Basic Level Skills/Spells First Level
Burning Hands:
A thin sheet of searing flame shoots from your outspread fingertips. You must hold your hands with your thumbs touching and your fingers spread. The sheet of flame is about as thick as your thumbs. Any Creature in the area of flame take 10 points of aggrivated damage. Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full action.
Cause Fear:
The affected creature becomes frightened. It suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. It flees from you as well as it can. If unable to flee, the creature may fight. Creatures with 6 or more hit dice are immune.
Cause fear counters remove fear. Note: mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.
Change Self:
This spell enables the wizard to alter the appearance of his form--including clothing and equipment--to appear 1 foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is ten minutes plus ten additional minutes per level of experience of the spellcaster. The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way.
Chill Touch:
A touch from your hand, which glows with blue energy, disrupts the life force of  living creatures. Each touch channels negative energy that deals 1 d6 points of damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the strength damage.) You can use this melee touch attack up to one time per level of the caster (total 11 times).
The spell has a special effect on undead creatures. Undead touched by you suffer no damage or Strength loss, but they must make successful Will saving throws or flee as if panicked for 1d4 rounds +1 per caster level (total + 11).
Comprehend Languages:
You can understand the spoken words of creatures or read otherwise inconprehensible written messages (such as writing in another language). In either case, you must touch the creature or the writing. Note the ability to read does not necessarily impart insight into the material, merely its literal meaning. Note also that the spell enables you to understand or read an unknown language not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, other then to know its magical, but the spell is often usefull when deciphering treasure maps. This spell can be foiled by certain warding magic ( such as the
secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Detect Undead:
You can detect the aura that surrounds undead. The amount of information revealed depends on how long you study a paticular area or subject.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, the strongest is "overwhelming" and the strength is at least twice your character level you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you loose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you.
3rd round: the strength and location of each aura. if an aura is outside your line of sight then you discern its direction but not its exact location Aura Strength: the strength of the undead aura is determined by the HD of the undead creature

HD                 Strength
Lingering aura     Dim
1 or less          Faint
2 - 4              Moderate
5 - 10             Strong
11+                Overwhelming

Length Aura Lingers: how long the aura lingers depends on its original strength

Original Strength     Duration
faint                 1d6 minutes
moderate              1d6 x 10 minutes
strong                1d6 hours
overwhelming          1d6 days
Expedious Retreat:
Expeditous retreat provides you with amazing fleetness of foot, enabling you to run in great leaps and bounds. your speed and maximum jumping distances both double these benefits count as enhancement bonuses. this spell can be used for attack as well as for flight, the name of the spell hints at the typical wizard's attitude toward combat.
Magic Missile:
A missile of magical energy darts forth from your fingertip and unerringly strikes its target. The missile  deals aggrivated damage. The missile strikes unerringly, even if the target is in melee or has anything less then total cover or concealment. Specific parts of a creature can not be singled out. Inanimate objects (locks, etc.) cannot  be damaged by the spell. For every two levels of experience past first level, you gain an additonal missile. You have two at 3rd level, three at 5th level, four at 7th level, and a maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures.A single missile can only strike one creature.
Message
You can whisper messages and receive whispered replies with little chance of being overheard. you point your finger at each creature to be included in the spell effect. When you whisper, the whispered message is audible to all of the targeted cretures who are within range. Magical silence, 1ft of stone, 1 in of common metal or a thin sheet of lead, or 3 feet of wood or dirt blocks the spell. the message however does not  have to travel in a straight line. it can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. the creatures who receive the message can whisper a reply that you hear. The spell
transmits sound, not meaning. it doesnt transcend language barriers. Note: to speak a message, you must mouth the words and whisper, possibly allowing trained rogues the opportunity to read your lips.
Ray of Enfeeblement:
A Coruscating ray springs from your hand. The subject suffers a negative  60% strength penalty. The subjects strength score can not drop below 10%.
Sleep:
A sleep spell causes a comatose slumber to come upon one or more creatures. Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. No creaturee with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted. Fore example, Mialee casts sleep at 3 hobolds (1/2 HD0, 2 gnolls (2HD) and an ogre (4HD). The roll (2d4) result is 4. All three kobolds and 1 gnoll are affected. (1/2 + 1/2 + 1/2 + 2 = 3 1/2 HD). The remaining 1/2 HD is not enough to affect the remaining gnoll or the ogre. Mialee cant choose to have sleep affect the ogre or the two gnolls. SLeeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or   undead creatures. Note: Extra hit points are irrelevant for determining how many HD a creature has. An ogre with 4d8 + 8 hit points still has only 4HD and can be afftected by the spell.
Summon Monster I:
This spell summons one outsider (extra-planar creature). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its  ability. If you can communicate with the outsider, you can direct it not to attack, to attack paticular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st level list on the Summon Monster table below. You choose which creature to summon, and you can change the choice each time you cast the spell. When you use a summoning spell to summon and air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, Summon Monster 1 is a lawful and evil spell when cast to summon a dire rat.
Summon Monster First Level Table:
Celestial dog (animal.)
Celestial badger (animal.)
Fiendish dire rat
Fiendish hawk (animal.)
True Strike:
You gain temporary, intuitive insight into the immediate future during your next attack.Your next single attack (within the duration of the spell) gains this insight bonus. Additionally, you are not affected by the miss chance that applies to attacks against a concealed target.
Unseen Servent:
The unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, bit it repeats the same activity over and over again if told to do so, thus allowing you to command the servant to clean the floor and then turn your attention  elsewhere as long as you remain within range. It can open only normal doors, drawers, lids, etc. It has an effective Strength score of 2 (so it can life 20pounds or drag 100). It can trigger traps and such, but it can exert only 20 pounts of force, and that is not enough to activate certaain pressure plates and other devices. Its speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) IF you attempt to send it beyond the spll's range (measured from your current position), the servant ceases to exist.
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