casting time: 1 standard action range: close (25 ft. + 5 ft./2 levels) (45 ft.) effect: one missile of acid duration: instantaneous saving throw: none spell resistance: no
you fire a small orb of acid at the target. you must succeed on a ranged touch attack to hit your target. the orb deals 1d3 points of acid damage.
casting time: 1 standard action range: 0 ft. effect: one personal rune or mark, all of which must fit within 1 sq. ft. duration: permanent saving throw: none spell resistance: no
this spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. the writing can be visible or invisible. an arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. if an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. see invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. a read magic spell reveals the words, if any. the mark cannot be dispelled, but it can be removed by the caster or by an erase spell. if an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
casting time: 1 standard action range: close (25 ft. + 5 ft./2 levels) (45 ft.) effect: ray duration: instantaneous saving throw: none spell resistance: yes
you direct a ray of positive energy. you must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
this spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. the effect is immobile, but it can be cast on a movable object. light taken into an area of magical darkness does not function. a light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
casting time: 1 standard action range: close (25 ft. + 5 ft./2 levels) (45 ft.) effect: ray duration: instantaneous saving throw: none spell resistance: yes
a ray of freezing air and ice projects from your pointing finger. you must succeed on a ranged touch attack with the ray to deal damage to a target. the ray deals 1d3 points of cold damage.
casting time: 1 standard action range: personal target: you duration: 10 min./level (80 min.)
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).
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
you channel negative energy through your touch, fatiguing the target. you must succeed on a touch attack to strike a target. the subject is immediately fatigued for the spell's duration. this spell has no effect on a creature that is already fatigued. unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
☘ level zero spells -- eight known ( 6/day )