This is the listing for spells that are allowed in the Darkness
Flowering adventure.
Please contact me for information on particular spells
Daniel
Key V - Verbal S - Somatic/Gestures M - Material
Affect Normal Fires
Alarms
Armor
Audible Glamer
Cantrips
Range: 10 ft
Components: V,S
Description
Cantrips are minor spells studied by wizards during their apprenticeship, regardless of their school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. So minor are these effects that they have sever limitations. The are completely unable to cause damage, cannot affect concentration of other spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and cannot be used as tools of any sort. Lastly a cantrip lacks the power to duplicate any other spell effects. Whatever manifestation the cantrip takes, it remains only as long as the wizard concentrates.
Change Self
Charm Person
Chill Touch
Color Spray
Comprehend Languages/Confuse Languages
Dancing Lights
Detect Magic
Range: 0
Components: V, S
Description
When detect magic spell is cast, the wizard detects, magical radiation in a path 10 ft wide and up to 60 ft long, in the direction he is facing. The intensity of the magic can be determined.
Detect Undead
Enlarge/Reduce
Erase
Feather Fall
Find Familiar
Friends
Hold PortalIdentify
Range: 0
Components: V, S, M
Description:
When identify spell is cast, magical items touched by then identified by the wizard. Although eight hours before the casting must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast each item must be handled in turn by the wizard.
Jump
Magic Missile
Range: 120 yards
Components: V,S
Description
Use of magic missile spell creates up to five missiles of magical energy that dart forth from the wizard’s fingertip and unerringly strikes their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise the caster must be able to identify the target.
Protect From Evil(Good)
Range: Touch
Components: V, S, M
Description:
When Proctection from Evil(Good) is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has three major effects:
First all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer, slight pains and discomfort and lowers their resistance to defend themselves.
Second, any attempt to possess or exercise mental control over the protected creature is blocked by this spell.
Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature. This cause the natural body weapon attacks to fail and the creatures to recoil, if such attacks required touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged out.
Read Magic
Range: 0
Components: V, S, M
Description
By 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.