Level Name Effect
0 Prestidigitation Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spell casters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. This spell lasts a number of minutes equal to 1/2 your caster level.
1 Ward You create a circle on the floor that protects you in some way. When you cast the ward you choose good,evil,law or chaos. Second, the barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature including enchantment effects. The ward does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the spell. If the ward ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the ward keeps out a possessing life force but does not expel one if it is in place before the spell is cast. The ward prevents bodily contact by creatures of the chosen type. This causes the attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. This spell ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. This spell lasts a number of minutes equal to 1/2 your caster level rounded up.
2 Message You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. This spell casts as a swift action.
3 Dispel magic One object, creature, or spell is the target of the dispel magic spell. You make a dispel check 1d20 + your caster level against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
4 Resilient Sphere A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort and nothing can pass through the sphere, inside or out, though the subject can breathe normally.
5 Haste You can move more quickly. They gain one extra attack, +1 to attack roles, +1 dodge bonus to ac, +1 bonus to reflex saves and your speed is increased by 30ft. This spell lasts a number of rounds equal to 1/2 your caster level rounded up.
6 Spell Turning Spells and spell-like effects targeted on you are turned back upon the original caster. The next spell that targets you is reflected back at the caster. This only effects spells that target you and lasts a number of minutes equal to 1/2 your caster level.
7 Anti-Magic Field An anti-magic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. The size of the field is a circle which has a diameter equal to 5ft times 1/2 your caster level rounded up. It lasts a number of minutes equal to your charisma modifier.
8 Time stop You speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. You can act freely for 2 rounds Casting this spell is a swift action.
9 Wish A wish can produce any one of the following effects. Duplicate any spell of 8th level or less provided the spell is not of a school prohibited to you. Undo the harmful effect of any other spell. Grant a creature a +2 inherent bonus to an ability score. This can only be done one time per target. Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round. Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit, a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance applies.



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