Armor
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Armor (Conjuration)
Level: 1
Range: Caster
Duration: 9 hours
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
By means of this spell, the wizard creates a magical field
of force that serves as if it were scale mail armor (AC
6). It is cumulative with Dexterity and, in the case of
fighter/mages, with the shield bonus. The armor spell does
not hinder movement, adds no weight or encumbrance, nor
does it prevent spellcasting. It lasts until successfully
dispelled or until the duration runs out.
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Value: 100
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Burning Hands
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Burning Hands (Alteration)
Level: 1
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: Caster
Saving Throw: 1/2
When the wizard casts this spell, a jet of searing flame
shoots from his fingertips. The flame jets are five feet
in length and spread out in a horizontal arc of about 120
degrees in front of the wizard. Any creature in the area
of effect suffers 1-3 hit points of damage, plus 2 points
per level of experience of the spellcaster, to a maximum
of 1-3 + 20 points of fire damage. If the target saves vs.
spell, they only take half damage.
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Value: 100
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Charm Person
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Charm Person (Enchantment/Charm)
Level: 1
Range: Sight of Caster
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.
This spell affects any single person it is cast upon. The
term person includes any bipedal human, demihuman, or humanoid
of man-size or smaller, such as brownies, dryads, dwarves,
elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs,
hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies,
sprites, troglodytes, and others. Thus, a 10th-level fighter
could be charmed, but an ogre could not. The person receives
a saving throw vs. spell to avoid the effect. If the spell
recipient fails his saving throw, he regards the caster
as a trusted friend and ally to be heeded and protected.
The caster may give him orders, and the charmed individual
will carry them out as quickly as possible.
If the caster harms, or attempts to harm, the charmed person
by some overt action, or if a dispel magic spell is successfully
cast upon the charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature,
the most recent charm takes precedence. Note that the subject
has full memory of the events that took place while he was
charmed. Also note that you cannot have a charmed creature
leave the area where he was charmed.
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Value: 100
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Chill Touch
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Chill Touch (Necromancy)
Level: 1
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: Neg.
When the caster completes this spell, a blue glow encompasses
his hand. This energy attacks the life force of any creature
upon which the wizard makes a successful melee attack. The
touched creature must make a saving throw vs. spell or suffer
1-4 points of cold damage and receive a -1 THACO modifier
for one hour after being struck. If the creature is an undead
creature, they are affected by panic for 1-4 + 1 turns per
level of the caster. Undead suffer no damage or to hit penalty
from Chill Touch.
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Value: 100
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Chromatic Orb
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Chromatic Orb (Evocation)
Level: 1
Range: Sight of Caster
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
This spell creates a 4-inch-diameter sphere that can be
hurled unerringly to its target. The orb's effect depends
on the level of the wizard: a 1st-level sphere inflicts
1-4 damage and blinds the target for one round. A 2nd-level
sphere inflicts 1-6 damage and inflicts pain upon the victim.
A 3rd-level sphere deals 1-8 damage and burns the victim.
A 4th-level sphere deals 1-10 damage and blinds the target
for four turns. A 5th to 6th-level sphere deals 1-12 damage
and stuns the target for three rounds. The 7th to 9th-level
sphere deals 2-16 damage and paralyzes the victim for 13
rounds. A 10th to 11th level sphere turns the target to
stone if they fail their saving throw, and slows them for
five rounds if they succeed. A 12th level sphere causes
death if the target fails their saving throw, or paralysis
for four rounds if they succeed. Unless stated otherwise
in the above description, a save against this spell negates
both the damage and the other effects.
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Value: 100
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Color Spray
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Color Spray (Alteration)
Level: 1
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5' x 20' x 20' wedge
Saving Throw: Special
This spell creates a vivid, fan-shaped spray of clashing
colors to spring forth from the caster's hand. From one
to six creatures within the area are affected in order of
increasing distance from the wizard. All creatures in the
area above the level of the caster or ones that have greater
than 6 Hit Dice (or are greater than 5th level) must make
a saving throw vs. spells. The spell's effects depend on
the caster - creatures with Hit Dice/levels less than or
equal to the caster are knocked unconscious for 2-8 turns,
those with Hit Dice/levels one or two greater than the wizard
are blinded for 1-4 turns, and any other creatures are stunned
for 1 turn.
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Value: 100
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Friends
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Friends (Enchantment/Charm)
Level: 1
Range: Caster
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: Special
A Friends spell causes the wizard to temporarily gain 5
points of Charisma. While cast, those who view the caster
tend to be very impressed and will generally make an effort
to help him.
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Value: 100
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Grease
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Grease (Conjuration)
Level: 1
Range: Sight of Caster
Duration: 1 turn
Casting Time: 1
Area of Effect: 5-foot radius
Saving Throw: Special
A Grease spell covers the ground with a slippery layer of
a fatty, greasy nature. Any creature entering the area or
caught in it when the spell is cast must save vs. spell
every round or have their movement rate slowed to a crawl
as long as they are in the area of effect. Those who successfully
save can move normally.
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Value: 100
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Identify
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Identify (Divination)
Level: 1
Range: Touch
Duration: Instantaneous
Casting Time: Special
Area of Effect: 1 item
Saving Throw: None
When this spell is memorized, the caster may identify the
magical properties of one item in the caster's inventory.
Go to the history page of an unidentified item and press
the identify button to use the spell. The chance of identifying
the item is 100%. The spell identifies the item's name,
what it does, and if it is cursed.
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Value: 100
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Infravision
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Infravision (Divination)
Level: 1
Range: Touch
Duration: 8 hours
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains the ability to see with
infravision, just as an elf or dwarf.
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Value: 100
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Larloch's Minor Drain
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Larloch's Minor Drain
(Necromancy)
Level: 1
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
With this spell the wizard drains the life force from a
target and adds it to his own. The target creature suffers
1-4 damage, while the wizard gains 1-4 hit points. If the
wizard goes over his maximum hit point total with this spell,
he loses them after a turn.
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Value: 100
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Magic Missile
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Magic Missile (Evocation)
Level: 1
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Use of the Magic Missile spell, one of the most popular
first level spells, creates up to five missiles of magical
energy that dart forth from the wizard's fingertip and unerringly
strike their target, which must be a creature of some sort.
Each missile inflicts 1d4+1 points of damage. For every
two extra levels of experience, the wizard gains an additional
missile - he has two at 3rd level, three at 5th level, four
at 7th level, etc., up to a maximum of five missiles at
9th level.
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Value: 100
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Protection From Evil
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Protection From Evil (Abjuration)
Level: 1
Sphere: Protection
Range: Touch
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, a magical barrier forms around
the recipient. It moves with the target and has two effects:
first, the protected creature receives a +2 bonus to their
Armor Class and a +2 to Saving Throws. Second of all, the
creature becomes immune to charm-based spells or effects
(Charm Person, Charm Person or Mammal, Domination, and so
on).
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Value: 100
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Shield
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Shield (Evocation)
Level: 1
Range: Caster
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When this spell is cast, an invisible barrier comes into
being in front of the wizard. It sets the caster's Armor
Class to 4 against normal weapons, 2 against missile weapons
and makes the wizard immune to any magical missiles cast
at him.
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Value: 100
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Shocking Grasp
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Shocking Grasp (Alteration)
Level: 1
Range: Touch
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When the wizard touches a creature while this spell is in
effect, an electrical charge will deal 1-8 + 1/level of
the caster damage to the creature. The wizard only has one
charge, and once an opponent has been touched the spell's
energies have been used. The spell always hits unless the
mage is disrupted.
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Value: 100
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Sleep
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Sleep (Enchantment/Charm)
Level: 1
Range: Sight of Caster
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: Neg
Sleep causes a comatose slumber to come upon 2-8 hit dice/levels
of creatures (other than undead and certain other creatures
specifically excluded from the spell's effects). All creatures
to be affected by the Sleep spell must be within 30 feet
of each other. Monsters with 4+3 Hit Dice (4 Hit Dice plus
3 hit points) or more are unaffected. The center of the
area of effect is determined by the spellcaster. Though
it's not the stuff of which legends are made, magically
sleeping opponents can be attacked with substantial bonuses
- although they will awaken after the first hit.
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Value: 100
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