Bleed Create Water Detect Magic
School necromancy; School conjuration(creation)[water]; School divination;
Level cleric 0, sorcerer/wizard 0, witch 0, inquisitor 0 Level cleric 0, druid 0, paladin 1, inquisitor 0 Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, summoner 0,
Casting Time 1 standard action Casting Time 1 standard action witch 0, inquisitor 0
Components V, S Components V, S Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels) Components V, S
Targets one living creature Effect up to 2 gallons of water/level Range 60 ft.
Duration instantaneous Duration instantaneous Effect cone-shaped emanation
Saving Throw Will negates; SR yes Saving Throw none; SR no Duration concentration, up to 1 min./level(D)
Saving Throw none; SR no
Description Description
You cause a living creature that is below 0 hit points but This spell generates wholesome, drinkable water, just like
Description
stabilized to resume dying. Upon casting this spell, you target clean rain water. Water can be created in an area as small as You detect magical auras. The amount of information revealed
a living creature that has -1 or fewer hit points. That creature will actually contain the liquid, or in an area three times as depends on how long you study a particular area or subject.
begins dying, taking 1 point of damage per round. The creature large--possibly creating a downpour or filling many small
can be stabilized later normally. This spell causes a creature receptacles. This water disappears after 1 day if not
1st Round: Presence or absence of magical auras.
that is dying to take 1 point of damage. consumed.
2nd Round: Number of different magical auras and the power of
Note: Conjuration spells can't create substances or objects
the most potent aura.
within a creature. Water weighs about 8 pounds per gallon.
One cubic foot of water contains roughly 8 gallons and weighs
about 60 pounds. 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
Source: PFRPG Core Source: PFRPG Core Source: PFRPG Core
Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link]
Detect Magic (Continued) Detect Magic (Continued) Detect Magic - [Table 1]
Aura Power
(see Spellcraft). feet of wood or dirt blocks it. Spell or Object
Faint Moderat e St rong Overwhelming
Functioning spell ( spell level) 3r d or lower 4th- 6th 7th- 9th 10th+ ( deity- level)
Magic item ( caster level) 5th or lower 6th- 11th 12th- 20th 21st+ ( ar tifact)
Magical areas, multiple types of magic, or strong local magical Detect magic can be made permanent with a permanency
emanations may distort or conceal weaker auras. spell.
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..
(See: Table 1)
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: Table 2)
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
Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link]
Detect Magic - [Table 2] Detect Poison Guidance
Original St rengt h Durat ion of Lingering Aura
School divination; School divination;
Faint 1d6 r ounds
Moder ate 1d6 minutes Level cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0, Level cleric 0, druid 0, summoner 0, witch 0, inquisitor 0,
Str ong 1d6x10 minutes witch 0, inquisitor 0, antipaladin 1 summoner 0, witch 0, inquisitor 0
Over whelming 1d6 days
Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S
Range close (25 ft. + 5 ft./2 levels) Range touch
Effect Target or one creature, one object, or a 5-ft. cube Targets creature touched
Duration instantaneous Duration 1 minute or until discharged
Saving Throw none; SR no Saving Throw Will negates (harmless); SR yes
Description Description
You determine whether a creature, object, or area has been This spell imbues the subject with a touch of divine guidance.
poisoned or is poisonous. You can determine the exact type of
poison with a DC 20 Wisdom check. A character with the Craft
The creature gets a +1 competence bonus on a single attack
(alchemy) skill may try a DC 20 Craft (alchemy) check if the
roll, saving throw, or skill check. It must choose to use the
Wisdom check fails, or may try the Craft (alchemy) check prior
bonus before making the roll to which it applies.
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.
Source: PFRPG Core Source: PFRPG Core
Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link]
Light Light (Continued) Mending
School evocation[light]; of equal or lower spell level. School transmutation;
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, summoner 0, Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, summoner 0,
witch 0, inquisitor 0 witch 0, summoner 0, witch 0
Casting Time 1 standard action Casting Time 10 minutes
Components V, M/DF (a firefly) Components V, S
Range touch Range 10 ft.
Targets object touched Targets one object of up to 1 lb./level
Duration 10 min./level Duration instantaneous
Saving Throw none; SR no Saving Throw Will negates (harmless, object); SR yes
(harmless, object)
Description
This spell causes a touched object to glow like a torch,
Description
shedding normal light in a 20-foot radius, and increasing the This spell repairs damaged objects, restoring 1d4 hit points to
light level for an additional 20 feet by one step, up to normal the object. If the object has the broken condition, this condition
light (darkness becomes dim light, and dim light becomes is removed if the object is restored to at least half its original
normal light). In an area of normal or bright light, this spell has hit points. All of the pieces of an object must be present for
no effect. The effect is immobile, but it can be cast on a this spell to function. Magic items can be repaired by this
movable object. 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
You can only have one light spell active at any one time. If
does not restore their magic abilities. This spell does not affect
you cast this spell while another casting is still in effect, the
creatures (including constructs). This spell has no effect on
previous casting is dispelled. If you make this spell permanent
objects that have been warped or otherwise transmuted, but it
(through permanency or a similar effect), it does not count
can still repair damage done to such items.
against this limit.
Light can be used to counter or dispel any darkness spell
Source: PFRPG Core Source: PFRPG Core
Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link]
Purify Food and Drink Read Magic Resistance
School transmutation; School divination; School abjuration;
Level cleric 0, druid 0 Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0,
Casting Time 1 standard action sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, antipaladin summoner 0, witch 0, inquisitor 0
Components V, S 1 Casting Time 1 standard action
Casting Time 1 standard action Components V, S, M/DF (a miniature cloak)
Range 10 ft.
Components V, S, F (a clear crystal or mineral prism) Range touch
Targets 1 cu. ft./level of contaminated food and water
Range personal Targets creature touched
Duration instantaneous
Targets you Duration 1 minute
Saving Throw Will negates (object); SR yes (object)
Duration 10 min./level Saving Throw Will negates (harmless); SR yes (harmless)
Description
Description Description
This spell makes spoiled, rotten, diseased, poisonous, or
otherwise contaminated food and water pure and suitable for You can decipher magical inscriptions on objects-books, You imbue the subject with magical energy that protects it from
eating and drinking. This spell does not prevent subsequent scrolls, weapons, and the like-that would otherwise be harm, granting it a +1 resistance bonus on saves.
natural decay or spoilage. Unholy water and similar food and unintelligible. This deciphering does not normally invoke the
drink of significance is spoiled by purify food and drink, but the magic contained in the writing, although it may do so in the
case of a cursed or trapped scroll. Furthermore, once the spell Resistance can be made permanent with a permanency spell.
spell has no effect on creatures of any type nor upon magic
potions. Water weighs about 8 pounds per gallon. One cubic is cast and you have read the magical inscription, you are
foot of water contains roughly 8 gallons and weighs about 60 thereafter able to read that particular writing without recourse to
pounds. 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.
Source: PFRPG Core Source: PFRPG Core Source: PFRPG Core
Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link]
Spark Stabilize Virtue
School evocation[fire]; School conjuration(healing); School transmutation;
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, witch 0 Level cleric 0, druid 0, witch 0, inquisitor 0 Level cleric 0, druid 0, paladin 1, inquisitor 0
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V or S Components V, S Components V, S, DF
Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels) Range touch
Targets one Fine object Targets one living creature Targets creature touched
Duration instantaneous Duration instantaneous Duration 1 min.
Saving Throw Fortitude negates (object); SR yes (object) Saving Throw Will negates (harmless); SR yes (harmless) Saving Throw none; SR yes (harmless)
Description Description Description
You can make an unattended Fine flammable object catch on Upon casting this spell, you target a living creature that has -1 With a touch, you infuse a creature with a tiny surge of life,
fire. This works as if you were using flint and steel except that or fewer hit points. That creature is automatically stabilized granting the subject 1 temporary hit point.
you can use spark in any sort of weather and it takes much and does not lose any further hit points. If the creature later
less time to actually ignite an object. takes damage, it continues dying normally.
Source: APG Source: PFRPG Core Source: PFRPG Core
Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link] Created by Perram's Spellbook, [Link]