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
[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...