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Spell Level 0 Cheat Sheet (DRAFT) by

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Detect Magic

School divina­tion;
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-s­haped emanation
Duration concen­tra­tion, up to 1 min./level (D)
Saving Throw none; Spell resistance no
You detect magical auras. The amount of inform­ation revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellc­raft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functi­oning spell level or an item’s caster level; see the accomp­anying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power (see tables).
Outsiders and elementals are not magical in themse­lves, but if they are summoned, the conjur­ation spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Detect Magic table

Original Strength
Duration of Lingering Aura
Faint
1d6 rounds
Moderate
1d6 minutes
Strong
1d6x10 minutes
Overwh­elming
1d6 days

Detect Magic table

Faint
Moderate
Strong
Overwh­elming
3rd or lower
4th-6th
7th-9th
10th+ (deity­-level)
5th or lower
6th-11th
12th-20th
21st+ (artifact)
First line - spell level
Second line - caster level

Detect Poison

School divina­tion;
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instan­taneous
Saving Throw none; Spell resistance no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Guidance

School divina­tion;
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harml­ess); Spell resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Mending

School transm­uta­tion;
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instan­taneous
Saving Throw: Will negates (harmless, object); Spell resist­ance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constr­ucts). This spell has no effect on objects that have been warped or otherwise transm­uted, but it can still repair damage done to such items.
 

Spark

School evocation [fire]
Casting Time 1 standard action
Components V or S
Range close (25 ft. + 5 ft./2 levels)
Target one Fine object
Duration instan­taneous
Saving Throw Fortitude negates (object); Spell resistance yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Read Magic

School divina­tion;
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
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.

Stabilize

School conjur­ation (healing)
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instan­taneous
Saving Throw: Will negates (harml­ess); Spell resist­ance: yes (harmless)
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automa­tically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Create Water

School conjur­ation (creation) [water]
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/­level
Duration instan­taneous
Saving Throw none; Spell Resistance no

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 many small recept­acles. This water disappears after 1 day if not consumed.

Note: Conjur­ation spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.