Knights of Legend |
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Spells |
The Mage must prepare spells ahead of time by resting for 8 hours and spending 1 hour studying his spellbook. While studying, the Mage decides which spells to prepare. To learn, prepare, or cast a spell, the Mage must have an Intelligence score of at least 10 + the spell’s level.
A Mage can prepare a lower-level spell in place of a higher-level one if he desires. place. The Difficulty Class for saving throws to resist the effects of a Mage’s spells is 10 + the spell’s level + the Mage’s Intelligence modifier.
Complete Spell List
0-Level Spells Per Day 5 1st-Level Spells Per Day 4 + 2 2nd-Level Spells Per Day 3 + 2 3rd-Level Spells Per Day 2 + 1
4th-Level Spells Per Day - 5th-Level Spells Per Day - |
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Spellbook |
0-Level Spells (All)
Arcane Graffiti: Inscribes personal rune or short message on object or surface. Daze: Subject takes no actions for 1 round. Detect Magical Aura: Detects spells and magic items within 60 ft. Haywire: Causes a single device to behave randomly and erratically. Light: Object shines like a torch. Mage Hand: 5-pound telekinesis. Magic ID: Creates a false but visually accurate identification card. Mending: Repairs small breaks or tears in objects. Message: Whispered conversation at distance. Prestidigitation: Perform minor tricks. Read Magic: Read scrolls, spellbooks, and magical writing. Resistance: Subject gains +1 on saving throws.
1st-Level Spells (Six)
Burning Hands: 1d4 fire damage/level (max 5d4). Mage Armor: Gives subject +4 Defense bonus. Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5). Hold Portal: Holds door shut. Change Self: Changes your appearance. Feather Fall: Objects or creatures fall slowly.
2nd-Level Spells (Six)
Web: Fills 20-ft.-radius spread with sticky spider webs. Locate Object: Senses direction toward object (specific or type). Burglar’s Buddy: Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius. Levitate: Subject moves up and down at your direction. Shout: Deafens all within cone and deals 5d6 sonic damage. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
3rd-Level Spells (Four)
Flaming Projectiles: Projectiles deal +1d6 fire damage. Invisibility Sphere: Makes everyone within 10 ft: invisible. Vampiric Touch: Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points. Fireball: 1d6 damage per level, 20-ft: radius.
None |
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Prepared Spells |
0-Level Spells
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
None |
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