First Level Spells

Alarm

Material Component: A Bell
0. Let the Mage select a place which he wishes to protect.
1. Let him also select a Bell from his Temple which he wishes to use *only* as an indicator of alarm. It should have a sound unlike his other bells.
2. Next the Mage shall trace out the area which he wishes to protect, at each boundary sounding the Bell.
3. The Mage shall then whisper into the Bell:

"Brazen sentry, watchful eye
Knell for me when aught comes nigh"

4. The Bell shall then be placed centrally in a prominent position upon or near the altar, where it is accessible but not an interference.

Change Self

0. Let the Mage select an apparition for himself.
1. He shall then clearly visualize this Apparition before him as a solid, tangible yet inanimate construct.
2. Let his step into this construct and wear it as a suit. He shall flex and turn and see it moving with him.
3. This construct may also be attached to a physical garment, which may then be worn when the Mage wishes to affect his Apparition.
4. The wise Mage may collect several of these garments and wear them when occasions require.

Chill Touch

0. Let the Mage be adept with raising and directing energy.
1. He shall then contrive to draw all the energy from his left hand, drawing it back into himself.
2. Let him continue to do this until the hand itself begins to grow cold and perhaps numb.
3. The Hand may become numb and inflexible. This is a sure sign of success.
4. Let the Mage then touch his victim with his left hand, that it may draw the lifeforce out of his victim.

Detect Magic

0. Let the Mage be especially adept at raising and directing energy.
1. He shall then select the object which he wishes to Read.
2. Let him drive away all other distractions as he concentrates upon that object. Note that he shall *not* enflame himself before performing this exercise.
3. The Mage shall then proceed to draw the energy from said object, and allow impressions to arise unbidden in his mind. These he shall then interpret when the last images have flown through him.
4. This spell may be used to read Wizard Marks, Explosive Runes, Magic Mouths and similar dwimmercrafts.

Erase

0. Let the Mage first be proficient with Wizard's Mark
1. He shall then select what he chooses to Erase
2. This may be a Wizard's Mark of his own or another's, or any magical influence which he discovers to be upon any object, person or place whatsoever.
3. Let him then enflame himself and send forth his will as a gust of wind to carry the Writing away
4. The Mage will also find it profitable to leave his own writing upon the place he has Erased, inscribing a large blank instead of writing.

Magic Missile

0. Let the Mage first be proficient in raising and directing energy.
1. He shall then select his target.
2. Then the Mage shall enflame himself, differentiating the essence gathered as deadly and directing it to his right hand where it shall assume the form of an arrow.
3. Raising his hand and pointing at his victim, the Mage shall release this arrow and watch it strike home, solidly piercing his victim's body in any part in which he chooses to cause affliction.
4. With experience, the Mage will be able to fire multiple missiles with no appreciable loss of power in each one.

Message

Material Component: A Short Copper Wire
0. Let the Mage determine his Message and to whom he wishes to send it.
1. He should also know the location of the recipient, although not knowing this will not prevent success.
2. He shall then go outdoors, to a high place if possible, hold the Wire with one end near his face and the other end towards the recipient, and speak the Message aloud into the wind when it is blowing in the direction of the recipient.
3. This should be done at night when the recipient's mind is more still.
4. In practice, he should also learn to Listen.

Nystul's Magic Aura

Material Component: An Appropriately Colored Silk
0. Let the Mage be adept at raising and directing energy.
1. He shall then select the object upon which he wishes to place the Magic Aura.
2. Let him begin by enflaming himself. Let him concentrate especially on the qualities he wishes the object to appear to exude.This essence he shall imbue into the Silk.
3. He shall then proceed by stroking the silk over the object, making certain that he does not actually imbue the object with his magic, but rather laying the aura *about* the object.
4. It may be that he wishes to use this spell to conceal objects or make them appear dangerous, or perhaps innocuous. A wise Wizard will have many of these Silks, of various types for all occasions.

Shield

0. Let the Mage be especially adept at raising and directing energy.
1. He shall then proceed to enflame not himself, but the space about him in a sphere.
2. A solid sphere shall be preferred greatly over an empty shell.
3. This spell is useful for Cloaking as well as Shielding, as the mage may make his Shield opaque, hazy or bearing a misleading image.
4. The Mage will find it especially useful to tether this technique to a Talisman, such as a Ring or Brooch.

Sleep

Material Component: Jasmine or Broom Flowers
0. Let the Mage be proficient with raising and directing energy, and charge the powdered flowers with somnic energy.
1. He shall then dust this about his victim discreetly, even if just a touch.
2. The Mage shall then chant to himself "Deep deep deep asleep, deep deep deep asleep"
3. The wise Mage will also understand at which times of day and during which activities this spell will be most effective.
4. The Mage will not attempt to use this spell while operating heavy machinery or a motor vehicle.

Spook

0. Let the Mage be adept at the use of the Change Self and Message spells.
1. Let him then surround Himself with a cloud of Darkness.
2. He shall then extend tentacles toward his victim from this cloud.
3. As the tentacles entwine the victim, let the Mage use them to bear the sound of unintelligible whispering to his victim.
4. This may be accompanied at the utmost with a loud "BOO!"

Unseen Servant

Material Component: A short piece of String tied about a small Wooden Figure
0. Let the Mage create the images of his Servant. If possible he shall sketch the Servant in his Book.
1. Let him summon this Servant by name, and take it with him wherever he goes for the space of one full moon.
2. He shall then command his Servant to carry messages and commands to those which the Mage wishes to affect.
3. The Servant shall also be used to observe others and report back. It may be placed as a sentry in one place for a period of time also, and questioned later.
4. The Servant may also be placed as a sentry while the Mage is occupied with an activity in which he does not wish to be disturbed, and the Servant shall be taught a cue by which he may alert the Mage to an unauthorized presence.

Wizard's Mark

Material Component: A Stylus or Empty Pen
0. The Mage will select an appropriate object upon which to place his Mark. He must also be proficient in raising and directing energy.
1. This Mark will be personal in nature, and serve to identify the Mage and his possessions, chosen persons, and terrirory.
2. Let the mage enflame himself in his Temple and with the fire of his magic carve his glyph upon the object. If it be in public he shall do the same.
3. If the Mage should encounter an object which he suspects to be the property of another Mage, let him Read the object with Detect Magic.
4. The Wizard's Mark is also the forerunner of many other magical techniques.