Randen Omeaerim
Age: 420 Race: Elf Sex: Male Height: 5'1" Weight: 96 lbs Alignment: Lawful Good
Class: Mage Kit: None Level: 1 XP: 0 Next Level: 2,500
Str: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2% Max. Press: 115 lbs Open Doors: 6
Int: 15 Max. Spell Level: 7th; Max. Spells Per Level: 11; Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 9
Dex: 13
Con: 10 System Shock: 70% Resurrection Chance: 75%
Cha: 10 Maximum Number of Henchmen: 4
Saving Throws - Paralyzation: 16 Poison: 16 Death Magic: 16 Petrification: 17 Polymorph: 17 Rod: 18 Staff: 18 Wand: 18 Breath Weapon: 20 Spell: 19
Ac: 10/10
Hp:4
Racial Abilities:
1 in 6 of finding concealed door by walking within 10' of it
2 in 6 of finding secret door if looking
3 in 6 of finding concealed door if looking
Class: Mage Kit: None Level: 1 XP: 0 Next Level: 2,500
Str: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2% Max. Press: 115 lbs Open Doors: 6
Int: 15 Max. Spell Level: 7th; Max. Spells Per Level: 11; Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 9
Dex: 13
Con: 10 System Shock: 70% Resurrection Chance: 75%
Cha: 10 Maximum Number of Henchmen: 4
Saving Throws - Paralyzation: 16 Poison: 16 Death Magic: 16 Petrification: 17 Polymorph: 17 Rod: 18 Staff: 18 Wand: 18 Breath Weapon: 20 Spell: 19
Ac: 10/10
Hp:4
Racial Abilities:
1 in 6 of finding concealed door by walking within 10' of it
2 in 6 of finding secret door if looking
3 in 6 of finding concealed door if looking
Saving Throws - Paralyzation: 16 Poison: 16 Death Magic: 16 Petrification: 17 Polymorph: 17 Rod: 18 Staff: 18 Wand: 18 Breath Weapon: 20 Spell: 19
Racial Abilities:
1 in 6 of finding concealed door by walking within 10' of it
2 in 6 of finding secret door if looking
3 in 6 of finding concealed door if looking
Non-Weapon Proficiencies
Agriculture 15
Blacksmithing 10
Cooking 15
Fire-Building 8
Herbalism 13
Reading/Writing 16
Spellcraft 13
Native Languages Common, Elf
Weapon THAC0 | Melee | Missile | Type | Size | Attacks/Round | Speed Factor | Damage Sm-Med | Damage Large |Range (-2) (-5) (-10)
Dart 20 P S 3 2 1d3 1d2 2 4 8
====================================================================================================
Inventory
Items Carried
Dart x9
Spellbook
Backpack
Dry rations (1 week)
Flint and steel
Paper (per sheet)
Torch x3
Wineskin
Writing ink (per vial
Tasty food for 4 days
Items Readied
Dart
Items Worn
Boots, soft
Gloves
Shirt
Mage Robe
Spending Money
* Copper Pieces x7
* Gold Pieces x38
* Silver Pieces x4
-1Dex, 9" move rate for 3 weeks
3 chests with coins: 1000gp, 1000gp, 620gp
statue worth 115gp
silver necklace (80sp)
ring (probably of protection, not identified)
Stick (wand of something)
Bag of holding (at Pendrick)
Encyclopedia of plants in elven
Book about weather and meteorological phenomena
Scroll Sleep
===========================================================================================================
Spells Memorized
Level 1
Sleep
===================================================================================================
Spells Known
Cantrips
Shine
Spice
Sprout
Stitch
Sweeten
Tie
Warm
Wrap
Chill
Clean
Dampen
Dry
Dust
Exterminate
Flavor
Freshen
Spells Level 1
Hold Portal
Read Magic
Sleep
Write
====================================================================================================
Cantrips (4 to one spell slot)
Shine
(Alteration)
Area of Effect: One object, up to 100 square feet.
This will remove tarnish, rust, corrosion, and similar substances from the desired object. (Note, removing rust, for example, will not restore the metal; it only gets rid of the rust). The cantrip will bring objects capable of it to mirror brightness. It is excellent for cleaning coins, gems, and jewelry, and if done before sale may even slightly affect the evaluation of the object (make it a bit higher (no more than 5%)).
Spice
(Evocation)
Area of Effect: One object, up to one square yard, up to 5 gallons (food for a dozen people)
This cantrip actually summons a suitable spice (pretty nifty). Thus ginger, pepper, oregano, paprika, bay leaves, garlic, parsley, etc. can be summoned, but only one spice per casting, and the caster must choose which one and how much up to the limits, so knowledge of cooking or cooking skills will help. The spice will remain, however, only for one hour/level unless consumed or used in food preparation before then. Thus, one cannot stock up on spices, sell them (honestly), or in any other way keep them around except if they are consumed or used to mix with other food, so the mage must really summon them as needed. The cantrip is particularly effective for always having that one elusive ingredient, but even a good cook who employs this cantrip will have most of their spices as normal and from normal sources if they can get them (or it may take several applications to do a good job).
Sprout
(Alteration)
Area of Effect: 1 cubic yard
This will cause an acceleration of growth in plants, particularly with respect to the germination of seeds. It will make young, new plants grow about one inch, cause buds to flower, unripened fruits to ripen (or ripened fruits to over ripen).
Stitch
(Alteration)
Area of Effect: Special
This will produce similar results to the work of a seamstress for about 20 yards of cloth or 2 yards of leather. The sewn seam is no stronger or weaker than a normal hand sewn seam. It may be used to repair old work or create new work. If cast immediately it may save the trouble of casting it nine successive times later on.
Sweeten
(Evocation)
Area of Effect: One object, up to 1 gallon.
Similar to the Spice cantrip, except the summoned material is a sweetener such as sugar, honey, or even syrup. Up to one gallon of material may be sweetened (it does not summon a gallon of syrup, for example, but may sweeten a gallon of liquid). The sweetener so summoned has no duration.
Tie
(Alteration)
Area of Effect: One object
This will cause thread, string, cord, rope, or even cable to make a knot around a similar object or a fixed object within range (10 feet). The knot will be a square knot, half hitch, running bowline, or whatever sort of knots the mage could tie by hand if he could easily reach the object. If they have no knowledge of knots, a granny knot will be tied. Thus, this cantrip is primarily to tie hard to reach things together, though they must still be within 10 feet of the caster. Boot laces may be so tied, but if some unwilling target is wearing those boots, they will get a saving throw at +4.
Warm
(Evocation)
Area of Effect: 1 cubic foot
Nonliving, non-magical liquid or solid materials may become up to 40 degrees F higher in temperature (not to be higher than 212 degrees F, so you may not boil water, (at one atmospheric pressure, anyway)). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature and conditions. Thus, a cold liquid (cold tea or coffee, for example) may be warmed to a higher temperature. Even a bath may be warmed, though 1 cubic foot only, and then its heat will spread out according to normal laws of physics. This cantrip could easily turn one cubic foot of snow or ice into water (assuming such material was at least -8 degrees F or warmer to begin with in order to reach its minimum melting temperature).
Wrap
(Alteration)
Area of Effect: 1 cubic yard
A strong sturdy wrapping comes forth and wraps around small targets - a bit of herbs, a heap of coins, a bundle of cloth. The wrap is of excellent quality and may even be waterproof. The wrap may be opaque, translucent, or clear (caster's choice). A living creature may not be so wrapped. The wrappings are easily opened by hand (they may NOT be "willed" open by the caster just by thinking about it). The wrapping material is permanent (i.e. will not wink out at duration's end), but such material may selectively be biodegradable, though it may take a decade or two to fully degrade, or be more durable, taking centuries to degrade. If the caster wishes, old wrapping material may be used again (it is essentially automatically cleaned) or, they may use the cantrip to deliberately dissipate the wrapping material. This is not simply a matter of will, but one of using a cantrip. Finally, it should be noted this cantrip wouldn't vacuum seal an object. However, one may further employ Vacuum (the opposite of Breath ) to create such a vacuum, and the wrap is strong enough to maintain this vacuum.
Chill
(Evocation)
Area of Effect: 1 cubic foot
Nonliving, non-magical liquid or solid materials may become up to 40 degrees F lower in temperature (not to be lower than 32 degrees F). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature. Thus, a tepid or warm drink may be chilled to a frosty temperature.
Clean
(Abjuration)
Area of Effect: 4 square yards
This removes heavy soils, dirt, and similar material from the area of effect such as floors, walls, dishes, windows, a pile of vegetables, etc. The total material removed may not weigh more than 50 lbs. This material does not vanish, but will be collected in a container provided by the mage (a dustbin for example) or piled up where the mage so designates within the 1" range.
Dampen
(Evocation)
Area of Effect: 1 cubic yard, 27 cubic feet (no dimension to be less than 1-foot)
The area of effect will be permeated by a fog-like dampness that will leave all materials within moist and damp to the touch, hard to set aflame, or in other ways limp with moisture. Parchment may be ruined, inks may run, and powders may cake, for example. Items or creatures within can still be seen, but their details may be obscured in this light fog. At the end of the cantrip's duration, the moisture will quickly dissipate and evaporate as normal.
Dry
(Abjuration)
Area of Effect: 1 cubic yard or 27 cubic feet
This will dry out the area, render wet or damp clothing dry, parchments crisp, dry up small puddles, dehydrated mud, etc., and in other ways drive off excess moisture. It is especially good for drying herbs and spices or dehydrating meats and fish, vegetables, and fruits. It has no appreciable effect on the inner or natural levels of moisture of living creatures or living tissue, though it may dry off their wet clothing, skin, and/or fur after an unfortunate dunking in the river, for example. While the area must be inside the 1 cubic yard limit, the actual amount of water driven off can be no more than 1 cubic foot (about 8 gallons). This cantrip has no affect on other liquids (pure alcohol, mercury, etc.).
Dust
(Abjuration)
Area of Effect: 10' Radius or 300 square feet
This will remove lose, fine dust and grit from exposed surfaces such as floors, shelves, walls, etc. The material (often mostly comprised of flakes of dead skin and hair) is removed to a handy dustbin within range or piled up where the caster wishes within range (10 feet). The removed material may not exceed 10 lbs. in weight. Care should be exercised while dusting delicate works of art (paintings, frescoes, etc.) as this cantrip may remove fine plaster or flecks of paint if not concentrating on the task at hand. The duration is instantaneous and normally takes no supervision, but if the mage concentrates on the task and oversees it for one-turn/10 square feet, no damage will come to fine objects.
Exterminate
(Abjuration)
Area of Effect: 1 small creature (1 Hit Point or less and no creature with more than animal intelligence). OR, a flat area of 20 square feet or less may be erected.
The mage may actually kill a small creature of animal intelligence or less (no save) that normally has 1 Hit Point or less. (One could NOT kill a fighter currently at 1 Hit Point, for example). Thus a fly, mouse, small rat, beetle, bat, etc. may be killed if it is within range. The mage must be able to see it Ð OR - must be within one foot of it and be able to discern it in some manner. 'I can hear it behind this wall right here.' This spell will have no effect on enchanted beings. If an invisible wall of 20 square feet or less is erected (such as in a door way, open window, or tent opening), creatures effected by this spell will be killed as they come in contact with the wall if they fail save vs. spell. If they make save they will simply be turned away as if hitting a pane of glass. Thus, flying and crawling pests may be kept away. This spell will have no effect on summoned or enchanted creatures (such as a swarm).
Flavor
(Enchantment)
Area of Effect: One object or 1/2 cubic foot
This cantrip may greatly enhance the flavor of food, perhaps even making bland gruel taste like lobster bisque. Naturally, some people may still not like this flavor. The chosen flavor will reflect the caster's desires and all that eat the flavored food or drink the flavored liquid will taste what the caster intended (unless they make save vs. spell). The more radical or even obvious the change, the more likely it will be perceived as the actual food would normally taste. If this is only a slight enhancement (bland gruel to slightly better gruel or the like), no save is permitted. Moderate changes will afford the taster a normal save vs. spell, and if they succeed, the food will taste as it normally did without the enhancement. If a fantastic enhancement is used - going from a bitter poison to undetectable poison, or bland gruel to lobster bisque - one will get up to +4 to their save vs. spell to detect it (before swallowing). This spell will not affect magical things, nor will it affect wholesomeness. Spoiled food is still spoiled - and will still make one sick - and a poisoned drink is still poisoned. Of course these things may go unnoticed for a time. After the duration expires (one hour/level), the food's normal flavor returns. If consumed before that time, no notice is taken (unless it was spoiled or poisonous). This cantrip, due to the forced saving throw even for willing creatures, is not as good as other cantrips such as Spice, but that cantrip may require some measure of cooking skill so one does not over spice their food. The Flavor cantrip requires absolutely no skill along these lines.
Freshen
(Enchantment)
Area of Effect: One object or 1/2 cubic foot
This will bring freshness to things like beer, milk, meat, raw vegetables, and the like. It may restore freshness to drooping, cut flowers or herbs. Though it will remove the taint of SLIGHT spoilage, it is not as effective as Purify Food & Drink. The freshness will last only a single hour. If the object is consumed before then, no ill effect will come as the duration expires. If cast upon a creature normally harmed by such spells as Purify Food & Drink, they are NOT immune to this cantrip and will receive 1d4 damage if they fail a normal saving throw vs. spell.
===================================================================================================
Spells Level 1
Hold Portal 1st Level Wizard spell
(Alteration) Player’s Handbook
Range: 20 yds./level Component: V
Duration: 1 rd./level Casting Time: 1
Area of Effect: 20 sq. ft./level Saving Throw: None
This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal. Held portals can be broken or physically battered down.
Read Magic 1st Level Wizard spell
(Divination) Player’s Handbook
Range: 0 Components: V, S, M
Duration: 2 rds./level Casting Time: 1rd.
Area of Effect: Special Saving Throw: None
By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.
The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Sleep 1st Level Wizard spell
(Enchantment/Charm) Player’s Handbook
Range: 30 yds. Components: V, S, M
Duration: 5 rds./level Casting Time: 1
Area of Effect: Special Saving Throw: None
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. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.
For example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (½ + ½ + ½ + 2 = 3 ½ Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.
Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).
The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.
Write
Schools: Invocation/Evocation
Area of Effect: One magical spell inscription.
Casting Time: 1 round
Components: V, S, M
Critical:
Duration: 1 hour/level
Knockdown:
Range: 0
Saving Throw: Special
Sensory:
Subtlety:
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 1
Description:
By means of this spell a mage might be able to inscribe a spell he or she cannot understand at the time (due to level or lack of sufficient intelligence) into a tome or some other compilation he or she employs to maintain a library of spells. the mage must make a saving throw versus magic to attempt the writing of any spell, +2 if it is only up to one level greater then he or she currently uses, 0 at 2 levels greater and -1 from 3 levels higher, onwards. If the saving throw fails, the mage is subject to 1d4 damage for every level of the spell he or she is attempting to transcribe into his or her magic book, and furthermore be knocked unconscious for a like number of turns. This damage, if not fatal, can only be healed at the rate of 1-4 points/day, as it is damage to psyche and body. furthermore, a spell will take 1 hour per level to transcribe in this fashion, and during this period, the mage and can always be surprised by any foe.
In addition to the writing surface upon which the spell is to be transcribed, the spell caster needs a fine ink composed of rare substances (minimum cost 200 g.p. per bottle, if available at all without manufacture by the mage.)
Racial Abilities:
1 in 6 of finding concealed door by walking within 10' of it
2 in 6 of finding secret door if looking
3 in 6 of finding concealed door if looking
Non-Weapon Proficiencies
Agriculture 15
Blacksmithing 10
Cooking 15
Fire-Building 8
Herbalism 13
Reading/Writing 16
Spellcraft 13
Native Languages Common, Elf
Weapon THAC0 | Melee | Missile | Type | Size | Attacks/Round | Speed Factor | Damage Sm-Med | Damage Large |Range (-2) (-5) (-10)
Dart 20 P S 3 2 1d3 1d2 2 4 8
====================================================================================================
Inventory
Items Carried
Dart x9
Spellbook
Backpack
Dry rations (1 week)
Flint and steel
Paper (per sheet)
Torch x3
Wineskin
Writing ink (per vial
Tasty food for 4 days
Items Readied
Dart
Items Worn
Boots, soft
Gloves
Shirt
Mage Robe
Spending Money
* Copper Pieces x7
* Gold Pieces x38
* Silver Pieces x4
-1Dex, 9" move rate for 3 weeks
3 chests with coins: 1000gp, 1000gp, 620gp
statue worth 115gp
silver necklace (80sp)
ring (probably of protection, not identified)
Stick (wand of something)
Bag of holding (at Pendrick)
Encyclopedia of plants in elven
Book about weather and meteorological phenomena
Scroll Sleep
===========================================================================================================
Spells Memorized
Level 1
Sleep
===================================================================================================
Spells Known
Cantrips
Shine
Spice
Sprout
Stitch
Sweeten
Tie
Warm
Wrap
Chill
Clean
Dampen
Dry
Dust
Exterminate
Flavor
Freshen
Spells Level 1
Hold Portal
Read Magic
Sleep
Write
====================================================================================================
Cantrips (4 to one spell slot)
Shine
(Alteration)
Area of Effect: One object, up to 100 square feet.
This will remove tarnish, rust, corrosion, and similar substances from the desired object. (Note, removing rust, for example, will not restore the metal; it only gets rid of the rust). The cantrip will bring objects capable of it to mirror brightness. It is excellent for cleaning coins, gems, and jewelry, and if done before sale may even slightly affect the evaluation of the object (make it a bit higher (no more than 5%)).
Spice
(Evocation)
Area of Effect: One object, up to one square yard, up to 5 gallons (food for a dozen people)
This cantrip actually summons a suitable spice (pretty nifty). Thus ginger, pepper, oregano, paprika, bay leaves, garlic, parsley, etc. can be summoned, but only one spice per casting, and the caster must choose which one and how much up to the limits, so knowledge of cooking or cooking skills will help. The spice will remain, however, only for one hour/level unless consumed or used in food preparation before then. Thus, one cannot stock up on spices, sell them (honestly), or in any other way keep them around except if they are consumed or used to mix with other food, so the mage must really summon them as needed. The cantrip is particularly effective for always having that one elusive ingredient, but even a good cook who employs this cantrip will have most of their spices as normal and from normal sources if they can get them (or it may take several applications to do a good job).
Sprout
(Alteration)
Area of Effect: 1 cubic yard
This will cause an acceleration of growth in plants, particularly with respect to the germination of seeds. It will make young, new plants grow about one inch, cause buds to flower, unripened fruits to ripen (or ripened fruits to over ripen).
Stitch
(Alteration)
Area of Effect: Special
This will produce similar results to the work of a seamstress for about 20 yards of cloth or 2 yards of leather. The sewn seam is no stronger or weaker than a normal hand sewn seam. It may be used to repair old work or create new work. If cast immediately it may save the trouble of casting it nine successive times later on.
Sweeten
(Evocation)
Area of Effect: One object, up to 1 gallon.
Similar to the Spice cantrip, except the summoned material is a sweetener such as sugar, honey, or even syrup. Up to one gallon of material may be sweetened (it does not summon a gallon of syrup, for example, but may sweeten a gallon of liquid). The sweetener so summoned has no duration.
Tie
(Alteration)
Area of Effect: One object
This will cause thread, string, cord, rope, or even cable to make a knot around a similar object or a fixed object within range (10 feet). The knot will be a square knot, half hitch, running bowline, or whatever sort of knots the mage could tie by hand if he could easily reach the object. If they have no knowledge of knots, a granny knot will be tied. Thus, this cantrip is primarily to tie hard to reach things together, though they must still be within 10 feet of the caster. Boot laces may be so tied, but if some unwilling target is wearing those boots, they will get a saving throw at +4.
Warm
(Evocation)
Area of Effect: 1 cubic foot
Nonliving, non-magical liquid or solid materials may become up to 40 degrees F higher in temperature (not to be higher than 212 degrees F, so you may not boil water, (at one atmospheric pressure, anyway)). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature and conditions. Thus, a cold liquid (cold tea or coffee, for example) may be warmed to a higher temperature. Even a bath may be warmed, though 1 cubic foot only, and then its heat will spread out according to normal laws of physics. This cantrip could easily turn one cubic foot of snow or ice into water (assuming such material was at least -8 degrees F or warmer to begin with in order to reach its minimum melting temperature).
Wrap
(Alteration)
Area of Effect: 1 cubic yard
A strong sturdy wrapping comes forth and wraps around small targets - a bit of herbs, a heap of coins, a bundle of cloth. The wrap is of excellent quality and may even be waterproof. The wrap may be opaque, translucent, or clear (caster's choice). A living creature may not be so wrapped. The wrappings are easily opened by hand (they may NOT be "willed" open by the caster just by thinking about it). The wrapping material is permanent (i.e. will not wink out at duration's end), but such material may selectively be biodegradable, though it may take a decade or two to fully degrade, or be more durable, taking centuries to degrade. If the caster wishes, old wrapping material may be used again (it is essentially automatically cleaned) or, they may use the cantrip to deliberately dissipate the wrapping material. This is not simply a matter of will, but one of using a cantrip. Finally, it should be noted this cantrip wouldn't vacuum seal an object. However, one may further employ Vacuum (the opposite of Breath ) to create such a vacuum, and the wrap is strong enough to maintain this vacuum.
Chill
(Evocation)
Area of Effect: 1 cubic foot
Nonliving, non-magical liquid or solid materials may become up to 40 degrees F lower in temperature (not to be lower than 32 degrees F). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature. Thus, a tepid or warm drink may be chilled to a frosty temperature.
Clean
(Abjuration)
Area of Effect: 4 square yards
This removes heavy soils, dirt, and similar material from the area of effect such as floors, walls, dishes, windows, a pile of vegetables, etc. The total material removed may not weigh more than 50 lbs. This material does not vanish, but will be collected in a container provided by the mage (a dustbin for example) or piled up where the mage so designates within the 1" range.
Dampen
(Evocation)
Area of Effect: 1 cubic yard, 27 cubic feet (no dimension to be less than 1-foot)
The area of effect will be permeated by a fog-like dampness that will leave all materials within moist and damp to the touch, hard to set aflame, or in other ways limp with moisture. Parchment may be ruined, inks may run, and powders may cake, for example. Items or creatures within can still be seen, but their details may be obscured in this light fog. At the end of the cantrip's duration, the moisture will quickly dissipate and evaporate as normal.
Dry
(Abjuration)
Area of Effect: 1 cubic yard or 27 cubic feet
This will dry out the area, render wet or damp clothing dry, parchments crisp, dry up small puddles, dehydrated mud, etc., and in other ways drive off excess moisture. It is especially good for drying herbs and spices or dehydrating meats and fish, vegetables, and fruits. It has no appreciable effect on the inner or natural levels of moisture of living creatures or living tissue, though it may dry off their wet clothing, skin, and/or fur after an unfortunate dunking in the river, for example. While the area must be inside the 1 cubic yard limit, the actual amount of water driven off can be no more than 1 cubic foot (about 8 gallons). This cantrip has no affect on other liquids (pure alcohol, mercury, etc.).
Dust
(Abjuration)
Area of Effect: 10' Radius or 300 square feet
This will remove lose, fine dust and grit from exposed surfaces such as floors, shelves, walls, etc. The material (often mostly comprised of flakes of dead skin and hair) is removed to a handy dustbin within range or piled up where the caster wishes within range (10 feet). The removed material may not exceed 10 lbs. in weight. Care should be exercised while dusting delicate works of art (paintings, frescoes, etc.) as this cantrip may remove fine plaster or flecks of paint if not concentrating on the task at hand. The duration is instantaneous and normally takes no supervision, but if the mage concentrates on the task and oversees it for one-turn/10 square feet, no damage will come to fine objects.
Exterminate
(Abjuration)
Area of Effect: 1 small creature (1 Hit Point or less and no creature with more than animal intelligence). OR, a flat area of 20 square feet or less may be erected.
The mage may actually kill a small creature of animal intelligence or less (no save) that normally has 1 Hit Point or less. (One could NOT kill a fighter currently at 1 Hit Point, for example). Thus a fly, mouse, small rat, beetle, bat, etc. may be killed if it is within range. The mage must be able to see it Ð OR - must be within one foot of it and be able to discern it in some manner. 'I can hear it behind this wall right here.' This spell will have no effect on enchanted beings. If an invisible wall of 20 square feet or less is erected (such as in a door way, open window, or tent opening), creatures effected by this spell will be killed as they come in contact with the wall if they fail save vs. spell. If they make save they will simply be turned away as if hitting a pane of glass. Thus, flying and crawling pests may be kept away. This spell will have no effect on summoned or enchanted creatures (such as a swarm).
Flavor
(Enchantment)
Area of Effect: One object or 1/2 cubic foot
This cantrip may greatly enhance the flavor of food, perhaps even making bland gruel taste like lobster bisque. Naturally, some people may still not like this flavor. The chosen flavor will reflect the caster's desires and all that eat the flavored food or drink the flavored liquid will taste what the caster intended (unless they make save vs. spell). The more radical or even obvious the change, the more likely it will be perceived as the actual food would normally taste. If this is only a slight enhancement (bland gruel to slightly better gruel or the like), no save is permitted. Moderate changes will afford the taster a normal save vs. spell, and if they succeed, the food will taste as it normally did without the enhancement. If a fantastic enhancement is used - going from a bitter poison to undetectable poison, or bland gruel to lobster bisque - one will get up to +4 to their save vs. spell to detect it (before swallowing). This spell will not affect magical things, nor will it affect wholesomeness. Spoiled food is still spoiled - and will still make one sick - and a poisoned drink is still poisoned. Of course these things may go unnoticed for a time. After the duration expires (one hour/level), the food's normal flavor returns. If consumed before that time, no notice is taken (unless it was spoiled or poisonous). This cantrip, due to the forced saving throw even for willing creatures, is not as good as other cantrips such as Spice, but that cantrip may require some measure of cooking skill so one does not over spice their food. The Flavor cantrip requires absolutely no skill along these lines.
Freshen
(Enchantment)
Area of Effect: One object or 1/2 cubic foot
This will bring freshness to things like beer, milk, meat, raw vegetables, and the like. It may restore freshness to drooping, cut flowers or herbs. Though it will remove the taint of SLIGHT spoilage, it is not as effective as Purify Food & Drink. The freshness will last only a single hour. If the object is consumed before then, no ill effect will come as the duration expires. If cast upon a creature normally harmed by such spells as Purify Food & Drink, they are NOT immune to this cantrip and will receive 1d4 damage if they fail a normal saving throw vs. spell.
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Spells Level 1
Hold Portal 1st Level Wizard spell
(Alteration) Player’s Handbook
Range: 20 yds./level Component: V
Duration: 1 rd./level Casting Time: 1
Area of Effect: 20 sq. ft./level Saving Throw: None
This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal. Held portals can be broken or physically battered down.
Read Magic 1st Level Wizard spell
(Divination) Player’s Handbook
Range: 0 Components: V, S, M
Duration: 2 rds./level Casting Time: 1rd.
Area of Effect: Special Saving Throw: None
By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.
The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Sleep 1st Level Wizard spell
(Enchantment/Charm) Player’s Handbook
Range: 30 yds. Components: V, S, M
Duration: 5 rds./level Casting Time: 1
Area of Effect: Special Saving Throw: None
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. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.
For example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (½ + ½ + ½ + 2 = 3 ½ Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.
Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).
The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.
Write
Schools: Invocation/Evocation
Area of Effect: One magical spell inscription.
Casting Time: 1 round
Components: V, S, M
Critical:
Duration: 1 hour/level
Knockdown:
Range: 0
Saving Throw: Special
Sensory:
Subtlety:
Never Ban Cantrip: False
Reversible: False
Wizard Spell: True
Priest Spell: False
Level: 1
Description:
By means of this spell a mage might be able to inscribe a spell he or she cannot understand at the time (due to level or lack of sufficient intelligence) into a tome or some other compilation he or she employs to maintain a library of spells. the mage must make a saving throw versus magic to attempt the writing of any spell, +2 if it is only up to one level greater then he or she currently uses, 0 at 2 levels greater and -1 from 3 levels higher, onwards. If the saving throw fails, the mage is subject to 1d4 damage for every level of the spell he or she is attempting to transcribe into his or her magic book, and furthermore be knocked unconscious for a like number of turns. This damage, if not fatal, can only be healed at the rate of 1-4 points/day, as it is damage to psyche and body. furthermore, a spell will take 1 hour per level to transcribe in this fashion, and during this period, the mage and can always be surprised by any foe.
In addition to the writing surface upon which the spell is to be transcribed, the spell caster needs a fine ink composed of rare substances (minimum cost 200 g.p. per bottle, if available at all without manufacture by the mage.)