Animate Rope

Transmutation

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 action

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

Target: One ropelike object, length up to 50 ft.+5 ft./level

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

You can animate a nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The maximum length assumes a rope with a 1-inch diameter. Reduce the total length by 50% for every additional inch of thickness, and increase the length by 50% for each reduction of the rope’s width by half. The possible commands are “coil” (form a neat, coiled stack), “coil & knot,” “loop,” “loop & knot,” “tie & knot,” and the opposites of all of the above (“uncoil,” etc.). One command can be given each round as a standard action.

The rope can only enwrap a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll. The rope has a range increment of 10 feet. A typical rope has 2 hit points and can be burst with a Strength check (DC 23). The rope does not inflict damage of any type, but it can be used as a trip line or to entangled a single opponent who fails a Reflex saving throw. An entangled creature suffers a –2 penalty to attack rolls and suffers a –4 penalty to his effective Dexterity. If the rope can anchor itself to an immobile object, the entangled creature cannot move. Otherwise, it can move at half speed but can’t run or charge. A creature capable of spellcasting who is bound by this spell must make a Concentration check (DC 15) to cast a spell. An entangled creature can slip free with an Escape Artist check (DC 20).

The rope itself, and any knots tied in it, are not magical.

This spell grants a +2 bonus to any Rope Use checks you make when using the altered rope.

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.

Nystul’s Undetectable Aura

Illusion (Glamer)

Level: Magic 1, Sor/Wiz 1

Components: V, S, F

Casting Time: 1 action

Range: Touch

Target: Object touched weighing up to 5 pounds/level

Duration: 1 day/level

Saving Throw: None (see text)

Spell Resistance: No

This spell allows you to mask a magic item’s aura from detection. If the object bearing Nystul’s undetectable aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds at a Will save.

Arcane Focus: A small square of silk that must be passed over the object.

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.

Ventriloquism

Illusion (Figment)

Level: Brd 1, Sor/Wiz 1

Components: V, F

Casting Time: 1 action

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

Effect: An intelligible sound, usually speech

Duration: 1 minute/level (D)

Saving Throw: Will disbelief (if interacted with)

Spell Resistance: No

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. You can speak in any language you know. With respect to such voices and sounds, anyone who hears it and rolls a successful save recognizes the sound as illusory (but still hears it).

Arcane Focus: A parchment rolled up into a small cone.