Target: One fine object.
Saving Throw: Fortitude negates (object).
Spell Resistance: Yes (Object).
Fire
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Effect: One missile of acid.
Saving Throw: None.
Spell Resistance: No.
Acid
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. This acid disappears after 1 round.
Effect: Ray.
Saving Throw: None.
Spell Resistance: Yes.
Cold
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.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Target: Object touched.
Saving Throw: None.
Spell Resistance: No.
Light
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to
normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect.
The effect is immobile, but it can be cast on a movable object.
Effect: Burst of light.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
Light
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save.
Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Effect: Up to four lights, all within a 10-ft.-radius area.
Saving Throw: None.
Spell Resistance: No.
Light
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), up to four glowing spheres of light, or one faintly glowing, vaguely humanoid shape.
The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration
required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round.
A light winks out if the distance between you and it exceeds the spell’s range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Dancing Lights can be made permanent with a permanency spell.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
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.
If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magicalemanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level, see table at page 267.
If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item).
Saving Throw: None.
Spell Resistance: No.
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of
the most potent aura.
3rd Round: The strength and location of each aura.
If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect).
If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, see table at page 267.
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic 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.
Detect magic can be made permanent with a permanency spell.
(A clear crystal or mineral prism.) Target: You.
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 or trapped 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 clear crystal or mineral prism.) A greater glyph of warding with a DC 16 Spellcraft check.
Any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Target or Area: One creature, one object, or a 5 ft cube.
Saving Throw: None.
Spell Resistance: No.
You determine whether a creature, object, or area has been poisoned or is poisonous.
You can determine the exact type of poison with a DC 20 Wisdom check.
A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
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.
Target: One humanoid creature of 4 HD or less.
Saving Throw: Will negates.
Spell Resistance: Yes.
Mind-affecting.
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Humanoids of 5 or more HD are not affected.
A dazed subject is not stunned, so attackers get no
special advantage against it.
After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.