New concepts

 

Duration: Concentration or 1 minute.  This spell can be cast in one of two modes, lasting either one minute without any further effort on part of the caster, or able to be maintained indefinitely so long as the caster maintains Concentration.  Concentration is described on PHB p. 150-151.  Other permutations of this effect, such as Concentration or 1 hour, or Concentration +1 round or 1 minute, work similarly.

 

Area: Fixed.  A divine spellcaster may choose to ‘anchor’ some area effect spells in an area consecrated to his diety, whether a permanent shrine, temple or sacred glade, or an area under the effect of a Hallow, Unhallow, Consecrate or Desecrate effect (depending on the casters alignment, or what sort of energy she channels).  An area affected by a Minor Symbol of Divinity or Grove of Serenity spell (from R&R1) can also be used to anchor such a spell.  Some spells require the caster to leave behind a holy symbol at the center of the area affected, and the spell is broken if the symbol is disturbed.  (In this case, an actual altar or shrine of ones diety can be substituted for the holy symbol, if such a thing is present, so long as it is used as the center of the effect.)  Spells that can be Fixed will be noted as (F) under their area of effect, and those which require a Cleric to leave behind her holy symbol, or to anchor it to an altar, are further noted as (F/DF).

 

[Peaceful Intervention / Mass Sanctuary – All in area affected are under the protection of the spell until they attack another, at which point their defense from attack fades for all subjects.  All are made aware of the nature of the effect when it takes hold.]

 

[Mass Daze – Drd 1, causes spores to rise in the area, Dazing all in the area.  Close range, 20 ft. radius.  Fortitude save to resist.  Drd 2 version lasts 1 round / level +1d4 rds, and affects any new targets entering the area, and forces new saves to resist for those remaining in the area, save the caster.  Targets retain full defenses, and automatically resist on any round they are attacked, as well as retaining a +1 circumstance bonus to saving throws for every point of damage taken on the previous round.]

 

[Serpent’s Stare – Daze lasts for Concentration duration.  Bards must maintain music / singing to maintain, Druids or Sor/Wiz simply use eye contact / gaze or a glistening object as a distraction, such as a shiny coin or bauble, or brightly colored feather or iridescent shell.]

 

[Glare – Clr 1, Sor/Wiz 1.  All in Close range directly looking at the caster suffer a –1 to strike him, as he shines with blinding light.  He lights the area as a torch.  Duration Concentration or 1 round / level.  Common Shield enchantment.]

 

[Curative Touch / Grasp of Infliction.  Clr 1, causes the casters hand or holy symbol to cure or inflict 1 hp of positive or negative energy (depending on which energy he can channel) for 1d6 rds + 1 round / level up to once / round as a Free Action.]

 

[Guiding the Hand – Clr 1, Pal 1, can invoke the effects of a Guidance cantrip once / round as a Free Action on himself only for 1 rd / level +1d4 rds.]

 

 

 

Breeze

 

Conjuration

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Concentration + 1 minute

Saving Throw: None

Spell Resistance: No

 

You conjure up a cool breeze within a Close range of yourself that moves as you move, up to 5 MPH in intensity, limiting it to fanning flames, repelling smoke, cooling the overheated or stirring up ground fog.  The breeze sweeps over an area up to Close range in all directions from you, and can blow outwards from you, inwards towards you, in any compass direction, upwards, downwards or in a sweeping circle around you, as directed.

 

While this spell is traditionally connected to the caster, if you are a divine spellcaster you may choose to anchor it at the time of casting to any area sacred to your diety, such as a temple, sacred glade or any area under the protection of a Hallow or Desecrate spell (depending on alignment), or similar divine aegis.  You must still cast no other spell, or the effect disperses, but actual concentration is not required and the cantrip lasts instead the duration of the spell effect (in the case of Hallow), up to a maximum of 24 hours.  To cast this version of the cantrip, you must be holding a Holy Symbol of your faith, which is left behind at the center of the spells effect (which ends immediately if it is moved).  The Holy Symbol is not expended in the casting.

 

 

Vocalization

 

Illusion (Glamer)

Level: Brd 0, Drd 0, Rgr 1

Components: V, S

Casting Time: 1 action

Range: Personal

Duration: 1 minute

Saving Throw: Will negates

Spell Resistance: No

 

You can replicate the vocalization of any Animal you have every heard, reproducing flawlessly even sounds normally beyond human ranges, although your volume will not be increased beyond the range of your own voice in any case.  People or animals within range to hear these sounds, even other animals of the same species will have to make a Will save to discern anything out of the ordinary.  Only one animals’ vocalization can be reproduced during the spells duration.

 

 

Scent of the Predator

 

Illusion (Glamer)

Level: Drd 0, Rgr 1

Components: V, S

Casting Time: 1 action

Range: Personal

Duration: Concentration + 1 minute

Saving Throw: None

Spell Resistance: No

 

Your scent carries the musky odor of a predator, and any normal animal not under some form of magical control must make a Will save when first entering Close range of the caster or be affected.  Herbivores of less than twice your caster level will approach no closer (although they can defend themselves if you approach them), and predators up to your level will turn aside and seek other prey, unless threatened.  Predators of HD higher than your level, or herbivores of HD strength more than twice your level, will behave normally, recognizing the threat, but not being intimidated by it.  A herbivore of HD equal to half your level or less is treated as Shaken if you move into threat range with it, whether it saved or not.

 

 

Animal Command

 

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Clr 0, Drd 0, Rgr 1

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One animal

Duration: 1 round

Saving Throw: Will negates

Spell Resistance: Yes

 

This spells acts like the Command spell in all particulars save the following, it will only affect normal animals, the command may be up to six words long and (most importantly) the animal must understand the command being given.  Thus you can order someone elses war dog to 'attack' and it probably will recognize that command and do so for 1 round but if you were tell it to 'sleep' it would most likely have no idea what that meant and would be free to act normally.

 

 

Harness the Wild Spirit

 

Enchantment (Charm) [Mind-Affecting]

Level: Drd 0, Rgr 1

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One domesticable animal

Duration: 24 hours

Saving Throw: Will negates

Spell Resistance: Yes

 

You may cast this upon any trainable animal, and unless it makes a Will save, it becomes more tractable to your commands, allowing any Animal Empathy, Handle Animal, Ride or Profession: Teamster rolls on that animal to receive a +2 enhancement bonus for the day, so long as you are the animals 'master.'  This spell will not work on any creature that is of higher HD than the casters level.  It takes a forceful will to master an elephant.

 

 

Attract Animals

 

Enchantment (Compulsion) [Mind-Affecting]

Level: Drd 0, Rgr 1

Components: V, S

Casting Time: 1 action

Range: Personal

Area: A Close (25 ft. + 5 ft./2 levels) radius around you

Duration: Concentration

Saving Throw: Will negates

Spell Resistance: Yes

 

When you cast this cantrip, you send out an invisible call that all natural animals find irresistible.  It attracts all normal animals within Close range that fail a Will save to wander over and stare at you curiously.  They will follow you, remaining within Close range (but rarely approaching within reach, unless already domesticated, or having no fear of man), if you move away while maintaining Concentration but will not attack unless attacked or badly frightened.   They will not leave you or pay attention to other non-threatening animals or people until the spell ends or they are attacked or frightened by strange things (spellcasting for instance).  Once the spell ends the animals will suddenly snap out of it and react normally (which could be interesting if predators and prey are together or fatal if man-eating animals are now surrounding you). 

 

 

Call Companion

 

Enchantment (Charm) [Mind-Affecting]

Level: Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Long (400 ft. + 40 ft./level)

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

 

You send out an inaudible call to any animal companions befriended by Animal Friendship, maintained as a Familiar or available as a class feature for a Druid or Paladin.  Normal animal companions, such as trained falcons, attack dogs or warhorses can also be called.  The animal(s) affected (you can call any or all of your animal companions with one casting of this spell, as desired) hear the call immediately, and unless they make a Will save, are compelled to come to your position at top speed (in most cases, the companion will choose to forgoe this Will save).  Until they arrive at your location, they are provided with an intuitive awareness as to your direction and distance, as long as you remain within Long range.

 

 

Focus Faith

 

Conjuration

Level: Clr 0, Pal 1

Components: V, S, M, DF

Casting Time: 1 action

Range: Touch

Target: One Holy Symbol of the casters faith

Duration: Until used (1 minute maximum)

Saving Throw: None

Spell Resistance: No

 

You bless your Holy Symbol with a few drops of Holy Water, conferring upon it a +1 to the next attempt to Turn or Command Undead by the user (which need not be yourself), so long as that attempt occurs within the next minute.  Assume that a single flask of Holy Water has enough 'drops' to cast this cantrip 60 times.

 

[Combine with Sunsymbol for Clerics with the Sun Domain only.]

 

 

Sunsymbol

 

Evocation / Conjuration?

Level: Clr 0, Pal 1

Components: V, S

Casting Time: One action

Range: Touch

Duration: 1 minute

Saving Throw: None

Spell Resistance: No

 

This spell infuses your holy symbol with the power of the sun, allowing you a +2 sacred bonus to both your turning check and your turning damage roll, but only if the Undead being turned are affected by sunlight (Vampires, Spectres, etc).  The effect is only good for one turning attempt and lasts for 1 minute.  It can also be cast on another holy symbol of your faith by touch.

 

 

Alert Undead

 

Necromancy

Level: Clr 0, Pal 1, Blk 1, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

 

With this cantrip, you release a flash of positive (or negative) energy, alerting all Undead within Close range to your presence.  Undead within range will have to make a Will save to avoid turning their heads towards you immediately, which would effectively dispel any pretense that they are just corpses, a favorite tactic amongst undead of many sorts.  You gain no sense of the Undead alerted or how many are present, except as by observing whether or not any turn to look at you.

 

 

Analyze Corpse

 

Divination

Level: Clr 0, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One corpse

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

 

With this cantrip, you can determine the length of time a corpse has been dead.  It is fairly specific, identifying the date and general time of day of death, although the cause is not in any way specified.  An undead creature gains a Will saving throw to resist this spell, but if they fail you will know the length of time that has passed since its mortal death.

 

 

Find the Deathwound

 

Divination

Level: Clr 0, Asn 1, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One corpse

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

 

This cantrip points you to the cause of death on any corpse it is cast upon.  To your eyes alone the death-wound will glow (whether a sword slash, a failed heart or an ingested poison) and you will immediately gain a sense of how the creature perished, by blade, by fire, by poison, etc.  Undead gain a Will save versus this spell, but if failed you will know the general means of their death (energy drain, disease, etc.).  The sense is not specific enough to determine what sort of weapon or creature or magic slew the individual, only the general nature (claw and fangs, fire, a large slashing weapon, life-drain, etc.).

 

 

Crawling Claw

 

Necromancy [Evil]

Level: Clr 0, Blk 1, Sor/Wiz 0

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: One severed humanoid hand

Duration: 1 minute

Saving Throw: None

Spell Resistance: No

 

You animate one severed hand touched into a Tiny Skeleton or Tiny Zombie for 1 minute (depending on the amount of flesh present).  This creature will follow your mental direction for the duration, attacking as desired, etc.  It does not count towards HD of undead controlled for the spells duration, and unless specifically controlled / directed, displays malevolence and unholy bloodlust (strangling fallen foes, etc).  The hand withers to ash at the spells end, burnt out by whatever infernal forces gave it life.

 

 

Sterilize

 

Necromancy

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

This cantrip allows you to release a flood of negative energies that kill all of the microorganisms in Close range of your person that are not already within another living (or Undead) creature.  Thus, it will not prevent disease-causing creatures from retaining their contagions or cure the sick, but it will clean and sterilize an area (such as a garbage midden or hospice) so as to reduce the chance for various diseases.

 

You can concentrate this negative force solely within your own body, allowing a second saving throw to purge yourself of disease, and also causing nausea (treat as Nauseated and helpless for the next round), 1 pt of temporary Con damage, queasiness (1d6 subdual damage) and infertility (lasting 24 hours if you are male or 2d8 days if you are female).

 

 

Create Stones

 

Conjuration (Creation)

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Touch

Duration: 1 minute

Saving Throw: None

Spell Resistance: No

 

You conjure up smooth round stones, weighing about 2 lbs each.  You can create a number of stones equal to your primary spellcasting attribute modifier (Wisdom for a Cleric or Druid, Intelligence for a Wizard, Charisma for a Sorcerer), at least 1, which appear immediately in hand (or on a flat surface within arms reach) at any point in the next minute (all at once, or one per round, summoned from nowhere as a Free Action), each lasting only a single round before vanishing.  A hurled stone is treated as a Simple Weapon Proficiency, has a range increment of 10 yds and does 1d3 damage.  If any other spell is cast before the minute expires, this effect ends, even if you had not summoned your full allotment of stones yet.  Somewhat disturbingly to those who have annoyed Halflings in the past, thrown rocks can be chosen as the focus of a Weapon Finesse feat.

 

 

Coalstone

 

Transmutation

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: One diamond

Duration: Special

Saving Throw: None

Spell Resistance: No

 

You cause a diamond touched to return to its original state as a lump of coal, releasing all of its stored heat (and pressure) quickly back into the surrounding environment in the process.  For each 1 gp value of the diamond it will last 1 day, releasing enough heat to be uncomfortable to hold (anyone holding it for an entire round must make a Fortitude save, DC 10, or suffer 1 hp of Fire damage), but which will heat a small area comfortably.  The stone clearly glows like a stoked coal and gives off no appreciable light (barely enough to read by within a few inches of the coal).  It also feels heavier and scoots away as if under a limited form of the repulsion spell, requiring a Dexterity check to 'catch' and a Strength check to hold firmly between the heat and the strange pressure that the stone exerts.  It is therefore easier to keep it in a brass lantern for the duration.

 

[4th level version creates a blast of fire and force, equal in size and damage to a Fireball, but with odd levels being Fire and even levels being Force (which cannot be saved against).  Material component is a diamond worth at least 100 gp.]

 

 

Test Soil

 

Divination

Level: Drd 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Concentration

Saving Throw: None

Spell Resistance: No

 

You can gauge the quality of soil conditions within Close range, allowing you to check large fields as you move around through the area being assayed.  The spell will specify especially good areas for planting, sources of possible taints (underground sources of rusting metal for instance), etc. but will not describe the sources, simply locate them as 'fertile soil' and 'bad places to plant.'

 

 

Hand Aflame

 

Evocation [Fire]

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Personal

Duration: Concentration

Saving Throw: None

Spell Resistance: No

 

You may cause your hand (or Holy Symbol, if a divine caster) to burn like a torch, shedding equivalent light and heat, but not burning your person or worn or held items in any event.  The spell will last as long as you maintain Concentration and cast no other spells (no specific duration, but practically up to around 12 hours).  Note that the flame goes out as Concentration is broken, but lasts long enough to allow a single strike in combat, inflicting an additional 1d3 Fire damage before the flames expire.

 

[A first level version, which can be cast on the priests favored weapon, lasts 1 minute / level and acts as above.  Alternate versions that chill a metal weapon, coat it in spikes of ice, wooden thorns, acidic slime or crackling electricity, also may exist.]

 

 

Firefinger

 

Evocation

Level: Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None (special)

Spell Resistance: Yes

 

You can light a fire or singe an opponent within Close range as a Ranged Touch Attack, inflicting 1d3 Fire damage OR causing a single item targeted to be ignited, if it is flammable (anyone holding or wearing a targeted item is allowed a Reflex save).  A variant casting, Spitfire, emanates from the casters mouth instead of his finger.

 

Burning Gaze is yet another version, but the casters eyes glow a dull red and the flame simply appears where he looks, like a form of Pyrokinesis.  Unlike Firefinger and Spitfire, Burning Gaze is a full round action, and does not require a ranged touch attack.

 

[A 2nd level version of Burning Gaze takes only a Free Action and lasts 1 round / level, but can still only make one 'gaze' per round.]

 

 

Sanctify Area

 

Abjuration [Good]

Level: Clr 0, Drd 0, Pal 1

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Concentration or 1 minute

Saving Throw: None

Spell Resistance: No

 

This ritual sanctifies the area around the caster, so that allies gain a +1 deflection bonus to AC and a +1 resistance bonus to saves, but only against evil creatures.  The area is not mobile, and if the caster leaves, it expires immediately.  Otherwise he can choose to maintain Concentration and hold it indefinitely, or he can choose at the time of casting to have it last for a single minute.  Unlike the stronger Protection from Evil enchantment, this spell does not block attempts to control others, or the bodily presence of summoned creatures.  This spell can be prepared as an Evil, Lawful or Chaotic spell, in which case the bonuses apply instead to the attacks of good, chaotic or lawful creatures, respectively.

 

 

Cure Rash

 

Conjuration (Healing)

Level: Clr 0, Drd 0, Rgr 1

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Duration: 1 minute (see text)

Saving Throw: None

Spell Resistance: Yes (harmless)

 

Cure Rash can either cure one non-magical rash instantly (the target of a rash induced by Cantrip-level magic is allowed a new saving throw with a +2 circumstance bonus, but stronger magics are not affected).  It can optionally be cast to to confer temporary immunity to normal rashes (or to rashes causes by Cantrip level spells) for 1 minute.  If the caster uses this spell on himself, he can choose instead to maintain the spell with Concentration, moving slowly through underbrush, for example, in which case the protection lasts until his Concentration is disrupted.

 

 

Cause Rash

 

Conjuration (Creation)

Level: Clr 0, Drd 0, Rgr 1

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 1 minute

Saving Throw: Fortitude negates

Spell Resistance: Yes (harmless)

 

You conjure a misty cloud of irritating fluid that confers a -2 enhancement penalty to Dexterity for 1 minute on a single target if it fails a Fortitude save.  This effect is treated as a poison or an acid for resistance purposes, and a creature that is protected against either will be protected against this effect as well.  The penalty fades at the end of the minute.

 

 

Remove Pain

 

Necromancy

Level: Clr 0, Pal 1, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Duration: 1 minute or Concentration

Saving Throw: None

Spell Resistance: Yes (harmless)

 

You may negate any penalties inflicted from any non-magical source of pain (such as a poison) for either 1 minute or as long as you choose to remain concentrating on the spell and cast no other.  This spell may be used on oneself or another, although you must retain contact during the time of concentration, if you choose that option while casting this spell upon another.

 

 

Divine Edibility

 

Divination

Level: Clr 0, Drd 0, Rgr 1

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: No

Spell Resistance: None

 

This Cantrip tells if the subject matter (which can be up to 1 cubic foot per level of identical substance) is edible or not.  It will not name specific poisons nor differentiate them from spoilage, disease, inedibility, etc., merely reveal whether or not a substance is safe nourishment or not.

 

 

Appraise

 

Divination

Level: Brd 0, Clr 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

By hefting or touching an item you can sense the exact value of an item in gold pieces (or fractions thereof).  It will not count items, it will only identify items one at a time and will not specify details such as a statue itself being almost worthless and the gemmed eyes comprising 95% of the stated value.

 

 

Counting Beans

 

Divination

Level: Brd 0, Clr 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

This Cantrip counts the numbers of any group of like things that can fit within a 1 foot cube / level of the caster.  It will not differentiate between types or values of coins, gems, etc. but will only do what it is told.  Three castings would be required to sum the coins in a chest of gold, silver and copper, although one casting could tell the caster how many total coins are present, irrespective of type.

 

 

Know Duration

 

Divination

Level: Brd 0, Clr 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: Free action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

The caster can specify any one spell in effect within range and the spell will tell him how much duration remains to that spell.  It can also be cast upon a spell being actively cast, to inform how much time remains in the target spells casting, but this is only generally useful in the case of lengthy rituals.  This spell is a free action to cast.

 

 

Orders

 

Enchantment (Compulsion) [Language-Dependent / Mind-Affecting]

Level: Clr 0, Pal 1

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One lawful creature

Duration: 1 round

Saving Throw: Will negates

Spell Resistance: Yes

 

This Cantrip acts as a Command spell in all but the following; it can only affect Lawful targets and it can only give them Commands that would be lawful and further the interests of law.  Thus a Priest accompanying the town guard can order a Paladin to desist in his attempts to prevent his less than honorable allies from going to prison, or even force a lawful Orcish champion to surrender with honor, but ordering a Paladin to attack while he is arguing with a merchant or an Orc to flee is destined to failure.  Some DM judgment will be required in the use of this Cantrip as points of law are tricky and subjective.

 

 

Heal Plants

 

Transmutation

Level: Clr 0, Drd 0

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

This Cantrip removes infestations, parasites and diseases from either one large plant (such as a tree) touched or all related smaller plants (such as a crop of some sort) within an area 20 ft. square.  Used on plants with hit point scores, this effect cures 1d6 hit points of damage.

 

 

Blossom

 

Transmutation

Level: Clr 0, Drd 0

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

This Cantrip causes one plant touched to immediately 'fruit,' producing whatever fruit, vegetable, nut or flower it is prone to.  While handy for supplementing ones own food supply (generally for every level, one meals worth of fruits, nuts or vegetables can be produced from a single casting), this Cantrip supernaturally enhances the plant in question and causes it to age and lose its next productive season in return.  Some plants even die after fruiting.  A Druid or other naturalist will use this Cantrip sparingly, although he can choose to minimize the effects of the Cantrip (producing only one fruit or vegetable (or handful of nuts, etc), regardless of level) and spare the plant the loss of productivity and the unnatural aging / shock effects.  This is quite handy for the Druid traveling alone, as he can often subsist on a few castings a day, supplemented by light foraging.  Foodstuffs or flowers produced in this manner keep normally, and are not subject to accelerated decay, as with the food created by the Create Food and Water enchantment.

 

 

Liven

 

Conjuration

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

This Cantrip refreshes either one large plant (such as a tree) touched or all related smaller plants (such as a crop of some sort) within Close range.  This spell refreshes the plant(s) affected as if it had received adequate water and nutrients over the past day (which may not be enough for chronically malnourished or dehydrated plants, it certainly won't resurrect dead ones!).  This spell can be used to sustain a small garden in an otherwise arid or nutritionally depleted area, but will serve as no protection against extremes of temperature, insects, disease, lack of light (or sunburn), etc.

 

 

Repel Insects

 

Abjuration

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Touch or Close (25 ft. + 5 ft./2 levels)

Target: One creature or area of vegetation

Duration: 1 hour/Concentration or 1 week

Saving Throw: Fortitude negates (harmless) / See text

Spell Resistance: Yes (harmless)

 

This spell has two related uses.  It can either be cast to affect one creature, which must be touched, and is protected for 1 hour, or for as long as the caster can maintain Concentration (decided at the time of casting), or it can be cast to bless a large plant or tree, or a 20 ft. square of smaller identical vegetation (such as a crop), lasting for 1 week.

 

In either case, any normal insects not under some sort of magical control must make a Will save to touch the subject or they will flee in terror and do not return.  Individuals or plants blessed by this spell will only suffer 5% of the insect damage suffered by those not so protected over the spells duration.

 

Saving throw and spell resistance information is provided as some subjects may not wish to be undesirable to vermin, such as members of the Vermin Lord PrC.

 

 

Warning

 

Divination

Level: Brd 0, Clr 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Duration: 1 minute or Concentration

Saving Throw: None

Spell Resistance: No

 

This Cantrip places a magical trap on an item, causing it to warn the caster the next time anyone but himself touches it.  This warning can be audible (no louder than his own voice, which is the only voice the Cantrip can use) or silent and warn the caster mentally as specified at time of casting and will consist of only a single word, as specified at the time of casting.  Additionally, two maintenance options are possible, the item can be kept within Close range (25 ft. + 5 ft./2 levels) and the effect can last as long as the caster maintains light concentration upon it or the Cantrip can last 1 hour, which must also be specified at the time of casting.

 

 

Close Portal

 

Transmutation

Level: Brd 0, Sor/Wiz 0

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One door or window

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

 

The caster simply gestures and any single door or window (or pair of shutters) in range, that she could close by hand, flies closed with a bang.  It does not lock (although one with a sliding latch might fasten automatically).  This spell can also be used to open a portal in like fashion, but does not work on a door or window that is latched or fastened shut in any manner, as it can neither turn a doorknob nor lift a latch.  If the portal in question requires more than 20 lbs of force to move, such as a stuck door, the spell fails.

 

 

Mass Close Portal

 

Transmutation

Level: Sor/Wiz 1

 

As Close Portal but affects multiple portals within range, up to one door or window / caster level, plus his Int modifier (if a Wizard, at least 1) or Cha modifier (if a Sorcerer, at least 1)

 

 

Disguise Scent

 

Transmutation

Level: Brd 0, Drd 0, Rgr 1, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Duration: Concentration or 1 minute

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

 

This Cantrip removes any trace of odor from the touched recipient for either as long as the caster can retain Concentration or 1 minute.  Saving throw / spell resistance information is provided for creatures that may not wish to lose their aromas, such as Troglodytes or Skunks.

 

 

Elemental Ward

 

Abjuration [Sonic, Electricity, Fire, Cold or Acid]

Level: Brd 0, Drd 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Duration: 1 hour or Concentration

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

Placing this Ward upon an item causes a painful jolt to the next person other than the caster that touches it, inflicting 1d4+1 points of energy damage (that does not affect the item warded, or any other person or item that may be touching it at the time), or 1 pt of damage if the saving throw is made.  If the spell isn't resisted the jolt will be quite painful and the victim may vocalize or even drop the item affected.  Even if the spell is resisted, the flash or clamor of energy as the spell discharges may evoke notice.  The discharge does not go off if the item is thrown at, touched to or even handed to another, it must be touched of the victims own volition and this spell is rarely useful as a weapon.  The Ward lasts 1 hour or as long as the caster can maintain Concentration (and remains within Close range (25 ft. + 5 ft./2 levels) in this latter case), but it expires instantly upon discharging (although the caster will not necessarily know that the spell has discharged unless he is Concentrating to maintain it).  No more than one Elemental Ward can exist on a particular item, and the presence of any other protective enchantment, such as a Fire Trap or Sepia Snake Sigil, prevents it from taking hold.

 

Special: Bards can only place Sonic Wardings.

 

 

Sacred Ward

 

Abjuration [Lawful, Chaotic, Good or Evil]

Level: Clr 0

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Duration: 1 hour or Concentration

Saving Throw: None

Spell Resistance: Yes

 

Placing this Warding upon an item causes a painful jolt to the next person other than the caster that touches it, inflicting damage (that does not affect the item warded, or any other person or item that may be touching it at the time).  The energies are attuned to the alignment of the toucher and inflict 1d3 pt of damage to anyone other than the caster, or 1d6 pts of damage to anyone of the target alignment (good if the casting is Evil, evil if the casting is Good, lawful if the casting is Chaotic or chaotic if the casting is Lawful).  Even if the spell is resisted the jolt will still be painful and the victim may vocalize, drop the item or be noticed by a sizzling discharge of sacred (or profane) power.  The discharge does not go off if the item is thrown at, touched to or even handed to another, it must be touched of the victims own volition and this spell is rarely useful as a weapon.  The Ward lasts 1 hour or as long as the caster can maintain Concentration (and remains within Close range (25 ft. + 5 ft./2 levels) in this latter case), but it expires instantly upon discharging (although the caster will not necessarily know that the spell has discharged unless he is Concentrating to maintain it).  No more than one Sacred Ward can exist on a particular item, and the presence of any other protective enchantment, such as a Fire Trap or Sepia Snake Sigil, prevents it from taking hold.

 

Special:  This spell has a duration of 24 hours if cast upon a consecrated Holy Symbol of ones diety as a spell of appropriate alignment.  So a Holy Symbol of Heironeous can be the subject of either a Lawful or Good Sacred Ward.  An evil priest could place an Evil Sacred Ward upon it, to blast the next good individual who grasped it, but would gain no special bonus to duration.

 

 

Preserve

 

Transmutation

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Duration: 1 week

Saving Throw: None

Spell Resistance: Yes

 

This spell preserves up to 10 lbs of organic matter.

 

 

Thermal Ward / Insulation

 

Transmutation

Level: Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Touch

Duration: 1 week

Saving Throw: None

Spell Resistance: No

 

The caster can maintain the temperature of a single item, or up to 50 lbs of a related substance, at the same level as the time of casting.  Thus a 50 lb block of ice may be carted around without melting, or a flask of liquid blood taken from a dragon can be kept warm and fluid for use in a later spellcasting.  The item gains a +4 circumstance bonus to saves against effects based on Fire or Cold and is treated as having a single pt of Elemental Resistance vs Cold or Fire (so it doesn't even have to save to resist damaging effects that would only have inflicted a single point of damage).

 

 

Lantern Light

 

Transmutation

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Personal / Touch

Duration: Concentration or 1 minute

Saving Throw: None

Spell Resistance: No

 

An item on your person begins glowing with lantern light.  The spell can either last a single minute, or as long as the caster retains Concentration (and does not relinquish his hold on the item), as determined during the casting.  In the case of a Bard, the item is either the casters instrument or a weapon in hand.  For a Cleric, it is always his holy symbol.  A Sorcer or Wizard can choose an item in hand, but a staff or dagger is often the focus.  A Druid instead produces an area of 'fireflies' that surround him for the duration, shedding the same amount of light and being ephemeral conjurations, not actual insects.  [The Druid version is indeed a Conjuration spell called Wild Light, but otherwise behaves identically, save that the Druid need not retain an item 'in hand' in the case of the Concentration option.]

 

 

Wakeful Watch

 

Divination

Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Touch

Duration: Concentration

Saving Throw: None

Spell Resistance: No

 

This cantrip allows the caster to maintain Concentration during his guard shift and have no fear of falling asleep (allowing a +4 circumstance bonus to saves vs magical Sleep) or being surprised (gaining a +2 bonus to Listen and Spot checks, which stacks with those conferred by Alertness or the presence of a Familiar).  The spell instantly ends if the

target is subject to a Sleep spell, whether it is resisted or not.  This spell can be cast upon another, who must maintain Concentration just as the caster would have.

 

Bards casting this cantrip play their instrument or whistle in place of Concentration, Clerics maintain a vigil reflecting upon their holy symbol, Paladins do likewise, but are as likely to reflect upon their weapon and Wizards instead peruse their spellbook.  Druids, Rangers and Sorcerers simply Concentrate normally, often looking bored, as do non-casters who have this spell cast upon them.  [Druids / Rangers channel the ability through an animal companion?  Or local wildlife alerts them

to danger?]

 

 

Enchant Weapon

 

Transmutation

Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Touch

Duration: 1 minute or Concentration

Saving Throw: None

Spell Resistance: No

 

This spell on can only be cast on a weapon that the caster is touching or holding.  The weapon gains no pluses to hit or damage, but counts as a magical weapon with pluses equal to the modifier from his primary spellcasting attribute (at least 1, Cha for Sor, Int for Wiz, Wis for Clr, Drd, Pal or Rgr) for the purposes of striking through Damage Resistance.  These pluses count as an enhancement bonus and do not stack with those of a magical weapon.  The spell lasts either 1 minute or for as long as the caster can maintain Concentration (which obviously precludes him from making effective use of it himself if this option is chosen).

 

[Alternately, just +1 for non-Clerics, but +1/Wis mod for Clerics blessing the favored weapon of their diety?]

 

 

Blade of Quality

 

Transmutation

Level: Brd 0, Clr 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Touch

Duration: 1 minute

Saving Throw: None

Spell Resistance: No

 

The caster enhances a weapon touched, improving its quality to Masterwork with a touch, conferring a +1 enhancement bonus on any attack rolls within the spells duration.  The weapon does not count as magical, it is merely easier to swing, sharper, etc. for the duration.  It does not stack with any other enhancement bonuses for weapon quality, construction or magical enchantment.

 

Special:  A Cleric with the War Domain casting this cantrip upon a weapon favored by his diety instead confers an enhancement bonus of +2 as the weapon becomes like adamantite.

 

 

Smiting Blade

 

Evocation / Conjuration?

Level: Clr 0, Pal 1

Components: V, S

Casting Time: One action

Range: Touch

Duration: 1 minute

Saving Throw: None

Spell Resistance: No

 

The caster can touch any favored weapon of his diety (if a Cleric), or one of his own weapons (if a Paladin), conferring upon that weapon a sacred bonus on damage rolls equal to his Charisma modifier (at least +1).  This bonus is only applied once and only on the first successive strike of the weapon, it cannot be saved for later.  The weapon does not count as magical for this attack, if it is not already, and the sacred bonus does not serve to bypass Damage Resistance.  A clerical caster need not actually be the one to wield the blessed weapon himself.

 

[Paladin version affects any one of the Paladins weapons, lasts only a single round, is a Free Action to cast, and affects all attacks that round by that weapon?]

 

 

Skill at Arms

 

Divination

Level: Brd 0, Clr 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Touch

Duration: 1 minute

Saving Throw: None

Spell Resistance: No

 

The caster bestows proficiency with a single Martial or Exotic weapon to a subject touched (or proficiency with all Simple Weapons, assuming a subject lacks such for some reason).  He need not be proficient with the weapon in question, and could well cast it on himself.

 

Special:  A Cleric can confer on proficiency in Simple Weapons and his deities favored weapon (whether he is skilled in its use or not).  A Cleric with the War Domain can grant Weapon Focus with that weapon to anyone already proficient with it and if he casts this spell on himself (only), he gains the effects of Weapon Specialization with that weapon for the duration.

 

 

Stunning Blast

 

Evocation [Electricity, Fire, Sonic or Cold]

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Close (25 ft. +5 ft./2 levels)

Duration: Instantaneous

Saving Throw: Fortitude half

Spell Resistance: Yes

 

The caster produces an blast of energy (arc of electricy, rush of cold, dizzying wave of heat or disorienting wail) that inflicts 1d8+1 hit points of subdual damage (Fortitude save for half).  The arc requires a ranged touch attack, as per a Ray spell.  The energy type must be selected when the spell is prepared, save for a Sorcerer, who is able to choose the effect at the time of casting.

 

 

Reveling in War

 

Enchantment (Compulsion) [Mind-Affecting]

Level: Clr 0

Components: V, S

Casting Time: One action

Range: Personal

Area: a Close (25 ft. + 5 ft./2 levels) radius around the caster

Duration: 1 minute

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

 

The caster invokes spirits of death and bloodshed affecting all within Close range of himself (the effect moves with him).  The blessing confers +1 morale bonus to all attack rolls in the affected area, whether from friend or foe.

 

 

Bane of Bloodshed

 

Enchantment (Compulsion) [Mind-Affecting]

Level: Clr 0

Components: V, S

Casting Time: One action

Range: Personal

Area: a Close (25 ft. + 5 ft./2 levels) radius around the caster

Duration: 1 minute

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster invokes spirits of temperance and mercy affecting all within Close range of himself (the effect moves with him).  The blessing confers -1 morale penalty to all attack rolls in the affected area, whether from friend or foe.

 

 

Carnage

 

Necromancy [Evil]

Level: Clr 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Personal

Area: a Close (25 ft. + 5 ft./2 levels) radius around the caster

Duration: 1 minute

Saving Throw: Special

Spell Resistance: Yes

 

The caster calls up bloodthirsty negative forces that weaken all within the area, bringing them closer to death with each attack.  All within Close range of himself (the effect is stationary once cast), whether friend or foe, including the caster, take +1 damage from each attack (but only up to once per round per creature affected).  The spell may not be saved against initially, but a creature in the affected area is allowed a Fortitude save to resist each individual instance of damage.

 

 

Splash

 

Transmutation

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: Reflex negates (see text)

Spell Resistance: No (see text)

 

You can agitate a body of water already present, causing it to erupt violently and splash everyone within 5 ft. of the water source (which must be within Close range of the caster).  Those to be splashed can make a Reflex save to avoid getting drenched.  If this spell is cast at a living creature made of water, it is allowed a Will save (and any Spell Resistance) to be unaffected, but take 1d6 hit points of damage if they are.  Substances other than water or brine (such as wine, oils, potions, etc) are unaffected by this spell.

 

 

Dispel Fog

 

Abjuration

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 1 minute or Concentration

Saving Throw: None

Spell Resistance: No

 

This spell clears all non-magical fog in a large radius around the caster.  He can walk about (but only in 5 ft. steps if he is Concentrating to maintain the effect) and clear larger areas during the spells duration.  Once the caster leaves an area or the spell expires any surrounding fog may encroach back in within 10 minutes or so, although it may not be as thick as before.  Magical source of fog or mist, or creatures in gaseous form, are unaffected.

 

 

Find Water

 

Divination

Level: Clr 0, Drd 0, Rgr 1

Components: V, S

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Concentration or 1 minute

Saving Throw: None

Spell Resistance: No

 

You can detect any appreciable water sources within range, and even move around during the duration to 'dowse' for subterranean water sources.

 

 

Quench

 

Enchantment [Mind-Affecting]

Level: Clr 0, Drd 0

Components: V, S

Casting Time: One action

Range: Touch

Duration: 24 hours

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

 

You may create the sensation that the recipient has consumed a full days ration of water.  During this time, the recipient (who could be the caster) will suffer none of the effects of dehydration (any subdual damage or fatigued condition brought about by thirst will be temporarily suppressed), but any such effects will return immediately when the spell ends.

 

 

Parch

 

Enchantment [Mind-Affecting]

Level: Clr 0, Drd 0

Components: V, S

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 1 minute

Saving Throw: Will negates

Spell Resistance: Yes

 

You can create within another the sensations and attendant penalties of having gone without water for over a day.  If the subject fails his saving throw, he immediately suffers 1d6 pts of subdual damage and is treated as Fatigued.  Drinking water will not actually remove this condition, and he will remain insatiably thirsty no matter how much water he consumes during the spells effect.  All penalties and feelings, as well as any subdual damage, end immediately upon the cessation of the spell and the character may actually be a bit nauseous from any overabundance of water he may have consumed during the spells duration to dispel the unnatural thirst.

 

 

Dry

 

Conjuration

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Close (25 ft. +5 ft./2 levels)

Duration: 1 round

Saving Throw: Reflex negates (harmless)

Spell Resistance: Yes (harmless)

 

This spell causes a hot dry wind to circle about another person (or simply within a 5 ft. square, to affect items therein), drying him off over the course of a single round (along with all of his worn or carried gear).  If this spell is enacted within 1 round of water damage, it allows a new saving throw to avoid harm.  An aquatic creature that fails its saving throw are affected as if they had gone without water for one of whatever time unit applies to the creature in question (a day for a Sea Elf, an hour for a Sahuagin, a round for an Aboleth victim, etc).

 

 

Fog

 

Conjuration (Creation)

Level: Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Personal

Duration: Concentration

Saving Throw: None

Spell Resistance: No

 

This spell causes a natural fog to pour forth from the caster and creep outwards for the duration of the spell.  This fog will not affect combat nor obscure vision significantly (although it will hide things on the ground quite effectively!) and disperses in a single round at spells end.  It creeps forward 5 ft. / round, starting with the eight 5 ft. squares surrounding the caster on the first round.  If he moves at all, the mist stops expanding, although as long as he maintains Concentration, he can cause it to remain in existence.  When his Concentration breaks, it boils away at the end of the round.  In the case of Druid casters, the mist appears to come from the mouth of the caster, or to steam off of her skin, while she mumbles the syllables of the spell, while for Wizards and Sorcerers it pours from beneath the hem of their robes, from within their sleeves or cowls and from under their cloaks.

 

 

Precipitate

 

Conjuration (Creation)

Level: Clr 0, Drd 0

Components: V, S

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 1 minute or Concentration

Saving Throw: None

Spell Resistance: No

 

The caster causes a light drizzle within range of himself (he must be the center of the area of effect).  This area follows him wherever he goes.  The drizzle will not affect combat but will thoroughly soak people within a few rounds time.  All told only a few gallons of water are falling every round, so this spell is not a great substitute for Create Water, especially since the water falls as mist more than anything and is diffused over a wide area.

 

 

Curse of the Storm

 

Conjuration (Creation)

Level: Drd 0

Components: V, S

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 1 minute

Saving Throw: Reflex partial

Spell Resistance: Yes

 

This spell summons a tiny raincloud 5 ft. square directly over the subject.  By the end of the round, he is thoroughly drenched by a cold driving rain, made wet and miserable.  Treat the subject as Dazzled (-1 penalty to all attack rolls) until he manages to shake the raincloud.  This raincloud follows over his head at a speed of up to 30 ft. / round to keep up (and if it ever falls behind so that it is no longer within Close range of the victim, it dissipates at the end of that round).  If the subject makes his initial Reflex save, he manages to leap aside as the cloud forms, but must run out of range, as the cloud will move to 'attack' on the following round.  Until the duration expires, or he manages to get out of Close range, the cloud will follow tenaciously.

 

 

Thunderclap

 

Evocation [Sonic]

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

You conjure a thunderclap of noise right in another creatures face.  If it fails its save it is Deafened for 1d4 rounds.  Even if the save is made, the creature is Deafened for one round (and the remainder of the current one).  A Bard must use her musical instrument to evoke this magic, or her voice, while a Cleric recites a passage from a holy text to his god (he need not be holding such a text, it could be from memory), invoking his wrath on the unbeliever.  A Druid conjures actual thunder, while a Sorcerer or Wizard speaks words of power that echo and crash painfully.

 

 

Clouding the Issue

 

Conjuration (Creation)

Level: Drd 0

Components: V, S

Casting Time: One action

Range: Personal

Duration: 1 minute

Saving Throw: None

Spell Resistance: No

 

You conjure a 10 ft. high pillar of fog in your immediate 5 ft. square, and in each adjacent 5 ft. square.  The fog is dense, and acts as Obscuring Mist in all particulars, save that it is much smaller and fades away within a single minute (unless dispersed sooner by strong wind).

 

 

Waterskin

 

Abjuration

Level: Clr 0, Drd 0, Sor/Wiz 0

Components: V, S

Casting Time: One action

Range: Touch

Duration: 1 hour

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

 

You can cast this spell on any creature up to size Large, covering them with a strange bubble membrane that prevents water from contacting their skin or soaking their gear.  Even total immersion will not dampen the affected character or their equipment.  The spell will not work on anyone carrying a source of open flame and will immediately fail if the subject contacts fire of any sort or takes even one hit point of damage.  If the subject is in water when this happens, they will immediately lose the protection and be thoroughly soaked in a second.  If not 'popped,' the protective bubble will last for up to 1 hour.  The bubble allows gases in, but not fluid water, it does not hold any air within it and will not allow even a single round of extra action underwater.  It has no effect on fluids that are not water or brine, such as acids, poisons or skunk musk.  It will not even serve to shield a cad from having a tankard of even watered-down ale upended over his head, which explains why no Bard has bothered to learn it...