + 5 ft./2 levels) immediately loses hit points as normal for distance
Targets one weapon or 20 projectiles, all of which must
be together at the time of casting
and is possibly sent back to its home plane. While
Duration 1 round/level this spell is in effect, you cannot sacrifice hit points
Saving Throw Will negates (harmless, object); Spell to prevent damage to your eidolon. Damage that
Resistance yes (harmless, object)
would be transferred due to the life bond ability is
DESCRIPTION
not transferred. If you attempt to use the
This spell causes a weapon to veer closer to vital transposition ability while this spell is in effect, you
areas, improving the result of a critical threat. This must roll on the teleport mishap table, using the
transmutation grants a +2 bonus on attack rolls to “studied carefully” row.
confirm critical hits plus 1 additional bonus point Diminished The spell’s duration is reduced
per four caster levels (maximum total bonus +7). If to 1 minute per level.
the spell is cast on projectiles, the effect ends on a Heightened While the spell is in effect,
specific projectile whenever that projectile is used you may sacrifice hit points to prevent damage to
to make an attack, regardless of whether the attack your eidolon, but damage that would be
hits. For this spell, shuriken are considered transferred due to the life bond is still not
projectiles. transferred.
Diminished The spell’s range becomes
touch and its target becomes one weapon or 20
UNNATURAL LUST
projectiles touched. In addition, the spell only
grants a +2 bonus on attack rolls to confirm critical School enchantment (compulsion) [emotion, mind-
affecting]; Classes bard
hits.
CASTING
Heightened The spell’s range becomes
Casting Time 1 standard action
touch and its target becomes weapons or groups of Components V, S
20 projectiles. You divide the duration in 1-round EFFECT

intervals among the weapons or projectile groups Range close (25 ft. + 5 ft./2 levels)
touched. Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
UNFETTER DESCRIPTION

School transmutation; Classes summoner Your target is filled with lust and desire for a single
CASTING creature or object as designated by you at the time
Casting Time 1 standard action of casting. That creature or object must be within
Components V, S, M (a broken chain)
the spell's range and perceivable by the target of
EFFECT

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Compendium Arcanum Volume 2: 1st Level Spells

the spell. The target is filled with the compulsion to command. It can run and fetch things, open
rush to the subject of its lust and passionately kiss unstuck doors, and hold chairs, as well as clean and
or caress that subject on its next turn, taking no mend. The servant can perform only one activity at
other actions. If the target would not normally have a time, but it repeats the same activity over and
lustful feelings toward the designated creature or over again if told to do so as long as you remain
object, it receives a +4 bonus on its saving throw. within range. It can open only normal doors,
Diminished The spell’s range is reduced to drawers, lids, and the like. It has an
touch. effective Strength score of 2 (so it can lift 20
Heightened The spell’s duration increases pounds or drag 100 pounds). It can trigger traps and
to 1 round/level. such, but it can exert only 20 pounds of force,
which is not enough to activate certain pressure
plates and other devices. It can't perform any task
UNPREPARED COMBATANT
that requires a skill check with a DC higher than 10
School enchantment (compulsion) [emotion, mind-
or that requires a check using a skill that can't be
affecting]; Classes bard, sorcerer/wizard, witch
used untrained. This servant cannot fly, climb, or
CASTING

Casting Time 1 standard action


even swim (though it can walk on water). Its base
Components V, S speed is 15 feet.
EFFECT The servant cannot attack in any way; it is never
Range close (25 ft. + 5 ft./2 levels) allowed an attack roll. It cannot be killed, but it
Target one creature dissipates if it takes 6 points of damage from area
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
attacks. (It gets no saves against attacks.) If you
DESCRIPTION
attempt to send it beyond the spell's range
(measured from your current position), the servant
The target takes a –4 penalty on initiative checks
ceases to exist.
and Reflex saves.
Diminished The spell’s duration is reduced
Diminished The spell’s duration is reduced
to 1 minute, and the unseen servant’s speed is
to 1 round/level, and the target only takes a –1
reduced to 10 feet.
penalty on initiative checks and Reflex saves.
Heightened The servant has an effective
Heightened The target takes a –6 penalty
Strength Score of 4 (so it can lift 40 pounds or drag
on initiative checks and Reflex saves.
100 pounds) and speed of 30 feet.

UNSEEN SERVANT
School conjuration (creation); Classes bard, magus,
sorcerer/wizard, summoner, witch
CASTING

Casting Time 1 standard action


Components V, S, M (a piece of string and a bit of wood)
EFFECT

Range close (25 ft. + 5 ft./2 levels)


Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no
DESCRIPTION

An unseen servant is an invisible, mindless,


shapeless force that performs simple tasks at your

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Compendium Arcanum Volume 2: 1st Level Spells

You can make your voice (or any sound that you
V can normally make vocally) seem to issue from
someplace else. You can speak in any language you
know. With respect to such voices and sounds,
VEIL OF POSITIVE ENERGY anyone who hears the sound and rolls a successful
School abjuration [good]; Classes paladin save recognizes it as illusory (but still hears it).
CASTING Diminished You must be touching the
Casting Time 1 standard action object from which your voice issues.
Components V, S, DF Heightened The spell’s range increases to
EFFECT medium (100 ft. + 10 ft./level).
Range personal or 5 ft.; see text
Target you or all creatures within 5 ft.; see text
Duration 10 minutes/level (D) VIRTUE
DESCRIPTION
School transmutation; Classes paladin
You surround yourself with a veil of positive energy, CASTING

making it harder for undead creatures to harm you. Casting Time 1 standard action
Components V, S, DF
When under the effect of this spell, you gain a +2
EFFECT
sacred bonus to AC and a +2 sacred bonus on saves.
Range touch
Both of these bonuses apply only against attacks or
Target creature touched
effects created by undead creatures. You can Duration 1 min.
dismiss this spell before its normal duration as a Saving Throw none; Spell Resistance yes (harmless)
swift action on your turn to deal a number of points DESCRIPTION

of positive energy damage equal to your level to all With a touch, you infuse a creature with a tiny
undead creatures within 5 feet of you. surge of life, granting the subject 1 temporary hit
Heightened The sacred bonus apply to point.
attacks or effects created by evil-aligned outsiders, Heightened The subject is granted 1d4
evil-aligned dragons, and undead. Likewise, the temporary hit points + 1 point per two caster levels
damage dealt by dismissing the spell before its (maximum 1d4+5).
normal duration is dealt to evil-aligned outsiders,
evil-aligned dragons, and undead.
VOCAL ALTERATION
School transmutation; Classes alchemist, bard,
VENTRILOQUISM inquisitor, sorcerer/wizard, witch
CASTING
School illusion (figment); Classes bard,
Casting Time 1 standard action
sorcerer/wizard, summoner
Components V, S
CASTING EFFECT

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)
Components V, F (parchment rolled into cone) Target one humanoid creature
EFFECT Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes
Range close (25 ft. + 5 ft./2 levels)
DESCRIPTION
Effect intelligible sound, usually speech
Duration 1 min./level (D)
You alter the target's voice to something else. For
Saving Throw Will disbelief (if interacted with); Spell
Resistance no example, you could make the target's voice high-
DESCRIPTION pitched, husky, or nasal, or change its accent to an
accent you are familiar with. If this spell is used as

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Compendium Arcanum Volume 2: 1st Level Spells

part of a disguise, the target gets a +10 bonus on Diminished The spell’s duration becomes
the Disguise check when trying to fool a listener. to concentration (maximum 5 rounds).
The target can vary the disguised voice just as it Heightened The spell’s range becomes 5
could its normal voice. For example, a halfling feet and it target becomes one 5-foot square. The
female given a male dwarf noble's voice and accent weapon will ward any ally occupying the target
could speak in falsetto, with a rural halfling accent, square.
and so on.
Diminished The spell’s range is reduced to
WARTRAIN MOUNT
touch, its duration is reduced to 1 round/level, and
School enchantment (compulsion) [mind-affecting];
the target only gets a +5 bonus on the Disguise
Classes antipaladin, inquisitor, paladin, ranger
check when trying to fool a listener.
CASTING
Heightened The target gets a +20 bonus Casting Time 1 minute
on the Disguise check when trying to fool a listener. Components V, S, M (a swatch of black cloth)
EFFECT

Range close (25 ft. + 5 ft./2 levels)


Target one indifferent or friendly animal
W Duration 1 hour/level
Saving Throw none; Spell Resistance yes
DESCRIPTION

WARDING WEAPON You instill the target animal with the combat
training general purpose (see Animal Combat
School abjuration; Classes magus
CASTING
Training). This supersedes the animal's previous
Casting Time 1 standard action trained purpose and any tricks it knows. When the
Components V, S, F (one melee weapon you are spell ends, it reverts to its previous trained purpose
proficient in and you are holding) and known tricks.
EFFECT
Diminished The spell’s duration is reduced
Range personal to 10 minutes/level.
Target you
Duration 1 round/level Heightened For every four caster levels
DESCRIPTION beyond 4th, you may instill the animal with an
additional animal trick (in addition to the combat
The focus of this spell flies upward above your head
training general purpose).
and takes a defensive position within your space. It
lunges at opponents, as if guided by a martially
trained hand, parrying and turning back melee WEAKEN POWDER
attacks aimed at you, but does not strike back at School transmutation; Classes druid, sorcerer/wizard,
any opponent nor does it damage them. The witch
weapon serves only as a defense. While it protects CASTING

you, you can cast spells without provoking attacks Casting Time 1 standard action
Components V, S, M/DF (an empty paper cartridge)
of opportunity, without the need to cast them
EFFECT
defensively.
Range close (25 ft. + 5 ft./2 levels)
A creature with the Disruptive feat can easily Target 1 loaded firearm
bypass this spell's defenses. You provoke attacks of Duration instantaneous
opportunity for casting spells against these Saving Throw Will negates (object); Spell
Resistance yes (object)
creatures even when subject to this spell, though
DESCRIPTION
you can still choose to cast defensively.

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Compendium Arcanum Volume 2: 1st Level Spells

Ammunition in the target firearm generates less of WRATH


an explosive charge when fired. With such
School enchantment (compulsion) [emotion, mind-
ammunition, the firearm's range increment is affecting]; Classes inquisitor
halved and the firer takes a –2 penalty on damage CASTING

rolls. If aware of this spell's effect prior to firing the Casting Time 1 standard action
altered ammunition (a DC 16 Spellcraft check to Components V, S, M (a thorny vine)
EFFECT
identify the spell being cast or similar effect), the
firearm's user can spend a standard action to clear Range personal
Target you
the altered ammunition from the firearm. Doing so Duration 1 minute
destroys that ammunition. DESCRIPTION
Diminished Firearm’s user is automatically
You focus your anger against an enemy. Choose
aware of the spell’s casting and may make a save
one enemy creature that you can see. You gain a +1
against to negate it.
morale bonus on attack rolls and weapon damage
Heightened The firearm's firer takes a –2
rolls against that designated creature for every
penalty on attack rolls in addition to the –2 penalty
three caster levels you have (at least +1, maximum
on damage rolls. If aware of this spell's effect prior
+3). You also receive this bonus on caster level
to firing the altered ammunition (a DC 17 Spellcraft
checks made to overcome the creature's spell
check to identify the spell being cast or similar
resistance, if any. At 12th level, you gain the
effect), the firearm's user can spend a standard
benefits of the Improved Critical feat on attack rolls
action to clear the altered ammunition from the
made against the designated creature. This effect
firearm. Doing so destroys that ammunition.
doesn't stack with any other effect that expands
the threat range of a weapon.
WORD OF RESOLVE Diminished You only gain a +1 morale
School abjuration; Classes paladin bonus on attack rolls and weapon damage rolls
CASTING against that designated creature.
Casting Time 1 immediate action Heightened The spell’s range becomes
Components V, DF touch and its target becomes one living creature
EFFECT
touched.
Range close (25 ft. + 5 ft./2 levels)
Target one ally
Duration instantaneous
Saving Throw Will negate (harmless); Spell
Resistance yes (harmless)
DESCRIPTION
X
You focus your aura on one ally, allowing it to reroll
a failed saving throw against a charm or fear effect
with a +4 sacred bonus. If you do not have the aura
of courage class ability, this spell has no effect on
the target's fear. If you do not have the aura of
resolve class ability, this spell has no effect on any
charm effects on the target.
Heightened You allow the ally to reroll a
failed saving throw against a charm or fear effect
with a +6 sacred bonus.

75
Compendium Arcanum Volume 2: 1st Level Spells

including derivative works and translations (including

Y into other computer languages), potation, modification,


correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an
existing work may be recast, transformed or adapted; (c)
YOUTHFUL APPEARANCE “Distribute” means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise
School transmutation (polymorph); Classes alchemist, distribute; (d) “Open Game Content” means the game
bard, sorcerer/wizard, witch mechanic and includes the methods, procedures,
CASTING processes and routines to the extent such content does
Casting Time 1 standard action not embody the Product Identity and is an enhancement
Components V, S over the prior art and any additional content clearly
identified as Open Game Content by the Contributor,
EFFECT
and means any work covered by this License, including
Range touch translations and derivative works under copyright law,
Target creature touched but specifically excludes Product Identity. (e) “Product
Duration 1 hour/level Identity” means product and product line names, logos
DESCRIPTION and identifying marks including trade dress; artifacts,
creatures, characters, stories, storylines, plots, thematic
You make your target look like a younger version of elements, dialogue, incidents, language, artwork,
itself. You select how much younger it looks (for symbols, designs, depictions, likenesses, formats, poses,
example, “10 years” or “as a young adult”). You concepts, themes and graphic, photographic and other
visual or audio representations; names and descriptions
cannot otherwise change details of the target's of characters, spells, enchantments, personalities,
appearance other than those directly associated teams, personas, likenesses and special abilities; places,
with aging (for example, gray hair returns to its locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or
original color). The target cannot appear so much
graphic designs; and any other trademark or registered
younger that it changes size. This spell does not trademark clearly identified as Product identity by the
affect any age-based modifications to ability scores owner of the Product Identity, and which specifically
or other age-related effects. excludes the Open Game Content; (f) “Trademark”
means the logos, names, mark, sign, motto, designs that
Diminished The spell’s duration is reduced are used by a Contributor to identify itself or its products
to 1 round/level. or the associated products contributed to the Open
Heightened The target creature can Game License by the Contributor (g) “Use”, “Used” or
“Using” means to use, Distribute, copy, edit, format,
ignore age-based modifications to ability scores or
modify, translate and otherwise create Derivative
other age-related effects for the duration of the Material of Open Game Content. (h) “You” or “Your”
spell. means the licensee in terms of this agreement. 2. The
License: This License applies to any Open Game Content
that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game
Z Content that you Use. No terms may be added to or
subtracted from this License except as described by the
License itself. No other terms or conditions may be
LEGAL applied to any Open Game Content distributed using
this License. 3. Offer and Acceptance: By Using the Open
Game Content You indicate Your acceptance of the
terms of this License. 4. Grant and Consideration: In
OPEN GAME LICENSE VERSION 1.0A consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-
The following text is the property of Wizards of the
free, non-exclusive license with the exact terms of this
Coast, Inc. and is Copyright 2000 Wizards of the Coast,
License to Use, the Open Game Content. 5.
Inc. (“Wizards”). All Rights Reserved. 1. Definitions: (a)
Representation of Authority to Contribute: If You are
“Contributors” means the copyright and/or trademark
contributing original material as Open Game Content,
owners who have contributed Open Game Content; (b)
You represent that Your Contributions are Your original
“Derivative Material” means copyrighted material

76
Compendium Arcanum Volume 2: 1st Level Spells

creation and/or You have sufficient rights to grant the Skip Williams, based on material by E. Gary Gygax and
rights conveyed by this License. 6. Notice of License Dave Arneson.
Copyright: You must update the COPYRIGHT NOTICE System Reference Document. Copyright 2000-2003,
portion of this License to include the exact text of the Wizards of the Coast, Inc.; Authors Jonathan Tweet,
COPYRIGHT NOTICE of any Open Game Content You are Monte Cook, Skip Williams, Rich baker, Andy Collins,
copying, modifying or distributing, and You must add the David Noonan, Rich Redman, Bruce R. Cordell, based on
title, the copyright date, and the copyright holder’s name original material by E. Gary Gygax and Dave Arneson.
to the COPYRIGHT NOTICE of any original Open Game Monte Cook's Arcana Evolved. Copyright 2005, Author:
Content you Distribute. Monte J. Cook.
7. Use of Product Identity: You agree not to Use any Arcana Evolved Spell Treasury. Copyright 2006, Author:
Product Identity, including as an indication as to Monte J. Cook.
compatibility, except as expressly licensed in another, Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
independent Agreement with the owner of each element Publishing, LLC; Author: Jason Bulmahn, based on
of that Product Identity. You agree not to indicate material by Jonathan Tweet, Monte Cook, and Skip
compatibility or co-adaptability with any Trademark or Williams.
Registered Trademark in conjunction with a work Pathfinder Roleplaying Game GameMastery Guide.
containing Open Game Content except as expressly Copyright 2010, Paizo Publishing, LLC; Authors: Cam
licensed in another, independent Agreement with the Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric
owner of such Trademark or Registered Trademark. The Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James
use of any Product Identity in Open Game Content does Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito
not constitute a challenge to the ownership of that Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason
Product Identity. The owner of any Product Identity used Nelson, David Noonan, Richard Pett, Rich Redman, Sean
in Open Game Content shall retain all rights, title and K Reynolds, F. Wesley Schneider, Amber Scott, Doug
interest in and to that Product Identity. 8. Identification: Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ
If you distribute Open Game Content You must clearly Taylor, Penny Williams, Skip Williams, Teeuwynn
indicate which portions of the work that you are Woodruff.
distributing are Open Game Content. 9. Updating the Pathfinder Roleplaying Game Advanced Player’s Guide.
License: Wizards or its designated Agents may publish Copyright 2010, Paizo Publishing, LLC; Author: Jason
updated versions of this License. You may use any Bulmahn.
authorized version of this License to copy, modify and Pathfinder Roleplaying Game Ultimate Magic. Copyright
distribute any Open Game Content originally distributed 2011, Paizo Publishing, LLC. Authors: Jason Bulmahn,
under any version of this License. 10. Copy of this Tim Hitchcock, Colin McComb, Rob McCreary, Jason
License: You MUST include a copy of this License with Nelson, Stephen Radney-MacFarland, Sean K Reynolds,
every copy of the Open Game Content You distribute. Owen K.C. Stephens, and Russ Taylor.
11. Use of Contributor Credits: You may not market or Pathfinder Roleplaying Game Ultimate Combat.
advertise the Open Game Content using the name of any Copyright 2011, Paizo Publishing, LLC. Authors: Jason
Contributor unless You have written permission from Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary,
the Contributor to do so. 12. Inability to Comply: If it is Jason Nelson, Stephen Radney-MacFarland, Sean K
impossible for You to comply with any of the terms of Reynolds, Owen K.C. Stephens, and Russ Taylor.
this License with respect to some or all of the Open Errant d20 Designer. Copyright 2012-2014, Timothy
Game Content due to statute, judicial order, or Wallace; Author: Timothy Wallace.
governmental regulation then You may not Use any Multi-Variable Spell Compendium: 0-2nd Level Spells.
Open Game Material so affected. 13. Termination: This Copyright 2014, Errant d20 Games; Author: Timothy
License will terminate automatically if You fail to comply Wallace.
with all terms herein and fail to cure such breach within Compendium Arcanum Volume 2: 1st Level Spells.
30 days of becoming aware of the breach. All sublicenses Copyright 2014, d20PFSRD.com Publishing; Author:
shall survive the termination of this License. 14. Timothy Wallace.
Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to DESIGNATION OF PRODUCT IDENTITY
the extent necessary to make it enforceable. All company names, logos, and artwork, images,
15. Copyright Notice:
graphics, illustrations, trade dress, and graphic design
SECTION 15 COPYRIGHT NOTICE
elements and proper names are designated as Product
Open Game License v 1.0a Copyright 2000, Wizards of Identity. Any rules, mechanics, illustrations, or other
the Coast, Inc. items previously designated as Open Game Content
System Reference Document. Copyright 2000, Wizards of elsewhere or which are in the public domain are not
the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook,
included in this declaration.

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Compendium Arcanum Volume 2: 1st Level Spells

DECLARATION OF OPEN GAME CONTENT


All content not designated as Product Identity is declared
Open Game Content as described in Section 1(d) of the
Open Game License Version 1.0a.

CREATIVE COMMONS
This work is licensed under a Creative Commons
Attribution-Share Alike 3.0 License.

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