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~Tome of Magic~

~Wizard's Spell Guide~

Level 1 Spells (-2 off Mps)

1)Conjure Spell Component

When this spell is cast, the wizard teleports desired items directly to his hand. The object must be naturally occurring components for spells the wizard knows and they must be within spell range(1 mile range). The components MUST be items commonly found in the area,such as a twig,feather, firefly,or a bit of beeswax in the forest,even if your weapon has been knocked away in that area you are located,you can magically teleport it to you. BUT, there can be a downfall to casting this spell...here's a dice roll chart for you to follow:

1d4 Chart:

1)Desired component appears

2)Component does not appear

3)A creature will teleport to you.(creature of intelligence of 1-4 only..don't worry..lol it won't be a dragon or any vicious creature..lol)

4)The caster is teleported to a creature.(same as 3)

2)Fire Burst

When this spell is cast upon nonmagical fire(such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 10 points of damage from the caster plus the damage roll. Victims who roll a saving throw successfully suffer no damage.

Save throw roll 1d4:

1-2= Not succesful (will receive a 10 hp damage+ damage roll)

3-4= Successful

3)Fist of Stone

Upon completion of this spell, one of the caster's hands (his/her choice) turns into stone. it is flexible and can be used to punch, smash,or crush objects and opponents as if the wizard had the strenght of a titan. Combat bonuses (a +5 damage)are legal with this spell, and also the spell is a 2 round spell.