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First Order Enchantments

 

 

Bend Metal (Transmutation)

 

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Close (20 ft.)

Target: 1 pound of metal / level

Duration: Special

Saving Throw: Special, Fortitude negates (object)

Spell Resistance: Yes (object)

 

This caster contorts any non-magical metal object of 1 pound per caster level into a shape completely useless for its intended purpose. An item in a creature’s possession uses the creature's Fortitude Save (unless its base save is higher).  Objects which are unattended do not get a saving throw.  The material component for this spell is a strip of parchment which is torn as the spell is invoked.

 

Bewilder (Illusion [Figment])

 

Level: Sor/Wiz 1

Components: V

Casting Time: 1 action

Range: Close (30 ft.)

Duration: 1‑2 rounds

Target: 1 HD of creature/ level

Saving Throw: Will negates

Spell Resistance: Yes

 

The mage causes momentary confusion among affected creatures. The mage is able to affect one hit die of creature for every caster level he possesses. In a group of mixed hit die creatures, lower hit die creatures are affected first. Creatures failing a Will Save will stand dazed for the spell's duration.

 

Calmiira's Catnap (Transmutation )

 

Level: Sor/Wiz 1

Components: S, M

Casting Time: 1 action

Range: Touch

Duration: 1 minute/ level (awake) or up to 8 hours (asleep)

Target: Creature touched

Saving Throw: No

Spell Resistance: No

 

The mage becomes more aware of her surrounds and is less likely to be caught flat-footed. This spell grants the recipient heightened alertness whether asleep or awake.  If used while the recipient is awake, the spell gives a +1 circumstance bonus on listen, search and spot checks as well as a +2 enhancement bonus to intiiative.  The spell’s primary use, however, is on a sleeping recipient. The sleeping recipient is able to become instantly alert at the threat of danger.   Attempts to catch the recipient flat-footed while asleep must succeed against an opposed hide/move silently roll versus the recipient's listen skill.  An awakening individual suffers no penalties to initiatves or actions when awakening from sleep. The material component is the whisker of a cat.

 

Deepslumber (Transmutation)

 

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 action

Range: Close (5 ft./ level)

Target: One creature

Duration: 10 minutes/ level

Saving Throw: Will negates

Spell Resistance: Yes

 

The mage deepens the sleep of a target, so it will not readily awaken. Deepslumber makes the recipient able to sleep through all loud noises and disturbances. No action short of wounding the target can awaken a creature in deepslumber until the spell expires. A successful Will Save negates the spell. Note that the spell functions on already sleeping creatures and doesn't put them to sleep or make them sleepy. It is extremely popular among rogue/mages. The material components for the spell are a wad of cotton and a pinch of fine sand.

 

Dopler's Effect (Illusion [Glamor])

 

Level: Sor/ Wiz 1

Components: V, S

Casting Time: 1 action

Range: Close (30 ft.)

Duration: 1 minute + 1 minute/ level 

Target: One creature

Saving Throw: Will negates

Spell Resistance: Yes

 

Dopler's Effect causes the target creature to experience auditory hallucinations that confuse distances. The caster chooses to affect the target in one of two ways:

 

1) Sounds appear to be closer then they actually are. This confusion causes the creature to believe it is surrounded by invisible creatures. The creature

     suffers a -2 circumstance penalty to attack rolls and armor class.

2) Sounds perceived are farther away than in reality.  The target receives a -4 circumstance penalty to listen, search and spot checks.  The second

     application is useful when attempting to sneak up on the target.

 

(The usefulness of this spell is heightened when cast in conjunction with blindness or when cast against creatures which rely chiefly on hearing, i.e. bats. -Dopler)  This spell was devised by the illusionist Dopler when he was apprenticed to the Shadowmaster Ghaell H'Sare.

 

Empathy (Divination)

 

Level: Sor/ Wiz1

Components: V, S

Casting Time: 1 action

Range: Close (60 ft.)

Duration: 1 minute/ level

Target: One creature per minute

Saving Throw: No

Spell Resistance: Yes

 

The mage senses the emotions of creatures probed within the spell's range.  In unintelligent or low intelligence creatures, the spell detects basic primal drives will be sensed (e.g. fear, hunger, and/or pain).  For creatures of animal intelligence or higher, the mage knows if the subject is feeling love, hate, rage, fear, sadness, thirst, hunger, pain, etc.. The motivation for these feelings is not revealed to the caster.  Any being who is protected against mind reading or scrying is immune to the effects of this spell.

 

Flash (Evocation [Light])

 

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Close (20 feet)

Target: One creature per flash

Duration: 1 minute/ level or until used

Saving Throw: Reflex negates

Spell Resistance: Yes

 

The caster creates small beads which flash upon impact. This spell creates small beads in the caster’s hand; one bead is created for every three caster levels above first up to a maximum of 5 beads (i.e. levels 4, 7, 10, and 13). Each bead may be thrown out to 20 feet by the caster or further using a ranged weapon such as a sling. Each bead creates a brilliant flash upon impact when it explodes. Each bead affects one creature, and it must make a Reflex Save or be partially blinded. Any creature blinded by a flash loses all dexterity bonuses to armor class, attacks and saves at a –2 circumstance penalty over the next two melee rounds. A successful save negates all ill effects. The caster may opt to hold the beads for future use or leave them behind as a trap or warning. Any creature contacting beads left in this manner will detonate them, and they are almost invisible in darkness. If the beads are not used before the duration lapses, they dissipate harmlessly. The material component for this spell is a pinch of powdered magnesium.

 

Ladder (Transmutation)

 

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 action

Range: Close (10 feet)

Target: One ladder

Duration: 1 minute/level

Saving Throw: No

Spell Resistance: No

 

The mage creates a ladder from the material component. The ladder is two feet wide and five feet in length plus an additional foot in length per caster level. It will bear 200 pounds safely in weight plus 20 pounds of additional weight per caster level. The material component for this spell is a miniature wooden ladder which grows to scale as the spell is cast. At the spell’s expiration, the miniature ladder reappears in the caster’s hand.  Note that the ladder still requires support as a normal ladder.

 

Moh’s Diamond Dagger (Transmutation)

 

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target: One weapon

Duration: 1 minute/level

Saving Throw: No

Spell Resistance: No

 

The mage turns his dagger into a substance as hard as diamond for the spell’s duration. The dagger gains a +1 enhancement bonus on both to hit and damage and has its hardness doubled for the spell's duration.  At third level, the mage can enchant a short sword or spear with this dweomer, and at fifth level, any other one-handed edged weapon. Note that while this spell can increase the hardness of magical weapons, the additional +1 does not carry over. The material component is 10gp of diamond dust.

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