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.
Back to Dragonloft