Universal Spells

These spells can be learned and cast by any character without increasing the DCs of spellcasting checks or requiring the expenditure of additional learning points.

0th Level: Acid Splash, Arcane Mark, Create Water, Detect Magic, Detect Poison, Flare, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Spark

1st Level: Ant Haul, Comprehend Languages, Endure Elements, Identify, Magic Fang, Magic Message, Magic Weapon, Polypurpose Panacea, Stun Blast, Unseen Servant

2nd Level: Darkness, Levitate, Recovery, See Invisibility

3rd Level: Arcane Sight, Continual Flame, Daylight, Dispel Magic

4th Level: Detect Scrying, Discern Lies

5th Level: Break Enchantment, Spell Resistance

6th Level: Analyze Dweomer, Dispel Magic (Greater)

7th Level: True Seeing

8th Level: Discern Location, Protection from Spells

9th Level: Astral Projection, Etherealness


New Spells

Recovery
Universal Level 2 Spell (conjuration) [healing]
Casting DC: 30
Learning Points: 1
Range: Touch
Target: Living creature touched
Effect: Target is relieved of fatigue and is able to recover from injury faster
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell refreshes the target creature and enhances their body’s ability to heal itself. When you touch the target, you remove the fatigued condition and convert all hit point damage that has been taken to nonlethal damage. This spell does not cure exhaustion.

If this spell is cast upon a creature that is dying, the creature automatically stabilizes but remains unconscious until they heal enough nonlethal damage to gain consciousness.


Stun Blast
Universal Level 1 Spell (necromancy)
Casting DC: 25
Learning Points: 1
Range: Close
Target: 1 living creature
Effect: Ray saps and stuns target
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

If you succeed on a ranged touch attack, the target is hit by a ray which deals 2d6 points of nonlethal damage. The target must also make a Fortitude save or be stunned for one round. If a target is struck by more than one stun bolt, these rounds accumulate for every Fortitude save failed.

Universal Spells

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