Created whole-cloth as an adult human in a valley in Ancient Bravo. Was created with knowledge, language, and skills with no false memories of a childhood.
Is wearing a goat skull headdress. Skinny. Standoffish. Has an eye tattooed on the back of her right hand. Barefoot. Dark green cloak with a hood. Long, rugged skirt. Probably some crystals/bone charm around neck and wrists. Carries a small square leather satchel for tarot cards.
Read MagicS M V1Read MagicRange 0AoE SpecialCasting Time 1 rd.Duration 2 rds./levelSave NoneDamageMaterialsa clear crystal or mineral prismBy 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.School DivinationSource Players Hand Book page 178
S M V1Phantasmal ForceRange 60 yds.+ 10 yds./levelAoE 400 sq. ft.+ 100 sq. ft./levelCasting Time 1Duration SpecialSave SpecialDamageMaterialsa bit of fleeceThis spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the illusion to react appropriately - or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage).
Saving throws for illusions are explained under \"Illusions\" in Chapter 7: Magic and under \"Adjudicating Illusions\" at the beginning of Appendix 2.
Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects, again as explained under Illusions.
The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined under \"Illusions\" in Chapter 7: Magic and under \"Adjudicating Illusions\" at the beginning of Appendix 2.
The material component of the spell is a bit of fleece.School Illusion/PhantasmSource Players Hand Book page 177
S M V1Audible GlamerRange 60 yds.+ 10 yds./levelAoE Hearing rangeCasting Time 1Duration 3 rds./levelSave SpecialDamageMaterialsa bit of wool or a small lump of waxWhen the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster.
The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamer at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volumeas eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.
A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster's direction.
Note that this spell can enhance the effectiveness of the phantasmal force spell.
The material component of the spell is a bit of wool or a small lump of wax.School Illusion/PhantasmSource Players Hand Book page 170
S V1SpookRange 0AoE 1 creature within 30 feetCasting Time 1Duration SpecialSave NegateDamageMaterials 'A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If a successful saving throw vs. spell is not made, the creature turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the the caster, to a maximum of -6 at 12th level.
Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken.
In any event, the spell functionsonly against creatures with Intelligences of 2 or more, and undead are not affected at all.School Illusion/PhantasmSource Players Hand Book page 179
S M V1GreaseRange 10 yds.AoE 10 ft. x 10 ft. square areaCasting Time 1Duration 3 rds.+ 1 rd./levelSave SpecialDamageMaterialsa bit of pork rind or butterA grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall.
Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured!
The spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon handle, etc.
Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item.
The caster can end the effect with a single utterance; otherwise it lasts for three rounds plus one round per level.
The material component of the spell is a bit of pork rind or butter.School Conjuration/SummoningSource Players Hand Book page 175
S M V1ArmorRange TouchAoE 1 creatureCasting Time 1 rd.Duration SpecialSave NoneDamageMaterialsfinely cured leather that has been blessed by a priestBy means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (+4AC). The spell has no effect on a person already armored or a creature with Armor Class 14 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 14; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.
The material component is a piece of finely cured leather that has been blessed by a priest.School Conjuration/SummoningSource Players Hand Book page 170
S V1Detect MagicRange 0AoE 10 ft. path, x 60 ft. longCasting Time 1Duration 2 rds./levelSave NoneDamageMaterials 'When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round.
A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.
Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.School DivinationSource Players Hand Book page 172
Level 2:
Feather Fall V1Feather FallRange 10 yds./levelAoE SpecialCasting Time 1Duration 1 rd./levelSave NoneDamageMaterials 'When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs.
The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster.
For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell.
The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature.
Note that the spell can be effectively combined with gust of wind and similar spells.School AlterationSource Players Hand Book page 173
S M 2Hypnotic PatternRange 30 yds.AoE 30-ft. cubeCasting Time 2Duration SpecialSave NegateDamageMaterialsa glowing stick of incense or a crystal rod filled with phosphorescent materialWhen this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air. This pattern causes any creature looking at it to become fascinated and stand gazing at it as long as the spellcaster maintains the display, plus two rounds there after. The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures (e.g., 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc).
All creatures affected must bc within the area of effect, and each is entitled to a saving throw vs. spell. A damage inflicting attack on an affected creature frees it from the spell immediately.
The mage need not utter a sound, but he must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.School Illusion/PhantasmSource Players Hand Book page 183
S M 2Personal Perception FilterRange TouchAoE 1 creature or objectCasting Time 1 roundDuration 1 turn / levelSave NoneDamageMaterialsOilThe caster outlines the target with any sort of oil. The oil must make contact with the skin or clothes, and must form three full circles around the character, one in each spacial dimension. When the oil has been applied, the spell takes effect.
A creature or object under the effects of a Perception Filter is visible but unnoticed. As long as the subject does not speak to anyone or draw attention to themselves in any way, they are unnoticed. A guard on a door would notice an individual under the effects of this spell if they approached the door alone, but would not noticed one extra person in a large group that is not supposed to be there.
A companion to someone under the effect of this spell might lose track of them in a large crowd or forget that they're around somewhere. Moving through crowds is simple, as most people see but do not notice others in a crowd.
A merchant might not notice someone under the effects of this spell takesomething small and off to the side from their table of wares, but would notice if that same someone came around to the merchants side of the stall, or stood directly in front of the merchant, or tried to pilfer their masterpiece on display.
The spell works best when the target of the spell makes an effort to be out of the way and unimportant. If there is a question as to whether or not someone is noticed, the noticer should make a saving throw.
Things that will break the spell include, but are not limited to: any attack, spell casting, speaking to a person, making noises, wearing out of place clothes, or using a mirror to reflect light into someone's eye.School Enchantment/CharmSource 2.Neal Spell
S V2Mirror ImageRange 0AoE 6-ft. radiusCasting Time 2Duration 3 rds./levelSave NoneDamageMaterials 'When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him.
These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard.
When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck.
The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next.
To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. At the end of the spell duration, all surviving images wink out.School Illusion/PhantasmSource Players Hand Book page 186
Level 3:
Spectral ForceS V3Spectral ForceRange 60 yds.+ 1 yd./levelAoE 40-ft. cube+ 10-ft. cube/levelCasting Time 3Duration SpecialSave SpecialDamageMaterials 'The spectral force spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the improved phantusrnal force spell.
The spell last for three rounds after concentration ceases.School Illusion/PhantasmSource Players Hand Book page 197, Invisibility, 10' RadiusS M V3Invisibility, 10' RadiusRange TouchAoE 10-ft. radius of creature touchedCasting Time 3Duration SpecialSave NoneDamageMaterialsan eyelash and a bit of gum arabicThis spell confers invisibility upon all creatures within 10 feet of the recipient.
Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient.
Tthose affected by this spell can see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.
Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10' radius spell is broken for all.
The material components are the same as for the invisibility spell.School Illusion/PhantasmSource Players Hand Book page 193, Flame ArrowS M V3Flame ArrowRange 30 yds.+ 10 yds./levelAoE SpecialCasting Time 3Duration 1 rdSave NoneDamage 5d6 Materialsa drop of oil and a small piece of flintThis spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic.
For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.
The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage.
Only half of the fire damage is inflicted if the creature struck saves vs. spell.
The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.
The material components for this spell are a drop of oil and a small piece of flint.School Conjuration/SummoningSource Players Hand Book page 192
3Secure FamiliarRange 1 mile/levelAoE 1 familiarCasting Time 1 roundDuration SpecialSave SpecialDamageMaterials 'The witch acquires the ability to Secure Familiar. This is identical to the 1st level Wizard spell Find Familiar, expect that Witch doesn't need to burn 1000 gp worth of incense and herbs in a brass brazier. Instead, the witch must merely concentrate for 1 turn. If suitable familiar is whitin 1 round per level of the Witch, it will arrive within 1d10 hours. A Witch can only have one familiar at a time.School Conjuration/SummoningSource Witch Handbook