Ability | Spells

Class Abilities

Mage Darts

Running out spells as a mage is not fun. Combat should always involve the entire group. Why can a mage conjure a fireball but not something smaller at will? Well, now they can.

Mages are able to create a magical bolt out of the ether and use it as a ranged weapon, provided they are not silenced and have use of their hands. It does 1d3 +1 per 2 level(s) of the caster. The caster is able to mentally focus on this dart and fling it with great speed at the target, rolling to hit as normal but using intelligence bonus as their +hit. Example: A level 4 mage would get a +3 on hit due to their 18 int, and roll 1d3 + 2 for damage (range of 5 damage). This dart is a magical weapon . They must have both hands free to conjure and aim this energy. 

Inherent Detect Magic

Magicians can detect magic in anything they touch. Magical items or creatures feel warm, cause a tingling sensation, or have some other unusual tactile effect.

Inherent Read Magic

Magicians are able to read magic without a spell.



Level 2Range: touchDuration: special

With this spell, the caster binds a single animal into his service as a familiar. The creature must be present, and the caster must touch it to cast the spell. Only normal (non-magical) creatures of 1-1 hit die or lower and having animal intelligence may be made into familiars. Further, each spellcaster may have only one familiar at a time. If a familiar dies, the caster will not be able to successfully cast this spell again for 2d6 months (the period to be rolled by the GM and not revealed to the player). A saving throw vs. Spells is allowed to resist, and if this roll succeeds, the animal chosen is not compatible with the caster and cannot become his or her familiar.

The familiar will behave as if permanently charmed by its master, and will perform any task assigned to it to the best of its ability. The creature’s morale is increased by 2 points (to a maximum of 11), and it receives improved intelligence equal to 3+1d4 points. Familiars normally capable of speech (such as parrots) or sign language (such as monkeys) can even carry on conversations. Familiars also age at half the normal rate for their kind, so a cat familiar (for instance) might easily live forty years.

The familiar and its master are linked telepathically, allowing normal communication in both directions. The caster can see through the eyes of the familiar with moderate concentration. He or she can also sense the direction and approximate distance to the familiar (in general terms, such as “northeast more than a mile away” or “south more than a hundred miles and underground”) by concentrating fully upon it for 1d6 rounds.

The connection between the master and familiar will extend any distance on the same plane, but if they are on different planes, the familiar saves vs. Spells once per week with success meaning it has been freed from the master. The freed familiar loses all benefits gained from this spell and becomes a normal animal. The master is affected as if his familiar has died. If the familiar was well treated by its former master it will be friendly toward him or her should they meet again, and the master may cast this spell (even if the normal time limit has not expired) to re-bind the animal as his or her familiar again.


Level 1Range: self Duration: 1 turn + 1 round per level

Protects the caster. The caster’s skin becomes hard and stone-like, giving the caster a +2 bonus to armor class vs. melee attacks and hand-thrown missiles such as daggers or spears, and a +4 bonus to armor class vs. normal sized projectiles such as arrows, bolts, sling stones, and sling bullets.

Immunity to Normal Weapons

Level: 3Range: SelfDuration: 5 rds + 1/level

This spell temporarily makes the target immune to non- magical weapons. Anyone affected by this spell is treated as an enchanted creature for the purpose of magic which specifically affects them (for instance, a sword +1, +3 vs. enchanted creatures applies its special bonus to a creature protected by this magic).


0 level spells are called cantrips when used by Magic-Users. A spell caster may cast a number of 0 level spells per day equal to his or her level plus Intelligence bonus . Since these spells take such a short amount of time to cast (due to their abbreviated verbal and somatic components), a character may cast one and take another action in the round at the same time. 0 level spells do not have to be prepared in advance, unlike more powerful magics.

Unless otherwise stated, the range of all cantrips is 10′

Summon Vermin*: This cantrip summons one small, totally ordinary insect (such as a beetle, fly, or spider), a small rodent (such as a field mouse), or a cloud of gnats into a certain area. If targeted intelligently, the spell may be able to disrupt spellcasting, but will never deal any actual damage (including poison) to the target. Reversed, this cantrip becomes Exterminate, which may kill any one creature of similar size as the ones described in the spell.

Mage Hand: A spectral hand is conjured, which may either move one pound of materials at a speed of 10 feet per round for ten rounds (at a maximum range of 40 feet), or give an object a powerful push about equal to the caster’s strength at a range of ten feet.

Knot*: This spell may tightly knot or tangle a rope, string, or similar object in any knot the caster would be able to tie himself. Reversed, the Unknot spell may undo any knot the caster could unknot himself.

Irritate: This cantrip forces another person to involuntarily blink, nod, itch, giggle, or some other small body motion.

Flavor*: This cantrip may either make one dish taste any way the caster wants it to (which is an illusion), or add salt, spice, sweetener, or another flavoring agent (which is real). Reversed, it becomes Putrefy, which makes the food or drink either go bad (which is real) or taste as if it had been prepared wrongly (which is an illusion).

Clean*: A mage making use of this cantrip may clean, shine, dust, or polish a small object or surface of up to 1 square foot. Reversed, this becomes Dirty, which can make the same area dirty, tarnished, scuffed, or dusty.

Transfigure: This cantrip may change a small object (up to 27 cubic inches) into another shape, size, color, or texture. Radical changes (such as creating small living things) are not apt to last more than one turn, but minor changes (such as coloring a head of hair bright pink) may stay as long as a month. “Related” changes, such as creating a baby hedgehog from a pincushion) may last longer than non-related ones (such as changing a book into a lizard).

Flare: A flash of light, a very small ball of fire, or a puff of colored smoke can be created by this cantrip. They will not typically last longer than a second.

Animate Tool: A single, small tool (such as a quill pen, spoon, sewing needle, or small hammer) is animated by this cantrip. It will perform a single, repetitive task (such as writing dictated words, stirring a pot of soup, sewing the hem of a dress, or nailing boards into a house) for as long as a turn. The magic user must be able to perform the repeated action by hand himself. Weapons may not be animated by this cantrip, and objects animated may not be used as weapons.

Inscribe: This cantrip engraves up to a square foot of writing or drawing on almost any nonliving surface.

Open/Close: A normal, unlocked door, window, or other portal may be opened by this cantrip.