sorceresslite: (for saving the world)
Elinór "Ella" Caílte ([personal profile] sorceresslite) wrote 2014-01-17 06:06 am (UTC)

☘ level one spells -- five known ( 6/day +2 )

BURNING HANDS { evocation }
casting time: 1 standard action
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving throw: reflex half
spell resistance: yes
  • a cone of searing flame shoots from your fingertips. any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). flammable materials burn if the flames touch them. a character can extinguish burning items as a full-round action.


  • CHILL TOUCH { necromancy }
    casting time: 1 standard action
    range: touch
    targets: up to one creature touched per level (8)
    duration: instantaneous
    saving throw: fortitude partial or will negates; see text
    spell resistance: yes
  • a touch from your hand, which glows with blue energy, disrupts the life force of living creatures. each touch channels negative energy that deals 1d6 points of damage. the touched creature also takes 1 point of strength damage unless it makes a successful fortitude saving throw. you can use this melee touch attack up to one time per level. an undead creature you touch takes no damage of either sort, but it must make a successful will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.


  • MAGE ARMOR { conjuration }
    casting time: 1 standard action
    range: touch
    target: creature touched
    duration: 1 hour/level (8 hours)
    saving throw: will negates (harmless)
    spell resistance: no
  • an invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to ac. unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.


  • MAGIC MISSILE { evocation }
    casting time: 1 standard action
    range: medium (100 ft. + 10 ft./level) (180 ft.)
    targets: up to five creatures, no two of which can be more than 15 ft. apart (4)
    duration: instantaneous
    saving throw: none
    spell resistance: yes
  • a missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. the missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. specific parts of a creature can’t be singled out. inanimate objects are not damaged by the spell. for every two caster levels beyond 1st, you gain an additional missile -- two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. if you shoot multiple missiles, you can have them strike a single creature or several creatures. a single missile can strike only one creature. you must designate targets before you check for spell resistance or roll damage.


  • SHOCKING GRASP { evocation }
    casting time: 1 standard action
    range: touch
    target: creature or object touched
    duration: instantaneous
    saving throw: none
    spell resistance: yes
  • your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). when delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).


  • Post a comment in response:

    This account has disabled anonymous posting.
    If you don't have an account you can create one now.
    HTML doesn't work in the subject.
    More info about formatting