Level 1 Spells

Contents

Polish
Gauntlet
Shades
Cutting Flame
Spark
Palapur's Air Darts
Niimun's Mystic Motes
Cold Flame
Ice Dagger
Harden Ice
Chill
Cold Endurance
Nighthues
Proof Against Poison
Create Poison
Minor Summons
Renfrew's Master Chef
Far Touch

Dragonloft


1st level - Polish (invocation)

Range:  touch  Components: V,S,M  Duration: Special  Casting Time: 1  

Area of Effect: 1 square foot metal/level  Saving throw: none

	This spell allows the mage to remove from metal the effects 

of tarnish, rust and other blemishes.  This spell affects one square foot 

of metal for every level the mage has attained, and the area to be 

affected must be touched by he caster.  It is useful for cleaning off the 

effects of age on metal, to better read runes and other inscriptions.  It is 

also useful for polishing etals to a mirror sheen or cleaning weapons or 

armor.  Metals become tarnished as normal after the casting of this 

spell, the effects are not permanent.  The material components for this 

spell are a scouring cloth and a pinch of sand.



1st level - Gauntlet (enchantment, abjuration)

Range: 0  Components: V,S,M  Duration: 3 rounds + 1 round/level  

Casting time: 1  Area of Effect: one glove  Saving Throw: none

	This spell alters a normal glove, making it fire and heat 

resistant.  The glove can withstand normal fire and its effects on items 

(heating metal, glass etc.) without the caster feeling any heat.  However, 

magical fire and magical heated objects half the duration time of the 

spell.  Otherwise, its effects are the same.

	The material components for this spell are a glove and a 

small piece of asbestos.



1st level - Shades (abjuration)

Range: touch  Components: V,S,M  Duration: 1 hour/level  Casting 

Time: 1  Area of Effect: creature touched  Saving Throw: none

	With the use of this spell, the caster protects her eyes from 

bright and harmful light ources.  When the shades come into effect, 

the casters eyes become a dark black, quite an unsettling effect for 

those not expecting it.  The shades protect from sunlight, the spells 

light and continual light, as well as the clerical spell sunburst's 

blinding effect.  Generally, any light-based spell that causes blindness 

or disorientation is ountered.   After such an event, the shades spell 

is cancelled.  Note, however, that exposure to sunlight and glare off 

of either snow or water will not cancel the spell.  If uncancelled, the 

effects of the spell persist for 1 hour for every level the mage has 

attained.

	The material component for this spell is a thin sheet of 

obsidian, approximately 1" X 1".  It is destroyed in the casting.



1st level - Cutting Flame (invocation)

Range: 0  Components: V,S  Duration: 1 round / level  Casting Time: 1  

Area of Effect: The casters fingertip  Saving Throw: none

	The cutting flame allows the caster to evoke a small flame 

projecting from their fingertip.  This flame is very concentrated and 

hot.  It reaches out to a range of 2 inches.  The flame can be used to 

light fires, cut ropes or melt metals.  It takes a certain amount of time 

for the flame to melt metals, depending on their density.  It takes it 1 

round to melt less dense metals such as gold or lead, but upwards of 

5 rounds to melt such metals as steel.  The amount of time it takes for 

the flame to melt metal is up to the DM.

	The cutting flame can also be used as a weapon.  It does 

1d4 damage per round it is held to an exposed portion of a creature, 

double to water or ice-based creatures. The flame ignites 

combustibles, such as paper, wood, brass or even clothing.  Magical 

items are allowed a save s. magical fire with a +1 modifier to avoid 

the effects of the cutting lame.  It actually heals 1 damage per round 

on fire-based creatures.



1st level -Spark (invocation)

Range: 10 feet  Components: V,S  Duration: Special  Casting Time: 1  

Area of Effect: 1 creature or object  Saving Throw: none

	This spell allows the caster to create 1 of 2 possible effects:

Charge - this variation allows the caster to place an electrical charge 

in any single object.  This remains in effect until discharged or 

dispelled by the caster.  It is charged when any creature touches the 

object with any part of heir person.  The discharge causes 2 points of 

damage per level.  A successful dispel magic spell can remove the 

charge from an object.

Spark - with this variation of the spell, the caster arcs a spark of 

electricity from his hand to any target within 10 feet.  This discharge is 

instantaneous and always hits the intended target.  The spark of 

electricity causes 1d4 + 1 oints of damage per level, up to 1d4 + 20.

  	Both versions cause double damage on water-based 

creatures or creatures wearing or carrying an abundance of metal.



1st level - Palapur's Air Darts (evocation)

Range: 60 yards  Components: V,S  Duration: Instantaneous Casting

Time: 1  Area of Effect: creature(s) targeted  Saving Throw: none

	This is an elemental air wizards version of a magic missile.  

It harnesses currents of air into violent stabbing points of force.  This 

holds an advantage in hat the target cannot see any attack coming, 

therefore they receive no aving throw.  One dart of air per 3 levels of 

the mage may be cast, ach causes 1d4 + 2 damage (maximum of 4).  

Air Darts can be targeted individually or concentrated on one creature, 

as long as each victim is n the wizard's line of vision.	



+(the ice version)1st level - Niimun's Mystic Motes (evocation)

Range: 10 yards/level  Components: V,S  Duration: special  Casting 

time: 1  Area of Effect: creature targeted  Saving throw: none

     This relatively weak spell improves as the caster advances in 

level, in range and damage potential.  There are three known 

variations possible for the caster to use:

	Lightning mote - when the spell is cast, a small mote of 

energy, 1-4 plus one for each level the caster has attained (up to 

1-4 + 10), may be fired from he caster's hand.  The missiles do but 

one point of damage, but as many as the caster wants can can be fired 

at as many targets as here are missiles.  The missiles never miss 

their target, in this respect they are like magic missiles.  These 

motes may also be used for trick shooting, since they employ a tiny 

electrical charge.  Niimun's Lightning Motes do double damage to 

wet or water-based creatures, or creatures wearing large quantities 

of metal (armor etc.)  They may be used to knock weapons from the

caster's opponent's hands (with a shock transmitted by the motes 

striking their metal weapon, or simply several motes fired at their 

hands), or they may be used to kill quantities of vermin.  These 

tricks only apply if the target is affected by electical energy.  

All targets of Niimun's Lightning Mote must be seen by the caster. 

	Fire mote - this variation is similar to Lightning Mote 

except it employs a mote of white hot flame.  These motes cause 

one point of fire damage each, and will ignite any readily 

combustible materials they contact.  This includes clothing, dry 

tinder or grass, lamp oil, etc.  Fire Motes cause double damage 

on cold-based creatures.  

	Ice mote - this variation is similar to Lightning Mote 

except it employs a tiny mote of freezing gas.  These motes cause 

one point of freezing damage each.  Each is also capable of 

freezing a quantity of liquid about the size of an ice cube (1" 

diameter).  These are useful for placing in drinks, or over the heads 

of creatures standing under a waterfall.  Ice motes may be 

concentrated to form a ball 1" in diameter for each mote added in 

water.  Ice Motes cause double damage on fire-based creatures.

	The actually number of motes produced in addition to the 

1-4 automatically produced is up to the casting wizard.  Unspent 

motes hover around the casters head, shedding faint light in a 10' 

radius.  One mote dissappears per round when not used until all 

are gone.



+ 1st level - Cold Flame (alteration)

Range: 10 yards  Components: V,S,M  Duration : 1 hour/level  Casting 

time: 1  Area of Effect: 1 body of fire, 10 cubic feet/level  Save: special

     This spell allows the mage to alter normal fire into a different form 

of fire, one which gives off no heat.  This fire burns with a blue light.  

Fires within 10 yards of the caster can be affected, and they can be up 

to 10 cubic feet per caster level.  This spell is useful in small places 

where a light source is needed or in places where there are many 

combustibles.  Once cold flame is cast on a fire, it ceases to spread.  

Once a fire is altered to a cold fire, it cannot be blown out, but can still 

be doused by sand or water.  Cold fires produce no smoke.  The 

casting of the cold flame spell on a torch or fire in no way alters the 

time it takes for the flame to consume its fuel.

     This spell is also usable on elementals of fire as an attack.  Fire 

elementals who have less hit dice than the caster have levels are 

immediately rendered "cold".  They can no longer cause damage with 

successful attacks, rather, they cause a pleasant cooling sensation.  

Elementals with more hit dice than the caster save vs. spells with a 

+ 2 modifier for every die of difference. 

     The material components for this spell are a body of fire and a small 

piece of phosphorescent fungus.



+ 1st level - Ice Dagger (Evocation)

Range : 0  Components : V,S  Duration : 1 round/level  Casting time : 1  

Area of Effect : the casters hands  Saving throw : - 

     With this spell, the caster can bring into being a dagger of ice.  It

does 2d4 damage and strikes with a +1.  The caster can also opt to 

cast daggers; they can cast one plus one for every 2 levels they have 

gained.  These are thrown at a rate of 2 per round.  This form of the ice

dagger causes 1d3 damage and strikes with the casters Thac0, with 

any adjustments made for high dexterity, strength, race, etc.



+ 1st level - Harden Ice (Alteration)

Range : touch  Components : V,M  Duration : 1 round/level  Casting 

time : 1  Area of Effect: 1 object touched  Saving throw : -

     This spell can be used to, in effect, temper ice.  Any object of ice 

can be tempered thus.  The spell causes the object to take on, 

temporarily, the density of steel.  This can make crude implements 

formed from ice into deadly weapons;  an icicle suddenly becomes 

a dagger,  a snowball becomes a sling bullet.  Weapons made using 

this spell do normal weapon damage.  One object of up to 1 cubic 

foot/3 levels can be affected.  It must be touched at the time of the 

casting, and after 1 round/level, it dissappears in a puff of steam.

     The reverse of this spell soften ice can be used to weaken up 

to 1 cubic foot ice/level.  This makes the ice more susceptible to 

breaking under strain, such as when one is standing on a lake 

covered with ice.  This version has no affect on ice spells of level 3 

or above.



+ 1st level - Chill (Alteration)

Range : 10 yards  Components : V,S,M  Duration : special  Casting 

time : 1   Area of Effect : 1 cubic foot/level  Saving throw : Special

     With the use of this spell the mage can reduce the temperature 

of hot matter.  The mage can reduce the heat of a fire, without 

extinguishing it.  The spell has no effect on magical fires, but if cast 

on fire elementals, they do -1 damage per die(minimum of 1).  Chill 

can also be used on hot liquids and solid matter, such as metal and 

glass.  If used on liquids at their boiling point, it reduces their 

temperature to room temperature.  If they are already at room 

temperature the spell makes them pleasantly cooled as if they had 

ice in them.  The spell cannot make someone uncomfortable from 

cold if they are wearing metal armor, rather, it can make the armor 

the same body temperature that the bearer has, regardless of how 

hot the metal is (negated by magical heat/fire).  This spell is very 

useful for retrieving hot items such as scalding swords and red hot 

glass vials. 

     This spell can also be used by the caster to keep himself 

comfortable.  If this spell is cast upon one's self the external 

temperature of the individual drops to a comfortable 20 degrees 

Celsius, magically shading the individual; but no one else.  The 

individual is protected from normal fire; he recieves a -2 to each die 

of damage caused by normal fire (minimum of 1).  No protection 

whatsoever is gained from magical fire.  

     It's effects last until the item is reheated from direct exposure to 

a heat source in excess of 100 degrees Celsius, otherwise the 

effects last for 1 day per caster level.



+| 1st level - Cold Endurance (Alteration)

Range : touch  Components : V  Duration : 1 turn + 1 round/level  

Casting time : 1 Area of Effect : creature touched  Saving throw : -

     This spell allows the caster to endure serious cold, of 5 degrees 

below zero per caster level, up to -100 degrees.  This protects them 

from normal cold, but affords them no protection from magical cold.  

Instead, if attacked with magical cold they suffer -1 to each damage 

die.  This is an essential spell for any mages who plan to specialize 

in ice magic.

     The material component for this spell is a tuft of fur from any ice 

dwelling creature.



1st level - Nighthues (alteration)

Range: touch  Components: V,S  Duration: 1 turn + 2 round/level  

Casting time: 1  Area of Effect: creature touched  Saving throw: -

     With this spell the caster provides for themselves a means of 

concealing themselves during night or in shadows.  With the 

utterance of this spell the wizards flesh turns a pure midnight black.  

They blend very well in shadows, as the hue of black deepens or 

lightens to a small degree for concealment in darker/lighter areas.  

The wizard has a base chance of 65% to hide in shadows.  This is 

adjusted by the casters dexterity and race as a thief.  During 

nighttime the caster is considered to be invisible, but not to 

infravision.  This spell is negated if the caster falls within any 

bright light source, such as a light or continual light spell, or the 

direct light of the sun.  Lights such as those from torches or candles 

have no effect on the benefactor of this spell.

     Thieves who are the recipient of this spell have their chance to 

Hide in Shadows increased by 35%, to a maximum of 99%.



1st level - Proof Against Poison (abjuration, alteration)

Range: touch  Components: V,S,M  Duration: 1 turn/ level  Casting 

time: 1  Area of Effect: creature touched  Saving throw: - 

     This spell allows the caster to gain an improvement to their save

vs. poison based on their constitution, like the save improvement 

dwarves, gnomes and halflings receive.  For every 3 1/2 points of 

constitution the caster has they gain a + 1 to their saves vs. 

poison.  This spell lasts 1 turn for every level the caster has gained.  

     The spell can be cast on others, as many as the caster has 

levels.  They must be touched by the caster for the spell to take 

effect.  If cast on a dwarf, gnome or halfling, the spell grants them 

an additional plus for every 7 points of constitution they have.  For 

example, if this spell were cast on a gnome who had 15 dexterity, 

the gnome's total save modifier would be +6 (+4 as a natural bonus 

and +2 as a bonus from the spell).

	The material components for this spell are the fang of a 

snake or spider, and the hair of a dwarf, halfling or gnome.



1st level - Create Poison (necromancy, conjuration)

Range: 0  Components: V,S,M  Duration: 1 turn + 1 round/level  

Casting time: 1 round  Area of Effect: special  Saving throw: -

     This spell allows the caster to create mystic poisons whose 

strengths vary as the caster gains in level.  The mage must have an 

appropriate container for the poison.  A crystal vial of no less than 

500gp value must be used for this purpose.  The caster murmurs the 

chant, and the vial is filled with an amount of poison based entirely 

on the casters level.  For every level the caster has gained they can 

conjure one quarter fluid ounce of poison, about enough for 1 dose 

on an M size creature.  This is equivalent for 2 doses on S size and 

4 doses on T size creatures.  Double the base amount for each size 

category above M to find the dose required to affect creatures of this 

size.  The table below shows the possible poison type produced:



Level  Damage(/save)  Save Modifier  Special Effect           Type   

---------------------------------------------------------------------                         

  1         4/0            + 3       stunned(1 round)         ingested

  2         6/1            + 2       sleep(1d4 rounds)        ingested

  3         8/2            + 1       blindness(1d6 rounds)    ingested

  4        12/3             0        paralyzation(2d4 rounds) ingested

  5        14/4             0        slow(1d8 rounds)         injected

  6        16/5             0        silence(1d4 turns)       injected

  8        18/6            - 1       Enervation               injected

 13        20/8            - 2       petrification            contact

 15+       30/10           - 3       disintegrate             contact



For a special effect to occur, the caster must have the material 

component for the appropriate spell, if any are necessary, and the 

target must fail a save vs. spell (without the save modifier, which 

only applies to the damaging part of the poison).  

	The material components for this spell are: a scorpion 

tail, a live spider and a drop of blood from the caster.



1st level - Minor Summons (conjuration/summoning)

Range: 100 yards   Components: V,S,M  Duration: 1 round 

+ 1 round/level  Casting Time: 1  Area of Effect: special  Saving 

Throw: none

	This spell acts much as the more powerful Monster 

Summoning spells; however, the subjects of this spell are much 

different.  Only creatures with 1hp or less are affected by this 

spell, and these creatures must be native to the area where the 

spell is cast. 1d10 + 1d10 such creatures can be summoned for 

each level of the caster (up to 10d10 at 9th level).  These 

creatures can be used for various purposes.  They can be 

directed to attack as a group(doing 1 point of damage for each 

10 creatures, unless otherwise noted) or can attack singly (doing 

no damage unless otherwise noted but being able to disrupt spell 

casting or give a - 1 penalty to attacks, AC and saves).  Creatures 

summoned can be used to attack much smaller creatures (ants, 

bees etc.)  After the spell duration expires, the creatures disperse.  

The ways to apply such creatures is generally up to the 

imagination of the caster, under the discretion of the DM.

	The material components for this spell are a small cloth 

sack and one creature of the type to be summoned(either alive or 

dead).  This spell was reputed to have been created by the great 

conjurer Marcum Turoc, and is called in some sects Marcum's

Minor Summons.



1st level - Renfrew's Master Chef (alteration)

Range: 0  Components: V,S,M  Duration: Instantaneous  Casting 

Time: 1  Area of Effect: 1 cubic foot food/level  Saving Throw: 

none

	With this spell, a wizard can prepare 1 cubic foot of 

food per level.  The ingredients for the food must be obtained 

beforehand.  As the last words of the spell are spoken the 

caster then waves his hands across the ingredients.  

Instantly, they are assembled into a quantity of food prepared 

according to the words of the spell, temperature included (no 

greater than -5 - 50°C).  The accuracy of the taste of the food 

depends on how well the caster remembers it,  foods which 

have never been tasted are often bland or strange.  The 

quality of the ingredients does not matter to the spell, nor 

does any other impurities or items.  Only the ingredients 

specified in the casting are used, unusual tiny creatures, 

items etc... are not prepared with the ingredients.  However, 

if the spell calls for such ingredients (such as the inclusion 

of poison), these are included in the result.  Only already 

dead creatures can be used in the preparation of food with 

this spell, otherwise it fails.  Magical items are entitled to a 

save vs. fire to escape the effects of this spell.   The one 

exception to this rule is potions, which may be mixed with the 

food freely.  As many people as the potion has doses may be 

affected, as the food gains the potions magical effect and 

passes it on to the imbider. 



1st level - Far Touch (enchantment)

Range: 0  Components: V,S  Duration: 1 round  Casting Time: 1  

Area of Effect: the caster's hand  Saving Throw: none

	With the use of this spell, a wizard greatly increases 

her chances to perform a successful touch attack.  When the 

spell is completed, a glowing nimbus surrounds her hand.  This 

sphere of light reaches out within a one foot radius of the centre 

of the caster's hand, and has a definite border.  The light cast is 

exceedingly dim, and only radiates out five feet.  The spell lasts 

until the end of the round after the spell is cast, or until a touch 

spell, such as shocking grasp or chill touch is cast.  Whenever 

the sphere of light comes into contact with the intended target, 

the touch spell goes into effect.  The effect arcs from the 

caster's hand towards her intended target.  Only spells of 3rd 

level or less can be used in conjunction with this spell.



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