Level 1 pt 6
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Magic Missile

(Evocation)

 

Range: 60 yds. + 10 yds./level                        Components: V, S

Duration: Instantaneous                        Casting Time: 1

Area of Effect: 1-5 targets                                Saving Throw: None

 

    Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, 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. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.

 

Mending

(Alteration)

 

Range: 30 yds.                        Components: V, S, M

Duration: Permanent                        Casting Time: 1

Area of Effect: 1 object                        Saving Throw: None

 

    This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level.

    The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.

 

Message

(Alteration)

 

Range: 0                        Components: V, S, M

Duration: 5 rds./level                        Casting Time: 1

Area of Effect: Special                        Saving Throw: None

 

    When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.

    The material component of the spell is a short piece of copper wire.

 

Mount

(Conjuration/Summoning)

 

Range: 10 yds.                        Components: V, S, M

Duration: 2 hrs. + 1 hr./level                        Casting Time: 1 turn

Area of Effect: 1 mount                        Saving Throw: None

 

    By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:

 

   Caster Level   Mount

     1-3   Mule or light horse

     4-7   Draft horse or war horse

     8-12   Camel

   13-14   Elephant (and howdah at 18th level)

     15+   Griffon (and saddle at 18th level)

 

    The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.

    The material component of the spell is a bit of hair from the type of animal to be conjured.

 

Nystul's Magical Aura

(Illusion/Phantasm)

 

Range: Touch                        Components: V, S, M

Duration: 1 day/level                        Casting Time: 1 rd.

Area of Effect: Special                        Saving Throw: Special

 

    By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful (if it is an artifact, for instance). If the object bearing Nystul's magical aura has an identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.

    The component for this spell is a small square of silk, which must be passed over the object that receives the aura.