PETTY MAGIC
Annoy
Spell
level:
Petty
Magic
Points:
1 each
Range:
12 yards
Duration:
Instantaneous
Ingredients:
None
The
target of this spell is subjected to some small annoyance - an insect sting, a
pinch on the rear, a tap on the shoulder, a breath of air in the ear, etc. A WP
test is required to avoid reacting (turning around, slapping at a non-existent
insect, etc.) when busy in a combat situation for example, or part way through a
magical ritual.
As
well as external irritations, internal ones can also result, causing the target
to cough, sneeze, belch, etc. if a WP test is failed. The spell caster may
choose what kind of annoyance he wishes to inflict, and how many (to a maximum
of 3 per round) although any extra magic points spent to ensure spell success
must be applied to each annoyance.
Only
one target may be selected per casting.
Cantrip
Spell
level:
Petty
Magic
Points:
1
Range:
12 yards
Duration:
1 hour
Ingredients:
None
Cantrips
are minor spells studied by wizards during their apprenticeship before even most
Petty Magic spells are learnt. This spell is a catchall to encompass any of
these minor spells that the caster may have learnt. General guidelines to
remember are that the spells will not cause damage or detriment and will never
be more powerful than any other Petty Magic spell. Any items created will be
small, inanimate, obviously magical and far too fragile to be used as tools of
any sort. Whatever manifestation the Cantrip takes, it remains in effect only as
long as the wizard concentrates. Wizards typically use Cantrips to impress
common folk, amuse children and brighten dreary lives. Common tricks include
tinkling of ethereal music, brightening faded flowers, small glowing balls that
float over the caster’s hand, puffs of wind to flicker candles, spicing up
aromas and flavours of bland food, and little whirlwinds to sweep dust under
rugs.
Comprehend
Languages
Spell
level:
Petty
Magic
Points:
1
Range:
Sight
Duration:
d6 minutes
Ingredients:
The eyeball of any creature
The
visual equivalent of the Gift of Tongues spell, this allows the caster to read
any simple piece of writing in any unknown language. Note that this is designed
to allow the reading of street signs, wanted posters and so on. Long passages
(more than half a page) or ones written with complex intent may not be read
using this spell, neither can codes, ciphers, runes and the like be decoded.
The
caster could then, for example, read the title of a legal document or scroll
written in a strange language but could not determine the contents.
Curse
Spell
level:
Petty
Magic
Points:
1
Range:
12 Yards
Duration:
until dispelled
Ingredients:
hair, fingernail etc. from victim
This
spell allows the caster to place a curse on the victim, who must be within 12
yards. The victim tests WP and if failed the curse takes effect. The caster or
another of a higher level, using a remove curse spell can remove a curse.
Detect Poison
Spell
level:
Petty
Magic
Points:
1
Range:
Touch
Duration:
instantaneous
Ingredients:
A lump of oxidised copper
This
spell allows the caster to test his food or drink for poisons. When the spell
ingredient is added to the food to be tested, it will cause a poisoned substance
to turn green and harmless foodstuffs to remain their original colour.
Unfortunately the spell ingredient itself will make the food inedible.
Disguise
Spell
level:
Petty
Magic
Points:
2
Range:
Personal
Duration:
1 hour
Ingredients:
Small mask
This
spell will slightly alter the caster’s appearance, changing hair, eye or skin
colour and slightly modifying facial features. Height can be altered by a couple
of inches either way and clothing can be made to appear to be of a quality a
little better or worse.
No
radical changes can be made - a skilled spy could probably do a better job on
him but would certainly require more time in which to do so. Anyone familiar
with the caster will automatically recognise him - others may require an
intelligence test depending on how cunning the disguise is.
Elven Sight
Spell
level:
Petty
Magic
Points:
1
Range:
Personal
Duration:
1 hour
Ingredients:
A carrot - eaten as the spell is cast
This
spell gives the caster Night Vision for 30 yards in the same manner as for a
Wood Elf. This spell will not increase the Night Vision range of a character
that already possesses this ability.
Faerie Fire
Spell
level:
Petty
Magic
Points:
1
Range:
12 yards
Duration:
2d6 rounds
Ingredients:
A small piece of shiny metal
The
target of this spell is outlined with a pale glowing light of a colour
determined by the caster. While eerie in appearance, the spell does no damage
and causes no psychological effects. It is not particularly bright and may not
even be seen in daylight.
In
darkness, however, the target is made easily visible and thus there are no
penalties to hit due to poor light. Note that the caster must be able to see the
target of this spell to be able to cast it.
Feather fall
Spell
level:
Petty
Magic
Points:
2
Range:
Touch
Duration:
d6 turns
Ingredients:
A feather from any bird
This
spell causes the caster or recipient to fall at half the normal speed and thus
halve the effective distance travelled and damage sustained when jumping. It
also gives a falling character time to react, allowing him to turn a fall into
an effective jump, thus quartering normal falling damage.
Example
#1: Clem Shirestock jumps 4 yards and the damage is 4-d6. If he were to fall it
would be 8-d6
Example
#2: Using the spell the damage would be 2-d6 in either case.
Gift of Tongues
Spell
level:
Petty
Magic
Points:
2
Range:
hearing
Duration:
1 + turns
Ingredients:
the tongue of any creature
This
spell affects the caster only, enabling the speaking and understanding of any
language heard. The effects last for one turn per magic point expended, and may
be extended at the Magic Points of further points.
Glowing light
Spell
level:
Petty
Magic
Points:
1 per hour
Range:
touch
Duration:
1 + hours
Ingredients:
any object
This
spell is cast on one object, which the caster must be holding. The object glows
brightly giving off the equivalent to that of a lantern. The spell lasts for one
hour but can be extended but the expenditure of further magic points. At the end
of the spell the object disappears.
Illusionary
Projection
Spell
level:
Petty
Magic
Points:
1 per turn
Range:
6 yards
Duration:
1+ turns
Ingredients:
None
The
projection produced by this spell is a silent, flickering and transparent
two-dimensional image. In poor light the result may be briefly interpreted as
some kind of ghost if an intelligence test is failed, otherwise no one will be
fooled. While fantastic for busking and distractions this spell will not cause
any psychological reactions.
Instant Fortune
Spell
level:
Petty
Magic
Points:
2
Range:
Touch
Duration:
10 minutes
Ingredients:
A measure of iron pyrites
This
spell, despite its rather pretentious name, simply alters the appearance of any
single object fist size or smaller to appear like gold. While convincing from
afar, creatures taking a close look are entitled to an Intelligence test, with a
+40 bonus if they take the time to properly check by biting it, testing its
weight and so on.
This
spell is most effective when cast on coins, that can then be passed off with
several genuine ones without being noticed. However, as the spell must be recast
for each individual spell, this process would be more trouble that it is worth
for all but the most poverty-stricken of characters.
Knock Down
Spell
level:
Petty
Magic
Points:
2
Range:
12 yards
Duration:
Instantaneous
Ingredients:
A small ebony stick ending in a carved fist
This
spell may be cast on any bipedal creature within range and line of sight.
It
exerts a sharp telekinetic blow, which causes no damage but forces the target to
make an I test or fall over. Modifiers to the test are as follows:
-20
Target is running
-10
Target is moving at normal rate
0
Target is moving at cautious rate
+10
Target is still standing
-05
per extra Magic Point spent by the spell's caster
A
falling character must make a successful Dex test or drop any hand-held items;
he may do nothing in the next round except regain his feet, and counts as prone
while doing so.
Magic alarm
Spell
level:
Petty
Magic
Points:
2
Range:
Touch
Duration:
until triggered
Ingredients:
a small bell
This
spell can be cast on any spot. Should any living creature pass within 1 yard of
it, the caster will be made aware that this has happened – even to the point
of waking up if asleep at the time- no matter how far away the event takes
place.
The
caster knows only that something has disturbed the spell.
The
caster may only have one such spell in existence at one time. The spell lasts
until triggered or until the caster casts another.
Magic flame
Spell
level:
Petty
Magic
Points:
1
Range:
personal
Duration:
until extinguished
Ingredients:
none
The
caster causes a small, bluish flame to burst forth upon his palm. So long as the
caster’s palm remains open the flame will burn. It is automatically
extinguished as the fist is closed. The flame is too small and inoffensive to
cause psychological reactions in creatures that fear fire. And it is also too
small to cause damage or be used as a weapon. It can however be used to ignite
flammable substances, and it provides illumination as a candle.
The
caste needs to be careful with this spell, as there exists the danger that his
or her robes may be set on fire.
Magic lock
Spell
level:
Petty
Magic
Points:
3 per week
Range:
1 yard
Duration:
1 + weeks
Ingredients:
a dab of glue
This
spell can be cast on any lock or bolt within 1 yard of the caster. An enchanted
lock/bolt cannot ever be picked or forced open, but will remain solidly firm.
However, the spell does not prevent some one breaking down the door, and chests
can still be broken open.
Marsh Lights
Spell
level:
Petty
Magic
Points:
1
Range:
not applicable
Duration:
1 hour
Ingredients:
2 fireflies
This
spell creates the appearance of a number of lights, as of distant torches or
lanterns. The light appears within 100 yards of the caster, and can be sent off
in any desired direction.
They
naturally follow corridors or paths, and do not need to be controlled or over
seen in any way. The caster can, however control their movements more closely
while the lights remain in sight-but must concentrate to do so (he can not
perform any other actions).
The
lights travel at various speeds, but never slower than 8 yards per round, and
never faster than 16 yards per round. They last for one hour, and then gradually
fade and vanish.
Mending
Spell
level:
Petty
Magic
Points:
1
Range:
Touch
Duration:
Permanent
Ingredients:
A pinch of flour and a drop of water
This
spell will fix any breaks in small objects (smaller than a sword) to look as
good as new. Mending is a spell often employed by less dextrous wizard’s
Apprentices who wish to avoid a good thrashing after dropping their master’s
favourite vase. Note that it will not repair magical items of any sort and
shattered items are beyond repair.
Message
Spell
level:
Petty
Magic
Points:
1
Range:
12 yards
Duration:
1 round
Ingredients:
The claw of a pigeon
This
spell sends a short whispered message to any visible creature within range. The
message cannot be heard by others nearby or in the line of the spell - only the
intended targets who may not realise where the message has come from. Note the
spell duration - time the caster’s message and anything over the 6-second
limit will be lost.
Open
Spell
level:
Petty
Magic
Points:
3
Range:
1 yard
Duration:
Instant
Ingredients:
a small silver key
This
spell can be cast against any lock, bolt or latch within 1 yard. And causes it
to automatically open. They will remain open for the next minute and cannot be
forced shut again during this time. This spell will not work on magically locked
objects.
Petty Elemental
Manifestation
Spell
level:
Petty
Magic
Points:
1
Range:
6 yards
Duration:
d3 rounds
Ingredients:
None
This
spell brings into existence a small quantity of one of the four elements. A
manifestation of fire would be enough to light gunpowder, a candle or a pipe but
would do no more than scorch anything else. Water would be a cold splash that
might be used to douse a candle or lamp or to wake someone up. Earth would be a
small pile of dirt and air would be a small puff of wind suitable for
extinguishing candles.
Upon
the manifestation's expiration, it disappears although some of its effects may
remain. For example a manifestation of water used to douse a sleeping character
would leave them dry, but still awake; a candle lit with a manifestation of fire
would remain lit and so on.
While
not a powerful spell, it is often taught to apprentices studying to be
Elementalists as a way of introducing them to the basic theories involved,
although its primary application tends to be in impressing peasants.
Present
Spell
level:
Petty
Magic
Points:
1
Range:
Personal
Duration:
Instantaneous
Ingredients:
None
With
the use of this spell, any item in the caster’s backpack, scabbard, pouch or
otherwise upon his person appears instantly in his hand without need to spend
time retrieving it. The item may be used immediately if appropriate, meaning
that there is no "take-up" initiative penalty for drawing a weapon,
for example, and no need for the caster to rummage through his belongings in
search of spell components.
Preserve
Spell
level:
Petty
Magic
Points:
2
Range:
Touch
Duration:
One month
Ingredients:
A pinch of salt
This
spell is of great value to wizards who wish to keep their spell components fresh
- a bag filled with rotting tongues is qquite unpleasant as well as being of no
value for spell casting. Preserve will halt the process of decay on a volume of
organic matter approximately equal in size to the caster's closed fists for the
period of a month. During this time food or spell ingredients will not suffer
from normal ageing effects, although they can still be ruined by any other
normal means.
Upon
the expiration of the spell, the substances will be once again subject to decay
as they normally would.
Produce small
creature
Spell
level:
Petty
Magic
Points:
2
Range:
Personal
Duration:
Not applicable
Ingredients:
none
This
spell allows the caster to produce a small animal from a hat or pocket. The
creature is a normal member of its species, and may be eaten if normally edible.
Roll
a D6 to determine what is created.
White
Mouse
White
Rabbit
White
Dove
Snake
Fish
Lizard
Protection from
rain
Spell
level:
Petty
Magic
Points:
1
Range:
Personal
Duration:
1 hour
Ingredients:
a mini umbrella
This
spell stops rain from falling on the caster. Even in the heaviest downpour the
caster remains perfectly dry.
Pyrotechnics
Spell
level:
Petty
Magic
Points:
2
Range:
6 yards
Duration:
See below
Ingredients:
A pinch of gunpowder.
Stage
magicians often use this spell; this spell causes an effect equivalent to a
small firework or a flash and a puff of coloured smoke to appear within the
spell range.
While
the latter can be used to obscure the caster’s actions, it disperses after a
round.
The
spell may also be cast on a flame source such as a candle or a bonfire, and
while this will produce a more spectacular effect, the spell duration is only
increased to 2 rounds for a campfire, 3-4 for a bonfire and remains the same (1
round) for anything smaller. It may also be cast on a small quantity of smoke to
cause it to either change
Colour
or twist into strange shapes, forms and patterns. This effect will last for up
to a turn or until all the smoke would have dispersed normally due to wind
conditions and
So
on.
Reinforce door.
Spell
level:
Petty
Magic
Points:
3 per week
Range:
1 yard
Duration:
1 + weeks
Ingredients:
a small lock
This
spell can be cast on any door, chest or small vessel within range. It makes it
physically stronger, and thus harder to break open. The object will gain one
point of toughness. Up to three spells (+3 T) can be cast on one object at one
time.
Remove Curse
Spell
level:
Petty
Magic
Points:
1
Range:
touch
Duration:
instantaneous
Ingredients:
none
This
spell removes a curse placed by another caster of the same level or lower.
Shock Spirit
Spell
level:
Petty
Magic
Points:
1
Range:
6 yards
Duration:
1 round
Ingredients:
A shiny metal pin
If
the subject of this spell fails a WP test, his spirit is stunned for the
following round and he may take no action but parrying or fleeing for that
round. Note that this spell will not affect Undead, demons, elementals,
monstrous creatures or creatures over 10' tall.
Sleep
Spell
level:
Petty
Magic
Points:
2
Range:
touch
Duration:
D6 Turns
Ingredients:
a piece of down
This
spell can be cast on a single character. The victim must test WP or fall into a
comatose sleep for D6 turns. This spell only works against a single humanoid
creature under 10 feet tall.
To
use in combat the caster must make a successful hit with an open hand.
Sounds
Spell
level:
Petty
Magic
Points:
1
Range:
within hearing
Duration:
1 round
Ingredients:
a small speaking trumpet
This
spell causes a spell of some kind. This can be a very loud, which echoes over a
great distance (up to half a mile) or a soft noise, such as heavy breathing. The
caster can choose the type and volume of the noise. The spell can produce any
noise except speech. It lasts for one round and can be made anywhere up to 24
yards from the caster.
Unseen Servant
Spell
level:
Petty
Magic
Points:
2
Range:
6 yards
Duration:
1 hour
Ingredients:
Straw from a broom
The
Unseen Servant is like an invisible butler who can open doors, hold chairs,
clean and fetch. The spell creates a force that is not strong, but can carry
small loads with Strength of 1. It cannot fight; not can it be killed, although
it can be dispelled by any hit with a magical weapon or at the whim of the
caster. It has a Movement score of 4, and will only ever travel at Standard or
Cautious speeds. It cannot move through solid objects, although it can adjust
its "shape" to pass through narrow gaps.
It
is by no means intelligent and will not be able to perform any complex tasks. As
a general rule any command greater than three words in length will be met with
incomprehension. E.g.: "get my boots", "pick that up",
"drop the gold", etc. The
Unseen
Servant cannot attack or be wounded, but will be dispelled by any hit from a
magical weapon. It will follow the caster around if not specifically told to do
otherwise, but will be automatically dispelled if it ventures more than 6 yards
from its
Master.
Wizard’s Mark
Spell
level:
Petty
Magic
Points:
3
Range:
Touch
Duration:
Permanent or 1 hour
Ingredients:
A signet ring bearing the mark to be used - value 50 GC minimum.
The
caster may use this spell to mark an item of his property with an indelible rune
identifying it as his own if, for example, it should be stolen. Nothing short of
a Dispel magic can get rid of the Mark, although the caster may remove it at
will. Chiselling or scraping the Wizard mark off an item will only reveal
another underneath.
If
cast at a living target, the Mark appears where the victim is touched and
remains there for an hour.
Note
that the material component of this spell is not consumed in its casting.
Zone of Cold
Spell
level:
Petty
Magic
Points:
1
Range:
Personal
Duration:
1 hour
Ingredients:
a lit torch
This
spell creates a 12-yard diameter zone centred on the caster. The zone lasts for
one hour, until destroyed or until the caster moves. Within the zone the
temperature is lowered by ten degrees. While maintaining the zone he may not
cast any magic nor meditate to recover magic point. Two or more zones may not
overlap if they do so then both are destroyed.
Zone of Silence
Spell
level:
Petty
Magic
Points:
1
Range:
Personal
Duration:
1 hour
Ingredients:
a ball of wax
This
spell casts a zone 12 yards in diameter in which no sound no matter how loud can
pass in or out of the zone.
Zone of Warmth
Spell
level:
Petty
Magic
Points:
1
Range:
Personal
Duration:
1 hour
Ingredients:
a piece of animal fur
This
spell works in the opposite to Zone Of Cold.
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