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Index of Spells by Level - Rgr 1

Index of Spells by Level - Rgr 1

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Alarm
Abjuration 1 standard action PRPG-O
None - No Brd 1, Rgr 1, Sor/Wiz 1 V, S, F/DF
2 hours/level (D) Close 4 hours
Area: 20-ft.-radius emanation centered on a point in space

Wards an area for 2 hours/level.

Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm . You decide at the time of casting whether the alarm will be mental or audible in nature.

Mental Alarm : A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm .

Audible Alarm : An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm .

Alarm can be made permanent with a permanency spell.

Animal Messenger
Enchantment (Compulsion) [Mind-affecting] 1 minute PRPG-O
None; see text - Yes Brd 2, Drd 2, Rgr 1 V, S, M
1 day/level Close 6 hours
Target: One Tiny animal

Sends a Tiny animal to a specific place.

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 animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).

Calm Animals
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Animal 1, Drd 1, Rgr 1 V, S
1 min./level Close General
Targets: Animals within 30 ft. of each other

Calms 2d4 + level HD of animals.

This spell soothes and quiets animals, rendering 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.

Charm Animal
Enchantment (Charm) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Drd 1, Rgr 1 V, S
1 hour/level Close 1 hour
Target: One animal

Makes one animal your friend.

This spell functions like charm person, except that it affects a creature of the animal type.

Delay Poison
Conjuration (Healing) 1 standard action PRPG-O
Fortitude negates (harmless) - Yes (harmless) Adp 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 V, S, DF
1 hour/level Touch 6 hours
Target: Creature touched

Stops poison from harming target for 1 hour/level.

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

Detect Animals or Plants
Divination 1 standard action PRPG-O
None - No Drd 1, Rgr 1 V, S
Concentration, up to 10 min./level (D) Long General
Area: Cone-shaped emanation

Detects kinds of animals or plants.

You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.

1st Round : Presence or absence of that kind of animal or plant in the area.

2nd Round : Number of individuals of the specified kind in the area and the condition of the healthiest specimen.

3rd Round : The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location.

Conditions : For purposes of this spell, the categories of condition are as follows:

Normal: Has at least 90% of full normal hit points, free of disease.

Fair: 30% to 90% of full normal hit points remaining.

Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.

Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.

If a creature falls into more than one category, the spell indicates the weaker of the two.

Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Poison
Divination 1 standard action PRPG-O
None - No Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 V, S
Instant Close 5 minutes
Target or Area: One creature, one object, or a 5-ft. cube

Detects poison in one creature or small object.

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Snares and Pits
Divination 1 standard action PRPG-O
None - No Drd 1, Rgr 1 V, S
Concentration, up to 10 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals natural or primitive traps.

You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.

Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare ), nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long you study a particular area.

1st Round : Presence or absence of hazards.

2nd Round : Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round : The general type and trigger for one particular hazard closely examined by you.

Each round, you can turn to examine a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Endure Elements
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Adp 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 V, S
24 hours Touch 6 hours
Target: Creature touched

Exist comfortably in hot or cold regions.

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Entangle
Transmutation 1 standard action PRPG-O
Reflex partial; see text - No Drd 1, Plant 1, Rgr 1 V, S, DF
1 min./level (D) Long General
Area: Plants in a 40-ft.-radius spread

Plants entangle everyone in 40-ft. radius.

This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. 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.

Hide from Animals
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes Drd 1, Rgr 1 S, DF
10 min./level (D) Touch 4 hours
Targets: One creature touched/level

Animals can't perceive one subject/level.

Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Jump
Transmutation 1 standard action PRPG-O
Will negates (harmless) - Yes Drd 1, Rgr 1, Sor/Wiz 1 V, S, M
1 min./level (D) Touch 5 minutes
Target: Creature touched

Subject gets bonus on Acrobatics checks.

The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Longstrider
Transmutation 1 standard action PRPG-O
- Drd 1, Rgr 1, Travel 1 V, S, M
1 hour/level (D) Personal 24 hours
Target: You

Your speed increases by 10 ft.

This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Magic Fang
Transmutation 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Drd 1, Rgr 1 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

One natural weapon of subject creature gets +1 on attack and damage rolls.

Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.

Magic fang can be made permanent with a permanency spell.

Pass without Trace
Transmutation 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Drd 1, Rgr 1 V, S, DF
1 hour/level (D) Touch 6 hours
Targets: One creature/level touched

One subject/level leaves no tracks.

The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means.

Read Magic
Divination 1 standard action PRPG-O
- Adp 0, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 V, S, F
10 min./level Personal General
Target: You

Read scrolls and spellbooks.

You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Resist Energy
Abjuration 1 standard action PRPG-O
Fortitude negates (harmless) - Yes (harmless) Adp 2, Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2 V, S, DF
10 min./level Touch 1 hour
Target: Creature touched

Ignores first 10 (or more) points of damage per attack from specified energy type.

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Resist energy overlaps (and does not stack with) protection from energy If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Speak with Animals
Divination 1 standard action PRPG-O
- Brd 3, Drd 1, Rgr 1 V, S
1 min./level Personal 30 minutes
Target: You

You can communicate with animals.

You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Summon Nature's Ally I
Conjuration (Summoning) 1 round PRPG-O
None - No Drd 1, Rgr 1 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.