[Prev] [Contents] [List] [Next]

Level One Mage Base Spells

Cleanse

It will clean any non-living material or a being. Maximum Effect: 5 pounds of dirt. Dirt, grime, etc. slough off the target, without damaging delicate items. Modifiers: Extra Effect (+5 pounds of dirt).

ZOE: 10 cu. ft.; Range: 1"; Duration: momentary; ST: none

Color Change

The mage can change the color of objects small enough that they could be completely enclosed in his hand. The spell will not change the weight, texture, etc. of the object. Modifiers: Extra Effect (cubic foot sized objects) +1, Extra ZOE (+5 objects).

ZOE: 5 objects; Range: 1"; Duration: momentary; ST: none

Confuse

A confused creature will not be able to coordinate his actions with anyone else. (In the case of player characters, the players may not consult, and must submit orders in writing.) In addition there is a 1/3 chance each melee round that the creature will not be able to decide what to do that melee round, and thus will do absolutely nothing at all. Those creatures controlled by some outside source will not be affected, unless the controlling force also fails to save or fails to make other relevant control check. Only those of 4 HD or more will get saving throws. Those of 2 HD or less are affected immediately; others get a delay of D6 minus the level of the caster melee rounds. Modifiers: Extra Effect (+d10 duration), cannot take Extra Duration.

ZOE: one creature; Range: 6"; Duration: 12 rounds; ST: mental

Detect Magic

Detects magic in effect within range in LOS, be it spell or item (since an item is just an extended spell) or prayer. It does not detect Concealed Magic, nor reveal hidden or invisible objects. The caster sees a faint blue glow around anything magical that he could otherwise see. The spell offers no analysis, not even whether something is a spell or a prayer or a magic item, nor does it tell whether or not several of these sources are stacked on each other.

ZOE: self; Range: As sight; Duration: 12 rounds; ST: none

Detect North

It lets the caster know which direction is true geographical North. Modifiers: Affects Others +1/2.

ZOE: self; Range: none; Duration: 9 turns; ST: none

Displace Self

It warps light (and infrared) waves, so that the caster apears to be up to 1 foot away from where he actually is. This will add 10% to defense from melee or missile attacks, and plus 15% versus targeted non-area spells. It provides no defense vs. area spells. Modifiers: Extra Effect (+5% to both) +1.

ZOE: self; Range: none; Duration: 12 rounds; ST: none

Enhance Hearing

Adds +25% to Awareness for hearing rolls only. Recipients gain the anti-surprise ability of scouts.

ZOE: one target; Range: 1"; Duration: 3 hours; ST: none

Fire Lance

It does 3D4 points of fire damage to the target, provided the caster hits AC9 as with a missile weapon. It does not hit any other target, nor ricochet. Fire Resistance provides complete protection. Modifiers: Extra Damage (+D4).

ZOE: one target; Range: 6"; Duration: momentary; ST: none

Hold Portal

It holds closed a door, chest, panel, etc., which must be completely closed at the time of casting. A strongly anti-magical creature (ex. Balrog) may shatter it. Dispel Magic gets rid of it automatically, as does a Knock, which will open the door.

ZOE: one portal; Range: 1"; Duration: 2D6 melee rounds; ST: none

Ice Lance

It does 3D4 points of cold damage to the target, provided the caster hits AC9 as with a missile weapon. It does not hit any other target, nor ricochet. Cold Resistance provides complete protection. Modifiers: Extra Damage (+D4).

ZOE: one target; Range: 6"; Duration: momentary; ST: none

Lightning Lance

It does 3D4 of electrical damage to the target, provided the caster hits AC9 as with a missile weapon. It will not hit any other target, nor will it ricochet. Lightning Resistance provides complete protection. Modifiers: Extra Damage (+D4).

ZOE: one target; Range: 6"; Duration: momentary; ST: none

Magic Missile

A magical missile or missiles emanate from the finger of the caster. Each missile hits and does damage exactly as if the caster had fired a +2 heavy crossbow bolt (D8+2 damage, and don't forget to use the weapon table for AC). The base spell gives one missile, extra missiles are added as a modifier. Multiple missiles may be aimed at separate targets as long as all are within a 60 degree arc. Roll for each missile separately to see if it hits. A Shield spell provides total defense. Modifiers: Extra Effect (1 more missile) +1. Extra Damage (additional +1 to each missile) +1/2

ZOE: 60 degree arc; Range: 12" short/24" long; Duration: momentary; ST: none

Message

This will allow the caster to send a telepathic message of up to twenty-five words per round to any recipient in range. There is no saving throw unless the recipient is trying to avoid the message. The message cannot be overheard, and background noise and Silence have no effect on it, although they may prevent the spell itself.

ZOE: one person; Range: 12"; Duration: 1 round; ST: none

Range Loser

If the single victim fails to save, he will be unable to accurately gauge distances. He will not be aware of this fact. The victim takes a penalty of -10% at short range and -30% at long range to both missile fire and spell targeting. The chance of targeting a spell correctly is normally 100%, and short range for a spell is 12". The effects of mistargeting a spell are left to GM discretion. This spell is cancelled by Range Finder or Velocity Finder. Modifiers: Extra Effect (-10% more to both ranges).

ZOE: one victim; Range: 18"; Duration: 9 turns; ST: mental

Read Magic

This spell is used to read magical writings. Magical writing appears to the unaided eye as meaningless constantly shifting and changing blue script. This spell enables the caster to read this magical script. It is not necessary to use this spell to cast a spell off a scroll.

ZOE: Caster; Range: as sight; Duration: 9 turns; ST: none

Shield

It gives the mage complete protection from the magic missile spell, partial protection from the Ice Storm spell, Armor Class 2 vs. other missiles, and AC 4 vs. melee attacks. The AC given by this spell do not sum with any other protections.

ZOE: Caster; Range: none; Duration: 12 rounds; ST: none

Sleep

Roll 4D4 for the strength of a sleep spell; the sleep will affect creatures within the ZOE, beginning with the lowest levels, until the strength of the spell is used up or no more creatures can be affected. It takes one point of sleep to sleep a 1st level; 2 to sleep a 2nd level; 4 for a 3rd level; 8 for a 4th level; etc. Undead or other non-living entities can not be slept regardless of level. Modifiers: Extra Duration (+5 non-awakeable rounds, +1 hour normal sleep), Extra Damage (+D4).

ZOE: 6" cone; Range: 0; Duration: 2 hrs. Wakeable by non-magical means after 10 melee rnds; ST: Mental

Swim

This spell allows the caster to swim at 6". The caster may stay afloat or stay under as he desires. It does not give the ability to breathe underwater. Modifiers: Extra Speed (+3") +1/2.

ZOE: self; Range: none; Duration: 4 turns; ST: none

Telescopic Vision

It allows the mage to see things as if they were closer to him. The mage must concentrate on one region. The maximum magnification is six-fold. Modifiers: Affects Others +1/2, Extra Effect (+3x).

ZOE: self; Range: as sight; Duration: 3 hours; ST: none

Trip

This spell knocks the victim prone if he fails his save. Prone combatants are at a disadvantage. It usually takes one round to get up.

ZOE: one bipedal creature; Range: 12"; Duration: momentary; ST: Physical at -15%

Ventriloquism

The mage may make the sound of his voice come from somewhere else up to the spell range distant. He may also use it to imitate the voices of others. The difference will not be detected if he has heard the voice before. This function of the spell may be used in conjunction with Magic Mouth, Long Talk, or Disguise.

ZOE: self; Range: 6"; Duration: 4 turns; ST: none

Write Languages

It gives the caster the ability to both read and write one specified language. He can do so as would an ordinary native.

ZOE: self; Range: as sight; Duration: 4 turns; ST: none

[Prev] [Contents] [List] [Next]


Last modified on August 31, 1995.

ammulder@princeton.edu