Additional 1st Level Spells

Comprehend Languages
Explosion
Larloch's Minor drain
Sunscorch


Comprehend Languages

Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1
School: Divination
Components: Verbal, Somatic
Range: Personal
Target: You
Duration: 1 Turn/Level
Saving Throw: N/A
Spell Resistance: No (Harmless)


You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In the later case, you must touch he writing. The ability to read does not necessarily impart insight into the material, merely it's literal meaning. The spell enables you to understand or read an unkown language, not speak or write it.


Explosion

Caster Level(s): Bard 2, Wizard / Sorcerer 1
School: Illusion
Components: Verbal, Somatic
Range: Long
Target / Area of Effect: Large
Duration: Instantaneous
Saving Throw: N/A
Spell Resistance: No


You create the illusion of a random type of explosion (Fiery, Lightning, Ect). If you possess the Spell Focus (Illusion) feat, targets must make a Will save or suffer the effects of fear for 1 round. Greater Spell Focus extends the duration to 1d4 rounds, while Epic Spell Focus further extends it to 2d4 rounds. Those under the effects of a True Seeing spell are not subject to this effect.


Larloch's Minor Drain

Caster Level(s): Wizard / Sorcerer 1
School: Necromancy [Negative]
Components: Verbal, Somatic
Range: Short
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes


With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 1d4 negative damage, which is then added to the caster's life force. If he exceeds the wizard's maximum hitpoints, he loses those points after one turn.


Sunscorch

Caster Level(s): Cleric 1, Druid 1
School: Evocation
Components: Verbal, Somatic
Range: Short
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex (half), Fortitude
Spell Resistance: Yes


When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. The victim is allowed a reflex saving throw to take half damage. Any creature struck by the ray sustains 1d6 + 1/level of fire damage. Also, if they fail the save they must make a fortitude save or be blinded. Undead creatures take additonal damage.