Level 1 Mage Spells

Alarm
Level: 1
Casting Time: 2 rounds
Duration: 12 hours
Range: 20 ft.
Area of Effect: One object fully enclosed in a 10’x10’x10’ cube, or the area of the cube itself
Magic Resist: N/A
The mage wards the selected object or area, and if an individual unknown to the caster, or known and hostile, enters the area or touches the object, the target unleashes a piercing wail that only the mage can hear, up to 100’ away. As the wail travels through the mana stream and not through physical space, it is not blocked by solid objects of any kind. This effect will automatically wake the mage from sleep.

Alternately, the caster may choose for the sound to be physical, in which case it is as loud as their own scream, and may be any sound or combination of words that they can think of, so long as it can be uttered in a single breath.

Once the alarm is triggered, it will loop for two minutes, whether physically or supernaturally ringing, before ending.

Armor of Mana
Level: 1
Casting Time: 1 round
Duration: 10 rounds
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
By drawing pyreflies into his body and clothing, the mage cloaks himself in a scintillating aura of light and color. The aura of light grants him an additional 15% soak, stacking with any armor or non-magical defenses he possesses, up to the normal soak cap.

Burning Hands
Level: 1
Casting Time: Instant
Duration: 4 rounds
Range: Touch
Area of Effect: The mage’s hands
Magic Resist: Soak
With a word, the caster’s hands burst into flames, causing their unarmed strikes to deal an additional 2d8 fire damage. The caster may make one unarmed strike in the round that they cast this spell.

Additionally, as their action for a round, the mage may focus their will and expend the rest of the rounds remaining of the spell to force the flames around their hands outward, forming a cone 3 ft. long for each round of duration remaining on the spell. All creatures in the cone of effect take 2d8 fire damage.

Detect Opening
Level: 1
Casting Time: 2 rounds
Duration: Instantaneous
Range: 40 ft.
Area of Effect: All surfaces within range
Magic Resist: N/A
By expelling a burst of mana from his body with a brilliant flash, the mage can detect crevices, openings, and gaps within range. Note that this spell will detect secret doors, but not the means to open them.

Elemental Weapon
Level: 1
Casting Time: 1 round
Duration: 5 rounds
Range: Touch
Area of Effect: One weapon
Magic Resist: Evade (Helpful)
The mage imbues a weapon with the raw power of one basic element of his choice: fire, cold, or lightning. The weapon deals additional damage equal to 1/2 the mage's spell damage bonus (minimum +1), but all of its damage dealt is considered to be of the chosen element, and is soaked with magic resist instead of physical soak.

If the mage is wielding the weapon in question, the damage bonus is doubled. The mage may choose to enchant his Force Bolts with this effect, if he desires.

Enlarge
Level: 1
Casting Time: 1 round
Duration: 5 rounds
Range: Touch
Area of Effect: One creature
Magic Resist: Evade
The creature, its clothing, armor, and possessions all increase in size by 50% for the duration of the spell. This increases the creature’s Strength by 3 points and its chance to hit by 5%, but decreases its chance to evade by 10%.

Feather Fall
Level: 1
Casting Time: Instant
Duration: Special
Range: 20 ft.
Area of Effect: All creatures within range
Magic Resist: Evade (Helpful)
All targets of the spell will fall slowly, reducing their falling speed by 75% as they descend with a lazy, drifting motion. The spell’s magic lasts until the subjects touch solid ground, and then dissipates harmlessly. Damage from the initial fall is dramatically reduced ,but any further falls are unaffected.

Grease
Level: 1
Casting Time: 2 rounds
Duration: 10 rounds
Range: 30 ft.
Area of Effect: A 10’x10’x10’ cube, centered on a point within range
Magic Resist: N/A
All horizontal surfaces within the area of effect are coated with a slick, thick layer of a greasy, fatty substance for the duration. Any creatures attempting to move through the area of effect may move at up to half their normal speed with no penalties. Moving any faster, up to normal walking speed, requires a Dexterity check to not slip and fall, suffering 1d4 unsoakable falling damage and losing the rest of their turn as they try and regain their footing.

Anyone stupid enough to try running through the area of effect must pass a Dexterity -5 check or suffer 1d6 unsoakable falling damage as they skid on their face.
The grease summoned by this spell is extremely flammable, and will burst into flame if exposed to any source of fire.

Hold Portal
Level: 1
Casting Time: 2 rounds
Duration: 1 hour
Range: Touch
Area of Effect: One doorway, window, or opening
Magic Resist: N/A
This spell summons a pair of ghostly, otherworldly arms to hold an opening, doorway, or window shut. The arms themselves cannot be attacked, as weapons travel straight through them, and their effective strength is infinite, tethered to the fabric of the universe itself. Any attempt to force the affected portal open through brute strength fails. The portal may be attacked and destroyed, and is no stronger than it was when the spell was cast, and destroying the portal ends the spell.

Jump
Level: 1
Casting Time: Instant
Duration: One jump
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
As the mage is beginning to attempt a leap, he may utter this word of power to add more spring to his step. Casting this spell triples the mage’s maximum leaping distance for the duration of one leap.

Pixify
Level: 1
Casting Time: 1 round
Duration: 5 rounds
Range: Touch
Area of Effect: One creature
Magic Resist: Evade
At the caster’s touch, the target, their clothing, and their possessions shrink to ½ normal size. This effect reduces the target’s Strength by 3 points and causes them to suffer -5% to hit for the duration, but they also gain +10% evade for the duration.

Shield
Level: 1
Casting Time: Special
Duration: Instantaneous
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
As the mage sees death approaching, they may bark out a word of power and throw out a shield of mana to stave off their own destruction. The mage may cast this spell immediately before taking damage to reduce that damage by ½, before soak is calculated. Note that this spell may be cast after damage dice are rolled.

Shocking Grasp
Level: 1
Casting Time: 1 round
Duration: Instantaneous
Range: 10 ft.
Area of Effect: One creature
Magic Resist: Soak
The mage releases an arc of electricity from his hand, jolting one target for 2d5 lightning damage. The pulse of energy coursing through him causes his muscles to twitch and contract oddly, and the target’s next action is lost as he attempts to regain control of his body. He may evade normally, however.

Sleep
Level: 1
Casting Time: 2 rounds
Duration: 5 rounds
Range: 20 ft.
Area of Effect: 1 creature for every 2 levels of the mage (1 Minimum), whose total number of hit points cannot exceed twice the mage’s maximum HP
Magic Resist: Evade
The targets fall into a deep slumber for the duration of the spell. Any damage dealt to the targets will cause them to awaken automatically. Any loud noises, manhandling, or other disruptions will permit an Intelligence -5 check to awaken from the magical slumber, but otherwise, the targets will sleep peacefully until the spell ends.

Spider Climb
Level: 1
Casting Time: 1 round
Duration: 10 rounds
Range: Touch
Area of Effect: One creature
Magic Resist: Evade
The creature’s hands and feet become sticky and able to climb sheer surfaces effortlessly. The creature may expend any amount of its movement vertically, and may even walk upside-down on ceilings, without any penalty. This spell does not prevent its pockets from falling open, however, and any objects in the creature’s hands will become stuck to them, requiring an action to put them down or into a container.

Spook
Level: 1
Casting Time: 2 rounds
Duration: 3 rounds
Range: 30 ft.
Area of Effect: One creature
Magic Resist: Evade
The caster causes the target to glimpse horrors from the depths of their deepest, darkest nightmares. The target emits a hollow, horrified scream and begins fleeing, flailing their arms, and acting uselessly for the duration of the spell, running directly away from the caster in the safest, most expedient path possible. When the spell ends, the victim will snap to their senses and realize that the caster manipulated their fears. The caster would be well-advised to be long gone by then.

Summon Brick
Level: 1
Casting Time: 2 rounds
Duration: Instantaneous
Range: 30 ft.
Area of Effect: 1 creature
Magic Resist: N/A
The mage shapes mana into the form of a brick, 1’x1’x6”, which immediately falls onto the target’s head at great speed, dealing 2d8 bludgeoning damage to the target.

Unseen Servant
Level: 1
Casting Time: Instant
Duration: 10 minutes
Range: Unlimited
Area of Effect: 1 unseen servant
Magic Resist: N/A
With a snap of his fingers, the caster summons an invisible servant of raw mana and force. The unseen servant may be given any command, so long as it starts with ‘Servant’ and ends with a consistent ending command. The servant will not carry out commands to attack any individual, nor can the servant cause direct harm, but simply embarrassing commands, like dumping a drink on a target’s head, are possible. At the end of the duration, the servant winks out of existence, causing anything that it was carrying to fall to the ground.

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