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Level 1 Burning Dawn Spells

Bless

School: Enchantment (Mind Affecting)
Level: 1
Components: V,S DF
Casting Time: One standard action
Range: 50 Feet
Target: Caster and allies within 50 feet of caster
Duration: one minute per level
Saving Throw: None
Spell Resistance Yes
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and saving throws verse fear effects. Bless counters and dispels bane

Bless Water

School: Transmutation (Good)
Level: 1
Components: V,S,M
Casting Time: 1 Minute
Range: Touch
Target: Flask or vile of water touched
Duration: Instant
Saving Throw: None
Spell Resistance None
This spell imbues a flask or vile (1 pint) of water with positive energy turning it into holy water. The material component is five pounds of silver.

Camouflage

School: Transmutation
Level: 1
Components: V,S
Casting Time: 1 standard action
Range: o
Target: Self
Duration: 10 mins per level
Saving Throw: None
Spell Resistance None
You change the coloring of your skin and clothing to match the environment around you. Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.

Create Water

School: Conjuration
Level: 1
Components: V,S
Casting Time: one standard action
Range: 25ft +5ft per 2 levels
Target /Effect: Up to 2 gallons per level
Duration: instant
Saving Throw: none
Spell Resistance no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large possibly creating a downpour or filling many small receptacles. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Cure Light Wounds

School: Conjuration
Level: 1
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instant
Saving Throw: Will, half
Spell Resistance Yes
When laying hands upon a living creature you channel positive energy that heals 1d8+1 point per caster level max of +5 damage. This spell will harm undead though they are allowed saving throw and spell resistance.

Detect Snares and Pitfalls

School: Divination
Level: 1
Components: V,S
Casting Time: one stadard action
Range: 60
Target: Cone shaped emanation
Duration: Concentration, up to 10 minutes per level
Saving Throw: None
Spell Resistance No
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. Detect snares and pits does detect certain natural hazards, quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive. The amount of information revealed depends on how long you study a particular area. 1st Round Presence or absence of hazards. 2nd Round Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round The general type and trigger for one particular hazard closely examined by you. Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Disguise Self

School: Illusion
Level: 1
Components: V,S
Casting Time: One standard action
Range: 0
Target: Self
Duration: 10 minutes per level
Saving Throw: None
Spell Resistance No
you make yourself including clothing, armor, weapons, and equipment look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Low Light Vision

School: Transmutation
Level: 1
Components: V,M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: one hour per level
Saving Throw: Will negates
Spell Resistance Yes
The target creature gains low-light vision: the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. The target retains the ability to distinguish color and detail under these conditions. Arcane Material Component: A small candle.

Mage Armor

School: Conjuration
Level: 1
Components: V,S F
Casting Time: One standard action
Range: touch
Target: Creature Touched
Duration: 1 hour per level
Saving Throw: Will Negate
Spell Resistance No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. Focus A piece of cured leather.

Raed Magic

School: Divination
Level: 1
Components: V,S, F
Casting Time: One standard action
Range: 0
Target: Self
Duration: 10 mintues per level
Saving Throw: None
Spell Resistance No
By means of read magic, you can decipher magical inscriptions on objects books, scrolls, weapons, and the like that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus A clear crystal or mineral prism.

Resistance

School: Abjuration
Level: 1
Components: V,S,M DF
Casting Time: On standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will, Negate
Spell Resistance No
Embue the subject with magical energy that protects it from harm, Granting a +1 to all saving throws. Can be made permanent with the permanecy spell. Material component is a miniture cloak.