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Cantrips, Level 0 spells

Resistance 2 Mp

The mage or someone chosen by the mage is more resilient to a chosen element gaining + 5% soak to the element for the duration of the spell this resistance lasts d4 rounds per level, so a level 3 mage would be able to make the spell last 3d4 rounds, and so on.

Ray of Frost 2 MP

a Ray of Cold comes from the mages finger tip dealing 1d3 damage which is soakable this is a ranged spell and a roll of D100 must be rolled using the mages to hit% plus 5% i.e. a first level mage has a 25% chance to hit with the spell. the duration is instantaneous the mage can hit himself or other party members with the spell if the roll is high enough and MP is used even if it's a miss.

Flame Finger 3 MP

A short 4 inch spout of flame much like a torch emits from the mages out stretched finger. This deals 1d4 flame damage with soak and the flame lasts for a duration of Caster level = rounds. so an example it would last it lasts the same amount or rounds that the mage has levels rounds for a level 4 mage dealing 1d4 fire damage each successful hit, it is a touch attack spell and a roll to hit% is used.

Detect Poison 3 MP

Tells the mage if there is any poison within range of the spells area of effect, which is 5ft+ caster level, so sixth level mage could detect poison in a 11ft radius this spell only tells of the presence of natural poison not it's type or exact location.

Detect magic 2 MP

Allows the mage to sense magic outside that of the party the effect is instant and only tells a mage there is or isn't magic. also it can possibly stun the mage if the magic is at least 10 levels higher then she can cast. passing out for d6 rounds. This spell only tells if or if not there is magic in a 5ft x caster level area of the mage. so a second level mage could detect magic in a 10ft area.

Read Magic 1 MP

Allows the mage to read magical text such as a scroll rune, glyph ward or sigil, as well as arcane text in spell books an other types of magical writing, though this in itself can be dangerous as some wizards are known to write curses or exploding runes in there spell books to discourage thieves. the spell is auto cast.

Daze 3 MP

Confuses an opponent causing them to loose there attack on the next round the mage rolls to hit with +5% chance MP is used even if the spell misses, this is a mind influencing spell.

Light 1 MP

The mage summons up a magical light the equivalent of torchlight in an area 10ft times caster level radius. so a 5th level mage creates light in a 50ft radius. this spell is automatic.

Static Shock 2 MP

The mage delivers a small jolt of electricity, this spell is a touch attack spell with no soak dealing 1d3 dmg or 1d3+2 if the target is wearing heavy metal armor such as chain or heavier. the mage rolls to hit when using this spell.

Dancing Lights 1 MP

Great at parties it causes small points of light to swirl round objects in a 5ft x Level of the caster similar to a light spell but less steady, generally used to impress townsfolk or others who are ignorant of magic.

Ghost Sound 1 MP Another party environment spell it creates or more exactly mimics a sound the mage has heard or can think of, they are limited to soft sounds, nothing deafening and generally unable to replicate speech with this spell only moaning hence it's common name of ghost Sound.

Static Charge 2 MP

Allows the mage too charge an object with arcane kinetic energy unleashed when the object strikes another or an hour has passed, this adds a + 1 to damage on the weapon.

Disrupt Undead 3 MP

The mage weakens the dark energies binding the undead to this realm causing d5 damage the mage rolls to hit with a +5% It's a Ranged touch attack. This spell only affects undead, not Vampeel.

Breeze 2 MP

A mage can summon up a wind up to 10 mph per level for 1d6 rounds causing scattered paper and small items to blow up to hurricane winds around themselves, They may control the direction of the wind with a successful INT check.

Mage Hand 2 MP

The mage can lift 5 lbs of weight per a level with sheer will moving it with their mind, this lasts for as many rounds as the mages levels. for example a 3rd level mage can hold a 9 lb object up for 3 rounds. a mage can't do complicated skills with this unless making a successful INT then DEX check.

Mending 2 MP

Allows a mage the ability to magically repair garments from a run in her stockings to a ripped cloak or torn pant leg it fixes 10% of damage to any sewn non magical garment, though it only repairs it does not create.

Open/Close 4 MP

Allows a mage to close or open any non magical, unlocked door or chest with a thought. this does not however open blocked or stuck doors or chests, it can be used on troublesome jars as well.

Magi's Mark 1 MP

Allows the mage to place there symbol upon an item marking it as theirs this is used with other high level spells such as summon weapon or item, it also is used to fool some people as the mark gives off trace amounts of magic, the ark can be clearly seen or visible to magic users only.

Pocket 3 MP

A Great spell when one hangs around thieves it creates an extra dimensional space within ones pocket causing all contents within to vanish until the mage wishes them back, a great way to keep ones valuables from being stolen.