1st Level Spells


Affect Normal Fires
Area of Effect: 1.5 ft radius fire plus 5 ft/level
Casting Time: 1 segment
Duration: 1 round/level

With arcane words and gestures, the magic-user may command small fires, up to a limit of 1.5 ft in radius, to grow smaller or larger. Any fire within the spell’s size limitations may be made as small as a candle flame or turned into a bonfire up to 3 ft in diameter. An affected fire only consumes fuel appropriate to its new size, but will continue to radiate the same heat as a fire of its original size.

Bless (Reversible)
Area of Effect: 50 x 50 ft
Range: 60 ft
Casting Time: 1 round
Duration: 6 rounds

This minor benison raises the morale and attack rolls of any creatures allied with the casting cleric by +1 or +5% as appropriate. Any creatures already engaged in melee combat will not gain the spell’s benefits. The spell is reversible, allowing the cleric to curse his or her enemies with—5% morale and -1 to hit. The spell’s area of effect is a circular area centered at the target point, which cannot be more than 60 ft from the cleric. Holy water is required to cast the spell (unholy water for the reverse).

Burning Hands
Area of Effect: Fan of flame 3 ft long in a 120 degree arc
Casting Time: 1 segment
Duration: 1 round

While casting this spell, the magic-user touches his or her thumbs together, and a sheet of flame explodes from his or her fingers to burn opponents within the spell’s short (3 ft) range. The flames inflict 1 hp of damage per level (no saving throw applies). Any combustible items caught in the sheet of flame must pass a saving throw against normal fire or be destroyed.

Charm Person
Area of Effect: One person
Range: 120 ft
Casting Time: 1 segment
Duration: See below

The powerful enchantment woven by this spell will affect any “person,” meaning character races (but note that elves are 90% resistant), and humanoids up to a ceiling of one hit die of charmed creatures per character level at any one time. Target creature will view the magic-user as a trusted friend, interpreting his or her every word in its most positive light. Charmed creatures will place themselves into moderate danger, including combat, on the caster’s behalf, but will not undertake risks beyond those the creature might ordinarily take. The magic-user must be able to talk to the charmed creature if he or she is to give it any sort of complex “request.” The charm will be broken automatically if the magic-user obviously tries to harm the charmed creature.

Command
Area of Effect: 1 living creature
Range: 10 ft
Casting Time: 1 segment
Duration: 1 round
Saving Throw: See below

By speaking a single word of command with the force of divine power behind it, the cleric may force a creature to obey an order. The creature must be able to hear the cleric and understand the language in which he or she utters the command. The command may be only one word, must be a verb, and must be completely unambiguous. “Halt,” “Flee,” and “Sleep” are typical commands, but many others are possible. The effects may not extend beyond a single round, and the command “Die” has the same effect as the command to “Sleep”. Creatures with intelligence of 13+ and/or hit dice of 6+ gain a saving throw against the spell’s influence.

Comprehend Languages (Reversible)
Area of Effect: One written object or one creature
Casting Time: 1 round
Duration: 5 round/level

This spell allows the magic-user to decipher a written language (including pictographs, but not including magical script), or to understand the speech of another creature. The spell does not permit the magic-user to understand the “speech” of animals; only true, spoken languages can be understood. The caster gains no ability to speak or write the language, only to comprehend meaning. The spell’s reverse makes a particular creature or piece of writing indecipherable, or may be used to cancel the effects of a comprehend languages spell.

Create Water (Reversible)
Area of Effect: Up to 30 cubic ft
Range: 10 ft
Casting Time: 1 round
Duration: Instantaneous (permanent)

This spell creates potable water, four gallons per level of the caster. The water may be created in a receptacle or in thin air (whence it will, of course, fall). Water cannot be created inside a creature, nor can it be created in any place the caster cannot see. The reverse of the spell destroys water (including fog, steam, mist, etc.) in the same quantities as create water.

Cure Light Wounds (Reversible)
Area of Effect: Creature touched
Range: Touch
Casting Time: 5 segments
Duration: Instantaneous (permanent)

Cure light wounds allows the cleric to lay hands upon a wounded creature, restoring 1d8 hit points to the spell’s beneficiary. The reverse of the spell operates in the same manner (although requiring a to hit roll), but inflicts 1d8 hit points rather than healing. If the cleric fails to hit while casting cause light wounds, the spell is lost. This spell does not heal disease, reattach limbs, or bring back the dead, nor can it add hit points beyond a character’s normal number. Non-corporeal creatures are not affected by this spell, nor are undead, nor are creatures that are harmed only by iron, silver, or magical weapons.

Dancing Lights
Area of Effect: See below
Range: 40 ft + 10 ft/level
Casting Time: 1 segment
Duration: 2 rounds/level

This spell creates small lights at a chosen distance, under the caster’s control. The magic-user may create 1-4 (at his or her option) torch-like lights, 1-4 (at his or her option) spherical lights, or a single, faintly human-like glow. The lights move at the caster’s mental command, without any particular concentration required. If the magic-user allows the lights to move beyond the spell’s range, the lights will disappear and the spell will end.

Detect Evil (Reversible)
Area of Effect: Path 10 ft wide, 120 ft long
Range: Caster
Casting Time: 1 round
Duration: 1 turn +5 rounds/level

This spell allows the cleric to discern emanations of evil (or good, in the case of the spell’s reverse) within the spell’s area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass. Neither will it detect a cursed item unless the nature of the curse is such that the cursed item becomes inherently evil.

Enlarge (Reversible)
Area of Effect: One creature or object
Range: 5 ft/level
Casting Time: 1 segment
Duration: 1 turn/level

This spell causes a creature or object to grow in size and weight. The spell increases a creature’s size and weight by 20% for each level of the caster (to a maximum increase of 200%) or increases an object’s size and weight by 10% per level (to a maximum increase of 100%). The magic-user’s power limits the volume of material that he or she can enlarge; the mage can affect no more than 10 cubic ft of living matter, or 5 cubic ft of non-living matter, per level. A normal sized person doubled in size will generally have strength of +4, and tripled in size would have strength of +6. The spell’s reverse applies in the same ratios, but with the effect of reducing the size of an object or creature. If the spell is cast on an unwilling recipient, a successful saving throw will negate the spell, but willing recipients may choose to forgo the save.

Erase
Area of Effect: Scroll or two pages of writing
Range: 30 ft
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: See below

This spell may be used to erase normal or magical writing from an area about two pages wide. The base chance to erase a magical writing is 50% + 2%/level, and the base chance to erase non-magical writing is 50% + 4%/level. Obviously, the main benefit of this spell is that the erasure can be made at a distance. The spell does not remove such magical rune-traps as symbol, glyph of warding or explosive runes (exception: the caster may use it to remove such spells if he or she originally cast them him or herself).

Feather Fall
Area of Effect: 10 cubic ft
Range: 10 ft/level
Casting Time: Less than a segment
Duration: 1 segment/level

This spell causes creatures or objects in the area of effect to fall as slowly and lightly as feathers, at a rate of about 10 ft in six seconds (1 segment). No damage is taken from the distance spent falling under the influence of the spell, but it is worthy of note that if the spell’s target has not landed by the time the spell expires, the fall will resume at normal speed and damage will be taken for the remaining distance. The magic-user can affect a weight of up to 200 lbs plus another 200 lbs/level. The spell may be used to slow propelled objects such as arrows, but will not affect sword blows or other non-propelled forces.

Floating Disk
Area of Effect: See below
Range: 20 ft
Casting Time: 1 segment
Duration: 3 turns +1 turn/level

This evocation produces an invisible disk about three ft across, shaped like a shallow bowl. The disk floats in the air and moves in accordance with the caster’s commands (although if it is allowed more than 20 ft from the caster it will disappear). The disk cannot move faster than 60 ft per round. A floating disk can carry up to 100 lbs per level of the caster.

Hold Portal
Area of Effect: One portal up to 80 sq ft/level
Range: 20 ft/level
Casting Time: 1 segment
Duration: 1 round/level

This quickly shouted spell holds fast a door or similar aperture as if it were securely locked. The portal must be something that normally opens and closes, such as a door, gate, valve, or portcullis, and it must be closed for the spell to function. A magically held portal can be battered apart, but will not open normally until the spell’s duration expires. This is not a particularly powerful spell; any being not native to the material planes (such as a demon) will ignore its effects, as will a magic-user four or more levels higher than the caster. The spell may also be negated by means of a knock or dispel magic.

Identify
Area of Effect: One item
Range: Touch
Casting Time: 1 turn
Duration: 1 segment/level
Saving Throw: See below

This expensive and unreliable spell allows the magic-user to discern the magical properties of an item. The magic-user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every segment of the spell’s duration, the magic-user has a 15% +5%/level of gaining an insight into the nature of the item’s enchantment. Insights include magical effects (and the corresponding command word) and number of charges (plus or minus 25% of the actual number). The exact bonus (or penalty) of a weapon is not revealed to the player, unless the GM chooses to do so for convenience; the character, of course, would not think of a magic sword as being “+1” or “+3,” just as “enchanted” or “powerfully enchanted,” and the spell reveals information in these terms. The spell must be cast within 1 hour/level of the time a magic item first comes near the caster, or the magic-user’s own aura will have blended too much into the item’s aura, contaminating his ability to read it. Upon casting the spell, the magic-user temporarily loses 8 points of constitution, and regains them by resting for one hour per recovered point. The material component for the spell is a pearl worth 100 gp.

Jump
Area of Effect: One creature
Range: Touch
Casting Time: 1 segment
Duration: See below

This spell allows the subject to make one or more prodigious leaps, one additional leap for each three levels above 1. Thus, at a level of 4, the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The recipient of the spell may bound forward 30 ft, or may leap backward or straight up for a distance of 10 ft. The leap is almost perfectly straight, with no arc.

Light
Area of Effect: 20 ft radius globe
Range: 60 ft
Casting Time: 1 segment
Duration: 1 turn/level

The light spell creates a globe of light 20 ft in radius, centered upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. The reverse of the spell, darkness, creates an area of utter darkness just as the light spell creates light, with the only distinction being that the darkness spell has half the duration of a light spell.

Magic Aura
Area of Effect: See below
Range: Touch
Casting Time: 1 round
Duration: 1 day/level
Saving Throw: See below

This spell creates a false magical aura around a single object of not more than five lbs per level. A detect magic spell will incorrectly perceive the item as magical, but if it is actually handled by the caster of the detect magic spell, he or she will be permitted a saving throw to realize that the aura is, in fact, not a true magical aura but a counterfeit.

Magic Missile
Area of Effect: 1+ creatures in a 10 x 10 ft area
Range: 60 ft +10 ft/level
Casting Time: 1 segment
Duration: Instantaneous

When this spell is cast, missiles of magical energy dart forth from the caster’s fingertips, striking unerringly at his or her intended target(s), even if the target(s) are in melee or are partially concealed. The missiles inflict 1d4+1 points of damage each. For every two levels beyond first, the caster gains an additional missile; thus, a first-level magic-user can cast one missile, a third-level caster may cast 2, a fifth-level caster may cast 3, and so on.

Mending
Area of Effect: One object
Range: 30 ft
Casting Time: 1 segment
Duration: Instantaneous

This spell repairs small breaks or tears in an object. It can weld together broken metallic objects, such as a chain link or a broken dagger, rejoin a broken bottle, and repair holes in leather or cloth, for example. The spell does not repair magic items in any way that would restore or affect their magical qualities.

Protection from Evil (Reversible)
Area of Effect: One creature
Range: Touch
Casting Time: 1 segment
Duration: 2 rounds/level

This spell surrounds the recipient with an invisible aura of divine protection, emanating from the recipient to a distance of one foot. The aura is not invulnerable, but it affords considerable protection against evil and summoned creatures, much as a powerful magic circle would. The power of the aura is such that, regardless of alignment, neither summoned nor conjured creatures, nor those not native to the material planes (such as demons or genies), can reach through it. It is possible, of course, for a weapon wielded by such a creature to breach the magical barrier, but the creature’s physical presence is completely hedged out. Moreover, the attacks of evil creatures (with or without a weapon) incur a penalty of –2 to hit, and saving throws caused by such creatures will be made at a bonus of +2. The spell may be reversed into protection from good, and in this form it will still hedge out summoned, conjured, and extraplanar creatures regardless of alignment.

Purify Food and Drink (Reversible)
Area of Effect: 1 cubic ft/level
Range: 30 ft
Casting Time: 1 round
Duration: Instantaneous (permanent)

This spell removes poison, rot, and other contaminants from all food and water within the spell’s area of effect, also destroying the malignant properties of unholy water. The reverse of the spell contaminates food and water and will spoil holy water.

Push
Area of Effect: See below
Range: 10 ft +3 ft/level
Casting Time: 1 segment
Duration: Instantaneous

The magic-user casts this spell and points toward the desired target, which is instantly pushed away from the caster. The supernatural force exerted by the spell is only about one lb per level of the caster, but the spell can be used to move small objects or to throw enemies off balance. A small object can be moved at a rate of 10 ft/round (directly away from the caster), and if the object is a weapon held by a creature, the creature will suffer a penalty to hit equal to the caster’s level. For example, a tenth level magic-user could exert so much eldritch force against an attacking orc’s axe that the orc would suffer a -10 to hit with it. Moving an actual creature or a heavier object is only possible if the creature’s weight in lbs is not more than 50 times the caster’s level.

Remove Fear (Reversible)
Area of Effect: Creature touched
Range: Touch
Casting Time: 4 segments
Duration: See below

This spell is a divine warding against fear, and it can also banish magical terror in someone already affected. In the latter case, the spell grants a second saving throw at a bonus of +1 per level. To a person not already affected by magical fear, the spell grants a bonus of +4 to fear saving throws for 1 turn.

Resist Cold
Area of Effect: Creature touched
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level

By touching the spell’s intended recipient and casting the spell, the cleric instills the recipient with a supernatural resistance to the effects of extreme cold. Normal cold, temperatures ranging down to zero degrees Fahrenheit, is perceived as normal temperature. The subject also gains a saving throw bonus of +3 against magical cold, taking one half damage if the save is not successful and one quarter damage if the save is successful. The saving throw is permitted even against attacks that would not ordinarily permit a saving throw (such as a magically cold sword).

Sanctuary
Area of Effect: Caster
Range: Personal
Casting Time: 4 segments
Duration: 2 rounds +1 round/level

A sanctuary spell makes the cleric seem an irrelevant, non-hostile target, one that his or her enemies will ignore. In order for any foe to attack the caster of the spell, the enemy must make a successful saving throw against magic. Failing the saving throw permits the enemy to attack another target, but the cleric will be completely ignored. The spell does not prevent an enemy from including the cleric within the area of effect of a hostile spell, provided that the cleric is not the intended target. The cleric may not undertake any hostile actions while protected by a sanctuary, or the spell’s power will be dissipated and end. However, the cleric may cast spells and otherwise act in ways that are not directly hostile, such as curing wounds, casting a spell such as bless, or even stealing an item if faith and alignment permit.

Shield
Area of Effect: See below
Range: Caster
Casting Time: 1 segment
Duration: 5 rounds/level

By means of this spell, the caster creates an invisible barrier of magical force. Magic missiles cannot penetrate the barrier at all. The magic-user gains an armor class of 2 against any hurled weapon, armor class of 3 against propelled weapons such as arrows, and armor class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spell’s duration. The shield is a frontal defense and grants no benefits against attacks from behind or from the rear flanks.

Shocking Grasp
Area of Effect: One creature
Range: Touch
Casting Time: 1 segment
Duration: 1 round

This spell imbues the caster’s hand with a powerful electrical charge that the magic-user may use to deliver a deadly shock. The electrical charge can be delivered either by a direct touch (requiring a successful attack roll) or through a conductive material such as metal. This spell is not powerful enough to deliver a dangerous shock through any significant volume of water, but a small quantity of water (a shallow puddle, for instance) could be used as a suitable conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the caster.

Sleep
Area of Effect: See below
Range: 30 ft +10 ft/level
Casting Time: 1 segment
Duration: 5 rounds/level

This spell affects a circular area with a 15 ft radius. A number of creatures within this radius (determined by their HD) fall into a deep magical slumber with no saving throw allowed. Magically sleeping creatures may be killed or tied up at a rate of one per round by a single person, or can be attacked at twice the normal rate with an automatic hit for maximum damage, if the attacker chooses not to kill or bind them. A sleeping creature requires a full round to waken and must be shaken or slapped to bring it to consciousness; mere noise, however loud, will not disturb the enchanted slumber of a sleep spell’s victim. The number of enemies affected by the spell is a function of their hit dice. If there are creatures of different hit dice in the area, the weaker ones will be affected first. Creatures with hit dice over 4+4 are not affected by the spell.

Spider Climb
Area of Effect: One creature
Range: Touch
Casting Time: 1 segment
Duration: 1 round +1 round/level

When the magic-user casts this spell, the recipient’s bare hands and feet become sticky enough to allow him or her to climb walls and even crawl along a ceiling. The movement rate for such climbing is 30 ft per round. The subject of this spell will find it difficult to employ tools or handle small objects with precision while the spell is in effect.

Unseen Servant
Area of Effect: 30 ft radius around spell caster
Range: Caster
Casting Time: 1 segment
Duration: 6 turns +1 turn/level

By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spell’s area of effect.

Ventriloquism
Area of Effect: One object
Range: 10 ft/level (maximum 60 ft)
Casting Time: 1 segment
Duration: 2 rounds +1 round/level

The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound.

4 thoughts on “1st Level Spells

  1. Can you help me out because I’m a little confused, the spell Enlarge reads:

    “A normal sized person doubled in size will generally have strength of 18, and tripled in size would have strength of 20+”

    How can their strength reach that high? isn’t there score up to 3-4?

    Like

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