Mage Spells > Tier 1

ABJURATION - Protection


1 - Alarm* - Abjuration, Arcane

The caster enchants an instrument of any sort to loudly sound off if a creature the size of a rat or larger comes within 20 ft of it. The enchantment lasts 2 hours per caster level.


1 - Mage Armor - Abjuration, Arcane

The caster manifests a barrier of magnetic force around the target that absorbs 2 points of damage at a time up to a total of 8 points.


1 - Protection from Evil - Abjuration, Arcane

By tracing a circle of powdered silver (or powdered iron to cast Protect from Good), the caster protects a target for 2 rounds per slot level. It causes all-evil (or good) aligned creatures which attack the target to do so at disadvantage, and fail all attempts at fear or charm).


1 - Protection from Vermin - Abjuration, Arcane

By using a tiny bronze censer filled with ashes, the caster causes a chosen target they can touch to become repulsive to small insects and small rodents, which fail any attempt at biting or clawing at the target, and instinctively recoil from them. This effect lasts for 2 rounds per level.


1 - Shield - Abjuration, Arcane

The caster manifests a barrier of magnetic force that causes all ranged attacks made against the target to suffer a -4 accuracy penalty.


CONJURATION - Transportation


1 - Conjure Component - Conjuration, Arcane

Summons up to two common, cheap, naturally occurring spell ingredients of choice.


1 - Conjure Duplicate - Conjuration, Arcane

Using a teaspoon of silver, the caster holds an object aloft in one hand and summons the nearest reasonably identical thing to it. It only works if the resulting object is free to be moved by a creature with a STR score equal to the caster's primary spellcasting attribute. The summoned object's original location leaves a lingering field of magic that can be detected.


1 - Conjure Mirror - Conjuration, Arcane

Causes a flat plane of space in front of the caster to reflect all rays and gaze spells for 2 rounds + 1 per caster level. This mirror follows the caster around and can be oriented.


1 - Find Familiar* - Conjuration, Arcane

Once per year, a caster may attempt a ritual to call a familiar. A familiar is an immortal magical entity that takes the shape of a critter familiar (hence the term) to the caster and appropriate to the climate the ritual is performed in. A familiar can communicate telepathically and in any of the languages known to its master. It can hold an intelligent conversation, fetch small things and serve as a scout or messenger.

Familiars are limited by their physical form. They cannot deal damage in combat, but are endowed with 10 health points per spell slot that, if depleted, force them to phase out until the ritual is cast again. Familiars also gain the general instincts of the critters they embody- cats and ferrets are easily distracted by vermin for example. Though familiars enter service fervently loyal to their master, they remember mistreatment, neglect and unreasonable demands. Gods and divine beings are fond of familiars and are more willing than usual to avenge them.

The summoning ritual for a familiar consists of lighting 1,000 gold coins worth of herbs and incense in a bronze brazier and maintaining focus for twelve hours.


1 - Grease - Conjuration, Nature/Earth

Causes a 10 ft² surface area to be covered in magical grease for 3 rounds + 1 per slot level. All creatures on it must roll AGI every round or risk falling prone.


1 - Mist - Conjuration, Nature/Water

Surrounds a 2^n meter area (where n is the slot level used to cast this spell) in thick fog that obscures vision of other targets for one minute per level of the caster.


DIVINATION - Unnatural Sight


1 - Comprehend Language* - Divination, Arcane

Using a pinch of soot and a pinch of salt while touching the creature or material, this spell causes the caster to understand one language of their choice for one hour. They gain the ability to speak, read and write it as if they had 1 skill point in it.


1 - Detect Magic* - Divination, Arcane

The caster's mind thrums with energy resonating along with the presence of any sort of magic within 5 ft per caster level.


1 - Identify* - Divination, Arcane

Using a pearl steeped in wine, the spell allows a caster to answer one simple question about an object's identity, origin or use per slot level.


1 - Measure - Divination, Arcane

Allows the caster to sense the exact distance between two points visible to them.


ENCHANTMENT - Mind-Addling


1 - Charm Humanoid - Enchantment, Arcane

The caster causes a target within arm's reach to be magically comforted by their presence for 1 day per point of difference between their CHA and their target's WIS. Under the effect of magical charm, a target feels an inexplicable appreciation for the caster, which might lead to friendly treatment and higher likelihood of trust, aid and favorable bargain. A target that suspects they might be magically charmed will immediately snap out of it.


1 - Command - Enchantment, Arcane

Forces a creature to obey a one-word command for 1 round/spell slot level.


1 - Sleep - Enchantment, Arcane

Using a small pinch of sand, the caster causes a number of enemies equal to their level to fall asleep for as long as the caster focuses on this spell, up to one minute per caster level, or until awoken. Targets may roll CON to resist if they're busy or in combat.


EVOCATION - Energy Generation


1 - Flame Spray - Evocation, Fire

The caster swings their arm in a wide horizontal arc in melee, causing a splash of liquid flame that deals 1d8 Fire damage + 1d8 for each slot level above the 1st used to cast this spell in.


1 - Magic Missile - Evocation, Arcane

Sends a bolt of pure magic (and one more at caster levels 3, 5, 7 and 9 for a maximum of five) to strike a visible creature at the speed of a flying arrow. Each missile deals 1d4 damage.


1 - Thunderclap - Evocation, Nature/Air

The caster claps their hands together, causing a terrible strike of thunder to erupt from their body and deal 1d6 damage, +1d6 for each slot level used to cast this spell in above 1st, to every target in a 15 foot radius. If victims fail a CON save, they are pushed away. If they succeed, they only take half damage.


ILLUSION - False Sensation


1 - Color Spray - Illusion, Arcane

The caster forces every target within a 20 foot cone to roll CON spell resist or go blind for 1d4 rounds. Once healed, victims cannot be sprayed again.


1 - Minor Illusion - Illusion, Arcane

Transform the caster's own body to look a different height, weight, skin color, etc. within the limits of their own race, lasting up to 6 rounds plus 2 per caster level.


1 - Sound - Illusion, Arcane

The caster causes a sound of their choosing to occur with the strength of 2^n screaming man-sized humanoids per n slot level.


NECROMANCY - Decay


1 - Fear - Necromancy, Shadow

Causes a number of enemies equal to the caster's level to roll WIS or run away in trepidation for as long as the caster focuses on this spell, up to 1 minute.


1 - Mana Tap - Necromancy, Shadow

Only available to mana users. After making themselves bleed, the caster loses a number of health points equal to their caster level and regains three times as much in mana.


1 - Spider's Claw - Necromancy, Nature/Toxin

The caster's hand morphs into a spider's fang that drips with toxin for up to 1 minute provided they maintain concentration. Their next successful melee attack deals 1d8 Nature/Toxin damage and poisons the victim for an hour. If cast at a higher slot level, this spell deals +1d8 more damage per level.


TRANSMUTATION - Change


1 - Enlarge - Transmutation, Arcane

Using a pinch of powdered iron, the caster physically expands a target's volume by 10% per level of the caster for 5 rounds/slot.


1 - Feather - Transmutation, Arcane OR Nature/Air

The caster causes a target with a weight limit of up to 200 lbs + 200 lbs/caster level to be as influenced by gravity as a down feather.


1 - Fist of Stone - Transmutation, Nature/Earth

Morphs a caster's hand of choice into a large fist of rock, allowing their next STR check within 1 minute to count as an attribute of 18.


1 - Jump - Transmutation, Arcane OR Nature/Air

The caster empowers a touched creature or themselves to be able to jump up to 30 feet in any direction. This does not safeguard them from falling damage.