Compendium Arcanum Volume 1: Cantrips & Orisons
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Compendium Arcanum Volume 1: Cantrips & Orisons
ABOUT THIS BOOK
Compendium
A multi-variable spell is a spell which, once
Arcanum Volume learned, you can cast as a spell one level higher
or lower than the original spell. This mechanic
1: was first introduced in Monte Cook’s Arcana
Evolved. Multi-variable spells gives
Cantrips & spellcasters great flexibility and so Tim decided
to begin by adding the Heightened and
Orisons Diminished qualities to Pathfinder spells.
So, in addition to the normal Pathfinder spell
by Tim Wallace
details, you will see one or two new bits of text,
specifically, either a “Diminished Effects” line, a
“Heightened Effects” line, or both.
ABOUT THE AUTHOR
This is the first book of a set intended to include
Tim Wallace is an aspiring d20 roleplaying all spells from the Pathfinder Roleplaying Game
game designer. His design credits include a Core Rulebook, Advanced Player’s Guide,
large portion of the Pathfinder conversion of Ultimate Combat, and Ultimate Magic, now
Heroes of the Jade Oath by Rite Publishing, the with heightened and diminished effects.
Martial Arts Guidebook (in development), and
bits of indie design work that he has posted on
the Candlekeep Forums. He also has a series of DIMINISHED EFFECTS
character sheets that he has designed over the This section describes changes to the spell if
years. You can read more from Tim on Google+, it is cast using a slot one Level lower than
on Twitter, or on his blog. normal. You must be able to cast a spell at
its regular Level before you can use the
diminished effects. If you use a diminished
effect, treat the spell as one Level lower
than listed for purposes of spell slot used,
saving throw DCs, magic item pricing, and
so on. Spells that are 0-level (or 1st-level
alchemist-, paladin-, or ranger-only spells)
have no diminished effects.
HEIGHTENED EFFECTS
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 heightened effects.
pg. 1
Compendium Arcanum Volume 1: Cantrips & Orisons
A an invisible mark is made, detect magic causes
it to glow and be visible, though not necessarily
understandable.
ACID SPLASH
See invisibility, true seeing, a gem of seeing, or
School conjuration (creation) [acid]; Level inquisitor 0,
magus 0, sorcerer/wizard 0, summoner 0, witch 0
a robe of eyes likewise allows the user to see an
CASTING
invisible arcane mark. A read magic spell
Casting Time 1 standard action
reveals the words, if any. The mark cannot be
Components V, S dispelled, but it can be removed by the caster or
EFFECT by an erase spell.
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid If an arcane mark is placed on a living being,
Duration instantaneous the effect gradually fades in about a month.
Saving Throw none; Spell Resistance no
DESCRIPTION Arcane mark must be cast on an object prior to
casting instant summons on the same object
You fire a small orb of acid at the target. You
(see that spell description for details).
must succeed on a ranged touch attack to hit
your target. The orb deals 1d3 points of acid Heightened Effects The spell allows you 1
damage. This acid disappears after 1 round. round per caster level to write your mark, with
no space or word limitation. With enough
Heightened Effects You may choose to hold
patience and castings of this spell, you could
the orb for up to 1 round before selecting a
literally inscribe a book. You can key the mark
target as a free action. If you do not choose a
to a specific creature, making it visible only to
target after 1 round, you take 1d3 points of acid
that creature; such a usage adds the [language-
damage and the orb vanishes. If it hits its
dependent] descriptor to the spell.
target, the orb deals 1d4 points of acid damage.
As well, the target must make a Reflex save or
suffer 1 point of Strength damage.
ARCANE MARK
School universal; Level magus 0, sorcerer/wizard 0,
summoner 0, witch 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Effect one personal rune or mark, all of which must fit
within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell allows you to inscribe your personal
rune or mark, which can consist of no more
than six characters. The writing can be visible
or invisible. An arcane mark spell enables you
to etch the rune upon any substance without
harm to the material upon which it is placed. If
pg. 2
Compendium Arcanum Volume 1: Cantrips & Orisons
B many small receptacles. This water disappears
after 1 day if not consumed.
BRAND Note: Conjuration spells can't create
substances or objects within a creature. Water
School transmutation [curse]; Level inquisitor 0
weighs about 8 pounds per gallon. One cubic
CASTING
foot of water contains roughly 8 gallons and
Casting Time 1 standard action
Components V, S, DF
weighs about 60 pounds.
EFFECT
Heightened Effects The water created can
Range touch
appear with force, dousing flames and putting
Target creature touched
Duration 1 day/level out small fires. An elemental creature with the
Saving Throw Fortitude negates; Spell Resistance yes fire subtype caught in the area of the spell
DESCRIPTION suffers 1d6 points of damage per two caster
levels (maximum 5d6, Reflex save for half
Brand etches an indelible rune or mark of no
damage). An elemental creature of the water
more than 6 characters onto a creature,
subtype caught in the area of the spell enjoys
inflicting 1 point of damage. The mark may be
1d6 points of healing per two caster levels
placed on any exposed portion of the creature,
(maximum 5d6).
typically the head or forearm. A brand can be
hidden by clothing or removed by scraping it
away (causing 1d6 points of damage), though
the brand returns if the damage is healed.
Heightened Effects The spell allows you 1
round per caster level to etch the rune or mark,
with no space or word limitation.
CREATE WATER
School conjuration (creation) [water]; Level cleric/oracle
0, druid 0, inquisitor 0, paladin 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell generates wholesome, drinkable
water, just like clean rain water. Water can be
created in an area as small as will actually
contain the liquid, or in an area three times as
large—possibly creating a downpour or filling
pg. 3
Compendium Arcanum Volume 1: Cantrips & Orisons
D DAZE
School enchantment (compulsion) [mind-affecting];
Level bard 0, inquisitor 0, magus 0, sorcerer/wizard 0,
DANCING LIGHTS summoner 0, witch 0
School evocation [light]; Level bard 0, magus 0, CASTING
sorcerer/wizard 0, witch 0 Casting Time 1 standard action
CASTING Components V, S, M (a pinch of wool or similar
Casting Time 1 standard action substance)
Components V, S EFFECT
EFFECT Range close (25 ft. + 5 ft./2 levels)
Range medium (100 ft. + 10 ft./level) Target one humanoid creature of 4 HD or less
Effect Up to four lights, all within a 10-ft.-radius area Duration 1 round
Duration 1 minute (D) Saving Throw Will negates; Spell Resistance yes
Saving Throw none; Spell Resistance no DESCRIPTION
DESCRIPTION This spell clouds the mind of a humanoid
Depending on the version selected, you create creature with 4 or fewer Hit Dice so that it takes
up to four lights that resemble lanterns or no actions. Humanoids of 5 or more HD are not
torches (and cast that amount of light), or up to affected. A dazed subject is not stunned, so
four glowing spheres of light (which look like attackers get no special advantage against it.
will-o'-wisps), or one faintly glowing, vaguely After a creature has been dazed by this spell, it
humanoid shape. The dancing lights must stay is immune to the effects of this spell for 1
within a 10-foot-radius area in relation to each minute.
other but otherwise move as you desire (no
concentration required): forward or back, up or Heightened Effects The spell can affect a
down, straight or turning corners, or the like. living creature of any type with 6 or fewer Hit
The lights can move up to 100 feet per round. A Dice.
light winks out if the distance between you and
it exceeds the spell's range.
You can only have one dancing lights spell
active at any one time. If you cast this spell
while another casting is still in effect, the
previous casting is dispelled. If you make this
spell permanent, it does not count against this
limit.
Dancing lights can be made permanent with a
permanency spell.
Heightened Effects The number of lights
created doubles. Further, the spell’s duration
increases to one minute per level.
pg. 4
Compendium Arcanum Volume 1: Cantrips & Orisons
DETECT MAGIC directed at such a location, the spell indicates an aura
strength of dim (even weaker than a faint aura). How
School divination; Level bard 0, cleric/oracle 0, druid 0, long the aura lingers at this dim level depends on its
inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, original power.
witch 0
Outsiders and elementals are not magical in
CASTING
themselves, but if they are summoned, the
Casting Time 1 standard action
Components V, S conjuration spell registers. Each round, you can
EFFECT
turn to detect magic in a new area. The spell
Range 60 ft.
can penetrate barriers, but 1 foot of stone, 1 inch
Area cone-shaped emanation of common metal, a thin sheet of lead, or 3 feet
Duration concentration, up to 1 min./level (D) of wood or dirt blocks it.
Saving Throw none; Spell Resistance no
DESCRIPTION Detect magic can be made permanent with a
You detect magical auras. The amount of permanency spell.
information revealed depends on how long you
Heightened Effects The spell’s duration is
study a particular area or subject.
reduced to 3 rounds/level, but you gain a +10
1st Round: Presence or absence of magical auras.
enhancement bonus on Spellcraft checks made
2nd Round: Number of different magical auras and the to identify the properties and command words
power of the most potent aura. of magic items in your possession. This spell
3rd Round: The strength and location of each aura. If the does not allow you to identify artifacts.
items or creatures bearing the auras are in line of sight,
you can make Knowledge (arcana) skill checks to Notes This spell combines the effects of the
determine the school of magic involved in each. (Make
following spells: detect magic and identify.
one check per aura: DC 15 + spell level, or 15 + 1/2 caster
level for a nonspell effect.) If the aura emanates from a
magic item, you can attempt to identify its properties
(see Sidebar: Identifying the Properties of Magic
Items).
Check When using detect magic to learn the
Magical areas, multiple types of magic, or
properties of magic items, the DC is 15 + item's
strong local magical emanations may distort or caster level.
conceal weaker auras. Action Attempting to ascertain the properties
of a magic item takes 3 rounds per item to be
Aura Strength: An aura's power depends on a spell's identified and you must be able to thoroughly
functioning spell level or an item's caster level; see the examine the object.
accompanying table. If an aura falls into more than one Retry When using detect magic or identify to
category, detect magic indicates the stronger of the two. learn the properties of magic items, you can
Lingering Aura: A magical aura lingers after its original only attempt to ascertain the properties of an
source dissipates (in the case of a spell) or is destroyed individual item once per day. Additional
(in the case of a magic item). If detect magic is cast and attempts reveal the same results.
Table: Duration of Magic Aura
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Table: Aura Strength
Spell or Object Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)
pg. 5
Compendium Arcanum Volume 1: Cantrips & Orisons
DETECT POISON
School divination; Level antipaladin 1, cleric/oracle 0,
druid 0, inquisitor 0, paladin 1, ranger 1, sorcerer/wizard
0, witch 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no F
DESCRIPTION
You determine whether a creature, object, or
area has been poisoned or is poisonous. You can FLARE
determine the exact type of poison with a DC 20 School evocation [light]; Level bard 0, druid 0, magus 0,
Wisdom check. A character with the Craft sorcerer/wizard 0
CASTING
(alchemy) skill may try a DC 20 Craft (alchemy)
check if the Wisdom check fails, or may try the Casting Time 1 standard action
Components V
Craft (alchemy) check prior to the Wisdom
EFFECT
check. The spell can penetrate barriers, but 1
Range close (25 ft. + 5 ft./2 levels)
foot of stone, 1 inch of common metal, a thin
Effect burst of light
sheet of lead, or 3 feet of wood or dirt blocks it. Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
Heightened Effects It takes 2 feet of stone, 2 DESCRIPTION
inches of common metal, a thin sheet of lead, or
6 feet of wood to block the spell. This cantrip creates a burst of light. If you cause
the light to burst in front of a single creature,
that creature is dazzled for 1 minute unless it
DISRUPT UNDEAD makes a successful Fortitude save. Sightless
School necromancy; Level inquisitor 0, magus 0, creatures, as well as creatures already dazzled,
sorcerer/wizard 0 are not affected by flare.
CASTING
Casting Time 1 standard action Heightened Effects The burst of light affects
Components V, S all creatures in a 10-foot-radius burst from the
EFFECT target point.
Range close (25 ft. + 5 ft./2 levels)
Effect ray Notes This spell combines the effects of the
Duration instantaneous following spells: flare and flare burst.
Saving Throw none; Spell Resistance yes
DESCRIPTION
You direct a ray of positive energy. You must
make a ranged touch attack to hit, and if the ray
hits an undead creature, it deals 1d6 points of
damage to it.
Heightened Effects The target takes 1d6
points of damage per two caster levels
(maximum 5d6).
pg. 6
Compendium Arcanum Volume 1: Cantrips & Orisons
G Trigger events can be as general or as detailed
as desired, although only visual and audible
triggers work. Triggers react to what appears to
GHOST SOUND be the case, so disguises and illusions can fool
School illusion (figment); Level bard 0, magus 0, them. Normal darkness does not defeat a visual
sorcerer/wizard 0 trigger, but magical darkness or invisibility
CASTING does. Silent movement or magical silence
Casting Time 1 standard action defeats audible triggers. Audible triggers can be
Components V, S, M (a bit of wool or a small lump of keyed to general types of noises or to a specific
wax) noise or spoken word. Note that actions can
EFFECT
serve as triggers if they are visible or audible. A
Range close (25 ft. + 5 ft./2 levels) spell cannot distinguish invisible creatures,
Effect illusory sounds
level, Hit Dice, or class except by external garb.
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
The range limit of a trigger is 15 feet per caster
DESCRIPTION
level. Regardless of range, the spell can respond
only to visible or audible triggers and actions in
Ghost sound allows you to create a volume of line of sight or within hearing distance.
sound that rises, recedes, approaches, or
remains at a fixed place. You choose what type
of sound ghost sound creates when casting it
and cannot thereafter change the sound's basic
character.
The volume of sound created depends on your
level. You can produce as much noise as four
normal humans per caster level (maximum 40
humans). Thus, talking, singing, shouting,
walking, marching, or running sounds can be
created. The noise a ghost sound spell produces
can be virtually any type of sound within the
volume limit. A horde of rats running and
squeaking is about the same volume as eight
GUIDANCE
humans running and shouting. A roaring lion is
School divination; Level cleric/oracle 0, druid 0,
equal to the noise from 16 humans, while a
inquisitor 0, summoner 0, witch 0
roaring dragon is equal to the noise from 32
CASTING
humans. Anyone who hears a ghost sound
Casting Time 1 standard action
receives a Will save to disbelieve. Components V, S
EFFECT
Ghost sound can enhance the effectiveness of a
Range touch
silent image spell.
Target creature touched
Duration 1 minute or until discharged
Ghost sound can be made permanent with a Saving Throw Will negates (harmless); Spell Resistance
permanency spell. yes
DESCRIPTION
Heightened Effects You may preprogram the
sound so it occurs when a specific event triggers This spell imbues the subject with a touch of
it (it lasts until triggered). divine guidance. The creature gets a +1
competence bonus on a single attack roll, saving
throw, or skill check. It must choose to use the
pg. 7
Compendium Arcanum Volume 1: Cantrips & Orisons
bonus before making the roll to which it When you cast this spell, you instantly know the
applies. direction of north from your current position.
The spell is effective in any environment in
Heightened Effects The spell’s duration is which “north” exists, but it may not work in
increased to 10 minutes or until discharged, the extraplanar settings. Your knowledge of north is
competence bonus increases by +1 per three correct at the moment of casting, but you can
caster levels (maximum +5 at 12th level), and get lost again within moments if you don't find
the bonus may be used on an initiative check. some external reference point to help you keep
track of direction.
H Heightened Effects The spell’s duration
increases to 10 minutes/level, and for the
duration of the spell you know the sun’s current
HAUNTED FEY ASPECT location relative to you and can therefore tell
School illusion (glamer); Level bard 0, sorcerer/wizard 0 what time of day it is with a DC 5 Knowledge
CASTING (nature) or Survival check.
Casting Time 1 standard action
Components S
EFFECT
L
Range Personal
Target You
Duration 1 round/level (D) LULLABY
DESCRIPTION
School enchantment (compulsion) [mind-affecting];
You surround yourself with disturbing illusions, Level bard 0
making you look and sound like a bizarre, CASTING
insane fey creature. You gain DR 1/cold iron Casting Time 1 standard action
against a single opponent until the end of the Components V, S
spell, or until you take damage. EFFECT
Range medium (100 ft. + 10 ft./level)
Heightened Effects The spell’s duration Area living creatures within a 10-ft.-radius burst
increases to 1 minute/level, and, for the Duration concentration + 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
duration of the spell, you gain DR 3/cold iron.
DESCRIPTION
Any creature within the area that fails a Will
K save becomes drowsy and inattentive, taking a
–5 penalty on Perception checks and a –2
penalty on Will saves against sleep effects while
KNOW DIRECTION the lullaby is in effect. Lullaby lasts for as long
School divination; Level bard 0, druid 0 as the caster concentrates, plus up to 1 round
CASTING per caster level thereafter.
Casting Time 1 standard action
Components V, S Heightened Effects The spell’s area increases
EFFECT
to a 20-foot-radius burst. Further, the targets
Range personal
also suffer a –5 penalty on Knowledge and
Target you Sense Motive checks.
Duration instantaneous
DESCRIPTION
pg. 8
Compendium Arcanum Volume 1: Cantrips & Orisons
M straight line. It can circumvent a barrier if there
is an open path between you and the subject,
and the path's entire length lies within the
MAGE HAND spell's range. The creatures that receive the
School transmutation; Level bard 0, magus 0, message can whisper a reply that you hear. The
sorcerer/wizard 0, summoner 0 spell transmits sound, not meaning; it doesn't
CASTING transcend language barriers. To speak a
Casting Time 1 standard action message, you must mouth the words and
Components V, S whisper.
EFFECT
Range close (25 ft. + 5 ft./2 levels) Heightened Effects Those nearby can hear
Target one nonmagical, unattended object weighing up these messages with a Perception check (DC 25
to 5 lbs. + your Intelligence, Wisdom, or Charisma
Duration concentration modifier, whichever is highest).
Saving Throw none; Spell Resistance no
DESCRIPTION
You point your finger at an object and can lift it O
and move it at will from a distance. As a move
action, you can propel the object as far as 15 feet
in any direction, though the spell ends if the OPEN/CLOSE
distance between you and the object ever School transmutation; Level bard 0, magus 0,
exceeds the spell's range. sorcerer/wizard 0, summoner 0
CASTING
Heightened Effects The spell can affect Casting Time 1 standard action
magical objects. Components V, S, F (a brass key)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
MESSAGE
Target object weighing up to 30 lbs. or portal that can be
School transmutation [language-dependent]; Level bard opened or closed
0, sorcerer/wizard 0, summoner 0, witch 0 Duration instantaneous
CASTING Saving Throw Will negates (object); Spell Resistance
yes (object)
Casting Time 1 standard action
Components V, S, F (a piece of copper wire) DESCRIPTION
EFFECT You can open or close (your choice) a door,
Range medium (100 ft. + 10 ft./level) chest, box, window, bag, pouch, bottle, barrel,
Targets one creature/level or other container. If anything resists this
Duration 10 min./level
activity (such as a bar on a door or a lock on a
Saving Throw none; Spell Resistance no
DESCRIPTION
chest), the spell fails. In addition, the spell can
only open and close things weighing 30 pounds
You can whisper messages and receive or less. Thus, doors, chests, and similar objects
whispered replies. Those nearby can hear these sized for enormous creatures may be beyond
messages with a DC 25 Perception check. You this spell's ability to affect.
point your finger at each creature you want to
receive the message. When you whisper, the Heightened Effects You may apply real force
whispered message is audible to all targeted to your manipulation, opening and closing
creatures within range. Magical silence, 1 foot of objects up to 30 lbs. + 2 lbs. per caster level.
stone, 1 inch of common metal (or a thin sheet
of lead), or 3 feet of wood or dirt blocks the
spell. The message does not have to travel in a
pg. 9
Compendium Arcanum Volume 1: Cantrips & Orisons
P If this spell is ongoing while you cast other
spells, it can alter the way the new spell
manifests to an observer. For example, if a spell
PRESTIDIGITATION normally is accompanied by a bright flash of
School universal; Level bard 0, magus 0, sorcerer/wizard light, you might choose to have the spell
0 accompanied by an explosion of rose petals.
CASTING This has the effect of doubling the spell Level
Casting Time 1 standard action for the purpose of a caster’s Spellcraft check to
Components V, S determine what spell you are casting.
EFFECT
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no
DESCRIPTION
Prestidigitations are minor tricks that novice
spellcasters use for practice. Once cast, a
prestidigitation spell enables you to perform
simple magical effects for 1 hour. The effects are
minor and have severe limitations. A
prestidigitation can slowly lift 1 pound of
material. It can color, clean, or soil items in a 1-
foot cube each round. It can chill, warm, or
flavor 1 pound of nonliving material. It cannot
deal damage or affect the concentration of
spellcasters. Prestidigitation can create small
objects, but they look crude and artificial. The PURIFY FOOD AND DRINK
materials created by a prestidigitation spell are
School transmutation; Level cleric/oracle 0, druid 0
extremely fragile, and they cannot be used as
CASTING
tools, weapons, or spell components. Finally,
Casting Time 1 standard action
prestidigitation lacks the power to duplicate Components V, S
any other spell effects. Any actual change to an EFFECT
object (beyond just moving, cleaning, or soiling Range 10 ft.
it) persists only 1 hour. Target 1 cu. ft./level of contaminated food and water
Duration instantaneous
Heightened Effects The spell allows you to Saving Throw Will negates (object); Spell Resistance
perform feats of legerdemain and sleight of yes (object)
hand (pulling a small rabbit or dove out of your DESCRIPTION
hat, for example, or producing a bouquet of This spell makes spoiled, rotten, diseased,
flowers from your sleeve). If the spell is used in poisonous, or otherwise contaminated food and
this way, add your caster level to all Perform water pure and suitable for eating and drinking.
checks. Created items vanish when the spell This spell does not prevent subsequent natural
does, although you may make them vanish decay or spoilage. Unholy water and similar
sooner. food and drink of significance is spoiled by
purify food and drink, but the spell has no
You can slowly lift up to 5 lbs. per caster level,
effect on creatures of any type nor upon magic
but no higher than a single foot above the
potions. Water weighs about 8 pounds per
surface below the item.
pg. 10
Compendium Arcanum Volume 1: Cantrips & Orisons
gallon. One cubic foot of water contains roughly R
8 gallons and weighs about 60 pounds.
Heightened Effects The spell prevents RAY OF FROST
subsequent natural decay or spoilage for 1
School evocation [cold]; Level magus 0, sorcerer/wizard
day/level. In addition, food and drink purified 0
by the spell cannot be spoiled by putrefy food CASTING
and drink unless the caster makes a dispel Casting Time 1 standard action
check (DC = 11 + your caster level). Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
PUTREFY FOOD AND DRINK
Effect ray
School transmutation [poison]; Level witch 0 Duration instantaneous
CASTING Saving Throw none; Spell Resistance yes
Casting Time 1 standard action DESCRIPTION
Components V, S
A ray of freezing air and ice projects from your
EFFECT
pointing finger. You must succeed on a ranged
Range 10 ft. touch attack with the ray to deal damage to a
Target 1 cu. ft./level of food and water or one potion;
see text
target. The ray deals 1d3 points of cold damage.
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance Heightened Effects The ray deals 1d6 points
yes (object) of cold damage per two caster levels (maximum
DESCRIPTION 5d6).
This spell causes otherwise edible food to rot
and spoil instantly, and water and other liquids
to become brackish and undrinkable. Holy
water and similar food and drink of significance
are spoiled by putrefy food and drink, but the
spell has no effect on creatures of any type, nor
upon unholy water. Water weighs about 8
pounds per gallon. One cubic foot of water
contains roughly 8 gallons and weighs about 60
pounds.
Although potions and elixirs are unaffected by
the normal use of the spell, you can instead
choose to target a single such object with this
spell, destroying it if it fails a saving throw.
Heightened Effects You can target 1 potion
or elixir per three caster levels (maximum 5) in
a 10-foot-radius.
pg. 11
Compendium Arcanum Volume 1: Cantrips & Orisons
DESCRIPTION
READ MAGIC
School divination; Level antipaladin 1, bard 0, You imbue the subject with magical energy that
cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin 1, protects it from harm, granting it a +1
ranger 1, sorcerer/wizard 0, summoner 0, witch 0 resistance bonus on saves.
CASTING
Casting Time 1 standard action Resistance can be made permanent with a
Components V, S, F (a clear crystal or mineral prism) permanency spell.
EFFECT
Range personal Heightened Effects The spell’s duration
Target you increases to 10 minutes.
Duration 10 min./level
DESCRIPTION
You can decipher magical inscriptions on S
objects—books, scrolls, weapons, and the like—
that would otherwise be unintelligible. This
deciphering does not normally invoke the magic SCENT BANE
contained in the writing, although it may do so School abjuration; Level alchemist 1, druid 0, inquisitor
in the case of a cursed or trapped scroll. 0, ranger 1
CASTING
Furthermore, once the spell is cast and you
have read the magical inscription, you are Casting Time 1 standard action
Components V, S, M (a few pine needles)
thereafter able to read that particular writing
EFFECT
without recourse to the use of read magic. You
Range touch
can read at the rate of one page (250 words) per
Target once creature or object
minute. The spell allows you to identify a glyph Duration 1 min./level
of warding with a DC 13 Spellcraft check, a Saving Throw Will negates (harmless); Spell Resistance
greater glyph of warding with a DC 16 Spellcraft yes (harmless)
check, or any symbol spell with a Spellcraft DESCRIPTION
check (DC 10 + spell level). The scent ability does not help creatures find
the target of this spell; they have no scent.
Read magic can be made permanent with a
permanency spell. Heightened Effects The duration becomes 10
minutes per level.
Heightened Effects The spell’s duration is
increased to 1 hour/level
SIFT
RESISTANCE School divination; Level bard 0, inquisitor 0
CASTING
School abjuration; Level bard 0, cleric/oracle 0, druid 0,
inquisitor 0, paladin 1, sorcerer/wizard 0, summoner 0, Casting Time 1 standard action
witch 0 Components V, S
EFFECT
CASTING
Casting Time 1 standard action Range 30 ft.
Components V, S, M/DF (a miniature cloak) Area one 10-ft. cube
Duration instantaneous
EFFECT
Saving Throw none; Spell Resistance no
Range touch DESCRIPTION
Target creature touched
Duration 1 minute You examine an area at range as if you were
Saving Throw Will negates (harmless); Spell Resistance searching for fine details with the Perception
yes (harmless) skill. Make a Perception check with a –5
pg. 12
Compendium Arcanum Volume 1: Cantrips & Orisons
penalty, modified as normal for conditions. No
penalty is applied for distance. Apply the result
against the DC for any hidden features, such as
secret doors, traps, or hidden treasure. You
must be able to see the area you are attempting
to search, and you only find details that can be
perceived with sight or touch. Sift detects only
objects and features, not actual creatures.
Heightened Effects The Perception check
does not have a penalty.
SPARK
School evocation [fire]; Level bard 0, cleric/oracle 0,
druid 0, magus 0, sorcerer/wizard 0, witch 0
CASTING
Casting Time 1 standard action
Components V or S
EFFECT
SUMMON INSTRUMENT
Range close (25 ft. + 5 ft./2 levels)
Target one Fine object School conjuration (summoning); Level bard 0
Duration instantaneous CASTING
Saving Throw Fortitude negates (object); Spell Casting Time 1 round
Resistance yes (object) Components V, S
DESCRIPTION EFFECT
You can make an unattended Fine flammable Range 0 ft.
Effect one summoned handheld musical instrument
object catch on fire. This works as if you were
Duration 1 min./level (D)
using flint and steel except that you can use Saving Throw none; Spell Resistance no
spark in any sort of weather and it takes much DESCRIPTION
less time to actually ignite an object.
This spell summons one handheld musical
Heightened Effects You may make an instrument of your choice. This instrument
unattended Diminutive object or attended Fine appears in your hands or at your feet (your
object catch on fire. If you decide to target an choice). The instrument is typical for its type.
attended object, its owner may make a Reflex Only one instrument appears per casting, and it
save to negate the effect. If the owner’s save will play only for you. You can't summon an
fails, he and the burning object take 1d3 fire instrument too large to be held in two hands.
damage per round for 1 round per caster level The summoned instrument disappears at the
(maximum of 5 rounds). Each round the owner end of this spell.
may make a new Reflex save to extinguish the
Heightened Effects The spell’s duration is
fire.
increased to 10 minutes/level.
pg. 13
Compendium Arcanum Volume 1: Cantrips & Orisons
T U
TOUCH OF FATIGUE UNWITTING ALLY
School necromancy; Level sorcerer/wizard 0, witch 0 School enchantment (charm) [mind-affecting]; Level
CASTING bard 0
CASTING
Casting Time 1 standard action
Components V, S, M (a drop of sweat) Casting Time 1 standard action
EFFECT Components V, S
EFFECT
Range touch
Target creature touched Range close (25 ft. + 5 ft./2 levels)
Duration 1 round/level Target one living creature
Saving Throw Fortitude negates; Spell Resistance yes Duration 1 round
DESCRIPTION Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
You channel negative energy through your
touch, fatiguing the target. You must succeed on You befuddle the target's mind. The target has
a touch attack to strike a target. The subject is difficulty telling friend from foe for a short
immediately fatigued for the spell's duration. period of time. The subject is considered your
ally and not your enemies' ally while
This spell has no effect on a creature that is determining flanking. The subject takes no
already fatigued. Unlike with normal fatigue, other hostile action against your enemies due to
the effect ends as soon as the spell's duration this spell's effect.
expires.
Heightened Effects The spell’s duration
Heightened Effects The spell’s duration increases to 1 round/level.
increased to 1 minute/level and the target
suffers 1 point of Dexterity damage for the
duration of the spell. V
VIRTUE
School transmutation; Level
cleric/oracle 0, druid 0, inquisitor 0, paladin 1
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range touch
Target creature touched
Duration 1 min.
Saving Throw none; Spell Resistance yes (harmless)
DESCRIPTION
With a touch, you infuse a creature with a tiny
surge of life, granting the subject 1 temporary
hit point.
Heightened Effects The subject is granted
1d4 temporary hit points + 1 point per two
caster levels (maximum 1d4+5).
pg. 14
Compendium Arcanum Volume 1: Cantrips & Orisons
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