1st Level


Alrune's Strolling Marbles Invented by Hogan
(Conjuration/Summoning)
Level		: 1st (Wizard)
Range		: Special
Casting time	: 1
Components	: S, M
Duration	: 4 rounds + 1 level
Area of Effect	: 15 x 15 feet area
Saving Throw	: Special
Casting this spell creates a scattered layer of perfectly round clay marbles with centre where the material component (a single marble) is dropped. The Spell creates enough marbles to make a 15 x 15 feet area very unsafe for those who doesn't notice what's beneath their feet.
Those who enter the marble-covered area must do so at standard speed or make a successful Dex-check. If they fail the check they slip and fall and must then spend 1 full round getting back on their feet. Should the victim enter the area at high speed, they are forced to make the saving throw with a -1 to -3 penalty (DM's decision).
When the spell ends, each and every marble disappears.


Alter Cantrip Invented by Johnny Bremer
(Alteration)
Level		: 1st (Wizard)
Range		: 0
Components	: V
Duration	: Instantaneous
Casting Time	: 1
Area of Effect	: Special
Saving Throw	: None
This spell will alter the effects of a Cantrip spell. The spell must be cast within one round after the Cantrip is cast. The caster can alter one aspect of the cantrip per level of experience of the caster.


Alter Protection Type Invented by Johnny Bremer
(Alteration)
Level		: 1st (Wizard)
Range		: 0
Components	: V, S
Duration	: Special
Casting Time	: 1
Area of Effect	: Special
Saving Throw	: None
This spell enables the caster to alter the type of protection that is gained from a protection spell cast in the round following the casting of this spell. The protection is altered to the opposite type. If this can not be done, the caster is unable to alter the spell. Eg. a caster wants to cast a Protection from Cold, but only got a Protection from Heat. By casting this spell first and then the other thereafter the caster is able to gain the effect wanted.


Animated Broom Invented by Hogan
(Conjuration/Summoning)
Level		: 1st (Wizard)
Range		: 10 yards
Casting time	: 2
Components	: V, S, M
Duration	: 4 rounds/level
Area of Effect	: 1 broom per. 3 level
Saving Throw	: None
The Animated Broom is a spell originally created and used by labouring apprentices, but their masters soon saw other possibilities in the spell.
The energy of the spell serves to animate a certain number of brooms, depending on the level of the caster. As a standard, the brooms will perform the tasks normally associating with such tools, sweeping floors, dusting tables etc. They will perform this task tirelessly for the duration of the spell or until commanded to do otherwise. They have no mind of their own, and will continue continually even if the task has already been performed satisfacting and is no longer necessary!
In addition to be the best house-keeping tool, short of a wife, the Animated Broom can also be use as an offensive tool. If commanded to attack a specific object or person, the broom(s) can make a bludgeoning strike with a thac0 of 19, causing 1d4 in damage for each hit. The brooms themselves are considered an AC of 8, plus 6 HP each. As when sweeping, the brooms will continue to attack until destroyed, commanded to stop, or the spell runs out.
A broom can be animated at first level, two at 3rd, three at 6th and so forth. The material component for this spell is the required number of brooms.


Avoid Notice Invented by Johnny Bremer
(Illusion)
Level		: 1st (Wizard)
Range		: 0
Components	: V, S
Duration	: 1 turn/level
Casting Time	: 1
Area of Effect	: The caster
Saving Throw	: None
This spell will not render the wizard invisible, but will trick observers into not noticing him. The caster must not draw attention to himself or the spell will end. He must stick close to wall and shadows, avoid bumping into people or objects, and not make any noises. If these restrictions are met, no living creature in close vicinity will notice him.


Blood Gush Invented by Johnny Bremer
(Necromancy)
Level		: 1st (Wizard)
Range		: 10 feet/level
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 1
Area of Effect	: One wound
Saving Throw	: Neg.
With this spell, the wizard can cause a wound to start bleeding, thereby dealing 1d6 damage to the victim. The wound will continue to bleed unless treated. The bleeding will deal 1d4 damage each round left unattended.
The material components of the spell, are a small piece of metal and a drop of blood.


Delay Spell Effect Invented by Johnny Bremer
(Alteration)
Level		: 1st (Wizard)
Range		: 0
Components	: V, S
Duration	: 1 round + 1 round/level
Casting Time	: 1
Area of Effect	: Special
Saving Throw	: None
With this spell the caster can delay the effect of one single spell cast within the duration of the casting of this spell. The caster is able to delay the effect by one round per level experienced by the caster. The caster chooses exactly how many rounds before the casting of this spell.


Detect Demons Invented by Johnny Bremer
(Divination)
Level		: 1st (Wizard)
Range		: 0
Components	: V, S
Duration	: 2 rounds/level
Casting Time	: 1
Area of Effect	: 30 x 30 foot sphere
Saving Throw	: None
This spell enables the caster to detect all demons and minions within the limits of the area of effect. The area of effect is centered upon the caster and moves with him. The caster must spend one round scanning and during this time he must remain motionless. While the spell indicates a direction, it does not give specific location or distance.
The spell is blocked by more than one foot of solid stone, one yard of wood or loose earth, or a thin coating of metal.


Instant Counting Invented by Hogan
(Divination)
Level		: 1st (Wizard)
Range		: 10 yards
Components	: M
Duration	: Instantaneous
Casting Time	: 1
Area of Effect	: 30 feet diameter sphere
Saving Throw	: None
Allows the caster to achieve an instant counting of a number of coins. Knowledge about a total number of coins of every type plus the total value, down to the last copper, is instantly granted upon casting.
For the spell to be effective, the caster must be able to see the entire area of effect in view.
The material component is a platinum piece, consumed in the casting.


Limited Invisibility Invented by Hogan
(Illusion/Phantasm)
Level		: 1st (Wizard)
Range		: Touch
Component	: V, S, M
Duration	: Special
Casting Time	: 1
Area of Effect	: 15 yards radius
Saving Throw	: None
This spell causes the caster himself or any being touched, to vanish from sight and become totally undetectable from any normal kind of vision, including infravision and ultravision.
The spell is completely like the 2nd level spell Invisibility, except that it only works against those creatures whom are within range at the time of casting! Creatures comes within range of the caster afterwards can see him as normal. Against those who are affected by the spell it functions as a normally Invisibility spell with regards to things dropped by the affected person and the limits on attacking the invisible person. Also the spell will function for 24 hours against those affected, unless the subject makes a successful attack, which immediately cancels the spell.


Magic Quill Invented by Odwin "Odds" Bodkin
(Evocation)
Level		: 1st (Wizard)
Range		: 0
Components	: V, S
Duration	: 2 rounds + 1 round/level
Casting Time	: 1 round
Area of Effect	: Any surface touched by quill
Saving Throw	: None
This spell creates a magic writing implement in the form of a glowing quill. The quill can write on (engrave) any solid surface (rock, metal, etc.) as easily as writing on paper. If used on cloth, paper or other softer material, the writing is burned into the material.
Only the caster can hold the quill and can write or draw as he wishes. Language, characters, and symbols are limited to the caster's own knowledge; legibility is limited to his own penmanship.
Although the writing (engraving) is permanent, the quill exists only for a time based on the caster's level. At first level, the wizard can slowly write for up to three rounds. He gains an additional round for every level thereafter. It will be up to the DM exactly how much can be written within that time frame. At the end of the duration, the quill vanishes and the writing remains. The caster can also end the spell at his command.


Melody of Chaos Invented by Esben Gad
(Invocation/Evocation)
Level		: 1st (Wizard)
Range		: 120 feet
Components	: V
Duration	: 6 rounds
Casting Time	: 2
Area of Effect	: Special
Saving Throw	: None
When casting this spell, the caster suddenly starts emitting strange sounds. These sounds will be heard in a different way for each creature within 120 feet from the wizard. Any creature within range who is able to hear, must roll a percentile dice. If it gets a result of 01-50, the creature will hear the tune as an inspiring battletune or whatever sound which can inspire it to greater deeds, and will thereafter get a +1 to attack and morale until the spell stops.
If the result is 51-100 the creature will hear some very distracting noises which are very irritating to the creature, which gets a -1 on "to hit" rolls.
All creatures friendly to the caster, will receive a -15% bonus to their roll.
The caster, who can stop the spell any time at will, is not affected by this spell.


Missile Deflection Invented by Hogan
(Abjuration)
Level		: 1st (Wizard)
Range		: 0
Components	: S, M
Casting Time	: 1
Duration	: 1 round/level
Area of Effect	: The caster
Saving Throw	: None
By the help of this spell, the wizard will get an uncanny ability to intercept and deflect missiles fired at him or nearby bystanders, with the help of his trusty staff.
Every round the wizard wants to make use of his granted ability, he must spend the entire round concentrating on deflecting missiles, but will then be able to deflect up to 1 missile/level of experience. When doing so, the wizard is considered automatically to gain the initiative. Missiles which would normally have hit, can be deflected by the wizard, but he must intercept them as they are coming in, hence he cannot decide which to go for, and wait to see if a bigger or more powerful missile is going to hit.
The area in which the wizard effectively can deflect incoming missiles can be up to a 5 feet radius of the wizard hence his skills can also be used to defend fellows nearby.
The spell is effective against hurled, thrown or fired weapons, like sling bullets, arrows, bolts and smaller stones. Spear, Ballista bolts, and giant-hurled stones are too heavy to be deflected and are dealt with normally. Likewise are missiles without substance like those created by spells, which are not possible to intercept.
The material component is the wizard's staff.


Rapid Strike Invented by Hogan
(Alteration)
Level		: 1st (Wizard)
Range		: 10 yards
Components	: S, V
Duration	: 1 rounds/level
Casting Time	: 1
Area of Effect	: 1 person
Saving Throw	: None
This spells allows the target to make faster strikes in battle with any hand-held- or natural weapon. The recipient is granted a +1 bonus to initiative for each 2 levels of experience achieved by the caster to a maximum of +5 at 10th level.
This granted bonus to initiative is not applied to attacks with missile-weapons nor the casting of spells, nor any other actions not counting as one of the before mentioned types of attack.


Seethe Water Invented by Johnny Bremer
(Alteration)
Level		: 1st (Wizard)
Range		: 10 yards
Components	: V, S, M
Duration	: Special
Casting Time	: 1
Area of Effect	: 1 gallon water
Saving Throw	: None
By means of this spell, the caster is able to boil and purify a volume of water. The water boils for up to 1 hour, dependent upon how tainted the water is, and then it cools normally. The material components of this spell are a jug of water and a handful of powdered sandstone. The powder is to be poured into the jug while the water is boiling.


Spectacular Effects Invented by Hogan
(Illusion/Phantasm)
Level		: 1st (Wizard)
Range		: 0
Components	: V, S
Casting Time	: 2
Duration	: 3 rounds/level
Area of Effect	: special
Saving Throw	: None
This spell is designed to add flavor to other spells cast by the wizard. Every spell (if he choose them too) cast by the wizard within the duration of this illusionary spell, will seem to be out of the ordinary and not of the standard stock. When casting a Lightning Bolt, the caster will for example seem to pick the lightning out of the skies and hurl it at the targets. A Hold Person spell might illustrate the target(s) being wrapped in chains, and the victim of a Slow spell, might suddenly find himself with a ball and chain around his wrist. The possibilities are many and are decided by the caster. The effects of the spells may stay the same, but the victims might think that they are the targets of new and inventive spells, putting the off guard.
Only those who actively declare that they are using none-weapon proficiency of Spellcraft, and make their proficiency roll, might notice what spells the caster is actually casting. Successfully disbelieving will show the spell effect without the spectacular illusionary cover.


Summon Chair Invented by Hogan
(Conjuration/Summoning)
Level		: 1st (Wizard)
Range		: 10 yards
Components	: V, S, M
Duration	: 1 turn/level
Casting Time	: 1
Area of Effect	: 10 yards diameter
Saving Throw	: None
This comfy spell can summon either 1 wooden chair per. 2 levels, 1 cushioned chair per. 5 levels or 1 soft armchair per. 7 levels of experience. The chairs will appear within range and within area of effect as the caster sees fit.
An unorthodox way to use this spell is to summon one single standard wooden chair, which for example can be used as a club for barroom brawling. If this chair breaks or leaves the hand of the cast, it disappears, but a new one can be summoned within the spells duration. More can be called forth, though with a maximum of 1 chairs per. 3 levels, only one at a time.


Unlocking Fingerkeys Invented by Hogan
(Alteration)
Leve		: 1st (Wizard)
Range		: 0
Component	: V, S, M
Duration	: 5 rounds/level
Casting Time	: 2
Area of Effect	: The Caster
Saving Throw	: None
This spell will transform all the fingers on the primary hand of the wizard, into steel-wrought lockpicks. If the Wizard is a Mage/Thief multi- or dual-class, the Fingerkeys will add a 25% bonus to his Pick Locks attempts. If not dual- or multi-classed, or without the Lock Pick skill at all, the wizard automatically gains the lock-picking skill for the duration of the spell, at 40% of ability. The Keys are unable to break, but they are vulnerable to damage from spells that affect metals.
While his hands are thus transformed, the wizard has a 20% chance of being unable to perform any given spell since his fingers are not so dexterous as they used to be. The wizard can temporary negate the effect of the Fingerkeys spell at will, just in order to invoke it again in a later round, if the duration has not expired.
The component of this spell is a piece of a broken lock-pick.