Wizard Spells - Level 1
ARMOR  [WIZARD]

School : Conjuration Range : 0
Components : V,S Duration : 9 hours
Casting Time : 1 round Area of Effect : Caster
Saving Throw : None Spell Level : 1

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). Its effects are 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 spell casting. It lasts until successfully dispelled or until the duration runs out.


BLINDNESS  [WIZARD]

School : Illusion/Phantasm Range : Sight of caster
Components : V Duration : 10 minutes
Casting Time : 2 Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 1

This spell blinds its target. A saving throw is allowed, and if successful there are no harmful effects. If a victim is blinded, he receives -4 to hit on his attack rolls and has a 4 point Armor Class penalty.


BURNING HANDS  [WIZARD]

School : Alteration Range : 0
Components : V,S Duration : Instantaneous
Casting Time : 1 Area of Effect : The caster
Saving Throw : ½ Spell Level : 1

When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: the wizard's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those successfully saving vs. spells receive half damage.


CHARM PERSON  [WIZARD]

School : Enchantment/Charm Range : Sight of caster
Components : V,S Duration : 17 rounds
Casting Time : 1 Area of Effect : 1 person
Saving Throw : Negates Spell Level : 1

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. A recipient who fails a saving throw vs. spells 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 Person 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. No charmed creatures may leave the area or attack non-hostile targets.


CHILL TOUCH  [WIZARD]

School : Necromancy Range : 0
Components : V,S Duration : 10 rounds
Casting Time : 1 Area of Effect : Caster
Saving Throw : Negates Spell Level : 1

When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack (Blunt Weapon Proficiency). The touched creature must make a saving throw vs spell or suffer 1-8 points of damage and receive a -2 THAC0 modifier.


CHROMATIC ORB  [WIZARD]

School : Evocation Range : Sight of caster
Components : V,S Duration : Special
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 1

This spell causes a 4-inch-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who cast the spell. 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 10 rounds. A 5th-level sphere deals 1-12 damage and stuns the target for 3 rounds. The 6th-level sphere deals 2-16 damage and causes weakness in the victim. The 7th-level sphere deals 2-16 damage and paralyzes the victim for 20 rounds. A save against this spell negates both the damage and the other effects.


COLOR SPRAY  [WIZARD]

School : Alteration Range : 0
Components : V,S Duration : Instantaneous
Casting Time : 1 Area of Effect : 5x20x20 foot wedge
Saving Throw : Negates Spell Level : 1

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures in the area must make a saving throw of be rendered unconscious.


FRIENDS  [WIZARD]

School : Enchantment/Charm Range : 0
Components : V,S Duration : 1d4 rnds +1 rnd/level
Casting Time : 1 Area of Effect : Caster
Saving Throw : Special Spell Level : 1

A Friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Those who view the caster tend to be very impressed with the spellcaster and make an effort to be his friend and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead.


FIND FAMILIAR  [WIZARD]

School : Conjuration/Summoning Range : 0
Components : V,S,M Duration : Special
Casting Time : 1 round Area of Effect : 1 familiar
Saving Throw : Special Spell Level : 1

This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands.

The caster receives half the familiar's total hit points as bonus hit points. However, the caster must take care to treat his familiar good, for if the familiar should die, the caster loses the bonus hit-points and half the familiar's hit-points again as damage. The caster also loses 1 point of constitution permanently.

Example: A mage has 12 hit points and casts Find Familiar. The imp summoned has 18 hit points, so the caster gets a bonus of 9 hit points. If the familiar dies, the caster loses those 0 points bringing him back to 12. The caster takes 9 damage and loses a point of constitution permanently, and any hit points gained from it.


GREASE  [WIZARD]

School : Conjuration Range : 10 yards
Components : V,S Duration : 3 rnds +1 rnd/level
Casting Time : 1 Area of Effect : 30x30 foot area
Saving Throw : Special Spell Level : 1

A Grease spell covers a material surface 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. spells or slip and skid, unable to move at normal rates. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area.


IDENTIFY  [WIZARD]

School : Divination Range : 0
Components : V,S,M Duration : 1 round/level
Casting Time : Special Area of Effect : 1 item
Saving Throw : None Spell Level : 1

When an Identify spell is cast, the magical item subsequently touched by the wizard can be identified. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.


INFRAVISION  [WIZARD]

School : Divination Range : 0
Components : V,S Duration : Special
Casting Time : 10 turns Area of Effect : 1 Creature
Saving Throw : None Spell Level : 1

The recipient of this spell gains the ability to see with infravision, just as an elf or dwarf.


LARLOCH'S MINOR DRAIN  [WIZARD]

School : Necromancy Range : 30 yards
Components : V,S Duration : Instantaneous
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : None Spell Level : 1

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 points. If the wizard goes over his maximum hit point total with this spell, he loses them after 10 rounds.


MAGIC MISSILE  [WIZARD]

School : Evocation Range : Sight of caster
Components : V,S Duration : Instantaneous
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : None Spell Level : 1

Use of the Magic Missile spell, one of the most popular 1st-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 total of five missiles at 9th level.


PROTECTION FROM EVIL  [WIZARD]

School : Abjuration Range : Touch
Components : V,S Duration : 10 rounds
Casting Time : 1 Area of Effect : Caster
Saving Throw : None Spell Level : 1

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.


PROTECTION FROM PETRIFICATION  [WIZARD]

School : Abjuration Range : Touch
Components : V,S Duration : 3 rounds/level
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : None Spell Level : 1

This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.


REFLECTED IMAGE  [WIZARD]

School : Illusion/Phantasm Range : 0
Components : V,S,M Duration : 3 rnds +1 rnd/level
Casting Time : 1 Area of Effect : Caster
Saving Throw : None Spell Level : 1

Upon casting this spell the wizard creates 1 image of himself that will travel along beside him. The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard they will not know which one is real. The image will disappear with a successful dispel magic, when attacked or when the spell duration runs out.


SLEEP  [WIZARD]

School : Enchantment/Charm Range : Sight of caster
Components : V,S Duration : 5 rounds/level
Casting Time : 1 Area of Effect : Special
Saving Throw : Negates Spell Level : 1

When a wizard casts a Sleep spell, he causes a comatose slumber to come upon one or more 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. Creatures in the area of effect must make a saving throw at a -3 penalty or fall asleep. Monsters with 4+3 HD (4 Hit Die plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. Magically sleeping opponents can be attacked with substantial bonuses.


SPOOK  [WIZARD]

School : Illusion/Phantasm Range : 0
Components : V,S Duration : Special
Casting Time : 1 Area of Effect : 1 creature within 30 feet
Saving Throw : Negates Spell Level : 1

A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If a successful saving throw vs. spell is not made, the creature turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maximum of -6 at 12th level. Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligence of 2 or more, and undead are not affected at all.