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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