1st-Level Wizard Spells, Book of Experimental Might, Alternate Magic System

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An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.


A

Aberrate: Subject becomes an aberration.

Ablative Armor: Reduce damage from next attack by 5 + caster level (max 15).

Accuracy: Doubles weapon’s range increment.

Acid Blade: Weapon touched is coated with flame that deals an additional 1d3 damage.

Alarm: Wards an area for two hours/level.

Alibi: Target believes he encountered you recently.

Ancient Knowledge: Gain a +5 insight bonus on a single Knowledge check.

Animate Rope: Makes a rope move at your command.

Arcane Mark: Inscribes a personal rune (visible or invisible).

Arrow Deflection: You make saves to deflect incoming ranged attacks.

B

Blast: Ray of flame does 1d6 fire damage.

Burning Hands:

C

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

Compelling Question: Target must answer simple question.

D

Detect Magic: Detects spells and magic items within 60 ft.

Detect Secret Doors: Reveals hidden doors within 60 feet.

E

Erase: Mundane or magical writing vanishes.

F

Feather Fall: Objects or creatures fall slowly.

Fey Storage: Creates an extradimensional space you can hide things in.

G

Grease: Makes a 10-foot square area or one object slippery.

H

Hold Portal: Holds door shut.

I

Identify M: Determines properties of magic item.

J

Jump: Subject gets bonus on Jump checks.

L

Light: Object shines like a torch.

M

Magic Weapon: Weapon gains +1 bonus.

O

Obscuring Mist: Fog surrounds you.

P

Private Conversation: Allows subjects to speak without being overheard.

S

Sleep: Puts 4 HD of creatures into magical slumber.

Summon Monster I: Calls extraplanar creature to fight for you.

T

Tenser’s Floating Disk: Creates 3-foot-diameter horizontal disk that holds 100 lbs./level.

U

Unseen Servant: Invisible force obeys your commands.

V

Ventriloquism: You throw your voice for one minute/level.

W

Wings of the Sea: +30 ft. to subject’s swim speed.