Alarm 4MP The mage Enchants a spell upon an area 10 ft per a Level. The spell has two forms, a silent alarm, or an alarm audible to all. the spell lasts for 8 hours and only the mage knows when the area cast upon is intruded upon, or if he chooses the Audible alarm it is heard by everyone as loud gong sound emits from the center of the warded area. The alarm only goes off only when someone meaning harm to the party enters it.
Endure Elements 5 MP The mage Casts this protective spell when facing the dangerous elements such as a raging fire, or a fellow mage who favors a particular element. When cast it bestows a 10% Soak Bonus against attacks from the stated element for !r 1d6 rounds. this spell requires naught but a few words, a flick of the wrist, and a faint sheen envelopes the caster seen only by those who are knowledgeable in the arcane.
Hold Portal 6 MP This Spell will hold open a closing door, chest, or magical portal. A mage can only hold open a portal created by a mage 2 levels higher then him, and can easily hold a portal created by a mage of a lower level.
Grease 4 MP The Caster Creates a 5 by 5 ft Square of Grease on the floor or can coat an object causing it to slip from ones grasp, if a Dex check is failed. To cast on an object the mage must roll to hit %, to Cast it on an Area he Casts with to Hit % plus 5%. Those caught in the area suffer -10% to Evade or -5% if they make a successful Dexterity Check. The mage also Requires a small vile filled with Oil, Bacon Grease or some other slippery Substance as a Spell component when casting this spell.
Mage Armor 7 MP The Caster Surrounds himself in an Incorporeal Suit of Armor Gaining 5% Bonus to His soak for as many rounds as the mage has levels. Example a level 5 mage casts this spell on himself or another it lasts five rounds.
Obscuring Myst 6 MP The Mage summons up a Cloud of Myst covering the party Giving everyone including enemies a 5% to evade because of low visibility. This spell lasts for d4 rounds and can be nullified in strong winds of more than 10 mph , either magical or natural.
Flame Fist 5 MP The magic user summons forth the power of flame concentrating it around there fist for a powerful fire punch dealing d8 in fire damage and setting the target ablaze if a crit is scored, dealing d3 dmg around till extinguished. this only occurs upon a roll of 8 on damage. The mage rolls there Hit % when using this spell
Frost Bite 5 MP A Ranged spell of the element of ice, the caster rolls there to Hit % plus 5% dealing d6 damage and freezing the target in place for one Round.
Magic Mallet 4 MP Summons an incorporeal hammer from mid air to strike a fellow magic user senseless causing them to loose d6 magic points, the mage rolls his hit % plus 5% to cast the spell successfully. This spell requires an arcane focus of a small Hammer made of either bronze, copper or Silver.
Ray of Light 6 MP The mage Summons forth a Bright blinding beam of light causing d6 damage with an additional 4 on undead creatures. the mage rolls there to hit % plus 5% and on a successful hit it causes d2 rounds of Blindness d4 to creatures with light sensitivity.
Gust 4 MP The Caster Summons forth powerful Gusts of wind blowing in random directions unless a successful INT check is made, these winds are up to 20 MPH they last d6 Rounds.
Splash 3 MP Splashes the target with large waves erupting from the ground dealing d4 damage the mage rolls there hit % plus 5%.
Spiked Earth 6 MP The Mage Summons the power of the Ground causing small 6 inch long spikes to jut forth from the earth , the spell has the limitations of not working on creatures in flight, or when in buildings in a floor other then the lowest one. I.E. can cast in the lowest basement of a castle or dungeon. uses the mages hit% plus 5%
Static Bolt 7 MP d6 plus 2 damage is caused by a bolt of static electricity hurled by the caster using there Hit % ,plus 5% it causes an additional plus 2 damage to targets wearing heavy metal armor.
Detect Undead 5 MP Sense's the presence of the undead within a certain area the mage casts this spell automatically and detects any undead within the radius of 5FT/level the age has, so a 4th level mage detects them withen a 20ft radius. This spell only tells if there ar undead in the area not the type and location,
Identify 4 MP This Spell tells the caster a single function of a magic item the weakest told first, magic 5 levels higher then the mage can cast forces the mage to roll a con check or fall into a catatonic state until a successful Con check id made, they can make one per hour of Quest time.
True Strike 5 MP Allows one person of the mages selection, including the mage herself, has the guidance of a 1'000 fallen warriors focus on there next Strike hit or miss they gain 15% Bonus to there next melee attack which must be made the following round.
Sleep 6 MP Causes the Target to fall into a Short slumber for d4 rounds , the spell is broken when the target is hit for any amount of damage., the mage rolls there hit %
Magic Missile 5 MP The Caster fires bolts of Arcane energy Each Dealing d4 Plus 1 damage. the mage can fire one missile for every 3 levels with a max of 5 missiles, divided among as many foes he wishes or on a single foe.
Floating Disc 3 MP a Disc appears at the Casters feet lifting to a maximum height of the mages waist. and can hold 50lbs per level, , In example a level 2 mage can hold 100lbs on the disc. the disc is semi transparent appearing like Glass.
Change Self 3 MP The mages features are obscured and rearranged by illusion giving them a 15% to the Disguise skill, or a base of 25% if they do not have the skill.
Blaze's Arcane Aura 2 MP Creates a simple Arcane aura on an object causing it to seem magical upon a detect magic or identify magic spell. other then seeming magical it does nothing else, this spell commonly used by unscrupulous merchants.
Blaze's Hidden Aura 3 MP Similar to Blaze's Arcane Aura except that it is used to mask abilities and the types of magic on a magic item totally blurring it from Mages of levels lower then the Caster, those of a higher level can see through it with a successfully with an INT check.
Silent Image 3 MP Creates a Purely visual image which lasts as many rounds as the casters level and is limited to things the mage has seen before.
Ventriloquism 3 MP The mage Can Throw his/her own Voice for range of 5 Feet per a Level the mage has , he can only create his own voice or any others he can mimic naturally.
Chill Touch 3 MP The mage Creates a Sphere of Coldness around there hand that deals d6 cod damage and the mage uses there to hit % to use it,
Animate rope 4 MP This spell requires a Length of rope to cast, and use, the mage controls the rope for d4 rounds, they can roll there hit % to try and do two things, bound a person, on constrict the rope around them for 2d2 Damage.
Erase 2 MP Allows the mage to Erase a page per level, of non magical text, so a third level mage could erase 3 pages of text,
Feather Fall 3 MP This spell allows a person to fall without bodily harm for 20ft/level , a 5th level mage falling 100f before suffering damage, it requires the spell components of 5 feathers from 5 diffrent birds, 3 of which have to be difrent species.
Message 1 MP Mind sends a single word message to a person within 1'000 feet of the caster, it can only be a single word which is heard clearly in the targets head.