
Affect Normal Fires
Range - 5 feet per level
Components - Verbal, Somatic
Duration - 1 round / level
Area of Effect - 3' diameter fire
Casting Time - 1 segment
Explanation : This spell enables the magic-user to cause small fires - from as small as a torch or lantern to as large as a normal bonfire of 3' maximum diameter - to reduce the size and light to become match-like or increase in light so as to become as bright as a light spell. Reducing the fire will cut fuel consumption to half normal, and increasing the fire will double consumption, Note that the heat output is not altered in either case.
Burning Hands
Range - 0
Components - Verbal, Somatic
Duration - 1 round
Area of Effect - Special
Casting Time - 1 segment
Explanation : When the magic-user casts this spell, jets of searing flame shoot from his or her fingertips. The burning hands send out flame jets of 3' length in a horizontal arc of about 120 degrees in front of the magic user. Any creature in the area of flames takes 1 hit point of damage for each level of experience of the spell caster, and no saving throw is possible. Flammable materials touched by the fire will burn.
Charm Person
Range - 120 feet
Components - Verbal, Somatic
Duration - Special
Area of Effect - One person
Casting Time - 1 segment
Explanation : The target person will the spell caster as a trusted friend and ally to be heeded and protected. This does not allow the spell caster to control the target as if it were an automation, but any word or action of the caster will be viewed in it's most favorable way. A saving throw negates the spell.
Comprehend Languages
Range - Touch
Components - Verbal, Somatic, Material
Duration - 5 rounds/level
Area of Effect - One written object or speaking creature
Casting Time - 1 round
Explanation : Allows the magic-user to comprehend one written object or understand the language of a speaking creature. The mage must touch the object or creature he wishes to understand. The material components of this spell are a pinch of soot and a few grains of salt. The spell is reversible (confuse languages), which prevents comprehension or cancels a comprehend languages spell.
Dancing Lights
Range - 40 feet + 10 feet/level
Components - Verbal, Somatic, Material
Duration - 2 rounds/level
Area of Effect - Special
Casting Time - 1 segment
Explanation : The caster can create either 1 to 4 lights resembling torches or lanterns, glowing spheres of light, or one glowing humanoid shape. The caster can move the shapes about, as he wishes, as long as they stay within range. The material component is a bit of phosphorus or wytchwood or a glowworm.
Detect Magic
Range - 5 feet per level
Components - Verbal, Somatic
Duration - 2 rounds per level
Area of Effect - 10 foot path, 60 feet long
Casting Time - 1 segment
Explanation : The only differences between this and the first level cleric spell detect magic are shown above. See First Level Clerical Spells , Detect Magic.
Enlarge
Range - 5 feet/level
Components - Verbal, Somatic, Material
Duration - 1 turn/level
Area of Effect - Special
Casting Time - 1 segment
Explanation : The magic-user can increase the size of a creature by 20% per level, a maximum increase of 200%. Objects are increased by 10% per level, with a maximum of a 100% increase. Both size and weight are affected. The reverse, Reduce, shrinks targets by the same ratios. Unwilling victims of enlarge and reduce are entitled to a saving throw, which negates the spell if successful. The material component is a pinch of powdered iron.
Erase
Range - 30 feet
Components - Verbal, Somatic
Duration - Permanent
Area of Effect - One scroll or two facing pages
Casting Time - 1 segment
Explanation : This spell erases writings, magical or non magical, from a scroll or two pages of paper, parchment, or like surfaces. There is a 50% + 2%/level chance of success for magical writings, and a 50% + 4%/level for non magical ones.
Feather Fall
Range - 10 feet/level
Components - Verbal, Material
Duration - 1 segment/level
Area of Effect - Special
Casting Time - 1 tenth of a segment
Explanation : This spell changes the mass of the target to that of a small feather or piece of down, changing the rate of falling to 12 feet per segment. No damage is taken when landing, while the spell is in effect. The maximum weight is 2000gp + 2000 gp/level. It only affects free falling or propelled objects.
Friends
Range - 0
Components - Verbal, Somatic, Material
Duration - 1 round/level
Area of Effect - sphere, 10 foot + 10 foot/level radius, around the caster
Casting Time - 1 segment
Explanation : This spell give the caster a temporary 2-8 extra points of charisma to creatures that fail their saving throw, or subtracts 1-4 charisma for creatures that make their saving throw vs. magic. This spell has no effect on creatures of animal intelligence, or lower. The material components are chalk or white flour, soot or lampblack, and vermillion applied to the face before casting the spell.
Hold Portal
Range - 20 feet per level
Components - Verbal
Duration - 1 round/level
Area of Effect - 80 square feet/level
Casting Time - 1 segment
Explanation : This spell magically seals a door, gate of valve of wood, metal or stone, as if it was securely locked. Extra dimensional creatures will shatter a held portal. A mage of level four or greater can open the held portal at will, otherwise a knock spell or a dispel magic will negate the hold portal. Held portals can be battered down.
Identify
Range - 0
Components - Verbal, Somatic, Material
Duration - 1 round/level
Area of Effect - One item
Casting Time - 1 turn
Explanation : Cast on one item, the magic user can try to identify any dweomer the item possesses. The item must be worn or wielded normally. Every segment that the spell is in effect, the mage has a 15% + 5% per level chance that one property of the item can be identified. Each time this occurs, the DM secretly rolls a save vs. magic, and, if the save is successful, learns the property of the item. If the save is one point off, a false property is given. If the save is failed, no information is learned. The exact number of hit and damage bonuses, or charges, an item may posses will not be revealed, but the spell will show these properties +/- 25%, or any number in between. A wand with 20 charges would show as 15, 25, or any number in between. The spell must be cast within an hour of discovering the item. Also, after the spell is cast and the mage learns what he can, he loses 8 points of constitution, and has to rest 6 turns per point to regain them. If his con drops below three, the mage falls unconscious, and doesn't wake up for 24 hours. Material components of this spell are a pearl of at least 100 gp value, an owl feather seeped in wine, with the infusion drunk and a live miniature carp swallowed whole prior to the casting. If a luckstone is powdered and added to the infusion, the chance to identify a property increases by 25%, and the caster gains a +4 to saves made according to the spell.
Jump
Range - touch
Components - Verbal, Somatic, Material
Duration - Special
Area of Effect - Creature touched
Casting Time - 1 segment
Explanation : This spell empowers the target to leap 30 feet forward or 10 feet backwards or upwards. The arc for the jump is about 2 feet up for 10 feet horizontally. For every three levels of the mage, the target can make one extra jump. All jumps must be made within a turn of casting. The material component is a grasshopper's back leg, one per jump, to be broken when the spell is cast.
Light
Range - 60 feet
Components - Verbal, Somatic
Duration - 1 turn/level
Area of Effect - a sphere with a 20 foot radius
Casting Time - 1 segment
Explanation : All differences from the 1st level cleric spell "light" are shown above. Refer to First Level Clerical Spells , Light spell.
Magic Missile
Range - 60 feet + 10 feet/level
Components - Verbal, Somatic
Duration - Special
Area of Effect - One or more creatures in an area of 10 squre feet
Casting Time - 1 segment
Explanation : The mage fires magical missiles from his fingertips. Each missile does 2-5 damage. Every two levels of experience, the magic-user can fire an additional missile, 2 at 3rd level, 4 at 7th level, etc.
Mending
Range - 30 feet
Components - Verbal, Somatic, Material
Duration - Permanent
Area of Effect - One object
Casting Time - 1 segment
Explanation : This spell repairs any small breaks or holes in non magical objects. The material components are two small magnets or two burrs.
Message
Range - 60 feet + 10 feet/level
Components - Verbal, Somatic, Material
Duration - 5 segments + 1 segment per level
Area of Effect - a two and a half foot path
Casting Time - 1 segment
Explanation : The caster can whisper a message, within the duration of the spell, and point to a target, who will be able to hear the message. If any of the duration remains, the target may whisper a response which the mage will hear. There must be no obstructions between caster and the target. A short piece of copper is the material component for this spell.
Nystul's Magic Aura
Range - touch
Components - Verbal, Somatic, Material
Duration - 1 day per level
Area of Effect - Special
Casting Time - 1 round
Explanation : The caster casts this on an object, giving it a magical aura, that will be revealed by any sort of magic detection. If the creature detecting the item for magic is holding the item, he may roll a save vs. magic, and if successful, see that it is an aura designed to mislead, and no real magic. If the save is failed, the creature cannot determine what sort of magic the object holds.
Protection from Evil
Range - touch
Components - Verbal, Somatic, Material
Duration - 2 rounds/level
Area of Effect - Creature touched
Casting Time - 1 segment
Explanation : The only way this spell differs from the clerical spell, Protection from Evil, is shown above, and the need for powdered iron and silver to trace a circle as a material component. Refer to First Level Clerical Spells , Protection from Evil.
(The protection encircles the recipient at a one foot distance, thereby preventing bodily contact by creatures of an enchanted or conjured nature. Any attacks launched by an evil/good incur a -2 penalty to their "to hit" rolls to strike the protected creature. Saving throws made as a result of the creature's attacks gain a +2 modifier. Material components for the spell are holy water (prot. from evil) or blood (prot. from good)
Push
Range - 10 + 2.5 feet/level
Components - Verbal, Somatic, Material
Duration - Instant
Area of Effect - special
Casting Time - 1 segment
Explanation : The caster creates a force of one foot pound per level of the mage, acting in a direction directly away from the caster. This can be on an object or creature. A 1st level mage can push the legs of and trip a creature of up to 50 lbs, and if used against a weapon, the force, in foot pounds, becomes the hit modifier. A first level mage would produce a force of 1 foot pound, giving the attacker a -1 modifier. A saving throw negates the effects. A small pinch of powdered brass must be blown from the palm towards the target, as a material component.
Read Magic
Range - 0
Components - Verbal, Somatic, Material
Duration - 2 rounds/level
Area of Effect - Special
Casting Time - 1 round
Explanation : This spell allows the magic-user to read magical writings that would have otherwise been unintelligible to him. After the magic-user has read a particular writing, they will not need another read magic to do it again. The material component is a clear crystal or a mineral prism. The reverse of the spell, Unreadable Magic, makes any magical writing unreadable, even with a read magic spell, until it wears off or is dispelled. The material components for Unreadable magic are a drop of water and a pinch of dirt.
Shield
Range - 0
Components - Verbal, Somatic
Duration - 5 rounds/level
Area of Effect - Special
Casting Time - 1 segment
Explanation : This spell creates a shield in front of the magic-user, which negates all magic missile attacks. It also provides an equivalent protection of armor class 2, against hand hurdled missiles, armor class 3 against device-propelled missiles, and armor class 4 against all other attacks. It adds a +1 to saving throws. All benefits only apply to frontal attacks.
Shocking Grasp
Range - Touch
Components - Verbal, Somatic
Duration - One touch
Area of Effect - Creature touched
Casting Time - 1 segment
Explanation : The caster shocks an opponent with electricity for 2-8 + 1/level hit points of damage.
Sleep
Range - 30 feet + 10 feet/level
Components - Verbal, Somatic, Material
Duration - 5 rounds/level
Area of Effect - Special
Casting Time - 2 segments
Explanation : The caster puts creatures to sleep, within a 30 foot diameter circle. The number of affected creatures depends on the level of the creatures. The caster determines the affected area's radius and center. Wounding creatures will wake them, noise will not. Material components are a pinch of sand, rose pedals, or a live cricket.
Spider Climb
Range - touch
Components - Verbal, Somatic, Material
Duration - 1 rounds + 1 round/level
Area of Effect - Creature touched
Casting Time - 1 segment
Explanation : This spell gives the target the ability to climb walls like a giant spider, at a movement rate of 3. The target can even hang from ceilings. The target creature must have bare hands for this to work, and cannot handle objects of under 50 pounds while the spell is in effect - such objects will stick to the hands. This makes it difficult for any mage to cast, with this spell upon him. Material components are a drop of bitumen and a live spider, to be eaten by the target.
Tenser's Floating Disc
Range - 20 feet
Components - Verbal, Somatic, Material
Duration - 3 turns + 1 turn/level
Area of Effect - Special
Casting Time - 1 segment
Explanation : The caster creates a concave disc with a three foot diameter. It can support 1000 gp in weight per level of the caster, and hovers about three feet above the ground constantly. It will remain 6 feet from the mage, if unbidden, and travel with him at a movement rate of 6. If it goes out of range, or the duration expires, it vanishes. The material component is a drop of mercury.
Unseen Servant
Range - 0
Components - Verbal, Somatic, Material
Duration - 6 turns + 1 turn/level
Area of Effect - 30 foot radius of spell caster
Casting Time - 1 segment
Explanation : The caster creates an invisible force to wait on him. It cannot carry more than 200 gp in weight. It can't fight, or die, however it can be dispelled and vanishes after 6 hp of magical damage. The material components are a piece of string and a small piece of wood.
Ventriloquism
Range - 10 feet per level, with a limit of 60 feet
Components - Verbal, Material
Duration - 2 rounds + 1 round/level
Area of Effect - One object
Casting Time - 1 segment
Explanation : The caster can make the target's voice seem to come from a different object. The magic user can make his voice sound as if another creature was speaking or making the noise, however it must be a noise that the caster can normally make. There is a 10% chance per point of intelligence higher than 12 that a witness to this will detect the ruse. A cone of parchment is the material component.
Write
Range - 0
Components - Verbal, Somatic, Material
Duration - 1 hour/level
Area of Effect - One magical spell inscription
Casting Time - 1 round
Explanation : The caster can attempt to scribe a spell to his spell book that he cannot currently understand. The caster must make a saving throw vs. magic, at +2 if the spell to be scribed is one level higher than his current spell level, +0 if it is two levels higher, and -1/level if it is three levels or greater than the caster's level. If the saving throw is failed, the caster suffers 1-4 damage per level of the spell he was trying to scribe, and is knocked unconscious for the same number of turns. If the damage is not fatal, the magic user recovers at only 1-4 hit points per day. It will take the caster 1 hour per level of the spell he is trying to scribe. During this hour the mage is in a trance and can be surprised by any enemy. The caster needs fine ink to do this, at least 200 gp per bottle.
Mage Spells my be recived by scribing them from other players, or if the spell has not been recived by any players finding it in a spellbook, or game. All players will roll to see if they recive a spell in there spellbook, other then the 4 starting spells, Sleep, enlarge, detect magic, and read magic
Good luck mages and get some spells fast :)