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The Pit

1st Level Mage Spells

Armor
Blindness
Chromatic Orb
Fist of Iron
Friends
Identify
Magic Missile
Minor Embalming
Pacify
Shield

Armor
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0

Physical attacks shall be better thwarted as protection is granted to those who have none.

This spell grants an Armor Class of 6 to the target. It is cumulative with Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains culmulative damage more totaling more than 8 pts. + 1 / level of the caster. Note that the armor does not absorb this damage; it only distintegrates after that much damage has been inflicted on it.

Blindness
Range: 90 ft. + 30 ft. / level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 Creature
Saving Throw: Neg.
Weight: 0

How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target.

If the targeted creature fails it saving throw, the creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 bonus to all opponents' attack rolls.

Chromatic Orb
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 0

Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yello!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others.

This summons a large, magical Orb of Color, which can then be hurled at a target using the caster's normal Attack roll +3. The color of the Orb changes depending on the caster's level.

Level: 1 White
Damage: 1-4 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

Level: 2 Red
Damage: 1-6 pts.
Special Power: 10 sec: -1 Strength, -1 Dexterity

Level: 3 Orange
Damage: 1-8 pts.
Special Power: Additional 1-4 pts. of fire damage.

Level: 4 Yellow
Damage: 1-10 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

Level: 5 Green
Damage: 1-12 pts.
Special Power: Stun for 10-25 sec.

Level: 6 Turquoise
Damage: 2-8 pts.
Special Power: Unconcious for 10-25 sec.

Level: 7 Blue
Damage: 2-16 pts.
Special Power: Paralyzed for 30-100 sec.

Level: 10 Violet
Damage: Paralysis
Special Power: Petrification

Level: 12 Black
Damage: 4-40 pts.
Special Power: Paralysis for 10-40 sec.

Fist of Iron
Range: Caster
Duration: (5 seconds / level) + 5 seconds
Speed: 1
Area of Effect: Nameless One only
Saving Throw: None
Weight: 0

This spell gives the caster's fist the strength and durability of iron, turning it into a living weapon. Any punches the caster does will do more damage than normal.

This spell works only on the Nameless One. When cast, all his normal punch attacks are +3 to hit and +6 to damage. The Nameless One cannot cast spells while the Fist of Iron is in place.

Friends
Range: 0
Duration: 5-20 seconds + 5 sec. / level
Speed: 1
Area of Effect: Caster
Saving Throw: Special
Weight: 0

One's charm, one's beauty and one's charisma is oftentimes the key to gaining the trust of strangers and creating new friends.

When cast, the caster temporarily gains 2-8 points of Charisma, which could be helpful in making new friends or opening new paths.

Identify
Range: 1 item
Duration: Instant
Speed: 1
Area of Effect: Inventory usage only
Saving Throw: None
Weight: 0

This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities.

Magic Missile
Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0

This spell shapes arcane energies into unerring missiles. The greater your skill, the more missiles you can hurl from your body.

The spell summons a magical missile that strikes its target unerringly for 2-5 pts. of damage with no saving throw possible. In addition, the caster gains 1 extra missle every 2 levels, for a total of 5 missiles at level 9.

Minor Embalming
Range: 0
Duration: 30 minutes
Speed: 1
Area of Effect: Creature touched
Saving Throw: None
Weight: 0

Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage.

This spell works only on the Nameless One or any undead. When cast, the target gains +2-8 temporary hit points and a temporary bonus of +1 AC for a half-hour. The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for a half-hour.

Pacify
Range: 180 feet
Duration: 40 seconds + (5 seconds / level)
Speed: 1
Area of Effect: 2-8 creatures (non-undead)
Saving Throw: None
Weight: 0

Violence is not always the best solution. This spell seeks to quell the boiling blood, the anger and malice through peaceful means.

As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less in the area of effect; this affects all types of creatures except for undead. When cast, creatures must immediately make a saving throw vs. spell. If they fail, they stop all activities that require any exertion, including arguments, combay, etc. From here, the affected creatures will fall into a deep slumber. The affected creatures will remain in this state for the duration of the spell if left unharmed. If attacked, they automatically gain a new saving throw to try to break the spell.

Shield
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0

This spell summons a globe of force that protects the caster from physical attacks.

When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 3 against all attacks and +1 to Saving Throws for 25 seconds / level of caster.

        

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