Minor Magic

Minor Magic

 

Minor magic consists of basic spells that are learned by an apprentice mage as he first learns his craft. They are of little power and can cause no significant effects. They are of such limited power that they do not cause a backlash effect if the attempt to cast them is unsuccessful.  The target number to successfully cast a minor magic spell is 8.  Players purchasing a magic path generally gain all minor magic spells in that path. 

 

1)       Alarm

2)       Animal Voice

3)       Ball of Light

4)       Bang

5)       Chill

6)       Clean

7)       Color

8)       Dampen

9)       Detect Magic

10)    Dirty

11)    Dry

12)    Extinguish

13)    Flame

14)    Flavoring

15)    Flower

16)    Freshen

17)    Fur

18)    Gather

19)    Giggle

20)    Heal One Point

21)    Itch

22)    Mysterious Noise

23)    Pinch

24)    Polish

25)    Ravel

26)    Slippery

27)    Sneeze

28)    Smoke

29)    Spill

30)    Spoil

31)    Sticky

32)    Stitch

33)    Summon Small Creature

34)    Tarnish

35)    Tickle

36)    Tie or Knot

37)    Twitch

38)    Untie

39)    Warm

40)    Wilt

41)    Wind

42)    Yawn

 

Alarm:  This spell creates an invisible shell around the casting area  that will cause an alarm to be sounded if the shell is broken.  The type of alarm sounded, such as a sound, a flash, or awakening the caster, may be determined at the time of casting.  The criteria for what will trigger the alarm may also be set, so that only certain types or sizes of creature will set it off.  Duration is 8 hours.

 

Animal Voice: This spell will enable the caster to perfectly mimic the call, voice, or song of any animal or creature known to him.  Duration 10 minutes.

 

Ball of Light: Creates a 6 inch diameter ball of colored light that lasts for one turn. The ball may be of any color, infrared ultraviolet, or black at the discretion of the spell caster. The ball forms at the casters fingertips and may be thrown as a ball.                  

 

Bang: Bang will cause a sharp bang to occur at a distance of up to 5 feet toward where the spell caster points.  Both Smoke and Bang may be cast at once and count as only one spell.

 

Chill: Chill will cause a small to medium object to become a maximum of 20C or 36F cooler. This spell does not affect living creatures.

 

Clean: Clean will cause any small item or piece of clothing to become Magically clean.  Object must be touched.

 

Color: Color will cause a small non-living object to turn any color desired. Object must be touched.

 

Dampen: Dampen will cause any small to medium sized object or item of clothing to become damp. Range 20 feet from spell caster.

 

Dirty:  Dirty will cause any small item or piece of clothing to become dirty. Object must be touched.

 

Detect Magic: This spell when cast will cause all magic items with in a 40 foot radius to glow. This glow is visible to anyone who looks. Duration one minute per rank of the spell caster. (Universal Spell)

 

Dry: Dry will cause any small to medium sized damp object or item of clothing to become dry. Range 20 feet from spell caster.

 

Extinguish: Extinguish allows the caster to extinguish a candle or lamp size flame to be extinguished from a distance of up to 20 feet.

 

Flame: Flame causes a candle sized flame to appear at the casters finger for one round. Flammable object can be set afire with this spell, but it does no damage as a weapon.

 

Flavoring: Flavoring adds a small amount of flavor to foods or beverages. It may add salt, Spice, or herb flavor to improve taste or a bad taste may be added to ruin the taste. Range is container touched. Duration is one hour.

 

Flower: Flower will cause any small wilted plant to revive, bud to flower, or seed to sprout. Range is 20 feet from the spell caster.

 

Freshen: Freshen causes slightly spoiled food or beverages to become unspoiled. The effects of this spell is limited in scope. Range is container touched.

 

Fur: Fur will cause fur to grow on any small non-living object. Object must be touched.

 

Gather: Gather will gather small objects into a pile or spilled liquids back into a glass. Area of effect is up to 20 feet from the spell caster.

 

Giggle: Giggle will cause the person or creature pointed toward to giggle.  Range is up to 20 feet. Saving throws do apply. A save means that the effect is felt but is controlled by the person or creature.

 

Heal One Point: Heals one point of damage to any one creature or being. Range is touch, touch will not harm caster.

 

Itch: Itch will cause the person or creature pointed at to develop an uncontrollable itch that will be relieved when scratched.  Saving throws apply. A save means the effect is felt but the person or creature controls the urges. Range is up to 20 feet.

 

Knot: Knot causes any knot in a rope or string to become a hopeless tangle when someone tries to untie it non-magically. It cannot be untied short of cutting. Range is object touched.

               

Mysterious Noise: Mysterious noise will cause a strange noise, such as a faint moan, creak, whistle, clank, footstep, or groan to be heard coming from wherever the spell caster chooses at a distance of up to 20 feet.

 

Pinch: Pinch will cause the person or creature affected to feel as if he were being pinched. Area of effect is person or creature pointed toward at a maximum range of 20 feet. Saving throws are appropriate.         

 

Polish: Polish will cause any small to medium metal or wood object to become polished. Object must be touched.

 

Ravel: Ravel will cause any broken thread or seam in non-magical items to unravel and fall apart. Range is up to 20 feet from the caster.

 

Slippery: Slippery causes an object to become extremely slippery when grasp.  It may also be used to affect an surface area of up to a ten foot square.  Range is 20 feet from the spell caster. Duration 10 minutes.

 

 Smoke causes a small 6 inch diameter puff of smoke to appear at a distance of up to 5 feet toward where the spell caster points. Both Smoke and Bang may be cast at once and count as only one spell.

 

Sneeze: Sneeze will cause the person or creature pointed at to sneeze.  Range is up to 20 feet. Saving throws apply. A save means that the effect is felt but is controlled by the person or creature.

 

Spill: Spill will cause a glass or small container to topple and spill its content. Area of effect is up to 20 feet from the spell caster.

 

Spoil:  Spoil make normal food or beverage items to spoil slightly. The effects of this spell is limited in scope. Range is container touched.

 

Stitch: Stitch will cause small tears or torn seams in cloth or clothing to be repaired. Range is up to 20 feet from the caster.

 

Sticky:  Sticky causes an object to become extremely sticky so that it sticks to everything it touches. It may also be used to affect an surface area of up to a ten foot square. Range is 20 feet from the spell caster. Duration 10 minutes.

 

Summon Small Creature: This spell enables the caster to summon a small animal such as an insect, mouse. or small bird to his hand. It will perform a simple task as instructed by the caster. The creature summoned may be one pointed at or one at random from the surrounding area. range is 30 feet.

 

Tarnish:  Tarnish will cause any small to medium sized metal object to become tarnished. Gold does not tarnish. Object must be touched.

 

Tickle: Tickle will cause the person or creature affected to feel as if he were being tickled. Area of effect is person or creature pointed toward at a maximum range of 20 feet. Saving throws are appropriate.         

 

Tie or Knot: Tie will cause a string, rope, ribbon or similar object to tie itself into a knot. Untie will cause a knot to become untied. Knot causes any knot to become a hopeless tangle when someone tries to untie it non-magically. It cannot be untied short of cutting the rope or string. Range is object touched.

 

Twitch: Twitch causes the person or creature pointed toward to have an uncontrollable twitch in some muscle. Saving throws apply. A save means the effect is felt but the person or creature controls the urges. Range is up to 20 feet.

 

Untie: Untie will cause a knot to become untied or a tangled rope or string to becoe untangled.  Range is object touched.

 

Warm will cause an object to become a maximum of 20C or 36F warmer. Range is object touched. This spell does not affect living creatures.

 

Wilt: Wilt will cause any small plant to wilt when touched.  Range is 20 feet from the spell caster.

 

Wind: This spell enables the caster to create a gust of wind of sufficient strength to extinguish small flames and blow over small objects in whatever direction he points. Range is 100 feet. Duration is one minute.

 

Yawn:  This spell causes the target person to feel momentarily very tired and yawn.   A save means the effect is felt but the person or creature controls the urge to yawn. Range is up to 20 feet.