The Northwest Barony
0-level Magic-user Spells
0-level Spells Per Level
- Level 1 = 3/day
- Level 2-3 = 4/day
- Level 4-6 = 5/day
- Level 7+ = 6/day
Level 0 Magic-user Spells
- Acid Splash
- Arcane Mark
- Detect Magic*
- Fiery Weapon
- Ghost Sound
- Know Direction
- Mage Hand
- Ray of Frost
- Read Magic*
*As per the 1st level spell in the LL rules.
You fire a small orb of acid at the target. You must succeed on a ranged attack to hit your target. The orb deals 1d3 points of acid damage.
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
Duration: 1 round
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. If the target makes a successful saving throw versus spells, he suffers no effects.
Duration: 1 round/level
Casting this spell sheaths one weapon in an elemental aura of fire. For the duration of the spell, the enchanted weapon deals an additional 1d4 points of fire damage on a successful hit. The fire does not harm the caster, but it may affect surrounding objects (for example, a flaming sword could be used to ignite a pool of oil).
The target of this spell drops an object it is holding (if it is holding an object in each hand, the caster selects which hand is affected). The object lands on the ground at the subject’s feet, just as if the subject had been disarmed. Humanoids of five or more Hit Dice are not affected. Objects held in two hands, or carried in both hands (such as a polearm or a heavy chest) are not affected by this spell.
Duration: 1 round/level
Ghost sound allows the caster to create a typical sound (footsteps, coughing, a door closing, etc.) that rises, recedes, approaches, or remains at a fixed place. The caster chooses what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. Ghost sound cannot create speech or words, though a faint muttering or whispering sound is possible.
Duration: 1 minute/level
The caster hovers up to 1’ off the ground. He retains his normal movement rate and may choose to end the spell prior to its full duration.
The caster can ignite any nonliving, flammable object, such as a candle, torch, or pile of kindling. If the caster uses this spell offensively, say to catch an opponent’s clothes on fire, the victim will normally have enough time to put out the small flames before any real damage occurs. This spell can also be used to extinguish small flames, a produced by candles, lanterns, torches, etc.
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but this doesn’t prevent you from becoming lost again if you do not keep your bearings.
Duration: See below
This spell gives the caster a momentary burst of good luck. The next saving throw, skill check or attack roll he makes after casting the spell has a circumstance bonus of +1.
Duration: 1 minute/level
The caster points his finger at one nonmagical, unattended object weighing up to 5 lb. and can lift it and move it at will from a distance. He can propel the object as far as 15’ in any direction, though the spell ends if the distance between him and the object ever exceeds the spell’s range. This spell does not create enough force to swing or hurl a weapon hard enough to cause damage.
Duration: 10 min./level
The caster can whisper messages and receive whispered replies with little chance of being overheard. He points his finger at each creature he wants to receive the message, up to a maximum of 1 creature per level. When he whispers, the whispered message is audible to all targeted creatures within range. To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Magical silence, 1’ of stone, a thin sheet of metal, or 3’ of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between the caster and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that the caster hear. The spell transmits sound, not meaning. It does not transcend language barriers.
The caster can open or close a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
Duration: 1 hour
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
The subject trips forwards into the 5’ by 5’ area immediately in front of it. Humanoids of five or more Hit Dice are not affected.