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 and clothing 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 
twilight or starry conditions 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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