Level 1 spells.
Freeze Flame
Alteration
Level: Sor/Wiz 1
Components: V
Casting Time: One action
Range: 10 feet/level
Effect: One flame of up to 1 cubic foot/level
Duration: 1 minute/level
Saving Throw: Yes
Spell Resistance: Yes
Originally brought to Mystara by the Amberville family, freeze flame has been widely
available through the Great School of Magic for generations. The spell allows the caster
to render a single area of flame or fire harmless for the duration of the spell. The flame
may be spawned by multiple burning objects, but must form, essentially, one large area of
flame, such as that of a pyre or fireplace. For the duration of the spell, anyone in
contact with the flame will suffer less damage than normal. The reduction is 1d6/level up
to 5d6 at fifth level. The spell cannot heal damage, though, so any reduction in damage
greater than the damage potentially caused by the fire is ignored.
Contribution of Beau
Zala's Icejacket
(Abjuration/Conjuration) .
Level: 1
Components: V, S
Range: 0
CT: 1
Dur.: 5rds+ 1/lvl
Save: Negates
Area of effect : One person.
This spell coats one person in magical ice and snow that provides excellent protection from fire until it melts.The recepient is totally protected against normal fire ; he could run into a burning house without fear of being burned , though smoke inhalation is another matter, of course . Even damage from magical fire is reduced the icejacket insulates against minor fire spells (level 1-4 wizard and priest spells) , reducing damage by 2 hp per die or 1d10 hp total,whichever is greater. Against major magical fire attacks , such as red dragon breath or flame spells of level 5 aand over, damage is reduced by 1 hp per die. Any magical fire attack nullifies the icejacket on contact ; the spell protects against only one such attack. The spell can be used offensively, because the ice and snow is quite heavy (10 lbs) and can freeze a victim to death in blizzard or sink a heavily-armored foe in a body of water ; unwilling targets gain a saving throw . The icejacket can also be used for camouflage in snowy conditions, or to cool a person in the middle of a desert.
Squirrel Climb
Level: 1(forester)
Range: touch
Duration: 1d6 turns
Effect: assists in climbing trees
This spell lets the recipient climb wooden surfaces like a squirrel; the climber's hands and feet can find handholds in even the slickest tree trunk. Under the effects of this spell, the climber may move at a rate of upto 30' per round in any direction on a tree's surface, and may walk sure-footedly along the highest, thinnest branch, so long as it can bear his weight. Foresters and Elves use this spell to travel swiftly through the forest.
Contribution from:CQuaif@aol.com
Magic Messenger
Level: 1
Range: touch
Duration: 12 hours
Effect: 1 message
Created by the magician Ilya Mordinev of Karameikos during his apprentice days, this
spell enchants a small bird or animal (pigeons are the favourite choice) with a single
message, of no more than twenty words, spoken by the caster at the time of casting; the
creature then carries that message to its recipient, who speaks a release word (encoded
into the spell), causing the animal to repeat the recorded message. The spell confers no
control over the messenger; the creature must be trained, or otherwise magically
controlled, to go to the correct recipient. The release word must be agreed between the
sender and recipient beforehand. Mordinev devised this spell to exchange messages with his
lover in the nearby town, and it is still used for romantic purposes; however, the ability
to send messages which cannot be fall into the wrong hands, even if the messenger is
captured, have made it very popular during wartime.
A 2nd-level variant of the spell allows a return message to be recorded, even if the
sender is not a mage; the restrictions above still apply.
Contribution from :CQuaif@aol.com
Enigma's Umbrella
Level: 1
Range: personal
Duration: 1d6+6 turns
Effect: creates a glowing disk
One of the most useful spells Enigma ever devised, the Umbrella is nothing more than a Floating Disk spell which manifests 6" above the caster's head. Enigma enjoyed walking in in the rain, but disliked having to wear a heavy raincloak (which would spoil the effect of her latest eye-catching outfit). The spell proved a very popular one with many of her peers, many of whom continue to use the spell years later. The Umbrella has all the carrying abilities of the standard spell, and can be particularly useful as a "bunk up" to enable colleagues standing on it to reach the tops of walls, etc.
Contribution from :CQuaif@aol.com
Enigma's Headless Ghost
Level: 1
Range: touch
Duration: 1d6+6 turns
Effect: partial invisibility
Created to make a shocking entrance at a party, this peculiar variation on the Invisibility spell renders the recipient's head and neck completely invisible, while making the rest of the body and any items of clothing worn at the time translucent (clothing donned after the spell is cast retains full visibility so, for instance, a heavy cloak could be used to disguise the Headless Ghost until ready). While rather silly, it is still an impressive effect, and has some limited adventure uses; apart from the shock value (under this spell, the recipient always gets surprise in combat against human or humanoid foes if the opponent fails a Save vs. Death), the spell makes a concealed user harder to spot (seen on a roll of 1 on 1d6 if partially concealed by undergrowth in woodland areas, adds 15% to Hide in Shadows attempts).
Contribution from :CQuaif@aol.com
Enigma's Evil Eyes
Level: 1
Range: touch
Duration: 1d6 turns
Effect: makes the recipients eyes glow
Created for an unprepossessing fellow student who wanted to make an impression when applying to join an adventuring party, this altered Light spell causes the recipient's eyes to glow. The brilliance of the Evil Eyes may be adjusted at any time from a simple glow (for effect) to the equivalent of a Light spell (in a 180 degree-arc only). The Evil Eyes can, if desired, be used as standard illumination when dungeon delving, although the light can shift violently if the bearer turns suddenly, and attacking creatures will often go for the bearer of the Evil Eyes in preference to other targets. Enigma's Evil Eyes can be used in conjunction with Enigma's Headless Ghost, giving a -1 adjustment to the opponent's Save vs. Death surprise roll. This spell cannot be used to blind others.
Contribution from :CQuaif@aol.com
Enigma's Flattery
Level: 1
Range: 20'
Duration: 1 day
Effect: 1 human or humanoid
This peculiar version of a Charm Person spell has little or no combat use. If the target fails to Save vs. Spells, he or she becomes fascinated with the first caster, and attempts to imitate her in any way possible - mode of speech, mannerisms, dress sense (or lack of), etc. This can be amusing or embarrassing, depending on the circumstance. Enigma also created a slightly variant spell (only three words are changed in the formula) which makes the target imitate the first person he sees, whether it is the caster or not. This version of the spell is part of reason Enigma was expelled from the Great School; she was able to cast it on one of her tutors, who proceeded to ape the mannerisms of a particularly pompous and overblown visiting mage, nearly causing a major riot. Both versions of the spell last only a single day before expiring.
Contribution from :CQuaif@aol.com
Enigma's Bullseye
Level: 1
Range: 60'
Duration: 3 rounds
Effect: 1 glowing missile
Unusually, considering its inventor, this spell actually has some combat use. Enigma's Bullseye, a Magic Missile variant, creates a glowing arrow which must be fired at a living target within one round; it hits automatically. Instead of causing damage, the spell creates a series of three glowing, concentric circles centred on the point of impact, resembling a bullseye target. This bullseye lasts for three rounds; any archers firing at the affected target during this time gain +1 to their "to hit" rolls. The spell was originally designed to assist fellow conspirators in aiming pea-shooters and toy catapults at an unpopular tutor....
Contribution from :CQuaif@aol.com
Enigma's Lethargy
Level: 1
Range: 20'
Duration: 2d6 turns
Effect: This weaker form of the Sleep spell nevertheless has a range of useful applications. The affected creature(s) become weary and lethargic, suffering -1 to hit and damage rolls for the duration - unlike the Sleep spell, the effects of Enigma's Lethargy are not broken by non-fatal damage. In non-combat situations, the spell can make guards less observant or aware of their surroundings, cause affected listeners to believe things they are told and be more easily swayed to another's point of view, or - as used by Enigma, during boring lectures - make tutors uninterested in continuing the class, letting students sneak away early!
Contribution from :CQuaif@aol.com
Increased Perception
Level: 1
Range: 0' (caster only)
Duration: 3 rounds/level of caster
Effect: Allows caster to detect any physical presence within 100' of their person.
This spell allows the caster to become aware of all living creatures up to 100' away in
all directions. The caster is able to determine the general direction of travel and
location of all creatures detected by this spell, but he or she will not be able to
determine their size, alignment, velocity, level of ability, or whether or not they are on
an upper or lower level of the place they are in (this is especially apparent in a dungeon
or cavern). This spell detects only living creatures; undead beings are not detected, and
neither are any creatures not native to the Prime Plane. As this spell detects living
things, it will also detect fungi, plants, mundane insects, and normal animals in addition
to humanoids and other creatures. As a result, an area registered as being full of
creatures may in fact contain a large patch of toadstools and an ant colony. Finally,
though this spell does indicate where other living creatures are in relation to the
caster, it does not provide any information concerning thelayout of the place he or she is
in; it does not, therefore, provide a map of the surrounding area.
contribution from Geoff Gander.
Cassius' Mnemonic Aide
Level: 1
Range: 0' (caster only)
Duration: 2 rounds/level of caster
Effect: Allows caster to memorize one page of writings or imagery per round.
Created by the Thyatian mage Cassius as an aide in memorizing his spells, Cassius'
mnemonic aide allows the caster to instantly memorize one page of writings, imagery, maps,
or runes per round. The caster need only skim the page, and a perfect mental image of what
he or she saw will be retained. Even if the caster does not understand the language in
which the original work was written, he or she will remember it perfectly, and will be
able to recopy it without error. The memory of what the caster saw will be retained
indefinitely, until either it is recopied, or it is discussed. While the caster is reading
the work to be memorized, there can be no disturbances; a sneeze would be loud enough to
disrupt the caster's concentration. It is possible to use this spell to aid in spell
memorization, in which case it is suggested that a given spell will take a number of
rounds to memorize equivalent to its level (i.e.: a third level spell would take three
rounds to memorize).
contribution from Geoff Gander.