Charm Person

Enchantment (Charm) [Mind-Affecting]

Level: Brd 1, Sor/Wiz 1

Components: V, S

Casting Time: 1 action

Range: Close (25 ft.+5 ft./2 levels)

Target: One person

Duration: 1 hour/level

Saving Throw: Will negates

Spell Resistance: Yes

This charm makes a humanoid of Medium-size or smaller regard you as his trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, he receives a +5 bonus on his saving throw.

The spell does not enable you to control the charmed person as if he were an automaton, but he perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince him to do anything he wouldn’t ordinarily do. (Retries not allowed.) A charmed person never obeys suicidal or obviously harmful orders, but he might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for “just a few seconds.” Any act by you or your apparent allies that threatens the charmed person breaks the spell. Note also that you must speak the person’s language to communicate your commands, or else be good at pantomiming.

Enlarge

Transmutation

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft.+5 ft./2 levels)

Target: One creature, or one object of volume up to 10 cubic feet per level

Duration: 1 minute/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

This spell causes instant growth of a creature or object, increasing both size and weight. The target grows by up to 10% per caster level, increasing by this amount in height, width, and depth (to a maximum of 50%). Weight increases by the cube of the size increase, as follows:

Height IncreaseWeight Increase
+10% (x1.1)+30% (x1.3)
+20% (x1.2)+70% (x1.7)
+30% (x1.3)+120%(x2.2)
+40% (x1.4)+170% (x2.7)
+50% (x1.5)+240% (x3.4)

All equipment worn or carried by a creature is enlarged by the spell. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process. However, it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth.

Magical properties are not increased by this spell—a huge +1 sword is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizable, longer rope, and so on. A creature’s hit points, Armor Class, and base attack do not change, but Strength increases along with size. For every 20% of enlargement, the creature gains a +1 enlargement bonus to Strength.

Multiple magical effects that increase size do not stack.

Arcane Material Component: A pinch of powdered iron.

Feather Fall

Transmutation

Level: Brd 1, Sor/Wiz 1

Components: V

Casting Time: See text

Range: Close (25 ft.+5 ft./2 levels)

Targets: Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lbs./level

Duration: Until landing or 1 round/level

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

The creatures or objects affected fall slowly (though faster than feathers typically do). The rate of falling is instantly changed to a mere 60 feet a round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs.

The character can cast this spell with an instant utterance, quickly enough to save herself if she unexpectedly falls. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If cast on a falling item, such as a boulder dropped from the top of a castle wall, the item does half normal damage based on weight (1d6 per 400 pounds) with no bonus for the height of the drop.

The spell works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Identify

Divination

Level: Brd 1, Magic 2, Sor/Wiz 1

Components: V, S, M

Casting Time: 8 hours

Range: Touch

Targets: Up to 1 touched object per level

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

The spell determines the single most basic function of each magic item, including how to activate that function (if appropriate), and how many charges are left (if any). For example, a +2 vorpal sword, a +2 dancing sword, and a +2 sword would all register as “+2 to attack and damage rolls.”

If a magic item has multiple different functions that are equally basic, identify determines the lowest-level function. If these functions are also of equal level, the DM decides randomly which is identified.

Arcane Material Components: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

Jump

Transmutation

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/level (D)

Saving Throw: None

Spell Resistance: Yes

The subject gets a +30 bonus on Jump checks and does not have the usual maximums for jumping distance. For leaps of maximum horizontal distance, the jump reaches its peak (one-fourth the horizontal distance) at the halfway point.

Arcane Material Component: a grasshopper’s hind leg, which you break when the spell is cast.

Mage Armor

Conjuration (Creation) [Force]

Level: Brd 1, Sor/Wiz 1

Components: V, S, F

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

An invisible but tangible field of force surrounds the subject of mage armor. It provides a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. As mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Focus: A piece of cured leather.

Magic Missile

Evocation [Force]

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft.+10 ft./level)

Targets: Up to five creatures, no two of which can be more than 15 ft. apart

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.

The missile strikes unerringly, even if the target is in melee or has partial cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell.

For every two extra levels of experience past 1st, you gain an additional missile. You have two at 3rd level, three at 5th level, four at 7th level, 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 roll for SR or roll damage.

Shield

Abjuration [Force]

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 action

Range: Personal

Target: You

Duration: 1 minute/level (D)

Shield creates an invisible, mobile disk of force that hovers in front of you. It completely negates magic missile attacks directed at you. The disk also intercepts attacks, providing three-quarters cover (+7 AC and +3 on Reflex saves vs. attacks that affect an area). The disk moves out of the way when you attack, so it does not provide cover to opponents. The disk only protects you against magic missiles and attacks from one direction. You designate half the battlefield (with yourself on the dividing line) as being blocked by the shield. The other half is not. You can change the defensive direction of the shield (that is, rotate the dividing line) once as a free action on each of your turns.

Sleep

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 1, Rgr 2, Sor/Wiz 1

Components: V, S, M/DF

Casting Time: 1 action

Range: Medium (100 ft.+10 ft./level)

Area: Several living creatures within a 15-ft.-radius burst

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

A sleep spell causes a comatose slumber to come upon one or more creatures. Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.

Creatures with fewer HD are affected first. For example, Mialee casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All three kobolds and one gnoll are affected (1/2+1/2+1/2+2=3-1/2 HD). The remaining “1/2 HD” is not enough to affect the last gnoll or the ogre. Mialee can’t choose to have sleep affect the ogre or the two gnolls.

Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a standard action.

Sleep does not target unconscious creatures, constructs, or undead creatures.

Note: Extra hit points are irrelevant for determining how many HD a creature has. An ogre with 4d8+8 hit points still only has 4 HD and can be affected by the spell.

Arcane Material Component: A pinch of fine sand, rose petals, or a live cricket.

Spider Climb

Transmutation

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 10 minutes/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have bare hands and feet to climb in this manner. The subject climbs at half her speed. A creature with a Strength score of at least 20 plus 1 per caster level can pull the subject off a wall.

Arcane Material Components: A drop of bitumen and a live spider, both of which must be eaten by the spell subject.